Version 0.2.0e
Version History | ||
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← 0.2.0d April 8, 2025 | 0.2.0e April 10, 2025 | 0.2.0f → April 16, 2025 |
Patch notes
These are the official patch notes for Path of Exile 2 version 0.2.0e released by Grinding Gear Games.[1]
This patch contains many of the changes discussed in our recent news posts, including changes to Act 3, player balance changes and new Runes for attributes, as well as other improvements and bug fixes.
Changes to Act 3 Areas
- Removed the dead end in The Drowned City as well as the part of the level that leads up to it. This reduces the overall size of the area quite a lot, but more importantly prevents the frustrating situation where you go the wrong way and have to backtrack.
- Utzaal had the exact same problem as the Drowned City and we are doing exactly the same fix, but in addition has had a second dead removed where the entrance to the Treasure Vault is located in the Present version of this area.
- The Apex of Filth has had the layout updated to resemble more of a linear flow, like Aggorat, making it smaller and faster to navigate.
- The Azak Bog is now more rectangular, and slightly smaller.
- The Infested Barrens now has a bottleneck requiring you to go past the entrance to The Matlan Waterways near the start meaning that there are less things you need to try to find in this area.
- The Jungle Ruins exit to the Infested Barrens has been made more clear, and moved the checkpoint further so that you are more likely to see it. This area has also been made slightly smaller.
- Some variations of the Chimeral Wetlands have had the Temple of Chaos and Jiquani's Machinarium entrances moved closer together to reduce backtracking.
- Added an extra Soul Core to both Jiquani's Machinarium and Jiquani's Sanctum to reduce the average amount of time it takes to find them.
- The checkpoint at the end of Jiquani's Machinarium has been moved to be beside the final Stone Altar, so you can quickly return to the Altar upon finding the Soul Core.
- Some sections of water in The Matlan Waterways have been merged together to reduce the total amount of necessary levers to pull.
- Increased the instance timeout time for areas with side-ares off them. This should reduce how often you return from a side area and find the main area has been reset.
- Added a few more checkpoints to a handful of areas that didn't have sufficient checkpoints.
- The density of areas has been adjusted to account for level generation changes in this patch.
Player Balance Changes
Bleed/Chaos Innoculation Changes
- Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding.
- Chaos Inoculation now additionally makes you immune to bleeding.
- Most Passive Skill Tree clusters that granted additional Stun Threshold based on your maximum Energy Shield now also grant additional Ailment threshold based on your maximum Energy Shield.
- Added new Jewel and Time-lost Jewel modifiers for additional Ailment threshold based on your maximum Energy Shield.
- The Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 5-15% (previously 5-10%). Existing items can be improved to the new ranges by using a Divine Orb.
- The Time-lost Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 1-2% (previously 1%). Existing items can be improved to the new ranges by using a Divine Orb.
Sorceress Specific Changes
ArcArcSpell, AoE, Lightning, Chaining, Payoff
Tier: 5
Level: 1
Cost: 8 Mana
Cast Time: 1.10 sec
Critical Strike Chance: 9.00%An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Shocked enemies Hit release damaging pulses.Arc
Deals (9-82) to (51-462) Lightning Damage
Chains (5-8) times
Pulse
Deals (5-49) to (31-277) Lightning Damage
Pulse radius is 1.5 meters
Additional Effects From 1-20% Quality:
+(0.1-2)% more Damage for each remaining ChainSkills can be managed in the Skills Panel.now releases damaging pulses when Shocked enemies are Hit, but can no longer Shock. It does not consume the Shock. The Arc now deals 9 to 51 at Gem level 1 (previously 9 to 50), scaling up to 82 to 462 at Gem level 20 (previously 72 to 410). The Pulse deals 5 to 31 Lighting Damage at Gem level 1, scaling up to 49 to 277 at Gem level 20, and has a radius of 1.5 metres.
Eye of WinterEye of WinterSpell, Projectile, Cold
Tier: 13
Level: 1
Cost: 12 Mana
Cast Time: 1.10 sec
Critical Strike Chance: 12.00%Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.Deals 12 to 18 Cold Damage
Fires 8 Shard Projectiles in a Spiral when Projectile ends
Modifiers to number of Projectiles only apply to the final Spiral
Inflicts Critical Weakness on Hit
Gains 50% of damage as the corresponding Type when passing over a Ground SurfaceSkills can be managed in the Skills Panel.now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb.
IncinerateIncinerateSpell, AoE, Sustained, Fire, Duration, Channelling, Staged
Tier: 5
Level: 1
Cast Time: 0.25 secConjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.25% less Ignite duration
Modifiers to cast speed also affect this skill's cost
Cone length is 4.6 metres
Deals 40% more damage per stage
Inflicts stacking Fire Exposure at maximum stages, reducing Fire Resistance by 6% per stack, up to a maximum of 50%
8 maximum stages
Ignites as though dealing 120 to 179 Fire damageSkills can be managed in the Skills Panel.'s Fire Exposure Duration is now 8 seconds (previously 2 seconds).
Mana TempestMana TempestSpell, Buff, Lightning
Tier: 9
Level: 1
Cost: 1% Mana per second
Cooldown Time: 1.00 sec
Cast Time: 0.60 secCreate a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and each Spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.Empowered Spells Gain 66% of damage as Lightning Damage
Buff causes Lightning Spells that cost Mana to also Chain to +2 targets when Chaining, but not Chain further from them.
Projectiles from Empowered Lightning Spells Fork
30% of Mana Spent while in the storm is added to this Skill's Mana Cost per SecondSkills can be managed in the Skills Panel.can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking.
FrostboltFrostboltSpell, AoE, Projectile, Cold, Duration
Tier: 3
Level: 1
Cast Time: 0.80 sec
Critical Strike Chance: 12.00%Fire a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage and explodes on colliding with terrain.Deals 65 to 97 Cold Damage
Projectiles Pierce all targets
100% increased Magnitude of Chill inflicted
Chilled Ground radius is 2.4 metres
Chilled Ground duration is 4 secondsSkills can be managed in the Skills Panel.'s Explosion radius is now 2.4 metres (previously 1.6).
- The Freeze Buildup from
Ice NovaIce NovaSpell, AoE, Cold, Nova
Tier: 1
Level: (1-40)
Cost: (8-1009) Mana
Cast Time: 1.00 sec
Critical Strike Chance: 12.00%Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you.Deals (5-127) to (7-191) Cold Damage
100% more Magnitude of Chill inflicted
(100-157)% more Freeze Buildup
Knock Enemies Back
Nova radius is 3.2 metres
Additional Effects From 1-20% Quality:
(1-20)% more Damage with Hits against Enemies that are ChilledSkills can be managed in the Skills Panel.and Ice Nova when cast near a
FrostboltFrostboltSpell, AoE, Projectile, Cold, Duration
Tier: 3
Level: 1
Cast Time: 0.80 sec
Critical Strike Chance: 12.00%Fire a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage and explodes on colliding with terrain.Deals 65 to 97 Cold Damage
Projectiles Pierce all targets
100% increased Magnitude of Chill inflicted
Chilled Ground radius is 2.4 metres
Chilled Ground duration is 4 secondsSkills can be managed in the Skills Panel.are now matching.
Ice NovaIce NovaSpell, AoE, Cold, Nova
Tier: 1
Level: (1-40)
Cost: (8-1009) Mana
Cast Time: 1.00 sec
Critical Strike Chance: 12.00%Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you.Deals (5-127) to (7-191) Cold Damage
100% more Magnitude of Chill inflicted
(100-157)% more Freeze Buildup
Knock Enemies Back
Nova radius is 3.2 metres
Additional Effects From 1-20% Quality:
(1-20)% more Damage with Hits against Enemies that are ChilledSkills can be managed in the Skills Panel.now has 100-157% more Freeze Buildup at Gem levels 1-20 (previously 50% only when cast on
FrostboltFrostboltSpell, AoE, Projectile, Cold, Duration
Tier: 3
Level: 1
Cast Time: 0.80 sec
Critical Strike Chance: 12.00%Fire a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage and explodes on colliding with terrain.Deals 65 to 97 Cold Damage
Projectiles Pierce all targets
100% increased Magnitude of Chill inflicted
Chilled Ground radius is 2.4 metres
Chilled Ground duration is 4 secondsSkills can be managed in the Skills Panel.).
Frost BombFrost BombSpell, AoE, Cold, Duration, Orb
Tier: 1
Level: (1-40)
Cost: (10-1345) Mana
Cooldown Time: 3.50 sec
Cast Time: 0.80 sec
Critical Strike Chance: 13.00%Create a pulsing Orb of frost. Each pulse inflicts Cold Exposure on nearby enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding enemies.Deals (21-578) to (32-867) Cold Damage
Pulse and explosion radius are (2-2.7) metres
Exposure duration is 8 seconds
Orb duration is 3 seconds
Additional Effects From 1-20% Quality:
(0–20)% increased Cold Exposure EffectSkills can be managed in the Skills Panel.now has an Exposure duration of 8 seconds (previously 5).
Mana RemnantsMana RemnantsBuff, Persistent, Remnant
Tier: 4
Level: 1
Reservation: 30 spiritConjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.Remnants last for 8 seconds
25% chance to spawn a Remnant on killing an enemy affected by an Elemental Ailment
Spawn a Remnant on Critically Hitting a target affected by an Elemental Ailment, no more than once every 2 seconds
Each Remnant grants (21–208) ManaSkills can be managed in the Skills Panel.now has a 25% chance to spawn a Remnant on killing an enemy affected by an Elemental Ailment (instead of only Shock). Now Spawns a Remnant on Critically Hitting a target affected by an Elemental Ailment, no more than once every 2 second (instead of only Shock).
- Spreading ignites, such as from
WildfireWildfireSupport, AoE, Fire
Tier: 2
Cost & Reservation Multiplier: 120%Support Requirements: +5 IntSupports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.Ignites inflicted by Supported Skills Spread to other
enemies that stay within 1.5 metres for 1 secondPlace 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. Support or theCracklecreepCracklecreep
Ruby RingRequires Level 8+(20-30)% to Fire Resistance(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
Ignites you inflict spread to other Enemies that stay within 1.5 metres for 1 secondFear the fire that spreads like a plague. Unique Ring, now occurs after a 1 second delay (previously 2 seconds).WildfireWildfireSupport, AoE, Fire
Tier: 2
Cost & Reservation Multiplier: 120%Support Requirements: +5 IntSupports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.Ignites inflicted by Supported Skills Spread to other
enemies that stay within 1.5 metres for 1 secondPlace 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. Support now causes ignite to spread to enemies within a 1.5 metre radius (previously 2 metre).Huntress Specific Changes
- Parried enemies can no longer evade your attacks.
Rapid AssaultRapid AssaultAttack, AoE, Melee, Strike, Physical, Duration
Tier: 5
Level: (1-20)
Cost: (10-74) Mana
Attack Speed: 40% of base
Attack Damage: (25-78)% of basePerform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.Skills can be managed in the Skills Panel.'s Explosion now inflicts Bleeding on Hit, and has a radius of 2.4 metres (previously 2 metres). The Explosion now deals 142-312% of Attack Damage at Gem levels 5-20 (previously 85-187%).
SpearfieldSpearfieldAttack, AoE, Melee, Sustained, Duration, Hazard
Tier: 5
Level: (1-20)
Cost: (6-42) Mana
Attack Speed: 70% of base
Attack Damage: (12-49)% of baseStab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
Additional Effects From 1-20% Quality:
Hazards have (0.5-10)% chance to rearm after they are triggeredSkills can be managed in the Skills Panel.now has a Spear duration of 10 seconds (previously 6). The Explosion now deals 17-49% of Attack Damage at Gem levels 5-20 (previously 17-37%).
Herald of BloodHerald of BloodBuff, Attack, Persistent, AoE, Physical, Herald, Payoff
Tier: 4
Level: 1
Reservation: 30 spiritWhile active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.Skills can be managed in the Skills Panel.no longer destroys the corpses of Rare and Unique monsters when they explode, allowing you to use Ritual Sacrifice on the Rare monsters.
Warrior Specific Changes
- The
Temper WeaponTemper WeaponAttack, Buff, AoE, Melee, Trigger, Fire, Channelling
Level: (1-20)
Cooldown Time: 5.00 secChannel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.Maximum of 12 Empowered Attacks
While Channelling each strike of the anvil Empowers your next 3 Melee Attacks
Empowered Attacks Trigger Combust on Hit
Combust
Attack Damage: 80-290% of Base
Converts 100% of Physical Damage to Fire Damage
Can't be Evaded
Explosion radius is 2.5 metresSkills can be managed in the Skills Panel.Skill, granted by the Smith of Kitava's Against the Anvil Ascendancy Passive Skill, now causes each strike of the anvil Empowers your next 3 Melee Attacks while Channelling (previously 1). Now has a maximum of 12 Empowered Attacks (previously 4), and now Channels 25% faster. Combust now deals 80-290% of Attack Damage at Gem levels 1-20 (previously 175-714%).
Shield WallShield WallAttack, AoE, Melee, Physical, Duration
Tier: 7
Level: (1-20)
Cost: (14-121) Mana
Attack Time: 1.25 sec
Critical Strike Chance: 5.00%
Attack Damage: (60-245)% of baseRam your Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams or Warcries will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.Can have 2 Shield Walls active at a time
(4-88) to (6-132) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
Explosion radius is 3 metres
Wall duration is 6 seconds
Wall segments have (36-12714) maximum life
Additional Effects From 1-20% Quality:
Can have (0.1-2) Shield Walls active at a timeSkills can be managed in the Skills Panel.can now be detonated by Warcries as well as Slams.
- Armour break inflicted on players now lasts 4 seconds (previously 12). Armour break inflicted on non-players still lasts 12 seconds.
- Fully broken armour inflicted on players no longer causes the player to take increased physical damage. Fully broken armour on non-players remains unchanged at 20% increased physical damage taken from hits.
Ranger Specific Changes
Stormcaller ArrowStormcaller ArrowAttack, AoE, Projectile, Lightning, Duration
Tier: 3
Level: (1-20)
Cost: (7-54) Mana
Attack Speed: 80% of base
Attack Damage: (20-62)% of baseFire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock. Shocks caused by the Bolt will spread to Enemies near the impact.
Additional Effects From 1-20% Quality:
(1.5-30)% increased Shock DurationSkills can be managed in the Skills Panel.'s Bolt now has an impact radius of 1.6-2.4 metres at Gem levels 3-20 (previously 1.1-1.9 metres). If any target is hit by Stormcaller Arrow's Bolt is Shocked, it now also Shocks Enemies within a 1.7-3 metre radius at Gem levels 3-20.
Lightning RodLightning RodAttack, AoE, Projectile, Sustained, Lightning, Duration
Tier: 1
Level: (1-20)
Cost: (4-32) Mana
Attack Speed: 120% of base
Attack Damage: (26-94)% of baseFire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Additional Effects From 1-20% Quality:
+(0.02-0.4) metres to Burst radiusSkills can be managed in the Skills Panel.now deals 26-94% of Attack Damage at Gem levels 1-20 (previously 20-72%). Now has a Maximum Arrow duration of 20 seconds (previously 12).
Lightning ArrowLightning ArrowAttack, AoE, Projectile, Lightning, Chaining
Tier: 1
Level: (1-20)
Cost: (6-43) Mana
Attack Speed: 90% of base
Attack Damage: (80-250)% of baseFire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.Converts 40% of Physical Damage to Lightning Damage
Hits up to (2-4) additional enemies near the target
Additional Effects From 1-20% Quality:
(2-40)% more chance to ShockSkills can be managed in the Skills Panel.'s beam targeting radius is now 3.2 metres (previously 2.4).
Tornado ShotTornado ShotAttack, AoE, Projectile, Physical, Duration
Tier: 11
Level: (1-20)
Cost: (13-95) Mana
Attack Speed: 120% of base
Attack Damage: (50-156)% of baseFire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Additional Effects From 1-20% Quality:
Copied Projectiles deal +(0.75-15)% more damageSkills can be managed in the Skills Panel.now has a maximum Tornado duration of 15 seconds at all Gem levels (previously 7-7.9 at Gem levels 11-20).
Other Player Balance
RallyRallySupport, Attack, Melee
Tier: 2Support Requirements: +5 StrSupports Melee Attacks you use yourself. Supported Skills Consume all Endurance Charge on use, causing you to restore a percentage of your maximum Life for each Charge Consumed.Supported Skills Consume all Endurance Charges on use
Supported Skills restore 10% of your maximum Life on use per Endurance Charge Consumed this way
Supported Skills cannot generate Endurance ChargesPlace 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. support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.- Glory (used by
Hammer of the GodsHammer of the GodsAttack, AoE, Melee, Slam, Duration, Conditional
Tier: 13
Level: (1-20)
Cost: (11-78) Mana
Attack Speed: 50% of base
Attack Damage: (580-1529)% of baseBuild Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.Requires 20 Glory to use
Can't be Evaded
While Dual Wielding, both weapons hit with 30% less damage
Impact radius is 2.4 metres
Hammerfall duration is 2.5 seconds
Additional Effects From 1-20% Quality:
+(0.2-0.4) metres to impact radiusSkills can be managed in the Skills Panel.and
Spear of SolarisSpear of SolarisAttack, AoE, Projectile, Sustained, Fire, Conditional
Tier: 13
Level: (1-20)
Cost: (13-98) Mana
Attack Damage: (210-857)% of baseBuild Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.Impact
Requires 20 Glory to use
Converts 75% of Physical Damage to Fire Damage
+1.4 seconds to Total Attack Time
Can't be Evaded
Impact radius is 2 metres
Pulse
Attack Damage: (18–73)%
Ground spear pulses every 0.2 seconds, up to 20 timesConverts 75% of Physical Damage to Fire Damage
Pulse radius is 2 metres
Ignited Ground
Attack Damage: (210–857)%
Converts 100% of Physical Damage to Fire Damage
Ignited Ground radius is 2 metres
Gains Radius over the Ground Spear's lifetime, up to 30% more at the end of the Spear's lifetime
Additional Effects From 1-20% Quality:
(2-40)% more Magnitude of Ignite inflictedSkills can be managed in the Skills Panel.) is now no longer consumed if you are interrupted while using the skill.
New Support Gem
- We have added a support gem called
InhibitorInhibitorSupport, Spell
Tier: 2Support Requirements: +5 DexSupports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges by any means. Cannot Support Skills which require Charges to be used.Supported Skills cannot consume Charges
Supported Skills deal 4% more Damage per different type of Charge on youPlace 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. that prevents charges being consumed but increases the damage of the supported skill by 4% for each type of charge you have. Inhibitor is offered at uncut support tier 2+.Delirium Changes
- Delirium encounters now last approximately 2.5 times longer.
- The front of the Delirium Fog can now continue expanding while doing other mechanics, though the back of the fog will still pause. This prevents scenarios where you pause the fog while on the edge of it and accidentally end the Delirium.
- Strongboxes now pause Delirium fog when they are opened, in addition to the pause they already had on completion.
Monster Speed Changes
- Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.
Act 1
- The Haste Aura Monster modifier no longer appears on monsters that are already fast.
- Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.
- Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.
- Reduced the number of Bloom Serpents found in The Red Vale.
- Halved the number of Venomous Crabs and Venomous Crab Matriarchs in the Hunting Grounds.
- The Cultists in Freythorn no longer have interrupt events on their attacks as described above.
- The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.
- Slightly decreased the number of Cultists in Freythorn.
- Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.
- Reduced the overall density of more challenging monsters in Ogham Manor.
Act 2
- Boulder Ants have been replaced by Risen Maraketh in the Valley of the Titans. The density of Monsters in this area has also been adjusted.
- The Faridun have all been modified to remove the interrupt events on their attacks as described above.
Act 3
- Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you.
- The Lost City monster pack composition has been adjusted to result in less ranged monsters.
- Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters.
- Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.
Boss Changes
- Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.
- Uxmal, the Beastlord can no longer recharge Energy Shield while they are in the air, uses his Flame Breath less often, and has had the number of times they can change locations through the fight reduced.
- The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible.
Player Minion Changes
- We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.
- Disenchanting a
Bind SpectreBind SpectreMinion, Persistent
Tier: 7
Level: (1-20)Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Additional Effects From 1-20% Quality:
(0–10)% reduced Reservation for summoning SpectresSkills can be managed in the Skills Panel.or
Tame BeastTame BeastMinion, Companion, Persistent, Duration
Tier: 9
Level: (1-20)Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.While this Gem is Socketed you can view Monster Categories on Enemies
Wisp duration is (8–11.8) seconds
Tamed Beast retains up to four monster modifiers when summoned
Additional Effects From 1-20% Quality:
+(0–1.6) seconds to Wisp durationPlace into a Skill Gem socket to gain this skill.
Sockets are found in the Skills menu tab.gem will unbind them, allowing you to use them again.
- Tamed beasts can now fit through gaps of the same size that the player can.
Crafting Changes
- We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.
- Renly's abandoned shop in Ogham Village now also has a
Blank runeBlank RuneUntouched by fate. Its power waits for a purpose.Take this Rune to Renly in Clearfell Encampment to be forged into a Rune of your choosing which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point.
- Added 12
Artificer's OrbArtificer's OrbStack Size: 20Adds a Rune Socket to a Martial Weapon, wand, staff or ArmourRight click this item then left click an armour or martial weapon to apply it.'s to fixed locations throughout the campaign, allowing you to craft with them more often.
- Added 3 new types of runes for attributes allowing you to fix early game requirement issues: Adept, Robust and Resolve.
Finding Rare Monsters in Endgame
- During endgame a common issue is missing a Rare Monster in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times.
Other Improvements
- Added a Rune to a fixed location in The Titan Grotto.
- Increased the number of
Armourer's ScrapArmourer's ScrapStack Size: 40Improves the quality of an armourRight click this item then left click an armour to apply it. The maximum quality is 20%.s and
Blacksmith's WhetstoneBlacksmith's WhetstoneStack Size: 20Improves the quality of a martial weaponRight click this item then left click a martial weapon to apply it. The maximum quality is 20%.
Shift click to unstack.s that can be found in the Mawdun Quarry.- Dread Servant's undead tornados no longer benefit from additional projectile modifiers, and now deal damage far less frequently.
- Antlion Charger's charge is now more likely to push you to the sides as opposed to dragging you along with it. They also now have less Antlion's and more fodder when found in Map areas.
- Rathbreaker and Caedron, the Hyena Lord have had their damage reduced.
- Added lighting to Rogue Exiles to reduce the likelihood of losing track of them.
- Further improvements to the pushiness of various monsters (read: less pushing).
Bug Fixes
- Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood.
- Fixed a bug where
Divine OrbDivine OrbStack Size: 10Randomises the numeric values of modifiers on an itemRight click this item then left click an item to apply it.
Shift click to unstack.s were affecting Fractured Modifiers.- Fixed a bug where Unique Jewels that affect Passives in Radius were not functioning correctly with small Attribute Passive Skills, or small class-specific Passive Skills.
- Fixed a bug where partial Armour Break had an infinite duration, if you or the target never had Fully Broken Armour.
- Fixed a bug where the Combust from the Temper Weapon Skill, granted by the Against the Anvil Smith of Kitava Ascendancy Passive Skill, was failing to deal damage.
- Fixed a bug where taming a beast in the Trial of the Sekhemas could prevent you from progressing the encounters (for real this time).
- Fixed a bug where Manifested Weapons could fail to hit a target if they were too close to them.
- Fixed a bug where
Whirlwind LanceWhirlwind LanceAttack, AoE, Projectile, Duration
Tier: 11
Level: (1-20)
Cost: (7-49) Mana
Attack Speed: 60% of base
Attack Damage: (110-343)% of baseThrow a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.Skills can be managed in the Skills Panel.just skedaddled when supported by Fork.
- Fixed a performance issue with Whirlwind Lance.
- Fixed a bug where it was possible to apply Thorns damage to yourself, such as through using the Crown of the Pale King and Fireflower Unique Items.
- Fixed a bug where Electrocute was not counting towards "per Elemental Ailment on the Enemy".
- Fixed a bug where
Bloodhound's MarkBloodhound's MarkSpell, Attack, AoE, Mark, Physical, Duration, Nova, Payoff
Tier: 9
Level: (1-20)
Cost: (23-88) Mana
Cast Time: 0.50 secMark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.Skills can be managed in the Skills Panel.could have an incorrect Heavy Stun buildup.
- Fixed a bug where
Unsteady TempoUnsteady TempoSupport, Attack, Melee, Critical
Tier: 3
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 copies of the same Support Gem socketed at the same time. was able to support Channelling Skills, though it had no effect when it did.- Fixed a bug where strongboxes could sometimes fail to open.
- Fixed an issue where cancelling out of the open animation for the Ixchel's Torment Unique Strongbox would cause it to not open.
- Fixed a bug where Essence of the Infinite was dealing damage far too early.
- Fixed an issue where the Sandspit Map was generating with too many Monsters.
- Fixed a bug where a forcefield could appear in the middle of the Boss arena in The Copper Citadel Map.
- Fixed a bug where you could become stuck in unwalkable terrain when using the Alpine Ridge or Castaway Map Boss Checkpoints.
- Fixed a bug where Hideout Maps were unable to be completed if Delwyn was present.
- Fixed a bug that caused desync to occur when trying to walk around the default Map Device in a Hideout.
- Fixed a bug where Parry could become unbound from your skill bar after changing areas when using a controller.
- Fixed a bug where skills were disabled if you were revived while spectating party members when using a controller.
- Fixed a bug where you could be prevented from levelling up your Companions when using a controller.
- Fixed a bug where the Split keyword popup stated Projectiles that Split fired at a number of targets within 4 metres, when the actual radius is 6 metres.
- Fixed a client crash that could occur with Ancestral Warrior Totem in party play.
- Fixed a client crash related to applying the Impaled debuff.
- Fixed three other client crashes.
- Fixed two instance crashes.
This patch may take roughly 15 minutes to become available to download on PlayStation after it has been deployed.
Hotfixes
The following hotfixes were deployed after the 0.2.0e patch.
Hotfix 1
These are the patch notes for hotfix 1.[2]
- Fixed an issue where the Queen of Filth was not present in the Apex of Filth.
Hotfix 2
These are the patch notes for hotfix 2.[3]
- Fixed a bug where some Vines, like those used by Brambleghast, were able to be bound as a spectre.
Hotfix 3
These are the patch notes for hotfix 3.[4]
- In Endgame Maps with Bosses, if you now die after defeating the boss it will no longer create a new area and remove all the other content. It will instead respawn you at the previous checkpoint within the same area.
Hotfix 4
These are the patch notes for hotfix 4.[5]
- The maximum number of Volatility stacks is now 200. This is additive with the Passive Skill Tree Notable 'Controlled Chaos'. This is a stop-gap fix to temporarily prevent abuse cases that were infinitely stacking Volatility to gain absurd amounts of damage, we will be doing a more final fix at a later time.
- Fixed a bug where ongoing life-per-second costs didn't realise you couldn't pay them when the Lich's Eternal Life notable prevented life from changing.
References
- ↑ Stacey_GGG (April 10, 2025). "0.2.0e Patch Notes". Official Path of Exile Forums. Retrieved April 10, 2025.
- ↑ Stacey_GGG (April 11, 2025). "0.2.0e Hotfix". Official Path of Exile Forums. Retrieved April 11, 2025.
- ↑ Stacey_GGG (April 11, 2025). "0.2.0e Hotfix 2". Official Path of Exile Forums. Retrieved April 11, 2025.
- ↑ Kieren_GGG (April 11, 2025). "0.2.0e Hotfix 3". Official Path of Exile Forums. Retrieved April 11, 2025.
- ↑ Stacey_GGG (April 12, 2025). "0.2.0e Hotfix 4". Official Path of Exile Forums. Retrieved April 12, 2025.