Challenges, Onslaught & Anarchy Leagues und mehr – Alle Infos zu Patch 0.11.0 im Überblick

PoE - Patch 0.11.0 im Überblick

Mitte kommender Woche ist es soweit, dann geht bei Path of Exile der große Patch 0.11.0 online, mit dem GGG die zweite Phase der Open Beta einläutet. Im Rahmen eines umfangreichen Beitrags hat Chris Wilson nun die Highlights des Updates ausführlich vorgestellt!

Anarchy & Onslaught League

Einige Features von Patch 0.11.0 hat Chris in den letzten Tagen bereits vorgestellt, darunter die neuen Optionen zur Item-Zuteilung sowie die optionale Lebensbalken. Im Detail ging er nun zudem auf die am 08.06.2013 (neuseeländischer Zeit) startenden 4-Monats-Ligen ein, die über Eigenschaften verfügen, die sie von den Standard- und Hardcore-Ligen unterschieden.

So wirst du in der Anarchy League gelegentlich auf Vertriebene treffen, deren Geist verdorben ist und die sich gegen andere Vertriebene wenden. Diese NPCs verfügen über die Skills und die Items, die Spieler-Charakteren zur Verfügung stehen. Schaffst du es, einen zu töten, droppt dieser jede Menge Items.

Die Onslaught League hingegen richtet sich an Spieler, die das bestehende Hardcore-Gameplay zu einfach finden. Erspielt werden können in den beiden neuen Ligen sechs neue Basis-Typen von Items und einige neue Unique Items.


Ein Achievement-System ist bereits seit Langem ein Wunsch vieler Spieler. Laut Chris ist man derzeit zwar noch nicht soweit, ein solches zu integrieren, die neuen Ligen sollen jedoch für ein Experiment genutzt werden: Challenges, bei denen es sich um besonders schwer zu erreichende Ziele handelt.

Dabei gilt es beispielsweise, in der Onslaught League Level 60 mit allen Charakterklassen zu erreichen oder in der Anarchy League die 13 Rogue Exiles zu töten. Die meisten der übrigen Challenges sind dabei League-unabhängig und lassen sich sowohl in der Anarchy als auch der Onslaught League meistern. Wer es schafft, in den 4 Monaten alle 8 Challenges zu meistern, kann sich anschließend über ein exlusives T-Shirt freuen.

Alle weiteren Details zu den großen Features von Patch 0.11.0 erfährst du in Chris‘ Beitrag direkt im Anschluss! Auf welche der Neuheiten freust du dich am meisten?

Four-month Onslaught and Anarchy Leagues

The most prominent new feature in the 0.11.0 patch is a pair of four-month leagues that are due to start on June 8, NZ time. The Anarchy and Onslaught leagues each have their own properties that make them distinct from the Standard and Hardcore leagues you’ve been playing in so far. They also contain slightly different items! Some base types only drop in Anarchy or Onslaught and some base types can’t drop there. Certain Unique items are not available in Anarchy/Onslaught leagues and if you’re lucky, you can find Anarchy-specific and Onslaught-specific Uniques. We’re also introducing a system of difficult goals specific to these new leagues called Challenges. They’re designed to take a lot of effort, but we’re sure many people will complete them all before we release Act 3X in October!

In the Anarchy League, the corruption of Wraeclast has spread to the minds of many exiles, turning them against one another. As you journey through the world, you will occasionally run into these exiles – deadly computer controlled enemies who use the skills and items available to player characters. If you manage to kill one, they drop a lot of items including a magic or above for each equippable slot.

The Onslaught league is a hardcore league designed for players who found our existing hardcore gameplay too easy. We’ve increased the attack, cast and Movement Speed of monsters. It’s like a lighter version of the Turbo race events that we run, only it lasts for four months. Note that just as the Anarchy league doesn’t contain these difficulty increases, the Onslaught league doesn’t have the rogue exiles. It’s likely we’ll try them out in hardcore leagues in the future.

The Anarchy and Onslaught leagues last for four months, before all the characters are moved back to the Standard and Hardcore leagues respectively. Characters that die in the Onslaught league do not move back to the Anarchy league, but to Standard instead. This has a few consequences:

  • Players in the Anarchy league do not have to worry about Onslaught players dying and appearing above them in the ladder. They also do not have to worry about an inflow of items from dead Onslaught characters.
  • Items such as the new base types and Onslaught uniques can be transported to the Standard league before Anarchy ends by dying in Onslaught. They cannot be transported to the Hardcore league until Onslaught ends. Obviously the Anarchy-specific uniques can never make their way into the Hardcore league.

New Base Items and Uniques

Anarchy and Onslaught leagues have six new base types of items to find – three rings and three amulets. It’s not possible to obtain Onyx Amulets or Prismatic Rings in Anarchy or Onslaught leagues.

The new leagues contain some new Unique items that can only drop in Anarchy or Onslaught leagues. Two can drop in either league, two can only drop in Anarchy and two can only drop in Onslaught. They also have a few old Uniques disabled – those on Onyx Amulets, Prismatic Rings as well as the unique Glorious Plate (Kaom’s Heart).

The addition and removal of certain items and Uniques on a per-league basis not only makes them slightly different from a gameplay perspective but gives us valuable feedback on how the game will function with a different set of items available. Many people have commented that they’d love to see a metagame without Kaom’s Heart. Now’s your chance to experience that.


Players have been asking us for an achievements system for years. We’re not quite ready to add a full one, but we are going to run an experiment during these two new leagues. We’ve put together a set of very difficult goals and called them Challenges. While most of the Challenges can be done in either new league, a few are specific to Anarchy or Onslaught. To truly master these Challenges, a player needs to achieve great things in both leagues during the same four-month period. We’ve added a Challenges screen which will help you track what goals you have left to complete.

The eight Challenges are:

  • Slay the 13 rogue exiles (Anarchy only).
  • Reach level 60 on each character class (Onslaught only).
  • Use a Map of every type in the Map Device.
  • Allocate all of the notable and keystone passives.
  • Receive 34 specific items from vendor recipes.
  • Full-clear each non-Map area in any difficulty.
  • Use all currency items (excluding Mirror of Kalandra).
  • Own a specific set of 90 Unique items at the same time. If you trade any away before the end of the league, you’ll need to get them again for the challenge to count.

The number of Challenges you’ve completed is tracked. We’re planning to display it on your forum posts and next to your name when chatting in these leagues. If you complete all eight Challenges and hold them until the leagues end on October 8, we’ll ship you an exclusive t-shirt!

Other than the Challenges and small item changes mentioned in this leagues section, every other part of the 0.11.0 patch is available to players in the existing Standard/Hardcore leagues. We will add an overall achievement system in the future that affects all leagues.

Substantial Rebalance

Several areas of the game have been significantly rebalanced. We’ve reduced all monster damage and have made corresponding reductions to player Life and Energy Shield passive skills. Physical damage nodes (both general and weapon-specific) have been substantially increased. As a result of these changes, characters rely less on life than they did previously. Defensive options such as armour are substantially stronger now, more than offsetting the lower life totals.

In response to those core changes, we’ve rebalanced many other areas of the game. Some examples include: Acrobatics now halves Energy Shield and Armour rather than removing them. Rustic Sashes now provide 12-24% Physical Damage instead of 3-5%. The Savant node in the Witch starting area has been changed to Elemental Dominion which gives +20 Intelligence and +20% Spell Elemental Damage. We’ve also addressed the power of some of some passive skills that were basically mandatory in previous versions.

Melee characters gain the most from these changes, but many previously underpowered builds have also improved.

One-off Full Passive Reset

Due to substantial balance changes in this patch, we decided to give people a full reset of their passive skills. In the past, players used to log in after balance patches and find their characters respecced with no indication of what skills they used to have. To address this problem, we’ve added a single-use button that can refund all your passives. You should carefully examine your current build before deciding to respec. This button will go away if you allocate or refund a skill before using it. We don’t intend for players to save it forever. At this stage we don’t have a mechanism for undoing bandit quest choices, but are working on it for a future patch.

New Currency Item: Eternal Orb

We’ve added a new high-tier currency item! Eternal Orbs are extremely rare but provide a very useful function in the crafting system. When you use an Eternal Orb on an item, it stores the properties of the item in an Imprint which you can later apply to the original item, retrieving the saved properties. The imprint can only be applied to the original item and cannot be traded to other players.

Here are three examples of how to use an Eternal Orb:

  • You’ve saved up the 1500 or so Orbs of Fusing to potentially six-link an item that you currently use, but are worried that if you use all the orbs you might end up with less sockets than you started with, rendering your character unusable. If you use an Eternal Orb on it, you’re able to lock in your current sockets and restore them if the fusing operation is unsuccessful.
  • You’re trying to craft an item using the Transmutation/Regal/Exalted method but are worried that, after significant currency investment, your last Exalted Orb will add a mod you don’t want. The Eternal Orb would allow you to (at a cost) back up your progress for restoration after an undesired result.
  • You have an excellent item that someone wants you to Mirror for them, but with a different socket colour configuration. You can now back up your existing sockets, roll the ones they want, Mirror it for them, then restore your socket colours.

Item Allocation Options

A party leader can choose from the following item allocation modes for his party in 0.11.0:

  • Free for All: Items are not allocated to players and can be picked up immediately.
  • Short Allocation: The exact system we have at the moment. Valuable items allocate to a random nearby player for a short duration. There is a small bonus if you’re far away from the item.
  • Permanent Allocation: Valuable items allocate to a random nearby player.

Allocated items are still visible to everyone, but greyed out.

Valuable items are the ones that currently get allocated to players – Rare items, Unique items, Currency, Gems and Maps. We’ve also added items with four, five or six linked sockets to the valuable items list. Base types of the level of your world area or higher are also allocated. This only applies to level 60+ world areas.

Optional Mini Life Bars

In 0.11.0, you can optionally toggle the display of mini life bars on allies, enemies, or both. We’ve been experimenting with this change for a while based on player feedback and feel we’ve got it to a state where it doesn’t unnecessarily clutter the playfield. The life bars of enemies are only shown when they’ve taken damage, so you can use it to see which ones are near to death and focus fire on those. It’s also very useful for summoners who want to keep track of the health of their minions easily.

The item allocation mode takes effect when an area is spawned. We wanted to avoid abuse cases where the party leader can change the allocation mode while their party is currently in an area. If you accidentally create an area with the wrong allocation settings, just make another.

A frequently requested change is a „Map to Maker“ system. Traditionally, players who want to play Maps with strangers run the risk of having the Map drops grabbed by people who didn’t pay the cost to create the area. In 0.11.0, white Maps allocate to the creator of the Map for all types of parties. This will mean that it’s safer to allow friends or strangers into an area that you have spent a Map or currency on. Magic/Rare/Unique maps follow the normal loot allocation rules so it’s still possible to find Maps if you are playing in someone else’s area.

In all cases, items de-allocate if the allocated player leaves the area or if five minutes pass.

Deployment Timeline

We’ll be deploying 0.11.0 on Wednesday, June 5 (NZ time). Anarchy and Onslaught leagues will start at 1pm on Saturday, June 8 (NZ time) and will run until October 8. Remember, the changes mentioned in this article are not the full patch notes! There are many other improvements to read about in a few days when we post the final 0.11.0 patch notes.

We’re extremely excited about this patch. It has taken an immense amount of effort and is really fun to play. If you’ve been waiting for a fresh league to play some new characters, tell your friends and join us on June 8. See you there!

PS: Folge uns auf Twitter oder abonniere unseren RSS Feed, um nichts zu verpassen!

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Kommentare zu "Challenges, Onslaught & Anarchy Leagues und mehr – Alle Infos zu Patch 0.11.0 im Überblick"


Jeah, ich kann es kaum noch abwarten endlich die neuen Sachen anzutesten :3


Und weil es mein Rock-WE-Soundtrack ist & der Patch wieder zeigt, dass es auch bei GGG gut passt: Don’t stop believing in GGG :)


Ist dank GEMA so aus dem Forum heraus wieder nicht zu hören, muss ich doch glatt mal wieder den Browser aktualisieren. Viel Spass beim Headbanging. (könnte auch mal Skill implementiert werden)


Die Patch-Infos gestern am Nachmittag gerade noch vor einem Wochenendausflug mitbekommen & man kann sich aus meiner Sicht wirklich freuen was GGG sich da wieder ausgedacht hat:

  • zwei spannende neue Ladders/Events sowohl für HC- (Onslaught) als auch Standard/Default-Spieler (Anarchy)
  • ein erstes kleines Challenges-System, das in diesen Events getestet wird & später sicher seinen Weg in die normalen Ladders/Events finden wird
  • ein sehr interessanter neuer ‚Zwischenspeicher‘-Orb, der gerade im High-End-Crafting sehr gut zu gebrauchen ist
  • ein paar interessante kleinere Veränderungen am passiven Skillbaum, uA mit ein paar sinnvollen Melee-Damage-Buffs
  • vorsichtige Veränderungen am Defensiv-System: weniger Monster-Damage, weniger Life, etwas bessere Wirkung von Armor/Evasion
  • neue Optionen bei Loot-Anzeige & Lebensanzeige der Monster

Insgesamt sollte dieser große Patch wirklich eine gute Sache werden, auch wenn ich jetzt schon nicht weiß wie ich mit neuer Racing-Season, neuen Ladders & normalem HC noch meine Zeit verteilen soll … soo viel zu tun 😉

Am Ende muss auch noch gesagt werden, dass das Albino Kiwi, dass der Rogue aus der Anarchy-League da am Screenshot dabei hat, absolut genial aussieht & meine Kiwis total neidisch auf diesen coolen Look sind 😉


Und weil es mein Rock-WE-Soundtrack ist & der Patch wieder zeigt, dass es auch bei GGG gut passt: Don’t stop believing in GGG 🙂

Es grüßt Euch der Ösi aus dem WE-Exil am Rhein,

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