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Descent: Champions

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1 Hour Descent: Champions
Race Information
Duration: 1 Hour
Rules: Hardcore
Specials: Dead characters go to Void League

Descent: Champions is an hour-long race league introduced in Season Five. A 40-minute version is the signature event for Season Eight, with a separate leaderboard for Descent: Champions racers.

The race is similar to Descent and uses many aspects of roguelike games. Characters enter a dungeon and fight their way through 15 levels, meeting increasingly tougher foes on the way down to the bottom level where a final boss awaits. Although Descent is a hardcore race, dead characters are still eligible to receive race rewards.


Like Descent, Champions is a significant departure from the other race leagues. Here is a rundown of the main differences.

Differences from Descent

  • Descent: Champions uses different areas with new bosses. There are also multiple paths and optional side-areas, while Descent has a linear area progression.
  • The inclusion of more game features such as map modifiers, passive skill point rewards, etc.
  • Custom unique items that are exclusive to Descent: Champions.

Interaction with other leagues and players

  • No partying is possible. A Descent: Champions race is purely a solo experience.
  • At the end of the race, surviving characters join the dead characters in to a Void league and become unplayable. Items cannot be transferred to Standard or any other league.

Area differences

  • There is no town area or vendor, and therefore no reason to pick up valuable items that you won't use.
  • Descent: Champions areas have their own unique names and themes. They are based on existing tilesets and are similar to endgame maps.
  • Once a character enters the next area, they can't go back. If you log out during the race, your character will respawn at the beginning of the current area.
  • There are no waypoints or any other quick means to travel between areas. You cannot skip any levels, aside from running through and ignoring monsters.
  • Some areas (Shrine of the Pagan God, The Cage, The Glittering Cave, The Glittering Crypt and The Nexus) contain unique bosses similar to their map counterparts, but unlike most maps, these areas are just boss rooms
  • Some areas contain rogue exiles, but these are different from the usual ones and do not spawn at random

Difficulty and ladder positioning

  • Descent: Champions doesn't use the same "Normal—Cruel—Merciless" difficulty system where areas repeat with increasing difficulty, but instead switches to Cruel and Merciless resistance penalties (-20% and -60% respectively) starting with certain areas.
  • If a character dies during the race, it can still hold a position on that race's ladder, marked accordingly.
    • If a character dies in a Cruel or Merciless area, it is subject to experience loss, which is applied before the final experience value is put on the ladder.

Gear and drops

  • Item drop rates are improved compared to other leagues. The exact differences are unknown.
  • There is no stash and no vendors to trade items with. Everything that may be of use must be used or carried in inventory; any items that you won't use are only a burden.
  • Some equipment and currency is provided via special chests in each area.

Special chests

Each area has a chest at the beginning except for the boss areas. These chests contain useful items such as flasks, skill gems, equipment, and crafting currency. The contents of each chest are predetermined and depend on the character class and the area they're located in: see Descent: Champions Chests for a complete list of items.

Because the race has multiple paths, players cannot open every chest and should strategically choose their route.

Unique item chests

At the start of the race—after the first provisions chest—there are two chests containing special unique items. Each chest vanishes after one item has been removed from it, so players may only take one item from each chest. Each item has three white linked sockets.

First chest

  • Blood of SummerBlood of Summer
    Rusted Sword
    One Handed Sword
    Quality: +20%
    Physical Damage: 7.218
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.55
    Weapon Range: 11
    Requires 8 Str, 8 Dex40% increased Global Accuracy RatingAdds 2 to 6 Physical Damage
    2% increased Movement Speed per Frenzy Charge
    +1 to Maximum Frenzy Charges
    20% increased Area of Effect
    33% chance to gain a Frenzy Charge on Kill
    Into darkness, horror, madness...
    So goes the descent.
  • Rust of WinterRust of Winter
    Rusted Hatchet
    One Handed Axe
    Quality: +20%
    Physical Damage: 9.618
    Elemental Damage: 2–4
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.50
    Weapon Range: 11
    Requires Level 2, 12 Str, 6 DexAdds 2 to 4 Physical Damage
    Adds 2 to 4 Cold Damage
    50% chance to Avoid being Chilled
    Your Physical Damage can Chill
    Into darkness, horror, madness...
    So goes the descent.
  • Ashes of the SunAshes of the Sun
    Driftwood Club
    One Handed Mace
    Quality: +20%
    Physical Damage: 7.29.6
    Elemental Damage: 3–6
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.74
    Weapon Range: 11
    Requires 14 Str10% reduced Enemy Stun ThresholdAdds 3 to 6 Fire Damage
    20% increased Attack Speed
    500% increased Ignite Duration on Enemies
    25% increased Burning Damage
    30% chance to Ignite
    Into darkness, horror, madness...
    So goes the descent.
  • Splinter of the MoonSplinter of the Moon
    Driftwood Wand
    Quality: +20%
    Physical Damage: 4.89.6
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.40
    Weapon Range: 120
    Requires 14 Int(8-12)% increased Spell Damage20% increased Spell Damage
    12% increased Cast Speed
    Regenerate 2 Mana per second
    4% chance to Freeze, Shock and Ignite
    Into darkness, horror, madness...
    So goes the descent.
  • Thunder of the DawnThunder of the Dawn
    Corroded Blade
    Two Hand Sword
    Quality: +20%
    Physical Damage: 8.415.6
    Elemental Damage: 1–9
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.45
    Weapon Range: 13
    Requires Level 3, 11 Str, 11 Dex40% increased Global Accuracy RatingAdds 1 to 9 Lightning Damage
    +25% to Lightning Resistance
    9% chance to Shock
    When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
    Into darkness, horror, madness...
    So goes the descent.
  • Vestige of DivinityVestige of Divinity
    Gnarled Branch
    Quality: +20%
    Physical Damage: 1225.2
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.30
    Weapon Range: 15
    Requires Level 4, 12 Str, 12 Int+18% Chance to Block Attack Damage while wielding a StaffAdds 2 to 4 Physical Damage
    15% increased Area of Effect
    8% Chance to Block Attack Damage
    Reflects 8 to 14 Physical Damage to Attackers on Block
    +2 to Weapon range
    Into darkness, horror, madness...
    So goes the descent.
  • Fragment of EternityFragment of Eternity
    Glass Shank
    Quality: +20%
    Physical Damage: 8.416.8
    Critical Strike Chance: 12.00%
    Attacks per Second: 1.65
    Weapon Range: 10
    Requires 9 Dex, 6 Int30% increased Global Critical Strike ChanceAdds 1 to 4 Physical Damage
    10% increased Attack Speed
    100% increased Critical Strike Chance
    +45% to Global Critical Strike Multiplier
    15% chance to gain a Power Charge on Kill
    Into darkness, horror, madness...
    So goes the descent.
  • Relic of the CycleRelic of the Cycle
    Crude Bow
    Quality: +20%
    Physical Damage: 1128.6
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.54
    Weapon Range: 120
    Requires 14 Dex100% increased Physical Damage
    10% increased Attack Speed
    +30 to Accuracy Rating
    Projectiles Return to you after Hitting targets
    Into darkness, horror, madness...
    So goes the descent.
  • Scar of FateScar of Fate
    Nailed Fist
    Quality: +20%
    Physical Damage: 7.220.4
    Critical Strike Chance: 6.20%
    Attacks per Second: 1.60
    Weapon Range: 11
    Requires Level 3, 11 Dex, 11 Int+3 Life gained for each Enemy hit by AttacksGrants Level 20 Hatred Skill
    Adds 2 to 6 Physical Damage
    Socketed Gems have 50% reduced Mana Cost
    +3 Life gained for each Enemy hit by Attacks
    +3 Life gained for each Enemy hit by your Spells
    Into darkness, horror, madness...
    So goes the descent.

Second chest


The Entrance Hall
Level 2
The Chattering Halls
Level 4
The Croaking Halls
Level 4
The Rasping Halls
Level 6
The Freezing Chamber
Level 7
The Shrine of the Pagan God
Level 6
The Dungeon of Anarchy
Level 8
The Dungeon of Necromancy
Level 10
The Hollow Cave
Level 10
The Haunted Dungeon
Level 12
The Burning Cave
Level 12
The Obelisks of Faith
Level 12
The Cage
Level 12
The Chamber of Greed
Level 12
The Necromantic Crypt
Level 14
The Diabolic Crypt
Level 16
The Misty Cave
Level 16
The Ember Crypt
Level 18
The Stormy Ledge
Level 18
The Frozen Cave
Level 18
The Glittering Crypt
Level 18
The Glittering Cave
Level 18
The Inner Halls Level 1
Level 20
The Inner Halls Level 2
Level 22
The Inner Halls Level 3
Level 24
The Nexus
Level 24