In this thread, we'll round up any questions we answered elsewhere in the community so that you can find all that information in one easy place. The most recent information will always be at the top. We intend to update this post every weekday with any questions that have been answered that day. We will also fold our FAQ news posts into this post as they happen. When we add a new question and answer, we'll reply to the thread so that it gets picked up by various community trackers.
Will the Sanctum specific uniques be added to the core drop pool or obtainable in some way next league?
No, the Sanctum specific uniques will not be obtainable next league.
Will Skills that specifically affect nearby allies such as Auras work in the Friendly Fire event?
The actual mechanic of the Friendly Fire event is that players are on different teams, which makes them enemies. This means skills that specifically affect your nearby allies, such as auras, won't work. However, a Keystone such as Conduit would work since it checks for nearby party members rather than nearby allies.
While it's possible to create a private league for yourself in these events, the Friendly Fire and Polarity Group SSF events will require at least three and two party members respectively in order to deal damage to monsters. The Krangled Passive Tree event doesn't have these restrictions, so it can be played solo.
In the group events, can accounts be added and removed from the Private Leagues freely (so more than the maximum number of allowed accounts can have participated in the Private League over its duration)?
The number of accounts in a Private League is limited to the number of players the event allows. Accounts can't be removed.
For the Polarity event, if you're in a party of 2 players, can both players roll the same polarity?
No, polarities are assigned when players enter a zone. The first player to join an instance will be assigned to one polarity and the next will be assigned the other.
Why is there only one set Krangled Passive Tree for all players instead of having a new randomised tree seed for each character?
It's intentional that everyone gets the same tree so that everyone is trying to solve the same metagame. If it's popular, we'd like to run other variations in the future.
We wanted to try some new things. Historically our events have been focused on having the most broad appeal while also being achievable alongside our development schedule. Getting to experiment with new options means trying a few things that aren't necessarily for everyone but will give us good information for designing events in the future. At the very least, we're hoping that these events will be fun to watch even if some players feel it's not conducive to their personal playstyle.
We have run the two existing endless events (Heist and Delve) a few times already and they'd need a bit of sprucing up to be exciting to do again. Endless Sanctum is potentially a cool idea for the future but not something we want to run alongside the actual Sanctum league.
Can there be more participation prizes for the Group SSF Events? It feels like the Top 10 slots will get taken over by racing groups/streamers and will leave nothing for others.
Because these are niche and experimental, we're wanting to see how they do based purely on the attraction of playing them. At the moment, we're not planning to add any additional prizes.
Will there be events for the end of the Sanctum League?
Yes, we're tinkering with some things that are a little unconventional and niche but it's going to be fun to see how they play out! Full details next week hopefully.
Will future batches of accepted submissions for the Voidborn Reliquary be implemented with patches or just live deployed to the pool automatically via a server update?
They don't require a restart patch but we will do them in batches restartlessly. Not sure of the cadence yet, perhaps weekly.
Patch notes update: Change to ''Compare Item Descriptions'' and ''Show Advanced Item Descriptions'' Options
Added the following note:
The "Compare Item Descriptions" and "Show Advanced Item Descriptions" behaviour has been split from the "Highlight Items and Objects" keybind into their own dedicated options. These new options default to holding Ctrl and Alt respectfully. These new binds can be configured in the Options panel, under the Input section.
Patch notes update: Fix to ''You are a Harbinger'' Atlas Memory
Added the following note:
Fixed a bug in the ''You are a Harbinger'' Atlas Memory which could cause anomalous amounts of currency items to drop in rare cases (usually with Smuggler’s Caches in that Atlas Memory).
Patch notes update: Maven Awakened Gems and Legion Bugfix
Updated the following note: Old:
Maven-witnessed Map Bosses now have a chance to drop an Awakened Gem (inclusive of the Awakened Gems that are typically exclusive to Maven herself).
New:
Maven-witnessed Map Bosses in Tier 14 Maps or higher now have a chance to drop an Awakened Gem (inclusive of the Awakened Gems that are typically exclusive to Maven herself).
Added the following note:
Fixed a bug where breaking out a chest in a Legion encounter would not break out enemies around it.
When is the server going down and when can we download the update?
The server goes down for deployment three hours before the countdown ends. The update can be downloaded once the realm is back up, or you can pre-download via the torrent, which we will make available Friday NZT. Please note that the torrent is not compatible with Steam.
Why is Smite's text different, and what has changed about the skill hitting enemies?
There is no functional change to Smite's behaviour. The text on Smite primarily changed because the old wording only discussed hitting a target with both the lightning and melee, but did not explain that additional lightning bolts (already possible with an enchantment, and more common now from Vaal Smite's Aura bonus) also couldn't damage the same target twice (Note: Vaal Smite itself does not have this restriction). The new wording is also shorter, which is important because the Vaal Smite gem popup is quite big.
Smite currently has a case where an enemy can be hit by both the melee damage from an additional strike target (such as from Ancestral Call), and the damage of the lightning bolt which is associated with your primary strike. This goes against what the new wording of Smite says, but it also goes against the old wording, so the wording is the same amount of inaccurate. This behaviour is unintended and caused by a subtle timing issue relating to Smite's animations, but is not changed in 3.20.0 and we do not currently have specific plans to change it.
When can we see the 20/20 gems post and new Atlas tree?
The 20/20 gems post can be found here. Due to time constraints and some technical limitations, we won't be able to share a preview of the Atlas tree before launch.
Why do Combustion and Bonechill Support not work properly when a stronger Ignite/Chill are applied?
We've investigated this internally and have found that this behaviour was due to an optimisation that was introduced in 3.15. It can affect anything that adds an effect to things while your ailment is on them (e.g. Combustion, Bonechill, Taryn's Shiver, etc.). We've found that it only affects elemental ailments and that the order ailments are inflicted is not important but the remaining duration can be.
The optimisation we made is that elemental ailments are discarded if they can never become the active one affecting the enemy. An ailment is only discarded this way if there is at least one stronger ailment suppressing it which also has equal or longer duration (so the weaker one can never be "promoted" to active by outlasting the stronger one). Ailments usually having matching durations is why players are reaching conclusions about order mattering - the most recent ailment will usually have the most remaining duration, and thus not be discarded.
We plan to fix this behaviour so ailments with these kinds of extra effects tied to them are not discarded this way. The fix for this won't make it in time for release but we'll aim to get it out in a patch following it.
Link to this question
Updates to ailment immunity in the character sheet
Added the following note to the User Interface Changes section of the patch notes:
Stats that grant immunity to an ailment or prevent you from being inflicted with an ailment are no longer displayed as 100% chance to avoid that ailment in the character sheet. They instead display that you are immune to or cannot be affected by the relevant ailment respectively.
This patch note has been updated. New change is bolded.
The Divinarius Unique Dagger now has 150-200% increased Spell Damage (previously 50-70%), 30% increased Area of Effect (previously 10%), "Gain 100-200 Life per Enemy Killed" (previously 30), and "Gain 50-100 Mana per Enemy Killed" (previously 10). It also now has 200-250% increased Critical Strike Chance for Spells if you've Killed Recently (previously 125-175%), and +60-100% to Critical Strike Multiplier for Spells if you haven't Killed Recently (previously +40-60%). Existing versions of this Unique can be updated with a Divine Orb.
An update about the Energy Shield above characters change
We've removed the following patch note: The mini Energy Shield bar from the "show mini Life bar above you" UI Option will now display separately to the Life bar when you have a certain amount of Energy Shield at different level thresholds.
This feature did not make its way through our testing process successfully, and will be re-considered at a later date.
We have updated the Passive Skill Tree data on github to make it accessible to tool creators. The Passive Skill Tree on the website gets updated alongside the expansion launch.
The solutions and specifics section of the patch notes about the Lord of Drought Cluster Jewels notable have conflicting information. Which version is correct?
The specifics section is correct. We'll update the solutions section to better reflect the specifics section. The solutions section previously referenced what was written in the manifesto however it became outdated as we discovered an issue with what was planned in the manifesto and had to update it to what's written in the specifics section.
No, the monsters also drop rewards, and many of them are unique monsters with corresponding levels of item rarity and quantity. Also, in the endgame, you can get new unique items and sanctified relics from the Sanctum.
Does Vaal Smite's buff increase single-target damage?
Vaal Smite has more damage than regular Smite and its aura has a longer duration that has higher added lightning damage. It also generates lightning bolts that strike another target.
How does Vaal Volcanic Fissure work against single targets?
Monsters are targeted by a maximum of one fissure. If you're fighting a single boss it would be affected by one fissure then it would travel to semi-random locations. If you had two bosses the first fissure would affect one and the second fissure would affect the other.
Will Vaal Caustic Arrow's ground effects stack with regular Caustic Arrow?
An enemy can only be affected by one caustic ground effect but if multiple are applied, the strongest effect will be the one that applies to the enemy (i.e. the Vaal Caustic Arrow effect takes priority).
After The Forbidden Sanctum launches but before Christmas. We aren't sure of the exact date yet but will keep you updated. At this time, the existing core supporter packs will go away.
What happens if I crash while in The Forbidden Sanctum?
When you play your next map you'll be able to replay the same room you were up to. Aureus coins and rewards are only locked in upon successful completion of a room.
How rare are Sanctified Relics? Will I only see one throughout my playthrough of the league?
As you start to master the Sanctum at high levels, you'll accumulate more Sanctified Relics to pick between when trying to find the perfect one for your build.
We have nerfed Seismic Trap several times this year. We understand that competitive players would like Seismic Trap to be nerfed yet again so they don't feel obligated to play with it for ladder pushing. Outside of this context, it doesn't appear to be used by an extremely large number of people (it's top twenty, but not meta-defining). We will investigate whether we can change it for situations that are relevant to racing but we can't promise anything yet.
When you reroll an Awakened Gem from one type to another with the new Beastcrafting recipe, will it keep its experience level?
When you roll an Awakened Gem to another type, it will keep its level and experience but different gems have different experience values per level so they may not be exactly the same. But essentially, if you start with an Awakened Gem at Level 2 with 50% experience and roll it to another one, it will be Level 2 with 50% experience.
Two new Masteries have taken their place. The first provides “You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies”, while the second provides “Recover 1% of Life when you Curse a Non-Cursed enemy” and “Recover 1% of Mana when you Curse a Non-Cursed enemy.” Do these recovery stats work with blasphemied curses as well?
The Tribal Fury Notable Passive Skill no longer has “Strike Skills target 1 additional nearby Enemy”. It now has “Melee Strike Skills deal Splash Damage to surrounding targets”. Does that apply to the melee of Dominating Blow minions?
With Survival Secrets jewel now removed, will its effects “Flasks applied to you have 20% reduced Effect” and/or “Flasks gain 3 Charges every 3 seconds while they are inactive” be available anywhere else in-game?
No, but we'll look into ways to bring this back in the future in some form.
Do you have any plans to restore the effects of Replica Conquerors Efficiency, Replica Hotheaded and Lord of Steel?
No, we don't see these effects as necessary to retain. However, we do understand that some players are very interested in them so we will consider them when developing future content though.
Because 3.20 is a beta of Ruthless, and we're still building the fundamentals of the mode, we needed to have developed challenges well in advance, which was difficult to do with the fundamentals of the mode still being worked on. We currently intend on having challenges available from 3.21 onwards.
Does the “Gain additional Elemental Damage Reduction equal to half your Chaos Resistance” mod on Eternal Damnation reduce the damage you take from elemental damage over time effects?
If the way socketing/linking items is changing in Path of Exile 2, what will happen to the Ethereal Fusing Effect?
It's too early to make promises for how Path of Exile 2 works, but our goal is to make sure that microtransactions are updated to be as compatible as possible.
Do Sanctums rewards only come from offers?
No, the monsters also drop rewards, and many of them are unique monsters with corresponding levels of item rarity and quantity. Also, in the endgame, you can get new unique items and sanctified relics from the Sanctum.
Do Ruthless characters migrate to permanent parent leagues at the end of a challenge league?
They do. Hardcore characters that die will be deleted upon death but hardcore characters that survive the league will migrate to the parent league.
The solutions and specifics section of the patch notes about the Lord of Drought Cluster Jewels notable have conflicting information. Which version is correct?
The specifics section is correct. We'll update the solutions section to better reflect the specifics section.
The solutions section previously referenced what was written in the manifesto however it became outdated as we discovered an issue with what was planned in the manifesto and had to update it to what's written in the specifics section.
Will you bring back the strike mastery that was removed?
We discussed this further based on player feedback to see if we could consider other options but unfortunately we won't be bringing it back in 3.20.
When will the passive skill tree be updated?
We have updated the Passive Skill Tree data on github to make it accessible to tool creators. The Passive Skill Tree on the website gets updated alongside the expansion launch.
Is the Relic Altar shared between your characters or per character?
Your relic altar is per character but your relic locker is shared between your characters in the same league.
We've removed the following patch note: The mini Energy Shield bar from the "show mini Life bar above you" UI Option will now display separately to the Life bar when you have a certain amount of Energy Shield at different level thresholds.
This feature did not make its way through our testing process successfully, and will be re-considered at a later date.
This patch note has been updated. The change is bolded.
The Divinarius Unique Dagger now has 150-200% increased Spell Damage (previously 50-70%), 30% increased Area of Effect (previously 10%), "Gain 100-200 Life per Enemy Killed" (previously 30), and "Gain 50-100 Mana per Enemy Killed" (previously 10). It also now has 200-250% increased Critical Strike Chance for Spells if you've Killed Recently (previously 125-175%), and +60-100% to Critical Strike Multiplier for Spells if you haven't Killed Recently (previously +40-60%). Existing versions of this Unique can be updated with a Divine Orb.