Full Transcript

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Path of Exile 1: Curse of the Allflame Content Reveal

37:56EnglishTranscribed Jul 24, 2026
0:00

Hi, I’m Jonathan Rogers, Game Director on Path of Exile and welcome to GGG Live.

0:05

We have massive changes to show you today, with Path of Exile: Curse

0:09

of the Allflame, which is coming out next week on July 25th.

0:12

Twitch Drops are enabled on today’s Livestream,

0:15

so you’ll be able to claim your Abyssal Soulshatter Rare

0:17

Finisher Effect by following the instructions below.

0:20

Lets not keep you waiting though!

0:21

- roll the trailer for Path of Exile: Curse of the Allflame.

2:15

In today’s stream we’ll be walking you through all the details of Path of Exile:

2:18

Curse of the Allflame, where you’ll comb

2:20

the ocean floor, discovering sunken artefacts of forgotten origins,

2:24

fight the horrors of the deep, and do your best

2:26

to keep from being crushed by the waters above you.

2:28

We’re revisiting some familiar mechanics, to bring new life to systems

2:31

that have begun, perhaps, to show their age.

2:34

Abyss and Legion will both be receiving significant upgrades,

2:37

including a new pinnacle boss

2:38

for Abyss and a new chase crafting system for unique items in Legion!

2:42

In addition to

2:43

revamps of these existing leagues, we’re also bringing back some old friends -

2:47

the Mercenaries of Trarthus are making their way back to Wraeclast!

2:51

Then we’ll explain our new endgame system, where you will

2:53

join Kirac in investigating anomalies appearing on the Atlas.

2:57

After that, we’ll

2:58

discuss the character and skill balance coming in Curse of the Allflame.

3:02

Finally, we’ll cover our new set of Supporter Packs,

3:04

after which we’ll have a live Q&A session where ZiggyD will interview

3:07

Path of Exile’s game director Mark, as well as game

3:10

designers Octavian and Andrew, answering your questions from Twitch Chat!

3:14

After the livestream, we’ll drop the full patch notes, at 11 am NZT.

3:17

So let’s get started.

3:19

I’ll hand things over to Mark to introduce the new league.

3:22

Hi, I’m Mark

3:23

Roberts, Game Director on Path of Exile.

3:26

In Path of Exile: Curse of the Allflame, a long-forgotten mystery

3:30

has begun to stir beneath Wraeclast’s frozen seas.

3:33

Hidden in the icy depths lie strange and immensely powerful

3:37

treasures, waiting for those bold enough to claim them.

3:40

Meet Valerie, a dangerous corsair captain who needs boots on the ground…and

3:46

on the sea floor, to recover these relics and unlock their true potential.

3:52

This is where you come in, to help her find the Charts

3:56

scattered across Wraeclast.

3:58

Then, use those

4:00

to guide her ship to the patch of brine that holds loot for the taking.

4:04

In return you’ll get a cut of the profits.

4:10

These lost Charts are guarded by the undead, rival corsairs,

4:16

or, horrible creatures of the deep… Each of these encounters

4:19

will have a custom bonus for defeating the enemies.

4:21

For example, successfully defeating the accursed undead

4:25

that guard this treasure chest will cause the grateful trapped soul inside to

4:29

possess you

4:31

and grant you ghastly

4:33

power for the rest of the area.

4:36

Once a Chart is in

4:38

hand, you’ll board the good ship ‘The Sovereign’, Valerie

4:42

or Val’s re-appropriated Oriathan naval vessel.

4:46

Here, Val introduces you to the heart

4:49

and soul of her ship… quite literally.

4:52

Vesper, another Pondium native like Val, is bound to this ship.

4:58

His soul burns with the Allflame’s Curse, and were his comatose

5:02

body to be removed from the ship, he would surely die.

5:06

The silvery apparatus that lines the bows and eaves of the vessel

5:10

allow him to steer the Sovereign anywhere in Wraeclast’s waters.

5:14

Using the Chart you’ve brought, Vesper can navigate to a location so you can

5:19

scout it for Val, and while doing so, claim whatever treasures there might be.

5:24

How, though, will you avoid a watery grave once sunk below?

5:28

Vesper controls a spark of the Allflame,

5:31

a powerful and mysterious magic, which has been imbued

5:35

into a number of devices aboard the ship, chief among them the Bathysphere.

5:40

This entirely safe and well tested contraption of rivets,

5:44

bolts, and metal, will be your ticket beneath the waves, to explore and plunder.

5:50

While scouting the depths, in order to not need an ample supply of air, we’re

5:55

instead going to place Allflame Lanterns.

5:59

These are conduits of the power that keeps Vesper alive

6:02

and bound to the ship, and give you the temporary safety

6:06

you need to do that exploring, without them, you will drown.

6:12

The first of these is strapped to the bathysphere, and activates

6:15

on landing, rushing the water away to reveal horrifying monstrosities,

6:20

lost treasures, and a strange luminous coral,

6:23

growing from the corrupted dead in the oceans of Wraeclast.

6:27

These strange growths are the real reason Val has asked you to plumb these waters,

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as the coral

6:32

can be broken down into Dead Man’s

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Sulphur, the fuel that keeps Vespers’ light burning.

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As you get to the perimeter of the safety

6:42

provided by an Allflame Lantern, Val will drop more down at your request.

6:47

There’s also

6:48

an option available to have new lanterns fired automatically for you

6:52

as soon as you need them, if you prefer speed over fine control!

6:56

Explore and claim what you can, while you can!

7:00

Lost fortunes of gold, chests of valuables,

7:04

and lurking threats all lie in wait for you beneath the waves.

7:08

You might even find the odd lost missive, waylaid on its travel

7:12

to its intended recipient - but hey, finders keepers right?

7:17

Beware though, as Vesper can only power so many lanterns at once,

7:22

and that power is… finite.

7:27

On placing the last of your lanterns, they will begin, one by one,

7:29

to flicker and fade, and the creatures of the deep

7:32

will rush in as they sense the vanishing of the light.

7:35

You’ll have to rush back to the safety of the Bathysphere,

7:38

escaping the cold clutches of creatures that despise the light you bring.

7:43

You’ll want to place every lantern though,

7:45

as exploring to collect enough Dead Man’s Sulphur is the only way

7:47

to successfully Chart the area for the next step, planning a Voyage.

7:54

Val will keep a record

7:56

of the areas you’ve Charted, storing details in her journals.

8:00

Once you have Charted enough areas, just talk to Val… Place your Charts

8:05

on Val’s Board… connect them together… and create

8:09

one giant sea-floor excursion!

8:14

Each area you Chart will reveal a special modifier

8:17

that applies when it is used as part of a Voyage,

8:20

applied to either the Charts adjacent to it, or the whole Voyage!

8:24

Here are a few examples:

8:28

This modifier causes all equipment

8:30

dropped by monsters in Adjacent Charts to be converted to Gold!

8:34

This modifier

8:35

will spawn friendly jellyfish alongside every pack of monsters in your Voyage.

8:39

Which you will promptly slaughter for extra loot and experience, we’re sure.

8:44

This modifier causes all monsters in Adjacent Charts to be

8:48

Empowered by Wildwood Wisps!

8:51

With 9 positions on your board for Charts

8:53

when constructing a Voyage, these can stack up fast!

8:57

There are also Charts which can take you to specially rewarding

9:00

areas of the ocean floor - fields of anchors

9:03

strewn with treasure chests full of loot, Kalguuran shipments

9:07

lost at sea, and sunken Abyssal pits

9:10

teeming with monsters, to name just a few.

9:13

There are even some ancient artefacts that you might find, and resurface.

9:19

Additionally, the edges of the Voyage Board

9:22

track the currents of corruption flowing through the waters of Wraeclast,

9:26

with randomised effects being rolled with each new Voyage

9:30

to affect the Charts placed adjacent to them.

9:32

These add even further rewards

9:34

to your Voyages, and can shake up the way you choose to place your Charts!

9:38

Stack all of that together, and a well-planned voyage (with

9:42

a bit of luck) can be a very profitable endeavor. But

9:47

with so much loot to claim, how are you going to get it all to the surface?

9:52

Val has a solution for just that problem.

9:55

In each of the charts that comprise your voyage,

9:58

there will be a capsule waiting for you sent down by Val,

10:02

which can store about an inventory worth of loot.

10:05

Stuff these full.

10:07

Send a signal and she will pull it back up to the surface,

10:10

safe and sound.

10:14

Since Voyages are built of 9 charts, that’s

10:17

a lot of opportunities to send back plenty of valuables.

10:22

Once you’re satisfied with the plunder from your well-planned Voyage,

10:25

find any of these capsule locations and call the Bathysphere

10:29

to it, as your ticket out.

10:31

Val will send it down to your rescue, as fast as she can.

10:34

You just need to survive until it gets there!

10:38

Good luck!

10:40

Once you do, don’t forget to empty all those capsules full of loot!

10:45

Now, back to all that Dead Man’s Sulphur that you’ve been hard at work gathering.

10:50

Is that just to keep the Sovereign afloat and Vesper alight?

10:53

No, it’s not.

10:54

Once you’ve got a bunch of it.

10:56

Head belowdecks, and you’ll find the heart of the ship at work.

11:01

Whilst Vesper’s Body remains abovedeck.

11:03

Burning away in a contraption of tarnished pipes and corpse-stained glass resides

11:08

Vesper’s soul, and you’ll find him to be a pretty crafty fellow…

11:13

if a bit melancholy.

11:15

Thats where this league’s item crafting

11:17

system comes into play.

11:19

Give Vesper an item, alongside a currency that you could normally use on that item.

11:24

and an ample supply of Dead Man’s Sulphur.

11:27

That item is then split into a multitude of ghostly forms,

11:31

each of which will be the result

11:33

of having applied that currency to the original item.

11:37

You can then pick

11:38

which of the ghostly outcomes you like best, to keep for yourself.

11:42

The others will go up in smoke, as Vesper

11:45

can only reify a single outcome

11:48

This can be done with almost any crafting step you’d like.

11:52

Want to see a few outcomes for that influenced exalted orb?

11:59

Perhaps you’ve got a particularly expensive fossil combination

12:02

you want to get the maximum value out of?

12:09

Do be wary though, as the more potent the craft,

12:12

the more sulfur Vespa will require to see it done.

12:17

That's not all, however, as the sea floor hides some yet

12:20

undiscovered potential in the form of rare and valuable ducats.

12:25

These can be consumed by Vesper to warp

12:28

and twist items in ways not seen in centuries, such as Kishara’s

12:34

Ducat, which creates four ghostly copies of an item,

12:38

each of which keep one mod from the original.

12:40

Perfect for creating powerful crafting bases.

12:47

The Genteel’s Ducat, which can solve item or gem

12:51

requirement problems by changing one attribute to another.

12:56

And Brinehook’s Ducat,

12:58

with which you can become an emissary of the Gods of Wraeclast.

13:02

Who knows what these Aspects might do!

13:04

These Ducats come from special types of Charts,

13:07

so keep an eye out for them on your travels throughout Wraeclast!

13:10

You may even find some that lead you to notably … unwelcoming waters.

13:16

So that covers the new league.

13:18

And for the first time in Path of Exile, we're finally going under the sea.

13:23

Some might even say this is the first real boat league, but that's not all.

13:28

Not even close.

13:30

Next up, we've got an old favorite making a return.

13:34

The Mercenaries of Trarthus are once again roaming Wraeclast,

13:37

looking for hapless fools to duel.

13:41

Mercenaries will start appearing from act three in sarn.

13:44

Before beginning a duel

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you will be offered an overview of the Mercenary you’ve encountered.

13:49

Here, you can see the gear they have equipped

13:52

and the skills they employ.

13:54

As per the Trarthan Code, you have the right to wager for an item

13:58

the Mercenary is carrying.

14:00

You’ll stake some of your gold, and the duel commences.

14:12

If you lose,

14:13

you forfeit the levied gold and the mercenary will teleport out.

14:17

Repulsed at such a poor display, win, however,

14:22

and to the victor will go the spoils.

14:26

In addition, if you win the duel

14:28

the Mercenary will aid you as an ally for a number of areas.

14:32

Trarthan Mercenaries are powerful allies to have in Wraeclast,

14:36

assisting in a number of ways: Some Mercenaries can provide you

14:40

with powerful auras and buffs… While other Mercenaries

14:43

can do all the killing for you…

14:46

While in Map areas, if you don’t like anything

14:49

the Mercenary offers, you have the ability to request their Warrant.

14:54

A Warrant is a promise to return and duel again at a later date -

14:59

a call to action that calls that specific Mercenary to a future

15:03

Map, with the same set of Skills, but a new set of items.

15:08

A Mercenary will only grant their Warrant once however, preventing you

15:12

from fighting that Mercenary in every single area.

15:16

Warrants also allow you to trade specific Mercenaries to other players.

15:21

It is important to note that unlike in Mercenaries of Trarthus league,

15:25

having a Mercenary does not count as a player party member,

15:29

so having a Mercenary does not increase Monster Life,

15:32

or the Quantity or Rarity of Items Dropped from Monsters.

15:36

Given that, you may be wondering, but what if I really like a Mercenary I found?

15:41

- they have a great personality and powerful skills.

15:45

Is there really no way I can keep them as an ally permanently?

15:49

Well you can, but only if you are a Scion.

15:53

For the second time in 6 months, the Scion is getting a new Ascendancy class

15:58

The Luminary is

16:00

The Luminary is

16:01

a natural leader, lighting the way for others to follow.

16:05

Becoming a Luminary immediately lets them allocate the Noble Blood

16:09

passive, allowing them to permanently hire any Mercenary they find in Wraeclast.

16:15

Luminaries can have up to 3 permanently hired Mercenaries;

16:19

2 in reserve in Towns and Hideouts, and 1 as an active ally in combat.

16:25

Unlike with regular Mercenaries, you can change the items permanently hired

16:29

Mercenaries have equipped, opening up innumerate potential build possibilities.

16:35

By default, permanently hired Mercenaries cannot be equipped

16:39

with Unique Items, but these passives enable them to equip

16:43

specific types of Uniques, while the Legendary Arms passive empowers

16:48

Mercenaries that have many different Unique items equipped.

16:51

Luminaries have the flexibility of becoming a support character

16:55

to their Mercenary, or having their Mercenary support them.

16:59

The Oath of Fealty and Golden Glory passives

17:03

empower your Mercenary by using your Link skills on them.

17:07

The Loyal Bodyguard and Bestowed Knighthood passives enable your Mercenary

17:12

to protect you in combat, as well as enhancing their Aura skills.

17:17

As with any old league that we add to the core game,

17:19

we have added full Atlas Tree and Scarab support, here are just a few examples:

17:26

These passives allow you to much more easily target

17:29

the specific types of Mercenary you want showing up in your Maps.

17:33

The Loot and Pillage passive gives Mercenaries a chance to drop

17:37

all of their items when defeated, instead of just the one you selected.

17:42

The Trarthan Scarab of Renown makes it so the spawned

17:45

Mercenary is covered head to tail in Unique items.

17:48

And the Trarthan Scarab of Infamy forces a more powerful Infamous Mercenary to spawn,

17:55

accompanied by two other Mercenaries, for a truly unfair duel...

17:59

Unfair for them.

18:04

There’s even a few entirely new Mercenary types,

18:07

one of which

18:08

is found exclusively on the sea floor in rare Curse of the Allflame encounters!

18:14

Sellswords from Trarthus won’t be the whole of your problems in 3.29 however,

18:19

as the denizens of the lightless are getting some much-needed updates

18:22

with a modernisation and rework of Abyss!

18:26

When we brought Abyss over to Path of Exile Two in Rise of the Abyssal,

18:30

some functional changes to the mechanic were made to improve

18:33

the gameplay significantly.

18:35

In Curse of the Allflame, the majority of those changes

18:39

will be making their way back to Path of Exile 1.

18:42

The existing Abyss content had some notable problems.

18:46

Aside from being very dated, it also required the player

18:50

to follow a crack

18:51

as it opens, often backtracking throughout already cleared areas.

18:55

Now, as you approach an abyssal pit, and the cracks leading up to it,

19:00

you will find that it is already open and spilling forth abyssal energy

19:04

into the surrounding area, subjugating the souls of the enemies unlucky enough to

19:08

be within its influence.

19:12

Slaying these

19:13

enemies will send those souls spiraling down into the pit,

19:16

drawing the attention and ire of the minions of Kulemak that dwell beneath.

19:21

Slay enough of them, and the Abyssal legion will spill forth

19:25

from their domain to tear you apart.

19:32

The upshot of this rework is twofold..

19:35

Firstly, there is now much more visceral feedback

19:38

in the moment-to-moment gameplay of Abyss, with audio and visual cues

19:42

drawing the player along. and most importantly,

19:45

you’ll never need to chase a meandering abyssal crack around a map ever again.

19:49

No more backtracking! However, be on your guard!

19:54

The abyssal minions of Kulemak

19:56

have some different tricks up their sleeves in Path of Exile 1, and

19:59

many employ entirely different skills to those of their PoE2 counterparts.

20:06

To be clear,

20:07

there are still some aspects

20:08

of the existing abyssal system that we will be keeping.

20:12

Abyssal jewels, and items with Abyssal Sockets, will remain!

20:17

In fact, we have given Abyss a similar treatment to

20:20

what we did with Delve Fossils in our last release, moving Abyssal rewards

20:24

out of other areas of the game

20:26

to make Abyss the exclusive source of Abyssal Jewels and Stygian Vises.

20:30

This will also come with a complete refresh of Abyssal scarabs

20:35

and Atlas passive tree investment, with some truly dangerous

20:39

and wild new ways to take on the lightless hordes. Lastly for Abyss,

20:45

but definitely not least, Abyss is bringing an entirely new Endgame

20:49

Pinnacle Boss, with its own set of brand new Unique items.

20:54

This boss has a very …

20:56

unique way of accessing it, what does this eyeball do?

21:00

Good luck figuring this one out!

21:02

Let’s move onto our next league being reworked.

21:05

Legion.

21:07

Every league should have distinct and interesting

21:09

rewards that are exclusively available from that mechanic.

21:13

This allows players to specialise in certain corners of the game,

21:16

rewarding those who engage with a given mechanic.

21:20

Legion is next on our list to receive this treatment.

21:23

Despite having a unique combat mechanic, we felt Legion didn’t have interesting

21:27

exclusive rewards outside of Timeless Jewels.

21:30

While Incubators were technically exclusive to Legion,

21:34

they effectively granted the same rewards that you could get elsewhere.

21:37

So,

21:38

what are we doing about it? Firstly, Incubators are being removed.

21:43

No longer will you have to remember to apply incubators to all your equipment

21:47

every few maps. Instead, we will be adding a new type of reward

21:51

exclusive to Legion, Vestigial Unique Items! Legion Generals in

21:57

maps will have a chance to drop a new type of currency item, Enshrouding Crystals.

22:03

These can be used on your Unique Armours.

22:06

You can then take the enshrouded item to the Domain of Timeless Conflict…

22:10

which might look a bit different to what you remember.

22:14

A giant crystal emerges from the centre of the domain,

22:17

and there appears to be some sort of entity trapped inside.

22:20

Potentially the reason that these armies are engaged in eternal conflict?

22:25

At the base of the crystal are a number of smaller crystals.

22:29

Clicking on one allows us to place our Enshrouded item inside.

22:33

As we then kill monsters in the Domain of Timeless Conflict

22:36

our gloves within the crystal begin to transform.

22:40

and once you have killed

22:41

enough, the crystal becomes volatile and looks ready to fracture.

22:45

I wonder what will come out.

22:48

Our Shaper’s Touch transformed into a Maligaro’s Virtuosity

22:51

But now, the Maligaro’s Virtuosity has a trace of the original enshrouded

22:56

item bestowed upon it, in the form of a Vestigial Implicit Modifier.

23:01

As you can see in shrouding, crystals allow you to transfer

23:04

powerful modifiers from one unique item onto another.

23:08

Here are some more examples of vestigial unique items.

23:12

Helmets.

23:15

Boots.

23:17

Gloves,

23:20

shields,

23:22

and body armors.

23:26

In addition to vestigial items,

23:28

we are also making a number of small improvements to Legion.

23:31

You no longer need to kill every last monster to begin the Legion encounter,

23:36

breaking out all the key monsters chests, and the majority of monsters

23:41

will be enough to start the combat automatically.

23:44

No more cheeky single monster hiding in the corner,

23:47

preventing your encounter from starting.

23:51

Legion monsters drop fewer splinters, but in larger

23:54

stack sizes, resulting in fewer clicks in each encounter.

23:58

Unrelenting, timeless emblems have been removed, with regular, timeless

24:02

emblems absorbing many of their effects, causing the domain of timeless conflict

24:07

to become harder but more rewarding as you kill monsters.

24:11

Your reward progress in the domain is now tracked by charging up these small purple

24:15

crystals, rather than flooding your screen with hundreds of reward icons.

24:20

The rewards are still the same, just not obscuring your screen with symbols.

24:25

Talismans were introduced back in 2015, but over the years

24:30

they've been long neglected and lack a meaningful place or purpose.

24:34

We are making a number of changes to bring talismans back to relevance.

24:38

Firstly, talismans are now exclusive rewards from Bestiary.

24:43

Every red beast has a chance to drop a talisman specific to that beast.

24:50

For example, the Craicic

24:52

Croaker can drop the Croaker Talisman. What makes these Talismans special?

24:57

Well, you’ll notice a couple of changes compared to old Talisman

25:02

Firstly, Talismans no longer drop Corrupted, making them far easier to craft

25:07

once you find one. Secondly the special modifiers on

25:11

Talismans are now enchantments, rather than Implicits.

25:15

This means they compete with Blight Anointments, allowing their effects

25:18

to be significantly more powerful than before.

25:22

Here are a few more examples of new Talismans….

25:26

Talisman Unique items have all been improved,

25:28

and now have a chance to drop from all Bestiary bosses.

25:32

Check out the new Eyes of the Greatwolf Talisman

25:35

which has some crazy possibilities.

25:39

So that is everything covering

25:41

the new and reworked League mechanics in 3.29.

25:44

Now even though that’s already

25:45

quite a lot of Endgame content with Mercenaries returning….

25:49

An upgraded Abyss… Legion’s new reward mechanic and of course…

25:53

everything the Curse of the Allflame league has to offer….

25:57

We’re not done, because what about the Atlas itself,

26:01

given Zana’s actions to try and destroy it in the last two Expansions.

26:05

Zana’s actions are causing the Atlas to become ever more destabilised.

26:09

Strange locations have begun to manifest on the Atlas…

26:13

Many of which seem to be bleeding over from familiar places within Wraeclast.

26:18

Kirac has labelled these as “Anomalies”. When you complete Maps

26:22

affected by a Voidstone, there is a chance that when you next open

26:28

your Atlas an “anomaly” may manifest. Like this one, the Manor Foyer…

26:33

Like regular Maps on the Atlas you can select them at your Map Device,

26:37

but unlike regular Maps these don’t require an item to enter.

26:42

It looks like this area is the abode of Cadiro Perandus.

26:47

Cadiro is willing to offer valuable Items in exchange for our Gold.

26:51

If you don’t like what is on offer, you can reject it,

26:54

and he will immediately offer another item.

26:58

The next offer will cost more Gold, but hopefully is much more valuable

27:03

to you. If you don’t have enough Gold for the offered item

27:06

don’t worry, Cadiro is happy to wait for you to replenish your coffers.

27:10

You can return to the area at any time,

27:13

the anomaly will not disappear from the Atlas until you either purchase

27:17

an item, or reject all of his offers… Anomalies are unique in this regard,

27:22

unlike other locations on the Atlas, these areas can often be revisited.

27:28

Lets quickly run through a few of the anomalies that can manifest:

27:32

Reflecting Mists and the Nameless Seer no longer randomly spawn within Maps,

27:38

but instead now appear in their own anomaly areas.

27:42

Scrying is no longer the domain of the Nameless Seer,

27:46

but instead can be done through the new, tradable Scrying Orb.

27:51

Some anomalies grant a taste of league mechanics

27:53

you might not normally run, without having to be fully invested into them.

27:58

For example, this anomaly creates a random fully-revealed

28:02

Heist Blueprint wing, with random Rogue companions.

28:06

This anomaly has a version of the Sacred

28:12

Grove where the plants have fully taken over.

28:17

This strongbox seems to have a strange mechanism…

28:18

Atlas anomalies are unaffected by your Atlas Skill Tree,

28:21

and you can’t augment them using any fragments.

28:24

Therefore they can be run at any time without feeling like

28:28

they have to be saved for later to maximise the potential rewards.

28:32

There are many more Atlas Anomalies to discover for yourselves,

28:35

each of them tied to a specific Atlas quadrant.

28:39

It is therefore worth discovering which ones can spawn in each

28:42

part of the Atlas, as it may influence what Atlas strategy you wish to pursue.

28:48

So that is a

28:49

heap of new challenges to encounter from the League and the endgame,

28:53

but you may be asking what new tools do we have to face these challenges?

28:57

In 3.29 we are giving a bit of love to Spellcasters,

29:01

specifically those that cast spells themselves.

29:05

But first, let’s address the elephant in the room

29:08

that astute players may have noticed.

29:09

Yes I am talking about those socket colours… So, after the better

29:15

part of 2 decades, In 3.29 we’re

29:18

making a fairly radical change.

29:21

Sockets, at a basic level, don’t have colours anymore.

29:25

You can now put any coloured gem into any socket.

29:29

We’re doing this to address a long running issue for both new

29:32

and experienced players. I’m sure almost everyone who has played before

29:37

has run into the issue of finding a notable upgrade,

29:40

and have struggled to find a way to equip it.

29:43

Maybe you find an amazing body armour,

29:46

one that would give you a substantial boost to your defences, but you just can’t

29:50

move your Skill or Support Gems over because the colours of the sockets

29:54

just don’t match, and you didn’t luck out with your Chromatic Orbs.

29:57

It’s not fun when you have to unequip a bunch

30:00

of skills or supports just to use a better item.

30:05

This can still happen with the socket numbers, and socket links,

30:09

so it’s not like it’s just purely trivial, but the colours were just unnecessary,

30:14

and not only prevented upgrading gear, it limited build experimentation. So,

30:20

given that, what do the colours on gems with regards to sockets even now

30:24

mean? Well, the colours on gems for sockets

30:27

are still relevant, just, as an upgrade system.

30:31

You can still find items with coloured sockets,

30:34

and you can craft them onto items, just they are rarer, and more powerful.

30:39

Most importantly, they don’t restrict what can be socketed into them.

30:44

How are they more powerful?

30:46

Well, if you were to find an item with say, a Green Socket,

30:50

you can put a Green gem inside of it to get an additional Quality bonus to

30:54

that gem. This allows socket colours to be a purely positive

30:58

outcome on an item, while not just simplifying the system away.

31:02

You can also still change the colour of sockets of your items

31:05

using a Chromatic Orb, which now guarantees at least one

31:08

red, blue or green socket.

31:12

This change will make it easier for everyone to upgrade items

31:15

and maintain their build, especially while progressing.

31:19

Speaking of builds and gems, we wanted to make sure we improve

31:22

some of those, specifically for Spellcasters! Let’s get into that!

31:28

Spellcasters have a large number of different skills to choose from,

31:32

but often many skills play and scale in similar ways.

31:36

We have done a pass through existing spells, differentiating spell damage types

31:41

from each other. For example, Shadow’s Physical Spells,

31:46

like Ethereal Knives and Bladefall now have much higher critical strike chance

31:50

than other spells at the expense of damage.

31:54

Pure Lightning Spells now all have generally higher Cast Speeds,

31:57

but they cost more Mana per second than other spells.

32:01

We noticed that some of the Ascendancy Classes for Shadow,

32:05

Witch and Templar were lacking options for general Spellcasting,

32:09

so we’ve added a new notable to the Assassin,

32:15

The occultist.

32:19

And the Inquisitor.

32:23

We are also introducing a new skill

32:26

Mana-Infused Staff that infuses your staff with arcane energy,

32:31

raising your block chance, and reducing the mana cost of your spells.

32:36

In addition, when you are hit by an enemy, you retaliate

32:39

with a wave of arcane lightning dealing damage based on your maximum mana.

32:45

One of the struggles we noticed with certain self

32:47

cast archetypes was that they lacked a scaling option in the endgame.

32:51

In 3.29 we’re adding a special new set

32:54

of Exceptional Skill gems called Pacts. Each Pact

32:59

is themed around a specific Beyond Demon, and Lycia.

33:03

You can make a bargain with these demons to empower your Spells, but at what cost

33:08

you may ask?

33:09

Well these spells don’t have a typical cost, but instead

33:13

cause the player to gain a special affliction debuff.

33:16

Don’t worry too much though - the rewards will be worth it… For example, Pact

33:22

of Beidat causes many of your different spells to cause

33:25

a ruckus.

33:29

While Pact of Ghorr is for DoT builds.

33:31

Using this Pact will plague your enemies.

33:34

Just cast it and watch everything around you melt.

33:37

I wonder what Pact of Lycia and Pact of K’tash do?

33:42

We won’t go into the specifics of all the balance changes

33:45

we are making here, but there are many more caster improvements

33:48

including buffs to specific Spells and Supports, buffs to caster

33:52

Unique Items, as well as more and better ways to solve Mana.

33:56

Check out the patch notes later for all the details!

33:59

Next up, we’re going to be talking about the new supporter packs for Curse

34:03

of the Allflame. Today, we’re launching two new series of supporter packs.

34:08

The Plague and Remidus packs.

34:12

Each tier contains the pack’s full face value in points,

34:15

alongside several exclusive microtransactions.

34:18

As always, the microtransactions in these packs are purely cosmetic

34:22

and do not affect your character’s power or progression in any way.

34:27

The Plague series of supporter packs contains 7 exclusive microtransactions.

34:33

Equipping the Plague Weapon Skin replaces the default appearance of your Staff,

34:38

Sword, Mace, or Shield with a weapon that has been submerged in corrosive

34:44

toxins. The Plague Rat Pet is the result of a nefarious experiment.

34:50

When a Unique enemy is nearby, it feints as a defensive mechanism

34:54

to protect its fragile body so it can continue to spread disease.

34:59

The metal of the Plaguebearer Armour Set has corroded and the cloth has begun

35:04

to disintegrate from being exposed to such toxic elements.

35:07

It includes the Plaguebearer Back Attachment, which spreads disease

35:12

across the ground in town areas, maximising the chance of infection.

35:15

A diseased swarm infects your weapon when using the Plaguebearer Weapon

35:21

Effect. Use it alongside the Erupting Pustules Rare Finisher Effect

35:25

to spread vile and devastating disease to monsters you kill.

35:29

Activating the Plaguewraith Map Device causes

35:32

the plagued energy to flow from the chained being.

35:35

Given the goal of spreading such illness is to end the lives of as many

35:39

as possible, the Map Device tracks kills in kind, showing you

35:43

the number of enemies killed in each map, sorted by Rarity.

35:47

Feel free to even pin the count of enemies slain in a Map to the leaderboard

35:51

at your leisure. Pair it with the Putrefying Portal

35:55

to fully immerse yourself in the plague propagator experience.

35:59

Both the Map Device, and the Portal emit such a potent putrefaction,

36:03

that even the birds flying overhead cannot survive, as they plummet

36:07

to the ground around it.

36:10

The Remidus packs series

36:11

also contains 7 exclusive microtransactions.

36:15

The Remidus Weapon Skin changes the appearance of your Staff,

36:19

Wand, Sceptre, or Shield with relics once used by the Order of the Remidus

36:25

Knights against the plague.The Medi-Rhoa Pet is kitted out

36:28

with all the supplies necessary for healing in remote locations.

36:33

Strangely, these Rhoa seem to have a particular fondness for goblin meat.

36:39

The Remidus Knight Armour Set is bestowed upon those tasked

36:42

with travelling through Wraeclast to purge the sick of their diseases.

36:46

The matching Back Attachment cleanses the disease left behind

36:49

on the ground in town areas by the Plaguebearer Back Attachment.

36:53

It’s an important job of a Remidus knight to not let disease take over, help

36:57

by doing your part! The Remidus Knight Weapon Effect funnels

37:01

the divine power of purification into your weapon. Return to the Saints

37:06

End Monastery Hideout to recuperate from your purifying duties.

37:10

Once a thriving center for curing ailments,

37:13

this Monastery has slowly wasted away while lying unused.

37:17

If you’re feeling brave enough, there’s even a platform to dive into the purifying

37:21

waters below before washing back up at the base of the hideout.

37:26

Last but not least,

37:28

use the Reservoir of Benediction Affinity Stash to store all of your elixirs.

37:33

This stash opens to your Stash Tab with the Flask Affinity set.

37:37

Additionally, all microtransactions from these Supporter packs are available

37:40

for use in Path of Exile 1. We’re looking forward to seeing

37:43

which of you choose to become the Plague and spread disease across Wraeclast,

37:47

or those who wish to fight against it, by becoming a Remidus Knight!

37:51

Thank you so much for your ongoing support!

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