Settlers_league
Old: chuanhsing#2097 2025-06-06 20:37:46
New: chuanhsing#2097 2025-06-06 20:38:15
Old | New | Differences | |
---|---|---|---|
1 | - | # | |
1 | + | # Settlers of Kalguur | |
2 | 2 | ||
3 | 3 | ## Mercenaries Patch Notes | |
4 | 4 | ||
5 | - | Betrayal Rework | |
6 | - | * The Mastermind boss fight is now separate from the Betrayal Safehouse mechanic, and defeating the boss no longer resets the state of the Immortal Syndicate. We've added a new Syndicate Medallion Fragment which can be used to travel to The Mastermind's Lair. This fragment has a chance to drop from Safehouse Leaders at high levels. | |
7 | - | * The Mastermind Boss fight has been improved, now with significantly fewer immunity phases and new rewards. | |
8 | - | * The Mastermind's Lair cannot be accessed if you have not unlocked the endgame. | |
9 | - | * The Veiled Modifiers on the The Mastermind's Unique Items are now able to unveil some new modifiers that are exclusive to these Uniques. | |
10 | - | * Catarina, Master of Undeath can now drop Allflame Embers. These new Map Fragments can add packs of monsters in Maps with different types of special monsters. These special monster packs have unusual properties, compositions, or rewards. Allflame Embers can be placed in your Map Device like Scarabs, and used in conjunction with Scarabs to further customise your Maps. | |
11 | - | * Catarina, Master of Undeath, no longer drops Rare Veiled items with exclusive Modifiers, these are now exclusive to the Unique items she can drop. She instead now drops rare double Veiled items. | |
12 | - | * The amount of Safehouse Intelligence obtained from choices made after defeating Immortal Syndicate Members has been lowered. The time taken to reach a Safehouse is overall longer than before. | |
13 | - | * Once you get your hands on a Safehouse Leader, your only option now is to Execute them. Welp, no love lost there, let me tell ya. | |
14 | - | * Veiled Orbs have been renamed to Veiled Exalted Orbs, their functionality is unchanged. | |
15 | - | * Reintroduced Veiled Chaos Orbs, which reforges a Rare item with new random modifiers including a random Veiled modifier. | |
16 | - | * Safehouse leaders now have a chance to drop Veiled Chaos Orbs. | |
17 | - | * The Safehouse rewards have also been completely rebalanced. Happy interrogating! | |
18 | - | * The Betrayal Scarab of Intelligence has been renamed to Betrayal Scarab of the Allflame. It now provides 75% Increased number of Monster Packs Substituted by Allflame Embers in Area. | |
19 | - | * All of the Crafting Bench Recipes normally granted by unveiling items are instead now unlocked through Maps on the Atlas. Similar to normal Crafting Bench Modifiers, these Modifiers must now be unlocked by interacting with one of the Recipe Objects that can be found near Bosses in Map Areas. | |
20 | - | * There are 41 new Recipe Objects which unlock Veiled Modifier Crafting Recipes on your Crafting Bench. Some Veiled Modifier Crafting Recipes have been combined with pre-existing Recipe Objects that unlock normal Crafting Bench modifiers. | |
21 | - | * You are no longer required to speak with Jun to Unveil your items. You can now Right-click (or use Circle/B on Controller) on a Veiled item and simply select the Modifier you wish to Unveil. | |
22 | - | * Removing all rivalries in the Immortal Syndicate is no longer an option offered when deciding what to do with defeated Syndicate members, though there is a new option to remove all rivalries in the current division. | |
23 | - | * Bargaining with Immortal Syndicate members can now give multiple Scarabs and Veiled Items, but fewer Currency items. | |
5 | + | Settlers Added to the Core Game | |
6 | + | * After almost a year of building, Johan is finally satisfied with the upgrades made to Kingsmarch, and now its services can be used to their full effect. Settlers of Kalguur has been added to the core game, but there will be no more town-building. | |
7 | + | * Gold can drop from slain monsters which will be used for paying workers' wages, as well as Passive Skill Tree Respecialisation and purchasing items from the Black Market at a number of NPCs throughout Wraeclast. | |
8 | + | * The Currency Exchange will also be returning; you'll first encounter Faustus in Lioneye's Watch in Act 6 who can help facilitate trades. | |
9 | + | * Upon reaching the Endgame, Johan will invite you to Kingsmarch. In Maps you'll start to find different ore veins, which Kalguuran workers can mine for you. Send this ore, or crops grown in the town, to Karui and Kalguuran ports in return for rewards. | |
10 | + | * By shipping items to Karui ports you can receive Tattoos, which can be used on your Passive Skill Tree to change what they provide you. | |
11 | + | * By shipping items to Kalguuran ports you can receive Runegrafts, a new Passive Skill Tree mechanic that replaces the Runesmithing service previously provided in the town. These are similar to Tattoos, but instead of applying to a Passive Skill they apply to an allocated Passive Mastery Skill. | |
12 | + | * Isla has continued to make modifications on the Recombinator. You are able to decide which modifiers on the two items you input into the Recombinator you would like to try to merge together (with a chance of success displayed to you). This new method of Recombinating can result in the items being destroyed. | |
13 | + | * Isla's previous method of Recombinating is still available if you'd prefer to leave it up to fate, combining two items randomly (with no risk of destroying your items), though this is the less predictable method. | |
14 | + | * Introduced the Kalguuran Scarab of Abundance, which causes an area to contain an additional Ore Deposit. | |
15 | + | * Introduced the Kalguuran Scarab of Guarded Riches, which causes Monsters guarding Ore Deposits in an area to be at least Magic. | |
16 | + | * Introduced the Kalguuran Scarab of Refinement, which causes Ore Deposits in Area to grant Smelted Bars instead of Marking Ore. | |
17 | + | * Added 4 Settlers of Kalguur clusters to the Atlas Passive Tree, including the following Notable Passive Skills: | |
18 | + | * Prospector's Luck: Your Maps have +20% chance to contain Ore Deposits. | |
19 | + | * Yield Upon Yield: Your Maps with Ore Deposits have 50% increased chance to contain two Ore Deposits. | |
20 | + | * Fortune's Favour: Ore Deposits in your Maps are more likely to be rarer varieties. | |
21 | + | * Lost in Transit: 10% chance for Ore Deposits in your Maps to be replaced by Lost Shipments. | |
22 | + | * Crimson Infusion: Crimson Iron Ore Deposits in your Maps are guarded by 2 additional Corrupted Growths. 100% increased chance for Ore Deposits found in your Maps to be Crimson Iron. | |
23 | + | * Amber Infusion: Petrified Amber Ore Deposits in your Maps take 25% reduced Damage. 100% increased chance for Ore Deposits found in your Maps to be Petrified Amber. | |
24 | + | * Verisium Infusion: Verisium Ore Deposits in your Maps can be channelled on for 30% longer. 100% increased chance for Ore Deposits found in your Maps to be Verisium. | |
25 | + | * Orichalcum Infusion: Buffs granted by Orichalcum Ore Deposits in your Maps have 100% increased Duration. 100% increased chance for Ore Deposits found in your Maps to be Orichalcum. | |
26 | + | * Bismuth Infusion: Bismuth Ore Deposits in your Maps have 30% chance to add an additional Modifier to Monsters they affect. 100% increased chance for Ore Deposits found in your Maps to be Bismuth. | |
27 | + | * Added a new Atlas Passive Keystone - Refiner's Bargain: Equipment Items with Rarity dropped by Possessed Monsters in your Maps have 25% chance to be converted to Thaumaturgic Dust. Sulphite found in your Maps is granted as a random Ore instead at 25% of the value. Lifeforce found in your Maps is granted as a random Crop instead at 300% of the value. | |
28 | + | * Some other Atlas Passive Skills have moved location to make space for the new Clusters and Keystone added. | |
29 | + | * There are now 5 job rankings for Kingsmarch workers (previously 10). | |
30 | + | * Adjusted Banana to more closely match the size of the Kalguuran version. | |
31 | + | * Moved a lamppost in Kingsmarch. | |
24 | 32 | ||
25 | - | ## Archnemesis Patch Notes | |
26 | - | ||
27 | - | Betrayal | |
28 | - | Problem: | |
29 | - | * Leaders are only able to reinforce a job in specific situations where another job member is a higher or lower rank. This can result in a player unknowingly preventing a Leader from joining, and locking out any reinforcements from joining an encounter. | |
30 | - | ||
31 | - | Solution: | |
32 | - | * Betrayal job Leaders can now assist as reinforcements on a job if there are a total of 3 ranks worth of syndicate members in that job. This allows you to draw a leader out more easily by having multiple equally ranked members on a job, or a single rank 3 member on a job. | |
33 | - | ||
34 | - | ## Ultimatum Patch Notes | |
35 | - | ||
36 | - | Betrayal Changes | |
37 | - | * Modifiers that are unveiled through Jun are now more powerful than before. Previously, when an item was unveiled, the veiled modifier added to the item would be equal to the highest tier modifier available on the Crafting Bench. Now, the modifier being unveiled no longer counts as a crafted modifier and will be stronger than any craftable veiled modifier. | |
38 | - | * You will still obtain progress towards unlocking the craftable versions of these veiled modifiers, however progress towards unlocking craftable versions of these modifiers is now slightly faster and many crafts have had their worst tier removed. | |
39 | - | * The weighting of Veiled modifiers has been rebalanced in a way that makes modifiers exclusive to one or two types of equipment more common, while modifiers that can appear on a wider range of equipment types are rarer. | |
40 | - | * We have improved the Betrayal reward system so that slaying the Mastermind is more worthwhile. Now, if the Mastermind is slain, her Immortal Syndicate Members drop their rewards at one tier higher than their current tier. This change introduces a fourth tier of reward from each member, and gives more reason to use a larger variety of Syndicate targets and safehouse leaders. Some of the best existing rewards have been moved to the fourth tier. We've also improved some of the less-interesting or less-valuable rewards. | |
41 | - | * Safehouse leaders no longer lose ranks when they're interrogated for Mastermind Intelligence. | |
42 | - | * Betrayal targets are now more likely to drop veiled items with their signature modifiers. | |
43 | - | * Polished and Gilded Scarabs can now be obtained as a rare drop when Bargaining during a Betrayal encounter. | |
44 | - | * Scarabs can no longer be obtained from Bargaining in Areas under level 68. | |
45 | - | * Various craftable Veiled modifiers have been rebalanced. Please read the Crafted Veiled Modifier Balance section for more information. | |
46 | - | ||
47 | - | ## Harvest Patch Notes | |
48 | - | ||
49 | - | Betrayal Changes | |
50 | - | * Elreon's Unholy Relics and Sentinel minions now die when Elreon is defeated. | |
51 | - | * Unholy Relics summoned by Immortal Syndicate members who possess Bu's Bottle now disappear when that member is defeated. | |
52 | - | * Ground effects created by Immortal Syndicate members will likewise disappear when the associated member is defeated. | |
53 | - | * You can now quick-move items between your inventory and the various Betrayal Safehouse benches. | |
54 | - | ||
55 | - | ## Delirium Patch Notes | |
56 | - | ||
57 | - | Betrayal Changes | |
58 | - | * Aisling can now award Metamorph Scarabs if she has the Intervention Job. She will now award Double-Veiled Weapons and Jewellery if she's in Transportation, and Double-Veiled Armour and Jewellery if she's in Fortification. | |
59 | - | * The Mastermind can now drop Metamorph Scarabs. | |
60 | - | ||
61 | - | ## Metamorph Patch Notes | |
62 | - | ||
63 | - | Betrayal Changes | |
64 | - | * The Mastermind will now drop Scarabs when slain. | |
65 | - | * Safehouse outcomes that reward Scarabs now have a chance to reward additional Scarabs. | |
66 | - | ||
67 | - | ## Blight Patch Notes | |
68 | - | ||
69 | - | Betrayal Changes | |
70 | - | * The state of your Betrayal board is now shared across all characters on the same account and in the same league. | |
71 | - | * Upon completing the Mastermind encounter, you'll now have access to a reward room for every single Immortal Syndicate member currently with a job on your board (including prisoners). That's essentially up to 14 rooms worth of rewards, plus the Mastermind themselves. | |
72 | - | * Added a Stash to the Mastermind's Safehouse reward area because, well, you're going to need it. | |
73 | - | * Mastermind Intelligence no longer decays. | |
74 | - | * Upon defeating the Mastermind, the Betrayal board state is reset to a similar number of members and relationships as the starting state. However, Safehouse Intelligence is no longer reset upon defeating the Mastermind. | |
75 | - | * Safehouses now have 100% increased Experience from monsters, and the Mastermind's Safehouse now has 200% increased Experience from monsters. | |
76 | - | * You now always have the option to 'Release' Syndicate members. | |
77 | - | * Each encounter is now tracked on the Quest Tracker on the right side of the screen. | |
78 | - | * You'll now encounter far fewer 'empty' encounters based on your Betrayal board state. | |
79 | - | ||
80 | - | ## Legion Patch Notes | |
81 | - | ||
82 | - | Betrayal Changes | |
83 | - | * Betrayal Fortification encounters are now prioritised over Shrines during level creation, meaning you should more reliably get the Betrayal encounters you are expecting. | |
84 | - | * You'll now encounter a new monster type in some Fortification encounters. | |
85 | - | ||
86 | - | ## Synthesis Patch Notes | |
87 | - | ||
88 | - | Betrayal Changes | |
89 | - | * Areas which contain Jun will, in the great majority of cases, now contain three separate Immortal Syndicate encounters. | |
90 | - | * The Mastermind encounter has been simplified, clarified, and made easier: | |
91 | - | * The Mastermind's Pillar Surges now activate at a slower rate. | |
92 | - | * The Mastermind's Volatile Skeletons will no longer spawn in graveyard areas with an active green fire effect. | |
93 | - | * Increased the radius at which the Mastermind's Volatile Skeletons explode (making it easier to safely trigger them). | |
94 | - | * Improved the Mastermind's behaviour in and around the active green fire graveyard area thing places. She shouldn't get stuck in corners anymore! | |
95 | - | * Haku on Research duty now gives items that can exceed 20% Quality, up to 30% at Rank 3. | |
96 | - | * Haku's Chests while on Escort duty now give more and better items. | |
97 | - | * Aisling on Intervention duty now gives Jewellery with two Veiled Mods. | |
98 | - | * It that Fled on Fortification duty now gives more Rare Abyssal Jewels, and always gives a Stygian Vise at Rank 3. | |
99 | - | * It that Fled on Escort duty now gives significantly more Breach Splinters. | |
100 | - | * Janus on Escort duty now gives many more Quality Currency Items. | |
101 | - | * Janus on Research duty now gives many more Perandus Coins. | |
102 | - | * Janus on Fortification duty now gives more Currency Shards. | |
103 | - | * Vorici on Escort duty now gives more and better quality Gems, including a 21 to 23% Quality Gem at Rank 3. | |
104 | - | * Vorici on Fortification duty now gives many more Currency items that manipulate Sockets. | |
105 | - | * Vagan's Chests in all Jobs now give more and better items. | |
106 | - | * Veiled items drop more frequently from Immortal Syndicate encounters. | |
107 | - | * Several veiled modifiers now have fewer tiers. Low tiers contribute more towards unlocking higher tiers, however it will, on average, take more unveils to unlock the highest tier. | |
108 | - | * It That Fled's veiled mod (non-Chaos added as extra Chaos) has been split into Physical added as Chaos, Lightning added as Chaos, Cold added as Chaos, and Fire added as Chaos, and the values have been adjusted. New powerful versions of these modifiers can now appear in the basic mod pool on weapons and shields at higher levels. | |
109 | - | * The +1 to maximum totems mod has been moved into the Shaper item mod pool, appearing on Shields. | |
110 | - | * The cost of crafting veiled items in your hideout has been adjusted. | |
33 | + | <a href='#' class="js-modal-btn" data-video-id="QFVLcNTXtxM"></a> | |
111 | 34 | ||
112 | 35 | ## Introduction | |
113 | - | The Betrayal league and Hardcore Betrayal league are challenge leagues. They launched on December 7, 2018 alongside the release of the Betrayal expansion. | |
114 | 36 | ||
115 | - | In | |
37 | + | In Path of Exile: Settlers of Kalguur, help Kalguuran pioneers to build the town of Kingsmarch and establish trade between Wraeclast and their homeland. | |
116 | 38 | ||
117 | - | ||
39 | + | Our July expansion introduces the Settlers of Kalguur challenge league, a new trade market system for currency, balance improvements including two Ascendancy Class changes, Endgame improvements, some further additions to the Campaign and some Quality of Life features. | |
118 | 40 | ||
119 | - | ## League mechanic | |
120 | - | The Betrayal league mechanic has the player assist Jun Ortoi in her vendetta against the Immortal Syndicate. On most maps, Syndicate events appear, which allow players to defeat and capture one or more Syndicate members. They can then be either interrogated or bargained with, which allows the player to gradually gather intelligence about the Syndicate's network and influence its composition. As soon as enough intelligence is gathered, the player and Jun can raid a Syndicate safehouse for valuable loot. | |
41 | + | ### Settlers of Kalguur Challenge League | |
121 | 42 | ||
122 | - | ||
43 | + | In the Settlers of Kalguur Challenge League you will encounter some familiar faces from the Expedition league. Dannig, Rog, Tujen and Gwennen are seeking out resources in Wraeclast that can be used to begin town construction and establish a shipping trade route to Kalguur. They have recruited many characters from Wraeclast, including some you may recognise - but are also seeking the help of a powerful Exile, like yourself. | |
123 | 44 | ||
124 | - | ## Minimap | |
125 | - | These new icons are introduced to the minimap: | |
45 | + | ### Harness the Resources of Wraeclast | |
126 | 46 | ||
127 | - | ||
47 | + | On your adventures you might find minerals such as Crimson Iron, which are veins of Iron that have been overrun with corruption, spawning dangerous foes when you approach. Or perhaps Orichalcum, which you will have to liberate from the demons worshipping it. Petrified Amber attracts mindless Blighted Enemies, while Bismuth has a strong affinity to the elements and causes the area to become unstable. If you’re lucky you might find Verisium, a material as valuable as it is dangerous, and guarded by very powerful foes. | |
128 | 48 | ||
129 | - | ## Modifiers | |
130 | - | All areas have: | |
49 | + | Each of these resources become available once you defeat the enemies guarding it. You’ll then be able to tag the deposit for mining. Now, who’s going to be doing the hard labour? | |
131 | 50 | ||
132 | - | - <span class="explicitMod">Area contains Immortal Syndicate activity</span> | |
51 | + | * Crimson Iron | |
52 | + | * Orichalcum Ore | |
53 | + | * Petrified Amber | |
54 | + | * Bismuth | |
55 | + | * Verisium | |
133 | 56 | ||
134 | - | ||
57 | + | ### Manage Kingsmarch | |
58 | + | ||
59 | + | Theopolis wasn't built in a day, and neither will Kingsmarch, but many hands make light work. Head to the town and hire skilled workers who will aid you in mining, smelting, disenchanting, farming and other jobs needed in Kingsmarch. You'll notice each person has their specialties, and a wage cost. It’ll be up to you to hire and fire as you please. Over the course of the league you'll be searching for your perfect employees for each job. Once you have them, you’ll have to keep them paid, safe, and alive. | |
60 | + | ||
61 | + | ||
62 | + | ### Establish Trade Routes | |
63 | + | ||
64 | + | Eventually you can build a Harbour and establish a shipping route between a number of different Kalguuran and Karui ports for trade. Pile your acquired resources onto these ships and send them to a port of your choosing, where your traders will haggle for the best deals! Each Port will return specific rewards based on what you send them. When your shipment has returned you’ll get notified, and you can return to the town to collect your rewards at your leisure. | |
65 | + | ||
66 | + | ### Delegate Map Running | |
67 | + | ||
68 | + | Aside from shipping, the Kalguurans are big on their technology. They have hired Isla, an engineer from the Heist League. Once at Endgame, Isla can help you build a series of Kalguuran-modified Map Devices which you can put a queue of Maps into. If you’ve hired a few skilled combatants, they will put themselves to work running those maps for you one after another. | |
69 | + | ||
70 | + | ### Benefit from Kalguuran Crafting Techniques | |
71 | + | ||
72 | + | Operated by Dannig himself, a Runesmithing Table is using powerful Kalguuran blacksmithing arts to engrave runic magic onto your weapons. There are many rune-types and combinations to choose from, and you can unlock new crafts that can be applied to your weapons as enchantments. | |
73 | + | ||
74 | + | The Kalguuran tech benefits don’t end there. We’re also bringing back a community-favourite recombination system. Isla is trying to master this, she just needs you to help her with getting resources. While recombination is not entirely the same as it used to be in the Sentinel league, it still allows you to combine two items together, hoping to get the best modifiers of each onto a single item. | |
75 | + | ||
76 | + | ### Discover a Currency Trade Market | |
77 | + | ||
78 | + | In this expansion we're introducing a Currency Trade Market. The Kalguurans have recruited Faustus, another NPC from the Heist league who is proficient at Black Market trade and shady deals. He allows you to asynchronously buy and sell currency and most other stackable items with other players. All you need to do is select what currency you want, say what you have, and your ideal ratio. Faustus will make the trade happen for you, so long as there is someone selling on the other end for the same rate or less. | |
79 | + | ||
80 | + | ### Defend What You've Built | |
81 | + | ||
82 | + | As your town grows, it will attract more attention, good and bad. Settlers of Kalguur features three endgame bosses that will close in on your operations, wanting a piece of the pie. They might capture and ransom your workers, even your entire ships. You’ll have to make some tough decisions - will you take them on, or pay them off? | |
83 | + | ||
84 | + | ### Pledge Your Allegiance to Glory | |
85 | + | ||
86 | + | The Gladiator Ascendancy Class has received its long-awaited rework. Like before there are passive skills that allow you to invest in Bleeding, and Block. We’ve also designed new Skills replacing some of the old ones, and added a new branch which allows you to invest into Retaliation Skills, which are a new type of skill that allows you to unleash devastating damage upon meeting certain conditions in combat. | |
87 | + | ||
88 | + | ### New Ascendancy: Warden | |
89 | + | ||
90 | + | We're introducing the Warden, a new Ascendancy class that replaces the Raider Ascendancy. This class is largely inspired by its predecessor from the Affliction league, with a few changes. The Warden focuses on Elemental Attacks, grants Barkskin which can be used to mitigate Physical Damage from Hits, and specialises in Tinctures which have been reworked and introduced into the game as a core item type you can find throughout Wraeclast. | |
91 | + | ||
92 | + | ### Massive Balance Overhaul | |
93 | + | ||
94 | + | In Path of Exile: Settlers of Kalguur, we've done a lot of balance work including drastic alterations to Melee Skills, Block, Rage, Warcries, Banners, Bleed, Impale, added new Base Types to Endgame, buffed Modifiers on Endgame Items, buffed Critical Strike Chances on Weapons and much much more. Check out the full changes in the Path of Exile: Settlers of Kalguur Patch Notes. | |
95 | + | ||
96 | + | ### Endgame Content Improvements | |
97 | + | ||
98 | + | There are a myriad of changes coming to Endgame in Settlers of Kalguur. We're changing many Scarabs, adding a 6th Map Device Slot, introducing exciting new encounters in Tier 16 and Tier 17 Maps, updating Blight and Ritual in Endgame and more. We've also added a set of new Chisel types and massively increased the drop rate of Valdo's Puzzle Boxes. | |
99 | + | ||
100 | + | ### Console Native Ports | |
101 | + | ||
102 | + | We’ve been hard at work improving the Path of Exile experience on consoles. The game now takes full advantage of the console hardware: loading times have been reduced even further, pop-in has been reduced, and textures won't start unloading in heavy scenes. | |
103 | + | ||
104 | + | Furthermore, overall visual fidelity has been improved for all new generation consoles. Path of Exile now uses the highest available resolution textures and water effects. We’ve installed a new upscaling algorithm that improves the crispness of dynamic resolution, with an additional anti-aliasing pass on top of that. | |
105 | + | ||
106 | + | ## Timeline | |
107 | + | ||
108 | + | Settlers of Kalguur predicted lasts 19 weeks (2024 Dec 13th) | |
109 | + | * PoE2 Early Access expected in November | |
110 | + | * PoE1 has averaged 16.5 weeks over the past two years | |
111 | + | * PoE1 has never been updated in November in 11 years | |
112 | + | * PoE1 will release the Core Supporter package in mid-December | |
113 | + | ||
114 | + | ## Teaser | |
115 | + | ||
116 | + | https://www.pathofexile.com/forum/view-thread/3530603 | |
117 | + | ||
118 | + | ### In Path of Exile: Settlers of Kalguur we're shipping a bunch of quality of life improvements. For example, reservation effects such as Heralds and Auras, persist through death now. | |
119 | + | ||
120 | + | <a href='#' class="js-modal-btn" data-video-id="F4QpJGg9Bn0"></a> |