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===Unique Item Changes=== | ===Unique Item Changes=== | ||
* The Beira's Anguish Unique Charm now Creates Ignited Ground for 4 seconds when used, Igniting Enemies as though dealing Fire damage equal to 500% of your Maximum Life. It no longer Ignites enemies in your Presence on use. | * The {{il|Beira's Anguish}} Unique Charm now Creates Ignited Ground for 4 seconds when used, Igniting Enemies as though dealing Fire damage equal to 500% of your Maximum Life. It no longer Ignites enemies in your Presence on use. | ||
* The Blackbraid Unique Body Armour now has 80-120% of Armour applies to Elemental Damage (previously 100%). Existing versions of this item can be made better or worse with a Divine Orb, good luck! | * The {{il|Blackbraid}} Unique Body Armour now has 80-120% of Armour applies to Elemental Damage (previously 100%). Existing versions of this item can be made better or worse with a Divine Orb, good luck! | ||
* The Bones of Ullr Unique Boots now provide 20-30% increased Reservation Efficiency of Skills which create Undead Minions, instead of Undead Minions have 20% reduced Reservation. Existing items will have reduced Reservation Efficiency but can be updated with a Divine Orb. It also now has 5-15% increased Movement Speed. | * The {{il|Bones of Ullr}} Unique Boots now provide 20-30% increased Reservation Efficiency of Skills which create Undead Minions, instead of Undead Minions have 20% reduced Reservation. Existing items will have reduced Reservation Efficiency but can be updated with a Divine Orb. It also now has 5-15% increased Movement Speed. | ||
* The Briskwrap Unique Body Armour now has Gain Deflection Rating equal to 20-30% of Evasion Rating. | * The {{il|Briskwrap}} Unique Body Armour now has Gain Deflection Rating equal to 20-30% of Evasion Rating. | ||
* The Death's Harp Unique Bow now has +20-25% to Critical Damage Bonus (previously +30-40%). Existing items can be made worse with a Divine Orb. | * The {{il|Death's Harp}} Unique Bow now has +20-25% to Critical Damage Bonus (previously +30-40%). Existing items can be made worse with a Divine Orb. | ||
* The Effigy of Cruelty Unique Focus now has Critical Hits with Spells apply 1-3 stacks of Critical Weakness (previously 3-5). | * The {{il|Effigy of Cruelty}} Unique Focus now has Critical Hits with Spells apply 1-3 stacks of Critical Weakness (previously 3-5). | ||
* The Maligaro's Virtuosity Unique Gloves now have Your Critical Damage Bonus is 250% (previously 300%). This change affects existing versions of this item. | * The {{il|Maligaro's Virtuosity}} Unique Gloves now have Your Critical Damage Bonus is 250% (previously 300%). This change affects existing versions of this item. | ||
* The Nazir's Judgement Unique Quarterstaff now has "Daze on Hit" instead of Causes Daze buildup equal to 100% of Damage dealt. It also now deals 30-50% increased Melee Damage against Stunned Enemies. | * The {{il|Nazir's Judgement}} Unique Quarterstaff now has "Daze on Hit" instead of Causes Daze buildup equal to 100% of Damage dealt. It also now deals 30-50% increased Melee Damage against Stunned Enemies. | ||
* The Pariah's Embrace Unique Body Armour now provides 20-40% increased Mana Cost Efficiency instead of 20% reduced Mana Cost of Skills. This change does not affect existing versions of the item. | * The {{il|Pariah's Embrace}} Unique Body Armour now provides 20-40% increased Mana Cost Efficiency instead of 20% reduced Mana Cost of Skills. This change does not affect existing versions of the item. | ||
* The Quatl's Molt Unique Body Armour now has Gain Deflection Rating equal to 40-60% of Evasion Rating. | * The {{il|Quatl's Molt}} Unique Body Armour now has Gain Deflection Rating equal to 40-60% of Evasion Rating. | ||
* The Tangletongue Unique Spear now has +5-8% to Critical Hit Chance (previously +10-20%). Existing Uniques can be made worse with a Divine Orb. | * The {{il|Tangletongue}} Unique Spear now has +5-8% to Critical Hit Chance (previously +10-20%). Existing Uniques can be made worse with a Divine Orb. | ||
* The Whispering Ice Unique Staff's Inflict Cold Exposure on Hit, lowering total Cold Resistance by 20-30% modifier now applies Elemental Exposure instead. | * {{il|The Whispering Ice}} Unique Staff's Inflict Cold Exposure on Hit, lowering total Cold Resistance by 20-30% modifier now applies Elemental Exposure instead. | ||
* The Xoph's Blood Unique Amulet's Enemies in your Presence have Fire Exposure modifier now applies Elemental Exposure instead. | * The {{il|Xoph's Blood}} Unique Amulet's Enemies in your Presence have Fire Exposure modifier now applies Elemental Exposure instead. | ||
* The following Uniques can no longer drop, and will be reintroduced at a later date: Infernoclasp, Forbidden Gaze, Thunderstep, The Wailing Wall, The Fallen Formation, Wylund's Stake, The Deepest Tower, and The Remembered Tales. | * The following Uniques can no longer drop, and will be reintroduced at a later date: {{il|Infernoclasp}}, {{il|Forbidden Gaze}}, {{il|Thunderstep}}, {{il|The Wailing Wall}}, {{il|The Fallen Formation}}, {{il|Wylund's Stake}}, {{il|The Deepest Tower}}, and {{il|The Remembered Tales}}. | ||
* The Redblade Banner Unique Shield now has 10-15% increased Block Chance (from 20-30%) Existing items can be updated using a Divine Orb. | * The {{il|Redblade Banner}} Unique Shield now has 10-15% increased Block Chance (from 20-30%) Existing items can be updated using a Divine Orb. | ||
* The Lycosidae Unique Shield now has 10-15% increased Block Chance (from 30-40%) Existing items can be updated using a Divine Orb. | * The {{il|Lycosidae}} Unique Shield now has 10-15% increased Block Chance (from 30-40%) Existing items can be updated using a Divine Orb. | ||
* The Merit of Service Unique Shield now has 20-25% increased Block Chance (from 30-50%) Existing items can be updated using a Divine Orb. | * The {{il|Merit of Service}} Unique Shield now has 20-25% increased Block Chance (from 30-50%) Existing items can be updated using a Divine Orb. | ||
* The Alkem Eira Unique Shield now has 15-20% increased Block Chance (from 30-40%) Existing items can be updated using a Divine Orb. | * The {{il|Alkem Eira}} Unique Shield now has 15-20% increased Block Chance (from 30-40%) Existing items can be updated using a Divine Orb. | ||
* The Oaksworn Unique Shield now has 20-30% increased Block Chance (from 40-60%) Existing items can be updated using a Divine Orb. | * The {{il|Oaksworn}} Unique Shield now has 20-30% increased Block Chance (from 40-60%) Existing items can be updated using a Divine Orb. | ||
* The Dunkelhalt Unique Shield now has 20-30% increased Block Chance (from 30-50%) Existing items can be updated using a Divine Orb. | * The {{il|Dunkelhalt}} Unique Shield now has 20-30% increased Block Chance (from 30-50%) Existing items can be updated using a Divine Orb. | ||
* The Bloodbarrier Unique Shield now has 10-15% increased Block Chance (from 20-30%) Existing items can be updated using a Divine Orb. | * The {{il|Bloodbarrier}} Unique Shield now has 10-15% increased Block Chance (from 20-30%) Existing items can be updated using a Divine Orb. | ||
* The Doomgate Unique Shield now has 80-100% increased Block Chance (from 80%), and now has you take 25-40% of Damage from Blocked Hits (from 20%). Existing items can be updated using a Divine Orb. | * The {{il|Doomgate}} Unique Shield now has 80-100% increased Block Chance (from 80%), and now has you take 25-40% of Damage from Blocked Hits (from 20%). Existing items can be updated using a Divine Orb. | ||
===Item Changes=== | ===Item Changes=== | ||
Revision as of 14:25, 22 August 2025
| Version History | ||
|---|---|---|
| 0.3.0 August 29, 2025 | ||
Patch notes
These are the official patch notes for Path of Exile 2 version 0.3.0 released by Grinding Gear Games.[1]
Act Four
- The Third Edict content update adds Act 4, the next chapter in the Path of Exile 2 storyline, continuing on from Act 3. Doryani has agreed to help you find an ancient weapon that can be used against corruption. The instrument of the Third Edict. Journey to Kingsmach [sic], hire a ship, and set sail!
- Discover the Ngamakanui archipelago, home to the Karui tribes. From the pristine beaches of Whakapanu Island to the volcanic shores of the Isle of Kin, there are eight islands to explore, each with its own dangers and of course, bosses!
- Act Four is completely non-linear and you can visit the islands in any order you choose.
Interludes
- The Third Edict also marks the removal of Cruel Difficulty. We've introduced three new temporary interludes, a set of side stories that will take you to level 65, where the Endgame begins.
Rise of the Abyssals League
- Start fresh in a new economy with the Rise of the Abyssals league. All of your old characters from the Early Access launch are still present but a free passive tree refund has been granted due to the changes. We would highly encourage you to join the new leagues to fully take in the changes we've made with the 0.3.0 update.
- Created by forbidden necromantic magic during the age of the Precursors, the Abyssal have been biding their time underground. Now, obeying the will of their General, they are emerging from the depths through fissures spreading across all of Wraeclast. Fight this ancient evil, seal the fissures, and resist the rise of the Abyssals in Path of Exile 2's first full League!
- In your travels throughout Wraeclast you will encounter fissures in the ground, sapping the life force of the monsters above. Slaying these monsters will trigger the Abyssal to emerge, enhanced with extra necromantic abilities from those who power they were draining. You will need to defeat them to close the Abyss.
- Abysses increase in size, power and variety as you go through the game. Closing them will reveal Abyssal troves with valuable items, and sometimes allow you to travel underground to engage with the Abyssal directly.
- As you close the Abysses, you may find ancient bones that can be used to imbue your items with abyssal magic, adding hidden Abyssal modifiers. Using the Well of Souls, which you discover in Act Two, you can reveal the Desecrated modifier and choose to transform it by selecting one of three different options. During the campaign this allows you to more easily craft additional regular mods onto your items. During the endgame, new and powerful mods that were not previously possible to craft will be unlocked. The Well of Souls can also affect your Waystones, granting new modifiers that will push difficulty and rewards to new heights
- Delve into the Abyssal Depths, swarming with legions of the undead and guarding powerful rewards. Discover an ominous Ancient Spire and challenge the Abyssal commanders in their attempt to plunge Wraeclast into a lightless void.
- There are Standard, Hardcore and Solo Self-Found variations of the Rise of the Abyssals league available. They have the same core mechanics and items, and you can create private league versions of these leagues.
Major Character Balance Overhaul
- In 0.3.0 we are making very significant changes to character balance across the entire game. Our goal is to increase build diversity by making many more skills and character archetypes viable into the endgame.
Support Gem System Overhaul
- Support gem are an area that got some of the most major changes to the core design. They are what enable so many interesting mechanics and different ways to play, but PoE2’s support gem system has just never been quite right.
- One of the major issues is the limitation of only having one support gem of each type on your character. We didn’t want builds to become just using the same 5 most powerful supports on every skill, but we also wanted to encourage you to combo your abilities.
- We've removed the restriction of having one of each support gem per character. You can use as many copies as you like.
- Many Supports now have multiple tiers as you progress through the game, providing different stat values, additional stats, or perhaps working a bit different to their lower-tier counterparts. Due to these changes, many existing support gems (which will now be tier 1 for cases where multiple tiers now exist) have received small numerical balance changes, and the effects of some support gems have been combined into a single gem.
- We've added 11 new Support Gems with 0.3.0.
- We've also introduced 40 Lineage Supports, much more powerful Supports that are only available in Endgame.
- A number of Support Gems with simple effects have been renamed with names that more obviously hint at their functionality.
Blood in the EyesBlood in the EyesSupport, Physical
Tier: 1Support Requirements: +5 DexSupports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.Hobble equal to 15% of Physical Hit Damage dealt by Supported Skill against Bleeding EnemiesPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.,DiscombobulateDiscombobulateSupport, Attack, Physical
Tier: 3Support Requirements: +5 DexSupports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.Supported Attacks cause Daze buildup equal to 100% of Physical Damage dealtPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.,Unsteady TempoUnsteady TempoSupport, Attack, Melee
Category: Unsteady Tempo
Cost & Reservation Multiplier: 110%Support Requirements: +5 StrSupports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.First Attack in sequence with Supported Skill inflicts Hobble on you equal to 40% of your Life
Second Attack in sequence with Supported Skill has 30% more chance to Critically Hit
Third Attack in sequence with
Supported Skill deals 20% more DamagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.,UnbatingUnabatingSupport, Attack
Category: Unabating
Cost & Reservation Multiplier: 120%Support Requirements: +5 StrSupports Attack Skills you use yourself. While using Supported Skills, you gain increased Armour, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.25% increased Armour while using Supported Skills per quarter second of Attack time of Supported SkillPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. [sic],UnbendingUnbendingSupport, Spell
Category: Unbending
Cost & Reservation Multiplier: 120%Support Requirements: +5 IntSupports Spell Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Mana, with the percentage scaling higher the longer the Cast time of the Supported Skill. Cannot Support Channelling Skills.8% of Damage taken while using Supported Skills is Recouped as Mana per quarter second of Cast time of Supported SkillPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.,UntouchableUntouchableSupport, Attack
Category: Untouchable
Cost & Reservation Multiplier: 120%Support Requirements: +5 DexSupports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.25% increased Evasion Rating while using Supported Skills per quarter second of Attack time of Supported SkillPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill., andUnyieldingUnyieldingSupport, Attack, Melee
Category: Unyielding
Cost & Reservation Multiplier: 120%Support Requirements: +5 StrSupports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.8% of Damage taken while using Supported Skills is Recouped as Life per quarter second of Attack time of Supported SkillPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. can no longer be engraved in the Gemcutting menu, and existing Gems will be deleted upon logging in.- Updated the wording for Support Gems which add a Cooldown to Supported Skills. This has not resulted in a change in functionality with the exception of
ExpanseExpanseSupport, AoE
Category: Grants Cooldown
Tier: 1
Cooldown Time: 8.00 sec
Can Store 1 Use(s)Support Requirements: +5 IntSupports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.Supported Skills have 50% increased Area of Effect
Supported Skills have a Cooldown of 8 secondsPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. Support, which incorrectly had a 6 second Cooldown when it stated 8 seconds. It now correctly has an 8 second Cooldown.- Updated the description of
Last GaspLast GaspSupport, Minion, Persistent, Duration
Category: Last Gasp
Tier: 1Support Requirements: +5 IntSupports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life.Minions from Supported Skills die 4 seconds after their Life is reduced to 0Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. Support to mention that supported minions die before the support's duration expires if they take damage exceeding their maximum life while fatally wounded. This functionality was already present but was previously not mentioned.- Support Gems which support skills "you use yourself" can no longer support Persistent Skills. They can still support gems that have both a persistent component and a manually activated component, such as
Plague BearerPlague BearerBuff, Persistent, AoE, Physical, Chaos, Nova
Tier: 4
Level: (1-20)
Reservation: 30 SpiritWhile active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.Stores 4% of Expected Poison damage, up to (43-15257)
Deals Physical damage equal to the stored Poison
Additional Effects From 1-20% Quality:
Stores (0.1-2)% of Expected Poison damage, up to 0
Deals Physical damage equal to the stored PoisonSkills can be managed in the Skills Panel..
- In addition, we've fixed a bug where numerous supports which support skills "you use yourself" could support skills used by totems or triggered skills. These no longer do so unless they specify otherwise.
- Clarified the wording of
MusterMusterSupport, Minion
Category: Muster
Tier: 3Support Requirements: +5 IntSupports Skills which summon Minions. Supported Minions deal more Damage the more different kinds of Reviving Minions you have summoned.Supported Minions deal 7% more damage for each different type of Reviving Minion you have summonedPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. Support to refer specifically to the number of different reviving minions you have. This is not a functional change.- Having a Skill with socketed Support Gems you do not meet the attribute requirements for now disables just those Supports instead of disabling the entire Skill.
- The Lightning/Cold/Fire/Chaos Infusion Support Gems have been renamed to
LightningLightning AttunementSupport, Attack, Lightning
Category: Lightning Attunement
Tier: 1Support Requirements: +5 DexSupports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.Supported Attacks Gain 25% of Damage as extra Lightning Damage
Supported Attacks deal 50% less Cold and Fire DamagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill./ColdCold AttunementSupport, Attack, Cold
Category: Cold Attunement
Tier: 1Support Requirements: +5 IntSupports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.Supported Attacks Gain 25% of Damage as extra Cold Damage
Supported Attacks deal 50% less Fire and Lightning DamagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill./FireFire AttunementSupport, Attack, Fire
Category: Fire Attunement
Tier: 1Support Requirements: +5 StrSupports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.Supported Attacks Gain 25% of Damage as extra Fire Damage
Supported Attacks deal 50% less Cold and Lightning DamagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill./Chaos AttunementChaos AttunementSupport, Attack, Chaos
Category: Chaos Attunement
Tier: 3
Cost & Reservation Multiplier: 120%Support Requirements: +5 IntSupports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.Supported Attacks Gain 25% of Damage as extra Chaos Damage
Supported Attacks deal 50% less non-Chaos DamagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill..New Content and Features
- Added a new Strength Skill Gem — Fortifying Cry: Perform a Warcry that grants Guard and causes subsequent Shield Attacks to release an Empowered shockwave when dealing damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
- Added a new Strength Skill Gem — Forge Hammer: Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
- Added a new Strength Skill Gem — Ancestral Cry: Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Attack Hits Trigger Volcanic Eruption.
- Added a new Dexterity Skill Gem — Toxic Domain: Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned, Pustules will Detonate after a duration or when enough Poison has been applied, dealing damage and applying Poison in an area around it.
- Added a new Dexterity Skill Gem — Ice-Tipped Arrows: Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge.
- Added a new Intelligence Skill Gem — Frost Darts: Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
- Added a new Strength Persistent Buff Gem — Iron Ward: While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
- Added a new Strength/Dexterity Persistent Buff Gem — Mortar Cannon: Raises a cannon Totem which uses socketed Grenaded Skills, with significantly improved Cooldown Recovery Rate.
- Added a new Dexterity Persistent Buff Gem — Mirage Archer: While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish. You cannot create another Mirage while one exists, or for a short time after one vanishes. Dodge rolling while you are unable to create a new Mirage will restart this timer.
- Added a new Intelligence Persistent Buff Gem — Ravenous Swarm: While active and enemies are nearby, swarms of insects emerge from your body to pursue enemies. The swarms are untargetable Minions that periodically Attack and Poison enemies within the swarm.
- Added a new Intelligence Persistent Buff Gem — Siphon Elements: While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
- Grim Feast has been completely reworked and re-enabled. Instead of granting energy shield, it now allows you to collect remnants from your dead Reviving Minions, then activate the skill to instantly Revive Minions based on their maximum life.
- Added a new Keystone Passive Skill to the north-west of the Monk starting location: Hollow Palm Technique. This Keystone allows you to use Quarterstaff attacks while unarmed and grants those attacks additional benefits while used unarmed.
- Added a new Keystone Passive Skill to the north-east of the Witch/Sorceress starting location: Ritual Cadence. This Keystone changes your Invocations to trigger skills every 2 seconds instead of all at once, but triggered skills consume less Energy.
- Added a new Keystone Passive Skill to the north-west of the Witch/Sorceress starting location: Blackflame Covenant. This Keystone converts Fire Damage to Chaos Damage, with this damage contributing to ignite chance and magnitude, and ignites inflicted with Fire Skills dealing Chaos Damage.
- Added a new Keystone Passive Skill to the east of the Monk's starting location: Walker of the Wilds. This Keystone causes Mana Leech to recover based on Elemental Damage Types instead of Physical Damage.
- Added the following new Currency Orbs that start dropping from late campaign and Maps: Greater Orb of Transmutation, Perfect Orb of Transmutation, Greater Orb of Augmentation, Perfect Orb of Augmentation, Greater Chaos Orb, Perfect Chaos Orb, Greater Regal Orb, Perfect Regal Orb, Greater Exalted Orb, and Perfect Exalted Orb. These Greater and Perfect Orbs each have their own minimum modifier levels for the modifier they add to an item.
- Added a new type of currency, Hinekora's Lock, which can be used to foresee the result of the next Currency item used on it. Modifying the item in any way removes the ability to foresee.
- Added over 10 new Unique items.
- Added over 50 new base item types.
- Added over 20 new Endgame Maps.
- Added 15 new Omens.
Endgame Changes
- Currently, access to most Pinnacle Content requires the same key at the easiest, and most difficult version of the content. This creates a negative feeling where at lower difficulties, instead of wanting to run the content, you're often better off just selling it to someone who can run it at maximum difficulty.
- To address this, each content (excluding The Arbiter of Ash) will now drop Splinters, which will not form into singular Items. Instead of using the singular, combined item in the Realmgate, you can now just bring your Splinters. Upon inserting the splinters into the Realmgate, an interface will appear allowing you to pick your difficulty, each with a different entry cost.
- As a result of this change, the corresponding Atlas Passive Trees no longer affects the difficulty of the content, and has been changed to purely affect the content in the Maps on the Atlas.
- Existing
SimulacrumSimulacrumHow do you defeat that which dwells within you?Right click this item to create a stack of 100 Simulacrum Splinters.,
BreachstoneBreachstoneThe Twisted Breachlord reaches out from his
Domain with maddened agony and anger.Right click this item to create a stack of 100 Breach Splinters. andAudience for the KingsAn Audience with the KingOn the edge of existence, he watches with ire.Right click this item to create a stack of 100 Petition Splinters. [sic] can be right clicked to grant 100 of the relevant Splinter (they can no longer be used in the Realmgate).
- The Arbiter of Ash Boss fight is now a static difficulty encounter with infinite portals (previously only infinite portals at difficulty 0). The rewards of this fight now match the previous difficulty 4 rewards.
- The Arbiter of Ash Atlas Passive Skill Tree has been removed, and some of the bonuses have become inherent to The Arbiter of Ash's drops.
- Added a Uber version of The Arbiter of Ash Boss fight, which requires the new Calamity Fragments to access. These are obtained from Citadel Bosses, but only once you've allocated the maximum number of points in your Boss Atlas Passive Tree, ensuring those Citadels are at their highest difficulty.
- Acquiring Map Boss Atlas Passive points has been adjusted. These are now obtained by:
- Slaying a Map Boss in an area level 79+ Map that has at least 6 Modifiers.
- Slaying a Map Boss in an area level 80+ Map that has at least 6 Modifiers.
- Slaying a Anomaly Map Boss in an area level 79+ Map that has at least 6 Modifiers.
- Slaying a Citadel Map Boss in an area level 79+ Map that has at least 6 Modifiers.
- Completing the Pinnacle of Flame Quest.
- Olroth, Origin of the Fall no longer spawns in Logbooks.
- Mysterious anomalies can now appear on the Atlas.
- Modifiers on Waystones has been reworked. Now every Modifier comes with a downside (e.g. Monsters deal 20% of Damage as Extra Cold), a specific upside (e.g. +10% to Monster Pack Size) and some amount of additional Waystone Drop Chance.
- Downside Modifiers have been made weaker to account for the ability to have more present than before.
- Unidentified Corrupted Waystones can now be used to access a Corrupted Nexus.
- Waystones can no longer have greater than 8 modifiers when Corrupted.
- Items found in very high level areas that can have random quality can now have up to 30% quality. Quality currency still cannot apply more than 20% Quality to an item.
- Items that can have a maximum of 2 Sockets now have a very low chance of generating with 3 Sockets in high tier Maps.
- Items that can have a maximum of 1 Socket now have a very low chance of generating with 2 Sockets in high tier Maps.
- The Abyss Map has been renamed to Marrow.
Atlas Passive Tree Changes
- The Detailed Records Expedition Notable Passive Skill now provides +1 to Level of Expedition Logbooks found in your Maps, and Expedition Logbooks found in your Maps always have 4 Implicit Modifiers (previously 3). It no longer provides 30% increased Quantity of Logbooks dropped by Runic Monsters in your Maps.
- The He Approaches Ritual Notable Passive Skill now provides Revived Monsters from Ritual Altars in your Maps have 40% increased chance to Magic/Rare (previously 20%). It no longer causes Ritual Favours in your Maps to have a 30% increased chance to contain
An Audience with the KingAn Audience with the KingOn the edge of existence, he watches with ire.Right click this item to create a stack of 100 Petition Splinters..
Essence Rework
- Essences now have 4 tiers: Lesser, Normal, Greater, and Perfect.
- Instead of adding a modifier of a certain tag, Essences now add a specific modifier, depending on the Tier of Essence and type of item it is being applied to.
- Lesser, Normal, and Greater Essences can upgrade a Magic item to Rare, adding a guaranteed modifier.
- Perfect Essences and Essences obtained through Corruption remove a random modifier and augments a Rare item with a new guaranteed modifier.
- Added 7 new types of Essences.
- Essences of Torment have been renamed to
Essences of AbrasionEssence of AbrasionStack Size: 10Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (10-15) to (18-26) Physical Damage
Two Handed Melee Weapon or Crossbow: Adds (14-21) to (25-37) Physical DamageRight click this item then left click a Magic item to apply it..Essence of HysteriaEssence of HysteriaStack Size: 10Removes a random modifier and augments a Rare item with a new guaranteed modifier
Helmet: +1 to Level of all Minion Skills
Body Armour: (64-97) to (97-145) Physical Thorns damage
Gloves: (25-29)% increased Critical Damage Bonus
Boots: 30% increased Movement Speed
Ring: (50-59)% increased Mana Regeneration Rate
Amulet: (19-21)% of Damage taken Recouped as Life
Belt: +(254-304) to Stun Threshold
Shield: (20-24)% increased Block chance
Quiver: (43-50)% increased Damage with Bow Skills
Focus: (41-45)% increased Energy Shield Recharge RateRight click this item then left click a Rare item to apply it. now augments different guaranteed modifiers based on the type of item it is applied to.General Improvements
- Unique Strongboxes now have their own unique minimap icons.
- Added a Minimap icon to The Rain Festival Beetle monster (from the Unique Strongbox).
- Delwyn no longer appears alongside Azmerian Wisps during the Campaign after the first time you encounter him.
- Azmeri Spirits now start appearing from Hunting Grounds and beyond, instead of in Grelwood.
- Skill and Persistent Buff Gems now sell to vendors for gold based on their level and quality.
- The Hooded One can no longer be placed in your Hideout. You are still able to identify items from him in towns. Doryani will continue to serve as the source of identifying items in your Hideout once you've completed the campaign.
- Certain boss arena entrances no longer have a teleport for party members to enter after the fight has started. These players can instead just walk in.
- You are now able to log directly into town or hideout by holding Ctrl while selecting a character (or Left-trigger + A/X when using a Controller).
- You can now use checkpoints to warp to the waypoint in an area as well as other checkpoints.
- Omens can now stack, with a maximum stack size of 10.
Orb of ChanceOrb of ChanceStack Size: 10Unpredictably either upgrades a Normal item to Unique rarity or destroys itRight click this item then left click a normal item to apply it. has received new 3D art.
Uncut Skill GemUncut Skill GemCreates a Skill Gem or Level an existing gem to level #Right Click to engrave a Skill Gem.,
SupportUncut Support GemCreates a Support GemRight Click to engrave a Support Gem., and
Reservation GemsUncut Spirit GemCreates a Persistent Buff Skill Gem or Level an existing gem to Level #Right Click to engrave a Persistent Buff Skill Gem. can now be traded through the Currency Exchange.
- Party members can no longer fruitlessly attempt to open Expedition portals.
- NVIDIA Reflex has been re-enabled.
Player Changes
- When holding down the dodge roll button, your character will now go into a sprint after they finish the roll. Sprint is available on all character classes, and there is no limitation to how long you can sprint for.
- The primary purpose of this sprint feature is to make navigating areas faster when out of combat, though if you do take a hit while sprinting, you will fall to the ground.
- You can no longer socket multiple copies of the same Skill Gem into your main skill sockets. Skills not granted by gems and skills socketed into Persistent Buff Skill Gems do not count towards this limit. You can still have multiple copies of Spectres or Tamed Beasts, but only one of each kind of monster.
- Attribute Requirements on all Equipment items have been lowered, particularly at endgame. Endgame Base Types on average have around ~20-25% less Attribute Requirements.
- Attribute Requirements on Skill Gems have been lowered, particularly at endgame. Endgame Skill Gems on average have around ~20-25% less Attribute Requirements.
- Fire Damage no longer inherently has a chance to Ignite. Instead it inflicts Flammability on the enemy based on the damage dealt. Flammability is a debuff that lasts for 4 seconds and grants all Fire Damage against the enemy (including the hit that applied Flammability) a chance to Ignite that enemy equal to their Flammability magnitude.
- Multiple hits can stack up Flammability independently, meaning that a target being hit frequently and/or hard enough will consistently have 100% chance to be ignited.
- Effects which don't Hit but Ignite targets as though they did (such as from
IncinerateIncinerateSpell, AoE, Sustained, Fire, Duration, Channelling
Tier: 9
Level: (1-20)
Cast Time: 0.25 sec
Critical Strike Chance: 6.00%Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.Cone length is 5.8 metres
Ignites from a single use of this Skill Compound if not
from Ignited Ground
Deals (1.7-57.5) Fire Damage per second
Gains (7-2) milliseconds of fuel per Mana spent
Can store up to 5 seconds of fuel
Ignites as though dealing (2-83) to (4-124) Fire damage, every 0.075 seconds
Additional Effects From 1-20% Quality:
(1-20)% more Ignite durationSkills can be managed in the Skills Panel.or Ignited Ground) also inflict Flammability, but are not able to ignite targets until the target has 100% Flammability.
- Anything that removes, consumes or grants immunity to Ignite does the same for Flammability.
- These changes do not affect how ignite itself functions or is calculated once it has been applied.
- These changes also apply to any other non-fire damage that becomes capable of igniting, and to enemies. Some enemies deal non-ignite fire damage over time, which is not affected by these changes.
- Shock now lasts 8 seconds on non-players by default (previously 4 seconds). It still lasts 4 seconds on players.
- Chill now lasts 8 seconds on non-players by default (previously 2 seconds). It still lasts 2 seconds on players. Chills on any target are now discarded if their magnitude is less than 30% (previously 5%).
- Overflow effects on Life, Mana and Energy Shield can now Overflow the maximum by up to 1.5 times (from 2 times)
- Light stun chances of less than 15% are now treated as 0% (previously described as less than 10%, but actually less than 20% for monsters being stunned and less than 12% for players being stunned).
- Elemental Exposure now has 15% less effect on Magic monsters, 30% less effect on Rare monsters, and 50% less effect on Unique monsters.
- Unarmed attacks now have a base critical hit chance of 5% (previously none).
- Glory now decays if you haven't gained any for 15 seconds (previously 30 seconds).
- Oil Ground's duration is now refreshed when it catches fire.
- Gaining Guard while you already have Guard no longer replaces the existing Guard buff if the new amount of Guard you would gain would be lower that what you already had. Instead the duration of the existing Guard buff is extended proportional to the amount of Guard in the new buff compared to the old buff.
- Ice Crystals will now instantly shatter from hits that could Consume Freeze. As this is now default behaviour, Glacial Cascade and Fragmentation Rounds no longer specifically call out this behaviour.
- Added a new mechanic called Elemental Infusion that many Elemental Spells interact with. Some skills create Infusions of a specific element as Remnants on the ground, which can be picked up to grant you the Infusion. Other skills can consume Infusions of a specific type to grant additional bonuses depending on the skill. Some skills consume infusions that match the skill's elemental type, while others have cross-elemental infusions.
- The following have been renamed to avoid confusion with the new Elemental Infusion mechanic:
- Amazon's Infuse Weapon Skill has been renamed to Elemental Surge.
Spire of IreSpire of Ire
Helix SpearSpear
Physical Damage: 37-68
Chaos Damage: (167-201) to (267-333)
Critical Strike Chance: 5.00%
Attacks per Second: (1.84-1.92)
Weapon Range: 1.5 metresRequires Level 65, 36 Str, 89 DexGrants Skill:Spear Throw
Grants Skill: Level (16-20)Chaotic Surge(15-20)% increased Attack Speed
Leeches (10-20)% of Physical Damage as Life
Adds (167-201) to (267-333) Chaos damage
When you Consume a Charge Trigger Chaotic Surge to gain 2 Chaos Surges
Life Leech recovers based on your Chaos damage instead of Physical damageThe spear was specially forged to assassinate Voll,
but Maligaro never got a chance to use it...'s Chaotic Infusion Unique Skill has been renamed to Chaotic Surge.- The Charge Infusion Skill has been renamed to
Charge RegulationCharge RegulationBuff, Persistent
Tier: 14
Level: (1-20)
Reservation: 30 SpiritWhile active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.(20-26)% more Critical Hit Chance while
you have a Power Charge
(15-20)% more Defences while you have an Endurance Charge
(20-25)% increased Skill Speed while you have a Frenzy Charge
Consumes one of each Charge every 10 seconds
Additional Effects From 1-20% Quality:
Consumes one of each Charge every (0.12-2.4) secondsSkills can be managed in the Skills Panel..
- Reloading a crossbow and switching crossbow ammunition no longer reduces the player's movement speed.
- Blocking is no longer limited to Strikes and Projectiles by default. All hits that are not specifically unblockable (with the red flash) can be blocked.
- Raise Shield and Parry now require you to face the enemy that is hitting you, rather than the direction from which the hit originates. Some monster skills for which directionality is unclear have been changed to be blockable from any direction using these skills.
- Player, Minion and Monster base Maximum Block chance is now 50% (previously 75%).
- Effects which set a maximum for Volatility now properly do so instead of being additive with the default cap of 200.
- Players now gain +6 to Accuracy Rating per Level (previously +3), and each point of Dexterity now grants +6 to Accuracy Rating (previously +5).
- The Accuracy Falloff penalty now linearly interpolates from 2 metres down to 12 metres. The maximum penalty being 90% less Accuracy Rating at distances of 9 metres or further. Previously there was no maximum and at 14 metres you had 100% less Accuracy Rating.
- Player Minions now always Hit with their Attacks.
- Player Projectile Skills now fire a minimum of 1 projectile, even if they should fire 0.
- Swapping weapons is now instant.
- All charge-consuming skills now pause their corresponding charge's duration while in use.
- Elemental damage recouped as Life and Physical Damage recouped as life now display in the Life section of the Character panel.
- Clarified on the Stun Keyword that Monster Melee Damage has 33% more Light Stun chance and Heavy Stun buildup, and Monster Physical Damage has 100% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Note this is purely a description change.
- Updated the Ice Crystal Keyword to clarify that it blocks movement of smaller monsters, while larger monsters will destroy any crystals in their path.
- Updated the Keyword popup for