Archnemesis modifier

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Revision as of 22:48, 8 June 2022 by Dartweder7 (talk | contribs) (Moved the descriptions of Archnemesis Rare mods to the wiki)
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The following modifiers are found on Magic and Rare monsters throughout the game in all areas in 3.18.0 using modifiers introduced in the Archnemesis League, replacing the original monster modifiers, as well as Nemesis modifiers and Bloodline modifiers.

The most recent (as of 3.18.0) official list can be found here.

Curated list

Mods differ on magic monsters, but generally things like auras are not present on magic monsters and certain effects occur less frequently on magic monsters. Many of the rare mods do not appear on magic monsters at all as they are too complex. There are also three mods that only appear on magic monsters: Voidspawn of Abaxoth, Spirit Walker and Union of Souls. Rarer modifiers (towards the bottom of the list) also grant additional monster life bonuses and even better drops.

Name Lvl. Effect(s)
Hasted 6[1] 40% increased Movement Speed
100% increased Evasion Rating
Nearby Allies have 30% increased Attack and Cast Speed
Gargantuan ? 20% increased Damage
40% increased maximum Life
80% increased Area of Effect
Flameweaver ? 25% of Physical Damage Converted to Fire Damage
50% of Physical Damage as Extra Fire Damage
50% increased Fire Damage
+50% to Fire Resistance
+10% to maximum Fire Resistance
Immune to Scorch
Inflicts Fire Exposure on Hit
Stormweaver ? 25% of Physical Damage Converted to Lightning Damage
50% of Physical Damage as Extra Lightning Damage
50% increased Lightning Damage
+50% to Lightning Resistance
+10% to maximum Lightning Resistance
Immune to Lightning Ailments
Inflicts Lightning Exposure on Hit
Frostweaver ? 25% of Physical Damage Converted to Cold Damage
50% of Physical Damage as Extra Cold Damage
50% increased Cold Damage
+50% to Cold Resistance
+10% to maximum Cold Resistance
Immune to Cold Ailments
Inflicts Cold Exposure on Hit
Chaosweaver ? 25% of Physical Damage Converted to Chaos Damage
15% of Non-Chaos Damage as extra Chaos Damage
+50% to Chaos Resistance
+10% to maximum Chaos Resistance
Immune to Wither
Steel-infused ? Overwhelm 30% Physical Damage Reduction
40% increased Physical Damage
50% additional Physical Damage Reduction
Cannot be Stunned
Incendiary ? Ignites on Hit
All Damage with Hits can Ignite
25% increased Ignite Duration
300% increased Ignite Damage
+75% to Fire Resistance
60% less Duration of Ignites on Self
Dynamo ? Shocks on Hit
All damage with Hits can Shock
25% increased Shock Effect
50% increased Shock Duration
Immune to Shock
Permafrost ? 25% chance to Freeze on Hit
All damage with Hits can Freeze
25% increased Freeze Duration
Immune to Freeze and Chill
Toxic ? Poisons on Hit
All damage with Hits can Poison
30% increased Poison Damage
30% increased Poison Duration
+50% to Chaos Resistance against Damage over Time
Bloodletter ? Bleed on Hit
100% increased Damage with Bleeding
25% increased Bleeding Duration
25% reduced Damage taken from Physical Damage over Time
Nearby Enemies are Maimed with 30% reduced Movement Speed
Splinterer ? Skills fire 4 additional Projectiles
30% increased Projectile Damage
50% chance to Avoid Projectiles
Deadeye ? Randomly applies Poacher's Mark, Assassin's Mark or Warlord's Mark
20% increased Damage
60% less Damage taken if you have not been Hit Recently
200% increased Evasion Rating if you have been Hit Recently
Nearby Allies have 100% increased Accuracy Rating and 100% increased Critical Strike Chance
Arcane Buffer 6[1] 150% faster start of Energy Shield Recharge
Chaos Damage taken does not bypass Energy Shield
When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies
Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield
Echoist ? Skills Repeat two additional times
200% increased Attack and Cast Speed
Stunned for 1.5 seconds after using a Skill
Bonebreaker ? Always Stuns Enemies on Hit
25% chance to Double Stun Duration
30% reduced Attack and Cast Speed
100% increased Accuracy Rating
Cannot be Stunned
Nearby Allies have 40% increased Physical Damage
Sentinel ? 50% chance to Block Attack Damage
50% chance to Block Spell Damage
+10% to maximum Chance to Block Attack Damage
+10% to maximum Chance to Block Spell Damage
Triggers a Delayed Reckoning when Hit (1.5 second Cooldown)
Juggernaut ? 20% increased Damage
+2 to Maximum Endurance Charges
Gain 2 Endurance Charges every second if you've been Hit Recently
30% increased Area of Effect
Action Speed cannot be modified to below base value
Movement Speed cannot be modified to below base value
Cannot be Stunned
Vampiric ? All Damage from Hits is Leeched as Life
Life Leech effects are not removed on Full Life
200% increased total Recovery per second from Life Leech
25% increased Damage while Leeching
Enemies Cannot Leech From You
Overcharged ? +2 to Maximum Frenzy, Power and Endurance Charges
Every 3 seconds adds 3 Frenzy, Power or Endurance charges for 9 seconds
Consecrator ? Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
Take 30% reduced Elemental Damage while on Consecrated Ground
Frenzied ? Every 9 seconds become Frenzied for 5 seconds
50% increased Damage while Frenzied
50% increased Action Speed while Frenzied
50% reduced Damage Taken while Frenzied
Berserker ? Gains Increased Damage with life lost up to 40% at zero life
Gains Increased Movement Speed with life lost up to 40% at zero life
Gains Increased Attack and Cast Speed with life lost up to 75% at zero life
Gains reduced Damage Taken with life lost up to 30% at zero life
Immune to Culling Strike
Soul Conduit ? Nearby monsters are raised to fight again on Death
Oppressor ? Nearby Enemies have Oppression, causing them to deal 30% less Damage, take 30% increased Damage and have 20% reduced Movement Speed
Bombardier ? Skills fire 2 additional Projectiles
Skills Chain 2 additional times
Projectiles have 20% chance to be able to Chain when colliding with terrain
Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets
Periodically Fires a Nova of Fire Mortars (6 second cooldown)
Heralding Minions ? Rare Minions spawn Invulnerable Totems on death that cast a Lightning Nova Spell
Totems despawn on death
Empowering Minions ? Rare Minions have 30% increased Damage
Rare Minions have 100% increased maximum Life
Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 3)
Necromancer ? Rare Minions have 40% increased Damage
Rare Minions have 150% increased maximum Life
30% increased maximum Life
10% of Non-Chaos Damage as extra Chaos Damage
Summons Skeletons and Zombies
Assassin ? All hits are Critical Strikes
Blind on Hit
100% increased Blind Effect
Take no Extra Damage from Critical Strikes
Teleports to distant Enemies creating a Smoke Cloud (3 second cooldown)
Rejuvenating ? Regenerate 2% of Life per second
20% increased maximum Life
Periodically casts a Healing Nova that causes nearby allies to regenerate 50% of life over 2 seconds as well as preventing players from recovering Life or Energy Shield (8 second cooldown, 5 second global cooldown)
Healing Nova does not affect itself
Executioner ? 15% Damage with Hits per 10% missing Enemy Life
Immune to Culling Strike
Nearby Enemies cannot Recover Life or Energy Shield to above 50%
Hexer ? Hexproof
Summons an invulnerable Hexing Effigy that places 3 randomly selected Hex areas, chosen randomly from Temporal Chains, Enfeeble, Elemental Weakness, Punishment and Vulnerability
Drought Bringer ? Regenerate 1.5% of Life per second
Removes a Power, Frenzy or Endurance charges on Hit
Nearby Enemies' Flasks lose 15 Charges every 3 seconds
Entangler ? Poisons on Hit
All damage with Hits can Poison
+50% to Chaos Resistance
Applies Grasping Vines to Enemies, which slows them and causes them to take Chaos Damage over Time (3 second cooldown, 2 second global cooldown)
Moving will break the Vines over time
Travel Skills will break all Vines instantly, but doing so causes players to take 10% of their maximum Life and Energy Shield as Chaos Damage
Temporal Bubble ? Surrounded with a Temporal Bubble which prevents all damage originating from sources outside its radius
Enemies within the Temporal Bubble have 25% reduced Action Speed, 60% reduced Cooldown Recovery Rate and Debuffs on them expire 40% slower
Treant Horde ? Rare minions are replaced with Powerful Spriggans
50% of Damage from Hits is taken from Rare minions Life before the Rare monster
Final Gasp ? Summons an immortal ghost of the Rare monster on death that lasts for 5 seconds
Flame Strider ? 50% of Physical Damage Converted to Fire Damage
25% of Physical Damage as Extra Fire Damage
30% increased Fire Damage
+40% to Fire Resistance
Cannot be Scorched
Ignite on Hit
200% increased Ignite Damage
Leaves a Trail of Burning Ground
Trigger Inferno Bolt when Hit (0.5s global cooldown)
Rare Minions create Flame Beacons on Death
Frost Strider ? 50% of Physical Damage Converted to Cold Damage
25% of Physical Damage as Extra Cold Damage
30% increased Cold Damage
+40% to Cold Resistance
200% increased Chill Effect
Immune to Cold Ailments
Leaves a Trail of Chilling Ground
Trigger Snow bolt when Hit (1s cooldown, 0.5s global cooldown)
Rare Minions create Frost Beacons on Death
Storm Strider ? 50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Leaves a Trail of Shocked Ground
Trigger Lightning Mirage when Hit (0.75s cooldown, 0.5s global cooldown)
Rare Minions create Lightning Beacons on Death
Ice Prison ? 50% of Physical Damage Converted to Cold Damage
25% of Physical Damage as Extra Cold Damage
30% increased Cold Damage
+40% to Cold Resistance
Immune to Cold Ailments
25% additional Physical Damage Reduction
Periodically creates a barrier of Ice around the player for 3 seconds (5 second cooldown, 5 second global cooldown)
Magma Barrier ? 50% of Physical Damage Converted to Fire Damage
25% of Physical Damage as Extra Fire Damage
30% increased Fire Damage
+40% to Fire Resistance
25% additional Physical Damage Reduction
Surrounded by a Magma Barrier that takes 90% of Damage from Hits up to a fixed amount
When the Magma Barrier is depleted it explodes for massive Fire Damage
Barrier returns 10 seconds after exploding
Periodically spawns Fire Volatiles that chase players (9 second cooldown)
Mana Siphoner ? 50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Surrounded by a Mana Siphoning Ring Aura
Enemies in the Aura take Lightning Damage Over Time and lose Mana every second
Enemies standing inside the Ring are not affected by the Aura
Storm Herald ? 50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Casts Lightning Storms targeting Enemies
Soul Eater ? Gains Souls when nearby allies die
Each Soul grants 5% increased Damage, Attack Speed and Cast Speed
Summons a Phantasm monster every 4 seconds
Corpse Detonator ? +40% to Fire Resistance
Creates Corpses nearby (10 second cooldown)
Ignites nearby Corpses, detonating them after a short duration
Evocationist ? Ignites on Hit
Shocks on Hit
All damage with Hits can Ignite
All damage with Hits can Shock
All damage with Hits can Chill
+50% to all Elemental Resistances
50% of Physical Damage as Extra Damage of a random Element
Mirror Image ? Periodically creates several clones (8 second cooldown)
Clones disappear after 5 seconds and do not drop items or grant experience
Clones do not inherit mods from the original monster
Corrupter ? Inflicts Corrupted Blood on Hit
Inflicts Corrupted Blood when Hit
Invulnerable ? Rare Minions cannot be damaged while Rare monster is alive
30% chance to Block Attack Damage
30% chance to Block Spell Damage
Every 9 seconds cannot be damaged for 4.5 seconds
Crystal-skinned ? +40% to all Elemental Resistances
40% of Physical Damage as Extra Damage of a random Element
Fires crystals under Players when they hit you (0.2 second cooldown)
Crystals deal no damage and despawn after 12 seconds
When the Rare monster dies all crystals charge up and explode, dealing Cold damage
Empowered Elements ? Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos
While you have an affinity you have 90% reduced Damage Taken from all other damage types and 50% increased Damage taken of the affinity damage type
Fire Affinity grants 100% of Physical Damage as Extra Fire Damage
Cold Affinity grants 100% of Physical Damage as Extra Cold Damage
Lightning Affinity grants 100% of Physical Damage as Extra Lightning Damage
Physical Affinity grants 60% increased Physical Damage
Chaos Affinity grants 30% of Physical Damage as Extra Chaos Damage
Effigy ? Summons an Effigy of a targeted player (10 second cooldown)
Effigy links to the target player While linked all damage from Hits taken by the Effigy is also taken by the player as reflected damage
Effigy can taunt other Enemies to attack it
Running away from the Effigy will sever the link between itself and the player
Trickster ? Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage
50% less Damage Over Time Taken
Non-Damaging Ailments Reflection
Every 8 seconds Flee for 4 seconds
While fleeing avoid 75% of Damage from Hits, gain 200% increased Movement Speed and 1000% increased Evasion Rating
While fleeing cast Frost Walls targeting players (1.5 second cooldown, 1.5 second global cooldown)
Opulent ? 5000% increased Quantity of Items Dropped
20000% increased Rarity of Items Dropped
Creates Cursed Urns which can contain valuable loot but apply Gambler's Greed for 10 seconds
Gambler's Greed increases damage taken by 20% and reduces action speed by 10% per stack (maximum 5 stacks)
Lunaris-touched ? 50% increased Damage
+60% to Cold Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Lunaris which use their skills
Solaris-touched ? 50% increased Damage
+60% to Fire Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Solaris which use their skills
Arakaali-touched ? 50% increased Damage
+60% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Arakaali which use their skills
Brine King-touched ? 50% increased Damage
+60% to Cold Resistance
20% additional Physical Damage Reduction
Spawns apparitions of the Bring King which use their skills
Tukohama-touched ? 50% increased Damage
+60% to Fire Resistance
20% additional Physical Damage Reduction
Spawns apparitions of Tukohama which use their skills
Abberath-touched ? 50% increased Damage
+60% to Fire Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Abberath which use their skills
Shakari-touched ? 50% increased Damage
+60% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Shakari which use their skills
Innocence-touched ? 50% increased Damage
+40% to all Elemental Resistances
15% additional Physical Damage Reduction
Spawns apparitions of Innocence which use their skills
Kitava-touched ? 50% increased Damage
+30% to all Elemental Resistances
25% additional Physical Damage Reduction
Spawns apparitions of Kitava which use their skills

Datamined list

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Version history

Version Changes
3.18.0d
3.18.0c
  • The Invulnerable monster modifier has been replaced with the Benevolent Guardian modifier previously found as a Nemesis modifier. This causes the monster with this modifier to apply an Immunity buff to nearby allies for a short duration. If the original monster is slain, affected allies lose the Immunity buff. Other monsters that have this modifier cannot be given the Immunity buff.
  • Toxic Volatiles have had their base speed reduced, and now accelerate over time. They also now explode after 10 seconds at their location if they have not exploded already.
  • Reduced the size and improved the visuals of the Ring from the Mana Siphoner monster modifier.
  • The Hasted and Arcane Buffer monster modifiers will now be first encountered on level 6 monsters.
3.18.0b
3.18.0

Archnemesis modifiers have been rebalanced and added to the core game. Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers. Rare monsters will be found with two Archnemesis modifiers by default. From Act 6 onwards, there is a chance to find monsters with three modifiers, and in Maps, a chance for finding monsters with four modifiers. Magic monsters will be found with one Archnemesis modifier by default. The life, experience, increased item quantity and rarity of Magic and Rare monsters are no longer primarily determined by the monster's rarity, these are now primarily determined by the type of modifiers on the monster itself. A monster with more, or rarer, modifiers will have more life, increased item quantity and rarity, and grant more experience. Archnemesis modifiers are able to be gained by characters through sources such as Headhunter and Inspired Learning, though you are only able to have one instance of each modifier at any given time.

3.17.0
  • Added to the game.

References

  1. 1.0 1.1 Rhys (May 19, 2022). "3.18.0c Patch Notes". Official Path of Exile Forums. Retrieved June 9, 2022.