Monsters
Monsters are the primary enemies encountered by the player. Killed monsters may grant experience and drop items and gold. Monsters can belong to four rarity types:
- Normal: This is the weakest and most common rarity of monsters, but such enemies appear in larger numbers, often forming 'monster packs'. They can have some innate abilities but do not have any modifiers by default (though they can have properties granted to them by nearby rare monsters).
- Magic: These monsters are more powerful and less common. They will randomly generate with one or two modifiers that empower them and improve their drops.
- Rare: These are the least common and most powerful type of randomly generated monsters. They can have multiple modifiers which can significantly increase their difficulty. Certain monster types have different base abilities and stats when they appear as rare monsters, beyond the random modifiers affecting them. Some of the modifiers that can affect a rare monster can take the form of auras or other buffs that empower other nearby monsters, and the combination of modifiers that affect any specific rare monster can make it more dangerous than a similarly levelled unique monster.
- Unique: These monsters are not randomly generated. Specific unique monsters are guaranteed to appear in specific campaign areas and maps when they are inhabited by a boss, as well as certain Atlas encounters such as rogue exiles. These monsters have carefully constructed abilities and move sets to provide a challenging and rewarding fight, and many in the campaign are required to be killed to complete Quests.
Boss
Bosses are unique monsters typically encountered in boss arenas. Boss arenas are usually preceded by checkpoints. Dying against a boss will reset the encounter.
Mechanics
Many bosses are capable of using deadly attacks that ignore block and evasion, indicated by the boss flashing red and giving a sound cue before unleashing the attack.
Bosses take less damage when they first spawn in. This damage reduction gradually tapers away over time, and tapers off faster while the boss is moving. Bosses which cannot or barely move have a shorter damage reduction period.
| Version | Changes |
| 0.4.0 | Bosses now have an Anti-Burst damage mechanic: Once a boss has finished it's emerge or becomes aggro the damage reduction period starts counting down. The damage reduction tapers down from full effect to no effect over the course of this du |
| 0.3.0 | Monsters have 30% more Stun Buildup against players who have their Shield Raised, and ~12% more Stun Buildup vs players who are Parrying. Lowered the growth on Monster Evasion Rating with level. This results in level 80 monsters having 30% |
| 0.2.0g | Except for a few Unique Bosses at the start of Act 1, all Unique Monsters will always drop a Rare item. In campaign, you only get the guaranteed Rare item the first time you kill each boss. In maps you always get it. |
| 0.2.0f | Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos |
| 0.2.0e | Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for a |
| 0.2.0b | All non-unique monsters have less life, tapering from 100% to 75% of what they had between levels 8 and 15. All monsters between level 15 and 46 now have exactly 25% less Life. All monsters between level 46 and 64 now have less life, taperi |
| 0.2.0 | Bosses that need to perform certain actions to progress their fight will now become immune to damage if their life is brought significantly past the point at which that action should be used. This should have no noticeable effect to most pl |
| 0.1.0e | Critical Strikes from Monsters now deal 40% less bonus Damage. Chaos Damage now scales less aggressively over the Endgame. |
| 0.1.0 | Introduced to the game. |
Rarity
All monsters, strongboxes and most items can have one of four different rarities. The common rarity is normal, followed by magic, rare and unique. Some items such as currency do not have rarity; however, they do have internal measures of "valuable"-ness or "rarity" through weights which affects their drop rates.
Sources of #% increased Item Rarity and #% increased Rarity of Items found (also known as IIR) affect both the rarity of items dropped, as well improving the random modifiers that can roll when an item is identified through "unidentified tier" items. This effect is known as the "item rarity tier system" and is explained further below. Some sources of IIR have diminishing returns. Different sources of IIR (e.g. items vs area modifiers vs monster IIR multipliers) are multiplicative with each other. The combined effect of IIR, IIQ (increased item quantity), and party bonuses is colloquially referred to as magic find/MF.
Item rarity
Most craftable items rolls with a random rarity - normal items being the most common and unique items the least common.
Magic, rare and unique items found on the ground are unidentified and you must use Scroll of WisdomScroll of WisdomStack Size: 40Identifies an itemRight click this item then left click an unidentified item to apply it. to discover their properties.
Rarities
Normal items (also called base items) are the "default" state of items without any explicit modifiers/affixes. Some specific base types have implicit modifiers.
A normal item can be upgraded into a magic item using an Orb of TransmutationOrb of TransmutationStack Size: 40Upgrades a Normal item to a Magic item with 1 modifierRight click this item then left click a normal item to apply it., guaranteeing one affix, or a rare item using an Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a Normal or Magic item to a Rare item with 4 random modifiersRight click this item then left click a normal or magic item to apply it. Current modifiers are not retained. guaranteeing four affixes - 2 prefixes and 2 suffixes. An Orb of ChanceOrb of ChanceStack Size: 10Unpredictably either upgrades a Normal item to Unique rarity or destroys itRight click this item then left click a normal item to apply it. can upgrade a normal item into a unique if a unique of that base type exists and the item being chanced is at least the required item level.
Magic are the upgraded versions of normal items with magical properties given by affixes, base item is the same as in normal rarity, but now you can have up to one prefix and one suffix.
Upgrading a normal item with Orb of TransmutationOrb of TransmutationStack Size: 40Upgrades a Normal item to a Magic item with 1 modifierRight click this item then left click a normal item to apply it. will give it only one affix, either prefix or suffix, Orb of AugmentationOrb of AugmentationStack Size: 30Augments a Magic item with a new random modifierRight click this item then left click a magic item to apply it. Magic items can have up to two random modifiers. is needed to add missing second property from the item.
Unlike Path of Exile 1 you can't reroll those affixes with another orb but you can remove one random modifier using Orb of AnnulmentOrb of AnnulmentStack Size: 20Removes a random modifier from an itemRight click this item then left click on a magic or rare item to apply it. or by using a Chaos OrbChaos OrbStack Size: 20Removes a random modifier and augments a Rare item with a new random modifierRight click this item then left click a rare item to apply it. which also remove one random modifier, but it replaces it with another random affix.
A magic item can be upgraded into a rare item using a Regal OrbRegal OrbStack Size: 20Upgrades a Magic item to a Rare item, adding 1 modifierRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added.. It will retain its current affixes and one new affix will be added making it an item with three affixes rather than four like in case of using an Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a Normal or Magic item to a Rare item with 4 random modifiersRight click this item then left click a normal or magic item to apply it. Current modifiers are not retained. on normal item.
Rare items can have up to six affixes, having maximum three prefixes and three suffixes.
If item have less than six affixes, it can gain an additional mod with an Exalted OrbExalted OrbStack Size: 20Augments a Rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. up to the maximum number of affixes on item.
As in magic items, there is a way to remove one affix by using Orb of AnnulmentOrb of AnnulmentStack Size: 20Removes a random modifier from an itemRight click this item then left click on a magic or rare item to apply it., or remove one random modifier and replacing it with another one by using a Chaos OrbChaos OrbStack Size: 20Removes a random modifier and augments a Rare item with a new random modifierRight click this item then left click a rare item to apply it..
Rare items are given a randomly generated name.
Unidentifed rare items generate with 4, 5, or 6 modifiers with a ratio of 8:3:1 respectively.
Flasks and Charms cannot be of rare rarity.
Unique items have the same base properties as normal item of the same type, but have specific unique name and artwork, as well as their own set lists of modifiers instead of random affixes. While overall it is better to have the highest rarity of item (e.g. rare items are always more powerful than magic items), this is not the case with unique items; most of the time they provide different and specific modifiers that can't be found on other items.
Items of Unique rarity often contain a set of mods which provide build-defining effects and/or quality of life to game play.
Some unique items are drop-restricted; these items can only be obtained from specific sources or through specific methods, and cannot normally obtained or be upgraded into using an Orb of ChanceOrb of ChanceStack Size: 10Unpredictably either upgrades a Normal item to Unique rarity or destroys itRight click this item then left click a normal item to apply it.. They are also excluded from pools of rewards containig random unique items.
Monster rarity
Regular monsters can spawn as normal, magic, or rare. Typically most monsters in a pack will be normal; however, the entire pack can be magic instead. Only one or a few monsters in a pack will appear as rare, and will almost always be a pack leader monster type if applicable.
By default, magic and rare monsters can roll up to 2 or 4 monster modifiers. The specific pool of monster modifiers it can roll are dependent on the specific monster type; certain combinations of monster types and monster modifiers are not possible for balance purposes.
The rarity and monster modifier(s) provide inherent bonuses to its life, damage, item rarity, and item quantity.
Unique monsters are special, and almost always categorized as a type of boss, found in designated arenas. Unique monsters typically cannot have monster modifiers, though they may have inherent modifiers such as Cannot be Slowed. They may have a unique varied pool of skills. Unique monsters have significantly increased life, damage, item rarity, and item quantity bonuses. They also have certain restrictions, such as disabling the ability to create a portal or preventing changing your character's equipment.
Chest/strongbox rarity
Chests and strongboxes typically have rarities. These rarities do affect the items found in the chest or strongbox. Strongboxes can be crafted with currency; chests typically cannot. Items from both are affected by area IIR multipliers, but not by player IIR multipliers.
Item rarity multplier mechanics
Item rarity multipliers come in different "buckets" which are multiplicative with each other:
| "Bucket" | Sources | Diminishingreturns? |
| Player IIR | Item modifiersBuffs | Yes |
| Area IIR | Waystone modifiersTablet modifiersCoalesced Corruption modifiersCleansed map modifiersDiluted Liquid GreedDiluted Liquid GreedStack Size: 10Emotion Tier: 3Removes a random modifer and Augments a Rare Basic Jewel with anew guaranteed Crafted | No |
| Monster IIR | Inherent base multipliersInherent multipliers from monster rarityAzmerian wisps | Unknown(likely no) |
| Deliriousness | Delirium mirrorsInstilled mapsSimulacrum | Unknown |
According to player testing as well as information shared privately from Path of Exile 2 developers to Kripparrian, player IIR anecdotally has the most noticable benefits between 100-150% with significant diminishing returns and worse opportunity cost after 150%. Area IIR is not affected by diminishing returns at all.
Minions and companions use their owner's player IIR values when they kill enemies. They will not benefit from any IIR granted to them directly (e.g. via Necromantic Talisman). Other allies (e.g. NPCs) and other players and their minions in a party use their own player IIR values.
It is possible to achieve -100% IIR (0% item rarity) with 2x Ventor's GambleVentor's GambleGold RingRequires Level 64(6-15)% increased Rarity of Items found+(0-80) to maximum Life+(0-20) to Spirit(-25-25)% increased Rarity of Items found+(-40-40)% to Fire Resistance+(-40-40)% to Cold Resistance+(-40-40)% to Lightning ResistanceIn a blaze of glory,An anomaly defying all oddsThe "unkillable" beast met the divineAnd Ventor met his latest trophy. and IngenuityIngenuityUtility BeltRequires Level 55Has (1-3) Charm Slots20% of Flask Recovery applied Instantly(-20-20)% increased Charm Charges gained(-10-10)% increased Charm Charges used(20-30)% increased bonuses gained from left Equipped Ring(20-30)% increased bonuses gained from right Equipped RingExperiments with geomancy taughtthe Maji more than they ever expected.. Although it should theoretically result in random item drops always dropping as normal rarity, it appears to be possible to still drop magic items. It will not affect guaranteed magic or rare item drops from hidden modifiers on certain bosses or items from chests.
Item rarity tier system
Modifiers and stats that influence the rarity of dropped items function using a skewed "10-tier" rarity system. When an item drops, one of these tiers is selected; the item rarity stat increases the chances to select a higher tier.
The "% Increased Rarity of Items Found" modifier generally increases the likelihood of finding higher-rarity items (e.g., magic, rare, unique). However, its impact on currency item drops varies by game mechanics.
How the 10-tier system works is as follows:
- No apparent changes to drops
- Increases the chance for an item that can have rarity to drop as magic, rare, or unique. This conversely reduces the chance for dropped items to be converted to gold
- Decreases the chance for a unique item to be common tier; increases the chance for a unique item to be uncommon, rare, or mythic tier.
- Increases the chance to upgrade currency to "Rare" currency (e.g. Exalted OrbExalted OrbStack Size: 20Augments a Rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers., Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a Normal or Magic item to a Rare item with 4 random modifiersRight click this item then left click a normal or magic item to apply it. Current modifiers are not retained., Regal OrbRegal OrbStack Size: 20Upgrades a Magic item to a Rare item, adding 1 modifierRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added., etc.)
- Increases the chance to not drop base types that are significantly lower level requirement than the area's drop level.
- Does not affect the outcomes of modifiers on unidentified items.
Rarity tier 6-9 / Unidentified (Tier 2-5):
- Implements the unidentified modifier tier system (e.g. Unidentified (Tier 5)).
- Unidentified tiers only begin appearing at certain drop level/item level thresholds. Unidentified tiers only affect items when they are being identified. It does not affect modifiers added after the item is identified, such as through crafting.
- Unidentified modifier tiers function differently for magic and rare items: Magic: Each Unid tier culls a certain percentage of tiers for each modifier type separately. At least one tier of each modifier can always roll. For example, culling 50% of tiers for a mod with 3 eligible tiers prevents the lowest tier from rolling. Rare: Each Unid tier culls all modifiers requiring an item level below a certain value. The modifier's tier itself is not relevant.
Unidentified tiers
| Unid Tier | Minimumitem level | Magic modtier culling | Rare modilvl culling |
| Unid Tier 2 | ilvl 20 | 50% | < ilvl 11 |
| Unid Tier 3 | ilvl 34 | < 68% | < ilvl 23 |
| Unid Tier 4 | ilvl 52 | #% | < ilvl 35 |
| Unid Tier 5 | ilvl 65 | #% | < ilvl 48 |
Tier culling will not remove the highest possible tier of a modifier type if it would be excluded entirely from being able to roll. In other words, at least one tier of each mod will always be eligible to roll, respecting item level.
Sources of increased item rarity
Base items
| Item | Item class | Buff effects | Stats | IIR | |
| Gold AmuletGold AmuletRequires Level 35(12-20)% increased Rarity of Items found | Amulet | 35 | — | (12-20)% increased Rarity of Items found | (12-20)% |
| Gold RingGold RingRequires Level 40(6-15)% increased Rarity of Items found | Ring | 40 | — | (6-15)% increased Rarity of Items found | (6-15)% |
| Golden CharmGolden CharmLasts 1.00 SecondsConsumes 80 of 80 Charges on use15% increased Rarity of Items foundRequires Level 50Used when you Kill a Rare or Unique EnemyUsed automatically when condition is met. Can only hold charges while in | Charm | 50 | 15% increased Rarity of Items found | Used when you Kill a Rare or Unique Enemy | 0% |
Unique items
| Item | Base item | Stats | Additionaldrop restrictions | IIR | |
| Demigod's VirtueDemigod's VirtueGolden Visage25% increased Rarity of Items foundVirtuousThose qualities possessed by the victorare proven inherently right and true. | Golden Visage | 1 | 25% increased Rarity of Items foundVirtuous | Can only be obtained as an exclusive race reward for top placements in certain events. | 25% |
| Horns of ByndenHorns of ByndenRusted GreathelmArmour: 49+20 to Armour(5-15)% increased Rarity of Items found+(20-30) to StrengthGain 1 Rage on Melee HitEvery Rage also grants 1% increased ArmourThe Younger Brother waded into Battle, shruggi | Rusted Greathelm | 1 | +20 to Armour(5-15)% increased Rarity of Items found+(20-30) to StrengthGain 1 Rage on Melee HitEvery Rage also grants 1% increased Armour | — | (5-15)% |
| Wings of CaelynWings of CaelynRusted GreathelmArmour: 49+20 to Armour(5-15)% increased Rarity of Items found+(20-30) to DexterityGain 1 Rage on Melee HitEvery Rage also grants 1% increased Stun ThresholdThe older brother rtetained calm in t | Rusted Greathelm | 1 | +20 to Armour(5-15)% increased Rarity of Items found+(20-30) to DexterityGain 1 Rage on Melee HitEvery Rage also grants 1% increased Stun Threshold | — | (5-15)% |
| Crown of the VictorCrown of the VictorIron CrownArmour: 23Energy Shield: 12Requires Level 5(10-15)% increased Rarity of Items foundGain 10 Life per enemy killedGain 10 Mana per enemy killed+1 to Level of all SkillsAn endless river of bodies | Iron Crown | 5 | (10-15)% increased Rarity of Items foundGain 10 Life per enemy killedGain 10 Mana per enemy killed+1 to Level of all Skills | — | (10-15)% |
| GravebindGravebindRope CuffsArmour: (16-19)Energy Shield: (8-9)Requires Level 5(40-60)% increased Armour and Energy Shield+(10-15)% to Cold ResistanceGain (7-10) Life per enemy killedGain (4-6) Mana per enemy killedEnemies in your Presence | Rope Cuffs | 5 | (40-60)% increased Armour and Energy Shield+(10-15)% to Cold ResistanceGain (7-10) Life per enemy killedGain (4-6) Mana per enemy killedEnemies in your Presence killed by anyone count as being killed by you instead20% increased Rarity of It | — | 0% |
| GoldrimGoldrimFelt CapEvasion: (88-108)Requires Level 10, 17 Dex+(30-50) to Evasion Rating10% increased Rarity of Items found+(25-35)% to all Elemental ResistancesNo metal slips as easily through the fingers as gold. | Felt Cap | 10 | +(30-50) to Evasion Rating10% increased Rarity of Items found+(25-35)% to all Elemental Resistances | — | 10% |
| Erian's CobbleErian's CobbleGuarded HelmArmour: (34-74)Evasion: (28-58)Energy Shield: (0-20)Requires Level 11, 11 Str, 11 Dex+(0-40) to Armour+(0-30) to Evasion Rating+(0-20) to maximum Energy Shield+(0-60) to Accuracy Rating+(0-30) to maxi | Guarded Helm | 11 | +(0-40) to Armour+(0-30) to Evasion Rating+(0-20) to maximum Energy Shield+(0-60) to Accuracy Rating+(0-30) to maximum Life+(0-20) to maximum Mana(0-20)% increased Rarity of Items found(0-30)% increased Critical Hit Chance+(0-10) to Strengt | — | (0-20)% |
| AurseizeAurseizeLayered GauntletsArmour: (30-35)Evasion: (25-28)Requires Level 16, 13 Str, 13 Dex(40-60)% increased Armour and Evasion(40-50)% increased Rarity of Items foundLose 2% of maximum Life on KillWealth is not to be borne lightly. | Layered Gauntlets | 16 | (40-60)% increased Armour and Evasion(40-50)% increased Rarity of Items foundLose 2% of maximum Life on Kill | — | (40-50)% |
| Crown of the Pale KingCrown of the Pale KingCultist CrownArmour: (66-88)Energy Shield: (28-38)Requires Level 16, 15 Str, 15 Int(50-100)% increased Armour and Energy Shield+(40-80) to maximum Life10% increased Rarity of Items found(10-15) to | Cultist Crown | 16 | (50-100)% increased Armour and Energy Shield+(40-80) to maximum Life10% increased Rarity of Items found(10-15) to (20-25) Physical Thorns damageThorns can Retaliate against all Hits | — | 10% |
| GamblesprintGamblesprintEmbossed BootsEvasion: (100-120)Requires Level 16, 23 Dex(100-140)% increased Evasion Rating(10-15)% increased Rarity of Items found+(10-15) to Dexterity+(15-25)% to Lightning ResistanceGain 0% to 40% increased Movem | Embossed Boots | 16 | (100-140)% increased Evasion Rating(10-15)% increased Rarity of Items found+(10-15) to Dexterity+(15-25)% to Lightning ResistanceGain 0% to 40% increased Movement Speed at random when Hit, until Hit again | — | (10-15)% |
| Visage of AyahVisage of AyahBeaded CircletEnergy Shield: (51-61)Requires Level 16, 25 Int(50-80)% increased Energy Shield(10-15)% increased Rarity of Items found(20-30)% increased Critical Hit Chance+(10-20)% to Lightning ResistanceEldritch | Beaded Circlet | 16 | (50-80)% increased Energy Shield(10-15)% increased Rarity of Items found(20-30)% increased Critical Hit Chance+(10-20)% to Lightning ResistanceEldritch Battery | — | (10-15)% |
| Thief's TormentThief's TormentEmerald RingRequires Level 26+(120-160) to Accuracy Rating(30-40)% increased Rarity of Items found+(10-15)% to all Elemental ResistancesGain 25 Life per Enemy Hit with AttacksCan't use other RingsGain 15 Mana p | Emerald Ring | 26 | +(120-160) to Accuracy Rating(30-40)% increased Rarity of Items found+(10-15)% to all Elemental ResistancesGain 25 Life per Enemy Hit with AttacksCan't use other RingsGain 15 Mana per Enemy Hit with Attacks50% reduced Duration of Curses on | — | (30-40)% |
| Vigilant ViewVigilant ViewEmerald RingRequires Level 26+(120-160) to Accuracy Rating+(100-150) to Accuracy Rating+(100-150) to Evasion Rating(10-20)% increased Rarity of Items found+(20-30) to DexterityEnemies have an Accuracy Penalty again | Emerald Ring | 26 | +(120-160) to Accuracy Rating+(100-150) to Accuracy Rating+(100-150) to Evasion Rating(10-20)% increased Rarity of Items found+(20-30) to DexterityEnemies have an Accuracy Penalty against you based on DistanceMaximum Chance to Evade is 50% | — | (10-20)% |
| CornathaumCornathaumHeavy CrownArmour: 75Energy Shield: 28Requires Level 33, 27 Str, 27 Int(10-20)% increased Rarity of Items found+(40-50) to Intelligence30% increased Light Radius5% increased Experience gainPain brings clarity. | Heavy Crown | 33 | (10-20)% increased Rarity of Items found+(40-50) to Intelligence30% increased Light Radius5% increased Experience gain | — | (10-20)% |
| Eye of ChayulaEye of ChayulaGold AmuletRequires Level 35(12-20)% increased Rarity of Items found(30-20)% reduced maximum Life+(10-15) to all AttributesCannot be Light StunnedNever blinking, always watching. | Gold Amulet | 35 | (12-20)% increased Rarity of Items found(30-20)% reduced maximum Life+(10-15) to all AttributesCannot be Light Stunned | — | (12-20)% |
| Gifts from AboveGifts from AbovePrismatic RingRequires Level 35+(7-10)% to all Elemental Resistances(20-30)% increased Critical Hit Chance(20-30)% increased Light Radius(20-30)% increased Rarity of Items Dropped by Enemies killed with a Cri | Prismatic Ring | 35 | +(7-10)% to all Elemental Resistances(20-30)% increased Critical Hit Chance(20-30)% increased Light Radius(20-30)% increased Rarity of Items Dropped by Enemies killed with a Critical HitYou have Consecrated Ground around you while stationar | — | 0% |
| Serpent's EggSerpent's EggGold AmuletRequires Level 35(12-20)% increased Rarity of Items found+(10-20) to all Attributes+(17-23)% to Chaos Resistance(20-30)% increased Mana Regeneration RateGain an additional Charge when you gain a ChargeWh | Gold Amulet | 35 | (12-20)% increased Rarity of Items found+(10-20) to all Attributes+(17-23)% to Chaos Resistance(20-30)% increased Mana Regeneration RateGain an additional Charge when you gain a Charge | — | (12-20)% |
| Greed's EmbraceGreed's EmbraceVaal CuirassArmour: (456-570)Movement Speed: -5.0%Requires Level 37, 90 Str50% increased Strength Requirement20% reduced Movement Speed(100-150)% increased Armour(30-50)% increased Rarity of Items found+(20-30) | Vaal Cuirass | 37 | 50% increased Strength Requirement20% reduced Movement Speed(100-150)% increased Armour(30-50)% increased Rarity of Items found+(20-30)% to Fire Resistance | — | (30-50)% |
| AndvariusAndvariusGold RingRequires Level 40(6-15)% increased Rarity of Items found(50-70)% increased Rarity of Items found+10 to Dexterity-20% to all Elemental ResistancesDanger is the price of wealth. | Gold Ring | 40 | (6-15)% increased Rarity of Items found(50-70)% increased Rarity of Items found+10 to Dexterity-20% to all Elemental Resistances | — | (6-15)% |
Item modfiiers
Various modifiers on waystones can add area IIR.
Miscellaneous
| Version | Changes |
| 0.2.0g | We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game. Gold, Magic Currency, Quality Currency, Flasks, Charms, and Runes are n |
| 0.2.0 | Increased Rarity of Items found Modifiers on items have been lowered at top end. The Suffix Modifier now goes up to 25% at the highest tier (previously 30%), while the Prefix Modifier now goes up to 25% at the highest tier (previously 32%). |
| 0.1.0c | Increased the values of all Prefix Modifiers that can roll on Waystones. We've also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size. (Rarity mods increased by ~2.5x) Monster Mod |
| 0.1.0 | Introduced to the game. |
Rogue Exiles
Rogue exiles are a special type of monsters. Wandering around Wraeclast, these hostile exiles seek out a fight to the death. Rogue exiles start appearing in Act 4 of the campaign and have an ~8% chance to appear in maps.
Mechanics
Rogue exiles are Unique monsters based on playable characters and can use player skills, including Dodge Roll. They use a more advanced AI than other monsters with smart targeting and smart pathfinding. They can also use life flasks to heal themselves mid-combat.
Rogue exiles come equipped with their own set of equipment, which can occasionally include drop-enabled unique items, and stats from these items will affect the rogue exile. They may use items with socketed augments which are retained when dropped. Any unique items they carry will be displayed under their modifiers. When defeated, rogue exiles will drop all the equipment they were carrying. If you are defeated by a rogue exile, they will open a Town Portal and leave the area.
A Rogue exile captured in a Ritual generates new equipment each time they are respawned, including unique items.
Rogue exiles that spawn near abysses will respawn as a Lichborn Exile when killed, imbuing them with additional abilities and Abyssal modifiers. Their name will display as "<Rogue Exile's name>, the Lich Born". Lichborn exiles can drop the exclusive unique item Heart of the WellHeart of the WellDiamondLimited to: 1<Custom Desecrated prefix><Custom Desecrated prefix><Custom Desecrated suffix><Custom Desecrated suffix><List of mods>Countless souls scream in agonising harmony,forever sinking under the weight of the newly dead.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket..
List of rogue exiles
- Taua, the Ruthless (Warrior) - Physical 2h Mace-wielding Karui.
- Raok, the Bloodthirsty (Warrior) - Physical 1h Mace/Shield-wielding Karui that plunders for Kitava.
- Bronnach, the Manhunter (Ranger) - Physical/Cold Bow-wielding Azmerian huntress.
- Adrienne, the Malignant Rose (Ranger) - Chaos Bow-wielding toxicist from Ezomyr.
- Vasa, of the Death Akhara (Witch) - Physical Wand-wielding necromancer Maraketh who challenges even Nekraata itself.
- Ciara, the Curse Weaver (Witch) - Chaos Wand-wielding/unarmed occult witch.
- Nyassa, the Flaming Hand (Sorceress) - Fire Staff-wielding pyromancer that burns all in the name of Kopec.
- Hesperia, the Arcane Tempest (Sorceress) - Elemental Staff-wielding sorceress.
- Ulfred, the Afflicted (Mercenary) - Physical/Fire Crossbow-wielding mercenary.
- Drusian, the Artillerist (Mercenary) - Physical/Fire Crossbow-wielding mechanic that specializes in combat with ballistae.
- Sondar, the Stormbinder (Monk) - Physical Quarterstaff-wielding monk that channels the winds.
- Doran, the Deft (Monk) - Cold Quarterstaff-wielding trickster that is adept in slowing and confusing his enemies.
Related atlas passive skills
The following atlas passive skills are related to rogue exiles:
| Name | Stats |
| City Biome: Rogue Exile Chance | City Areas have 60% increased chance of Rogue Exiles |
| Cleansed Areas: Rogue Exile Chance | Cleansed Areas have 60% increased chance of Rogue Exiles |
| Intelligensia | Rogue Exiles have 100% increased chance to wear Items requiring Intelligence |
| Legendary Duels | Rogue Exiles have 100% increased chance to have certain types of uniques |
| Murderous Bandits | Rogue Exiles have 100% increased chance to have equipped Unique WeaponsRogue Exiles in your Maps cannot have equipped Unique Jewellery |
| Rogue Exile and Essence Chance | 20% increased chance of Rogue Exiles20% increased chance of Essences |
| Rogue Exile and Summoning Circle Chance | 20% increased chance of Rogue Exiles20% increased chance of Summoning Circles |
| Rogue Exile Chance | 40% increased chance of Rogue Exiles |
| Rugged Individualism | Rogue Exiles have 100% increased chance to wear Items requiring Dexterity |
| Warrior Culture | Rogue Exiles have 100% increased chance to wear Items requiring Strength |
| Wary Travellers | Rogue Exiles have 100% increased chance to have equipped Unique ArmourRogue Exiles in your Maps cannot have equipped Unique Weapons |
| Wealthy Targets | Rogue Exiles have 100% increased chance to have equipped Unique JewelleryRogue Exiles in your Maps cannot have equipped Unique Armour |
| Well-equipped Opponents | Rogue Exiles have 100% increased chance to be using items requiring certain attributes |
| Call of the Spirit | 10% chance for Forest Areas to be a Rogue Exile Hunting Ground |
| Competing Explorers | 10% chance for Rogue Exiles to drop an additional Waystone |
| Competitive Archaeology | 5% chance for Rogue Exiles to drop an additional Tablet |
| Convenient Beliefs | Shrines have 10% chance to be be Worshipped by a Rogue Exile |
| Dressed in Fineries | Rogue Exiles have 100% increased chance to drop Exceptional Items |
| Escalating Rivalry | Rogue Exiles have 5% chance to Flee to an adjacent Map and upgrade their Equipment |
Videos
| Version | Changes |
| 0.5.3 | Rogue Exiles no longer drop Corrupted items. |
| 0.4.0 | Made various improvements to Rogue Exile behaviour. Re-enabled the following Rogue Exiles; Taua, the Ruthless, Ulfred, the Afflicted, Drusian, the Artillerist and Doran, the Deft. |
| 0.3.0 | Rogue Exiles now get additional life scaling from level 65 onwards, resulting in a roughly 30-70% life increase from Tier 1 Waystones to Tier 16 Waystones. Non-Unique items on Rogue Exiles are now affected by increased Rarity of items found |
| 0.2.1 | Rogue Exiles in Endgame Areas have a much higher chance to spawn with Unique Items. |
| 0.2.0f | Rogue Exiles will always have appropriate Tier Runes socketed into dropped items relative to their item levels. |
| 0.2.0e | Added lighting to Rogue Exiles to reduce the likelihood of losing track of them. |
| 0.2.0b | All non-unique monsters have less life, tapering from 100% to 75% of what they had between levels 8 and 15. All monsters between level 15 and 46 now have exactly 25% less Life. All monsters between level 46 and 64 now have less life, taperi |
| 0.2.0 | Introduced to the game. |



