Path of Exile 1: Curse of the Allflame Content Reveal
Hi, I’m Jonathan Rogers, Game Director on Path of Exile and welcome to GGG Live.
We have massive changes to show you today, with Path of Exile: Curse
of the Allflame, which is coming out next week on July 25th.
Twitch Drops are enabled on today’s Livestream,
so you’ll be able to claim your Abyssal Soulshatter Rare
Finisher Effect by following the instructions below.
Lets not keep you waiting though!
- roll the trailer for Path of Exile: Curse of the Allflame.
In today’s stream we’ll be walking you through all the details of Path of Exile:
Curse of the Allflame, where you’ll comb
the ocean floor, discovering sunken artefacts of forgotten origins,
fight the horrors of the deep, and do your best
to keep from being crushed by the waters above you.
We’re revisiting some familiar mechanics, to bring new life to systems
that have begun, perhaps, to show their age.
Abyss and Legion will both be receiving significant upgrades,
including a new pinnacle boss
for Abyss and a new chase crafting system for unique items in Legion!
In addition to
revamps of these existing leagues, we’re also bringing back some old friends -
the Mercenaries of Trarthus are making their way back to Wraeclast!
Then we’ll explain our new endgame system, where you will
join Kirac in investigating anomalies appearing on the Atlas.
After that, we’ll
discuss the character and skill balance coming in Curse of the Allflame.
Finally, we’ll cover our new set of Supporter Packs,
after which we’ll have a live Q&A session where ZiggyD will interview
Path of Exile’s game director Mark, as well as game
designers Octavian and Andrew, answering your questions from Twitch Chat!
After the livestream, we’ll drop the full patch notes, at 11 am NZT.
So let’s get started.
I’ll hand things over to Mark to introduce the new league.
Hi, I’m Mark
Roberts, Game Director on Path of Exile.
In Path of Exile: Curse of the Allflame, a long-forgotten mystery
has begun to stir beneath Wraeclast’s frozen seas.
Hidden in the icy depths lie strange and immensely powerful
treasures, waiting for those bold enough to claim them.
Meet Valerie, a dangerous corsair captain who needs boots on the ground…and
on the sea floor, to recover these relics and unlock their true potential.
This is where you come in, to help her find the Charts
scattered across Wraeclast.
Then, use those
to guide her ship to the patch of brine that holds loot for the taking.
In return you’ll get a cut of the profits.
These lost Charts are guarded by the undead, rival corsairs,
or, horrible creatures of the deep… Each of these encounters
will have a custom bonus for defeating the enemies.
For example, successfully defeating the accursed undead
that guard this treasure chest will cause the grateful trapped soul inside to
possess you
and grant you ghastly
power for the rest of the area.
Once a Chart is in
hand, you’ll board the good ship ‘The Sovereign’, Valerie
or Val’s re-appropriated Oriathan naval vessel.
Here, Val introduces you to the heart
and soul of her ship… quite literally.
Vesper, another Pondium native like Val, is bound to this ship.
His soul burns with the Allflame’s Curse, and were his comatose
body to be removed from the ship, he would surely die.
The silvery apparatus that lines the bows and eaves of the vessel
allow him to steer the Sovereign anywhere in Wraeclast’s waters.
Using the Chart you’ve brought, Vesper can navigate to a location so you can
scout it for Val, and while doing so, claim whatever treasures there might be.
How, though, will you avoid a watery grave once sunk below?
Vesper controls a spark of the Allflame,
a powerful and mysterious magic, which has been imbued
into a number of devices aboard the ship, chief among them the Bathysphere.
This entirely safe and well tested contraption of rivets,
bolts, and metal, will be your ticket beneath the waves, to explore and plunder.
While scouting the depths, in order to not need an ample supply of air, we’re
instead going to place Allflame Lanterns.
These are conduits of the power that keeps Vesper alive
and bound to the ship, and give you the temporary safety
you need to do that exploring, without them, you will drown.
The first of these is strapped to the bathysphere, and activates
on landing, rushing the water away to reveal horrifying monstrosities,
lost treasures, and a strange luminous coral,
growing from the corrupted dead in the oceans of Wraeclast.
These strange growths are the real reason Val has asked you to plumb these waters,
as the coral
can be broken down into Dead Man’s
Sulphur, the fuel that keeps Vespers’ light burning.
As you get to the perimeter of the safety
provided by an Allflame Lantern, Val will drop more down at your request.
There’s also
an option available to have new lanterns fired automatically for you
as soon as you need them, if you prefer speed over fine control!
Explore and claim what you can, while you can!
Lost fortunes of gold, chests of valuables,
and lurking threats all lie in wait for you beneath the waves.
You might even find the odd lost missive, waylaid on its travel
to its intended recipient - but hey, finders keepers right?
Beware though, as Vesper can only power so many lanterns at once,
and that power is… finite.
On placing the last of your lanterns, they will begin, one by one,
to flicker and fade, and the creatures of the deep
will rush in as they sense the vanishing of the light.
You’ll have to rush back to the safety of the Bathysphere,
escaping the cold clutches of creatures that despise the light you bring.
You’ll want to place every lantern though,
as exploring to collect enough Dead Man’s Sulphur is the only way
to successfully Chart the area for the next step, planning a Voyage.
Val will keep a record
of the areas you’ve Charted, storing details in her journals.
Once you have Charted enough areas, just talk to Val… Place your Charts
on Val’s Board… connect them together… and create
one giant sea-floor excursion!
Each area you Chart will reveal a special modifier
that applies when it is used as part of a Voyage,
applied to either the Charts adjacent to it, or the whole Voyage!
Here are a few examples:
This modifier causes all equipment
dropped by monsters in Adjacent Charts to be converted to Gold!
This modifier
will spawn friendly jellyfish alongside every pack of monsters in your Voyage.
Which you will promptly slaughter for extra loot and experience, we’re sure.
This modifier causes all monsters in Adjacent Charts to be
Empowered by Wildwood Wisps!
With 9 positions on your board for Charts
when constructing a Voyage, these can stack up fast!
There are also Charts which can take you to specially rewarding
areas of the ocean floor - fields of anchors
strewn with treasure chests full of loot, Kalguuran shipments
lost at sea, and sunken Abyssal pits
teeming with monsters, to name just a few.
There are even some ancient artefacts that you might find, and resurface.
Additionally, the edges of the Voyage Board
track the currents of corruption flowing through the waters of Wraeclast,
with randomised effects being rolled with each new Voyage
to affect the Charts placed adjacent to them.
These add even further rewards
to your Voyages, and can shake up the way you choose to place your Charts!
Stack all of that together, and a well-planned voyage (with
a bit of luck) can be a very profitable endeavor. But
with so much loot to claim, how are you going to get it all to the surface?
Val has a solution for just that problem.
In each of the charts that comprise your voyage,
there will be a capsule waiting for you sent down by Val,
which can store about an inventory worth of loot.
Stuff these full.
Send a signal and she will pull it back up to the surface,
safe and sound.
Since Voyages are built of 9 charts, that’s
a lot of opportunities to send back plenty of valuables.
Once you’re satisfied with the plunder from your well-planned Voyage,
find any of these capsule locations and call the Bathysphere
to it, as your ticket out.
Val will send it down to your rescue, as fast as she can.
You just need to survive until it gets there!
Good luck!
Once you do, don’t forget to empty all those capsules full of loot!
Now, back to all that Dead Man’s Sulphur that you’ve been hard at work gathering.
Is that just to keep the Sovereign afloat and Vesper alight?
No, it’s not.
Once you’ve got a bunch of it.
Head belowdecks, and you’ll find the heart of the ship at work.
Whilst Vesper’s Body remains abovedeck.
Burning away in a contraption of tarnished pipes and corpse-stained glass resides
Vesper’s soul, and you’ll find him to be a pretty crafty fellow…
if a bit melancholy.
Thats where this league’s item crafting
system comes into play.
Give Vesper an item, alongside a currency that you could normally use on that item.
and an ample supply of Dead Man’s Sulphur.
That item is then split into a multitude of ghostly forms,
each of which will be the result
of having applied that currency to the original item.
You can then pick
which of the ghostly outcomes you like best, to keep for yourself.
The others will go up in smoke, as Vesper
can only reify a single outcome
This can be done with almost any crafting step you’d like.
Want to see a few outcomes for that influenced exalted orb?
Perhaps you’ve got a particularly expensive fossil combination
you want to get the maximum value out of?
Do be wary though, as the more potent the craft,
the more sulfur Vespa will require to see it done.
That's not all, however, as the sea floor hides some yet
undiscovered potential in the form of rare and valuable ducats.
These can be consumed by Vesper to warp
and twist items in ways not seen in centuries, such as Kishara’s
Ducat, which creates four ghostly copies of an item,
each of which keep one mod from the original.
Perfect for creating powerful crafting bases.
The Genteel’s Ducat, which can solve item or gem
requirement problems by changing one attribute to another.
And Brinehook’s Ducat,
with which you can become an emissary of the Gods of Wraeclast.
Who knows what these Aspects might do!
These Ducats come from special types of Charts,
so keep an eye out for them on your travels throughout Wraeclast!
You may even find some that lead you to notably … unwelcoming waters.
So that covers the new league.
And for the first time in Path of Exile, we're finally going under the sea.
Some might even say this is the first real boat league, but that's not all.
Not even close.
Next up, we've got an old favorite making a return.
The Mercenaries of Trarthus are once again roaming Wraeclast,
looking for hapless fools to duel.
Mercenaries will start appearing from act three in sarn.
Before beginning a duel
you will be offered an overview of the Mercenary you’ve encountered.
Here, you can see the gear they have equipped
and the skills they employ.
As per the Trarthan Code, you have the right to wager for an item
the Mercenary is carrying.
You’ll stake some of your gold, and the duel commences.
If you lose,
you forfeit the levied gold and the mercenary will teleport out.
Repulsed at such a poor display, win, however,
and to the victor will go the spoils.
In addition, if you win the duel
the Mercenary will aid you as an ally for a number of areas.
Trarthan Mercenaries are powerful allies to have in Wraeclast,
assisting in a number of ways: Some Mercenaries can provide you
with powerful auras and buffs… While other Mercenaries
can do all the killing for you…
While in Map areas, if you don’t like anything
the Mercenary offers, you have the ability to request their Warrant.
A Warrant is a promise to return and duel again at a later date -
a call to action that calls that specific Mercenary to a future
Map, with the same set of Skills, but a new set of items.
A Mercenary will only grant their Warrant once however, preventing you
from fighting that Mercenary in every single area.
Warrants also allow you to trade specific Mercenaries to other players.
It is important to note that unlike in Mercenaries of Trarthus league,
having a Mercenary does not count as a player party member,
so having a Mercenary does not increase Monster Life,
or the Quantity or Rarity of Items Dropped from Monsters.
Given that, you may be wondering, but what if I really like a Mercenary I found?
- they have a great personality and powerful skills.
Is there really no way I can keep them as an ally permanently?
Well you can, but only if you are a Scion.
For the second time in 6 months, the Scion is getting a new Ascendancy class
The Luminary is
The Luminary is
a natural leader, lighting the way for others to follow.
Becoming a Luminary immediately lets them allocate the Noble Blood
passive, allowing them to permanently hire any Mercenary they find in Wraeclast.
Luminaries can have up to 3 permanently hired Mercenaries;
2 in reserve in Towns and Hideouts, and 1 as an active ally in combat.
Unlike with regular Mercenaries, you can change the items permanently hired
Mercenaries have equipped, opening up innumerate potential build possibilities.
By default, permanently hired Mercenaries cannot be equipped
with Unique Items, but these passives enable them to equip
specific types of Uniques, while the Legendary Arms passive empowers
Mercenaries that have many different Unique items equipped.
Luminaries have the flexibility of becoming a support character
to their Mercenary, or having their Mercenary support them.
The Oath of Fealty and Golden Glory passives
empower your Mercenary by using your Link skills on them.
The Loyal Bodyguard and Bestowed Knighthood passives enable your Mercenary
to protect you in combat, as well as enhancing their Aura skills.
As with any old league that we add to the core game,
we have added full Atlas Tree and Scarab support, here are just a few examples:
These passives allow you to much more easily target
the specific types of Mercenary you want showing up in your Maps.
The Loot and Pillage passive gives Mercenaries a chance to drop
all of their items when defeated, instead of just the one you selected.
The Trarthan Scarab of Renown makes it so the spawned
Mercenary is covered head to tail in Unique items.
And the Trarthan Scarab of Infamy forces a more powerful Infamous Mercenary to spawn,
accompanied by two other Mercenaries, for a truly unfair duel...
Unfair for them.
There’s even a few entirely new Mercenary types,
one of which
is found exclusively on the sea floor in rare Curse of the Allflame encounters!
Sellswords from Trarthus won’t be the whole of your problems in 3.29 however,
as the denizens of the lightless are getting some much-needed updates
with a modernisation and rework of Abyss!
When we brought Abyss over to Path of Exile Two in Rise of the Abyssal,
some functional changes to the mechanic were made to improve
the gameplay significantly.
In Curse of the Allflame, the majority of those changes
will be making their way back to Path of Exile 1.
The existing Abyss content had some notable problems.
Aside from being very dated, it also required the player
to follow a crack
as it opens, often backtracking throughout already cleared areas.
Now, as you approach an abyssal pit, and the cracks leading up to it,
you will find that it is already open and spilling forth abyssal energy
into the surrounding area, subjugating the souls of the enemies unlucky enough to
be within its influence.
Slaying these
enemies will send those souls spiraling down into the pit,
drawing the attention and ire of the minions of Kulemak that dwell beneath.
Slay enough of them, and the Abyssal legion will spill forth
from their domain to tear you apart.
The upshot of this rework is twofold..
Firstly, there is now much more visceral feedback
in the moment-to-moment gameplay of Abyss, with audio and visual cues
drawing the player along. and most importantly,
you’ll never need to chase a meandering abyssal crack around a map ever again.
No more backtracking! However, be on your guard!
The abyssal minions of Kulemak
have some different tricks up their sleeves in Path of Exile 1, and
many employ entirely different skills to those of their PoE2 counterparts.
To be clear,
there are still some aspects
of the existing abyssal system that we will be keeping.
Abyssal jewels, and items with Abyssal Sockets, will remain!
In fact, we have given Abyss a similar treatment to
what we did with Delve Fossils in our last release, moving Abyssal rewards
out of other areas of the game
to make Abyss the exclusive source of Abyssal Jewels and Stygian Vises.
This will also come with a complete refresh of Abyssal scarabs
and Atlas passive tree investment, with some truly dangerous
and wild new ways to take on the lightless hordes. Lastly for Abyss,
but definitely not least, Abyss is bringing an entirely new Endgame
Pinnacle Boss, with its own set of brand new Unique items.
This boss has a very …
unique way of accessing it, what does this eyeball do?
Good luck figuring this one out!
Let’s move onto our next league being reworked.
Legion.
Every league should have distinct and interesting
rewards that are exclusively available from that mechanic.
This allows players to specialise in certain corners of the game,
rewarding those who engage with a given mechanic.
Legion is next on our list to receive this treatment.
Despite having a unique combat mechanic, we felt Legion didn’t have interesting
exclusive rewards outside of Timeless Jewels.
While Incubators were technically exclusive to Legion,
they effectively granted the same rewards that you could get elsewhere.
So,
what are we doing about it? Firstly, Incubators are being removed.
No longer will you have to remember to apply incubators to all your equipment
every few maps. Instead, we will be adding a new type of reward
exclusive to Legion, Vestigial Unique Items! Legion Generals in
maps will have a chance to drop a new type of currency item, Enshrouding Crystals.
These can be used on your Unique Armours.
You can then take the enshrouded item to the Domain of Timeless Conflict…
which might look a bit different to what you remember.
A giant crystal emerges from the centre of the domain,
and there appears to be some sort of entity trapped inside.
Potentially the reason that these armies are engaged in eternal conflict?
At the base of the crystal are a number of smaller crystals.
Clicking on one allows us to place our Enshrouded item inside.
As we then kill monsters in the Domain of Timeless Conflict
our gloves within the crystal begin to transform.
and once you have killed
enough, the crystal becomes volatile and looks ready to fracture.
I wonder what will come out.
Our Shaper’s Touch transformed into a Maligaro’s Virtuosity
But now, the Maligaro’s Virtuosity has a trace of the original enshrouded
item bestowed upon it, in the form of a Vestigial Implicit Modifier.
As you can see in shrouding, crystals allow you to transfer
powerful modifiers from one unique item onto another.
Here are some more examples of vestigial unique items.
Helmets.
Boots.
Gloves,
shields,
and body armors.
In addition to vestigial items,
we are also making a number of small improvements to Legion.
You no longer need to kill every last monster to begin the Legion encounter,
breaking out all the key monsters chests, and the majority of monsters
will be enough to start the combat automatically.
No more cheeky single monster hiding in the corner,
preventing your encounter from starting.
Legion monsters drop fewer splinters, but in larger
stack sizes, resulting in fewer clicks in each encounter.
Unrelenting, timeless emblems have been removed, with regular, timeless
emblems absorbing many of their effects, causing the domain of timeless conflict
to become harder but more rewarding as you kill monsters.
Your reward progress in the domain is now tracked by charging up these small purple
crystals, rather than flooding your screen with hundreds of reward icons.
The rewards are still the same, just not obscuring your screen with symbols.
Talismans were introduced back in 2015, but over the years
they've been long neglected and lack a meaningful place or purpose.
We are making a number of changes to bring talismans back to relevance.
Firstly, talismans are now exclusive rewards from Bestiary.
Every red beast has a chance to drop a talisman specific to that beast.
For example, the Craicic
Croaker can drop the Croaker Talisman. What makes these Talismans special?
Well, you’ll notice a couple of changes compared to old Talisman
Firstly, Talismans no longer drop Corrupted, making them far easier to craft
once you find one. Secondly the special modifiers on
Talismans are now enchantments, rather than Implicits.
This means they compete with Blight Anointments, allowing their effects
to be significantly more powerful than before.
Here are a few more examples of new Talismans….
Talisman Unique items have all been improved,
and now have a chance to drop from all Bestiary bosses.
Check out the new Eyes of the Greatwolf Talisman
which has some crazy possibilities.
So that is everything covering
the new and reworked League mechanics in 3.29.
Now even though that’s already
quite a lot of Endgame content with Mercenaries returning….
An upgraded Abyss… Legion’s new reward mechanic and of course…
everything the Curse of the Allflame league has to offer….
We’re not done, because what about the Atlas itself,
given Zana’s actions to try and destroy it in the last two Expansions.
Zana’s actions are causing the Atlas to become ever more destabilised.
Strange locations have begun to manifest on the Atlas…
Many of which seem to be bleeding over from familiar places within Wraeclast.
Kirac has labelled these as “Anomalies”. When you complete Maps
affected by a Voidstone, there is a chance that when you next open
your Atlas an “anomaly” may manifest. Like this one, the Manor Foyer…
Like regular Maps on the Atlas you can select them at your Map Device,
but unlike regular Maps these don’t require an item to enter.
It looks like this area is the abode of Cadiro Perandus.
Cadiro is willing to offer valuable Items in exchange for our Gold.
If you don’t like what is on offer, you can reject it,
and he will immediately offer another item.
The next offer will cost more Gold, but hopefully is much more valuable
to you. If you don’t have enough Gold for the offered item
don’t worry, Cadiro is happy to wait for you to replenish your coffers.
You can return to the area at any time,
the anomaly will not disappear from the Atlas until you either purchase
an item, or reject all of his offers… Anomalies are unique in this regard,
unlike other locations on the Atlas, these areas can often be revisited.
Lets quickly run through a few of the anomalies that can manifest:
Reflecting Mists and the Nameless Seer no longer randomly spawn within Maps,
but instead now appear in their own anomaly areas.
Scrying is no longer the domain of the Nameless Seer,
but instead can be done through the new, tradable Scrying Orb.
Some anomalies grant a taste of league mechanics
you might not normally run, without having to be fully invested into them.
For example, this anomaly creates a random fully-revealed
Heist Blueprint wing, with random Rogue companions.
This anomaly has a version of the Sacred
Grove where the plants have fully taken over.
This strongbox seems to have a strange mechanism…
Atlas anomalies are unaffected by your Atlas Skill Tree,
and you can’t augment them using any fragments.
Therefore they can be run at any time without feeling like
they have to be saved for later to maximise the potential rewards.
There are many more Atlas Anomalies to discover for yourselves,
each of them tied to a specific Atlas quadrant.
It is therefore worth discovering which ones can spawn in each
part of the Atlas, as it may influence what Atlas strategy you wish to pursue.
So that is a
heap of new challenges to encounter from the League and the endgame,
but you may be asking what new tools do we have to face these challenges?
In 3.29 we are giving a bit of love to Spellcasters,
specifically those that cast spells themselves.
But first, let’s address the elephant in the room
that astute players may have noticed.
Yes I am talking about those socket colours… So, after the better
part of 2 decades, In 3.29 we’re
making a fairly radical change.
Sockets, at a basic level, don’t have colours anymore.
You can now put any coloured gem into any socket.
We’re doing this to address a long running issue for both new
and experienced players. I’m sure almost everyone who has played before
has run into the issue of finding a notable upgrade,
and have struggled to find a way to equip it.
Maybe you find an amazing body armour,
one that would give you a substantial boost to your defences, but you just can’t
move your Skill or Support Gems over because the colours of the sockets
just don’t match, and you didn’t luck out with your Chromatic Orbs.
It’s not fun when you have to unequip a bunch
of skills or supports just to use a better item.
This can still happen with the socket numbers, and socket links,
so it’s not like it’s just purely trivial, but the colours were just unnecessary,
and not only prevented upgrading gear, it limited build experimentation. So,
given that, what do the colours on gems with regards to sockets even now
mean? Well, the colours on gems for sockets
are still relevant, just, as an upgrade system.
You can still find items with coloured sockets,
and you can craft them onto items, just they are rarer, and more powerful.
Most importantly, they don’t restrict what can be socketed into them.
How are they more powerful?
Well, if you were to find an item with say, a Green Socket,
you can put a Green gem inside of it to get an additional Quality bonus to
that gem. This allows socket colours to be a purely positive
outcome on an item, while not just simplifying the system away.
You can also still change the colour of sockets of your items
using a Chromatic Orb, which now guarantees at least one
red, blue or green socket.
This change will make it easier for everyone to upgrade items
and maintain their build, especially while progressing.
Speaking of builds and gems, we wanted to make sure we improve
some of those, specifically for Spellcasters! Let’s get into that!
Spellcasters have a large number of different skills to choose from,
but often many skills play and scale in similar ways.
We have done a pass through existing spells, differentiating spell damage types
from each other. For example, Shadow’s Physical Spells,
like Ethereal Knives and Bladefall now have much higher critical strike chance
than other spells at the expense of damage.
Pure Lightning Spells now all have generally higher Cast Speeds,
but they cost more Mana per second than other spells.
We noticed that some of the Ascendancy Classes for Shadow,
Witch and Templar were lacking options for general Spellcasting,
so we’ve added a new notable to the Assassin,
The occultist.
And the Inquisitor.
We are also introducing a new skill
Mana-Infused Staff that infuses your staff with arcane energy,
raising your block chance, and reducing the mana cost of your spells.
In addition, when you are hit by an enemy, you retaliate
with a wave of arcane lightning dealing damage based on your maximum mana.
One of the struggles we noticed with certain self
cast archetypes was that they lacked a scaling option in the endgame.
In 3.29 we’re adding a special new set
of Exceptional Skill gems called Pacts. Each Pact
is themed around a specific Beyond Demon, and Lycia.
You can make a bargain with these demons to empower your Spells, but at what cost
you may ask?
Well these spells don’t have a typical cost, but instead
cause the player to gain a special affliction debuff.
Don’t worry too much though - the rewards will be worth it… For example, Pact
of Beidat causes many of your different spells to cause
a ruckus.
While Pact of Ghorr is for DoT builds.
Using this Pact will plague your enemies.
Just cast it and watch everything around you melt.
I wonder what Pact of Lycia and Pact of K’tash do?
We won’t go into the specifics of all the balance changes
we are making here, but there are many more caster improvements
including buffs to specific Spells and Supports, buffs to caster
Unique Items, as well as more and better ways to solve Mana.
Check out the patch notes later for all the details!
Next up, we’re going to be talking about the new supporter packs for Curse
of the Allflame. Today, we’re launching two new series of supporter packs.
The Plague and Remidus packs.
Each tier contains the pack’s full face value in points,
alongside several exclusive microtransactions.
As always, the microtransactions in these packs are purely cosmetic
and do not affect your character’s power or progression in any way.
The Plague series of supporter packs contains 7 exclusive microtransactions.
Equipping the Plague Weapon Skin replaces the default appearance of your Staff,
Sword, Mace, or Shield with a weapon that has been submerged in corrosive
toxins. The Plague Rat Pet is the result of a nefarious experiment.
When a Unique enemy is nearby, it feints as a defensive mechanism
to protect its fragile body so it can continue to spread disease.
The metal of the Plaguebearer Armour Set has corroded and the cloth has begun
to disintegrate from being exposed to such toxic elements.
It includes the Plaguebearer Back Attachment, which spreads disease
across the ground in town areas, maximising the chance of infection.
A diseased swarm infects your weapon when using the Plaguebearer Weapon
Effect. Use it alongside the Erupting Pustules Rare Finisher Effect
to spread vile and devastating disease to monsters you kill.
Activating the Plaguewraith Map Device causes
the plagued energy to flow from the chained being.
Given the goal of spreading such illness is to end the lives of as many
as possible, the Map Device tracks kills in kind, showing you
the number of enemies killed in each map, sorted by Rarity.
Feel free to even pin the count of enemies slain in a Map to the leaderboard
at your leisure. Pair it with the Putrefying Portal
to fully immerse yourself in the plague propagator experience.
Both the Map Device, and the Portal emit such a potent putrefaction,
that even the birds flying overhead cannot survive, as they plummet
to the ground around it.
The Remidus packs series
also contains 7 exclusive microtransactions.
The Remidus Weapon Skin changes the appearance of your Staff,
Wand, Sceptre, or Shield with relics once used by the Order of the Remidus
Knights against the plague.The Medi-Rhoa Pet is kitted out
with all the supplies necessary for healing in remote locations.
Strangely, these Rhoa seem to have a particular fondness for goblin meat.
The Remidus Knight Armour Set is bestowed upon those tasked
with travelling through Wraeclast to purge the sick of their diseases.
The matching Back Attachment cleanses the disease left behind
on the ground in town areas by the Plaguebearer Back Attachment.
It’s an important job of a Remidus knight to not let disease take over, help
by doing your part! The Remidus Knight Weapon Effect funnels
the divine power of purification into your weapon. Return to the Saints
End Monastery Hideout to recuperate from your purifying duties.
Once a thriving center for curing ailments,
this Monastery has slowly wasted away while lying unused.
If you’re feeling brave enough, there’s even a platform to dive into the purifying
waters below before washing back up at the base of the hideout.
Last but not least,
use the Reservoir of Benediction Affinity Stash to store all of your elixirs.
This stash opens to your Stash Tab with the Flask Affinity set.
Additionally, all microtransactions from these Supporter packs are available
for use in Path of Exile 1. We’re looking forward to seeing
which of you choose to become the Plague and spread disease across Wraeclast,
or those who wish to fight against it, by becoming a Remidus Knight!
Thank you so much for your ongoing support!
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🔥Злили кадри, як ЗСУ БОМБИЛИ ВАЙЛДБЕРРІЗ! Удари ТОЧНО В ДЕСЯТКУ. Вгатили так вгатили. Подивіться
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