The Viridian Wildwood

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"Affliction" redirects here. For the expansion, see Path of Exile: Affliction.

This article describes new Path of Exile content released in version 3.23.0. Information may be missing or incorrect.

Please expand this article so that it provides complete and accurate information.

The Viridian Wildwood is an area containing an affliction encounter that can be found in map during Affliction league.

Access

The entrance to the Wildwood in any act or map area is marked by a ring of white Sacred Wisps. Players can explore through the Wildwood until the Sacred Wisps burn out after a set distance of travel. This encounter does not have a timer. Each new instance generates a new Wildwood area, with random layouts and encounters. As the Wildwood shares the instance with the main area, it is affected by map modifiers, including pack size and item quantity.

Wisps

Wisps are a type of non-itemised resource that can be collected while exploring the Wildwood. Wisps do not scale with item quantity from equipment or area modifiers. After exiting the Wildwood area, wisps disperse across the rest of the zone, affecting and enhancing random monsters in a manner somewhat similar to Sentinel's empowerment. Wisps come in three varieties: Primal, Wild, and Vivid. Each type is used for different Affliction vendors, and provides different benefits when affecting monsters:

  • Vivid (Yellow) Wisps grant an item quantity bonus.
  • Wild (Purple) Wisps grant an item rarity bonus.
  • Primal (Blue) Wisps cause them to drop currency items.

Multiple types of wisps can affect the same monster.

Wisps can also affect monsters that have not been spawned yet such as Breach monsters, even when they are not on the map after completing the Affliction encounter. Some monsters in the Wildwood can also spawn already affected by Wisps.

The Affliction

The Wildwood is covered in a darkness called the "affliction". Enemies in the darkness cannot be damaged or damage you. Sacred Wisps burn the affliction away for a fixed distance of travel, creating a traversable path and unlocking smaller sub-areas containing various encounters.


NPCs

A selection of unique items offered by the Nameless Seer.

Phenomena

Name Image Mechanics
Azmeri God Shrine
Contains a faded inscription about the ancient Azmeri gods
Beyond Rift Contains random Beyond monsters
Funerary Altar
Grants a permanent buff for the instance that has both an upside and downside
Harvest Field Contains a random Harvest plot
King in the Mists' Ritual Grounds Contains the King in the Mists encounter (Ritual version)
Nameless Seer
File:File:Nameless Seer npc screenshot.png
Merchant who sells one unique item for all your current wisps
Nameless Shrine Grants a buff for 5 minutes that is retained upon exiting the Wildwood
Omen Cairn Drops an Omen
Sacred Wisps
Extends the distance you have remaining to explore the Wildwood. Large clusters of Sacred Wisps also light the area around them on contact.
Well Recovers all Life, Mana, and Energy Shield, and refills Flask Charges
Wisp Conversion Tree
Converts all possessed wisps into a chosen wisp type

Nameless Shrine buffs

Some mechanics grant 5 minute buffs that are retained upon exiting the Wildwood:

  • Ancient Wisdom: You are gaining 200% increased experience
  • Dark Gift: You have 200% increased Item Rarity and Quantity
  • Sacred Infusion: You have increased Action Speed, Size, Area of Effect, and Damage, and cannot be Damaged

Processions

Processions are a type of permanent buff that grants beneficial effects in exchange for a downside to all players throughout the instance, including outside of the Wildwood, which is removed on death. They are obtained by interacting with Funerary Altars:

  • Batrachian Funerary Altar (frog):
    200% increased Flask effect
    80% reduced Flask charges gained
  • Cervine Funerary Altar (deer):
    50% increased Damage taken
    Basic Currency Items dropped by slain Enemies have 25% chance to be Duplicated
  • Chiropteran Funerary Altar (bat):
    100% incrased Movement Speed
    150% increased Effect of Curses on you
    You are Cursed with Vulnerability
  • Corvine Funerary Altar (crow):
    Remove all Armor
    25% increased Action Speed
    Remove all Evasion
  • Leporine Funerary Altar (rabbit):
    50% increased Item Quantity
    100% increased Item Rarity
    You do not gain Experience
  • Procyonic Funerary Altar (raccoon):
    -20% to all maximum Resistances
    Divination Cards dropped by slain Enemies have 50% chance to be Duplicated
  • Ursine Funerary Altar (bear):
    Hits against you are always Critical Strikes
    Unique Items dropped by slain Enemies have 30% chance to be Duplicated

Bosses

Name Quest Mechanics
Wildwood Abomination Can appear randomly Giant treant, uses Ersi, Mother of Thorns' Vine Wall skill, Vine Cascade
Troll Shaman Can appear randomly Based on Stagnation MapStagnation MapMap Level: 76
Map Tier: 9
Guild Character: ¢
Aided by unrelenting rain,
rot devours new life at the first fumble.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
boss
The Incarnation of Agony Can appear randomly Aura of Death debuff
The Bíle Trio Can appear randomly
Warden of Eaves Quest 2 - Spiteful Winter
Based on Forbidden Woods MapForbidden Woods MapMap Level: 81
Map Tier: 14
Guild Character: '
Every instinct wills you to sleep through the bitter cold;
a certain death. Those that yet survive must fight
through every aching movement.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
boss
The King in the Mists (Ritual) Can appear randomly
Breaker of Oaths Quest 2 - Become the Darkness
The Black Mórrígan Can appear randomly
Primal Huntress Quest 2 - Hunt for the Crow
Large crow monster, uses Leap SlamLeap SlamAttack, AoE, Movement, Travel, Slam, Melee
Level: (1-20)
Cost: 10 Mana
Attack Damage: (100-150)% of base
Effectiveness of Added Damage: (100-150)%
AoE Radius: 15
Requires Level 10Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.(20-39)% increased Stun Duration against Enemies that are on Full Life
+0.55 seconds to Attack Time
Base radius is 1.5 metres
Damaging Hits always Stun Enemies that are on Full Life

Additional Effects From 1-20% Quality:
(2-40)% increased Stun Duration against Enemies that are on Full Life
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Ground SlamGround SlamAttack, AoE, Slam, Melee
Level: (1-20)
Cost: 6 Mana
Attack Speed: 90% of base
Attack Damage: (115-188)% of base
Effectiveness of Added Damage: (115-188)%
AoE Radius: 35
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.25% reduced Enemy Stun Threshold
+(0-1) metre to radius
Deals up to (40-49)% more Damage with Hits to closer targets

Additional Effects From 1-20% Quality:
Deals up to +(1-20)% more Damage with Hits to closer targets
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, SunderSunderAttack, AoE, Slam, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 75% of base
Attack Damage: (220-325)% of base
Effectiveness of Added Damage: (220-325)%
Requires Level 12Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.(0-19)% more Area of Effect
Shockwaves deal 40% less Damage
Wave causes Shockwaves from up to 5 Enemies in each Area
Wave has (0-25)% reduced delay between Areas
Wave Damages 5 Areas
Wave cannot stop before Damaging 2 Areas
Wave gains +0.2 metres to radius with each Area in the Sequence

Additional Effects From 1-20% Quality:
Wave gains +(0.005-0.1) metres to radius with each Area in the Sequence
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
The King in the Mists (Stronghold) All NPC Quest 3 - War for the Wildwood Phrase 1: Shadow Surge:
Mystic Miasma:
Ritual of Meditation: Stay still to avoid taking damage
Ritual of Dance: Keep moving to avoid taking damage
Exploding Toads - Toads be your curse! - Creates an area of Tarred Ground, reducing movement speed and spawning exploding toads
Phase 2: Maze: follow the wisps through the maze to find the portal back to the arena.

Rewards

Lore

The Viridian Wildwood was created to serve as a "haven" for those affected by the Winter of the World.[a]

Notes

  1. "The Wildwood was a gift, meant as a haven against the Winter of the World." - The Flawed RefugeThe Flawed Refuge
    Maple Round Shield
    Chance to Block: 39%
    Armour: (176-247)
    Evasion: (176-247)
    Movement Speed: -3%
    Requires Level 39, 52 Str, 52 Dex180% increased Block Recovery(100-150)% increased Armour and Evasion
    +15% Chance to Block
    You take 100% of Elemental Damage from Blocked Hits
    40% of Elemental Damage from Hits taken as Physical Damage
    The Wildwood was a gift, meant as a haven
    against the Winter of the World.