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hondo1

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  1. Ποστάρω εδω...γιατι δεν εκι ps4 thread καρντια μου? :p anyway!

    Αρχίσαμε με ένα χαλαρό mercenary/uchigatana build και τέλειωσα μέσα σε καμιά 20αρια ωρίτσες, 66level ίσα-ίσα σαν πρώτο playthrough, να ψάξω όσο πιο πολλά μπορώ να βρω (blind-offline).

    Εμμ μετά ξεκίνησα SL1 run (χωρίς leveling εννοείτε) απλά για να δω δυσκολίες και να κανω ενα χαλαρό playthrough για τα επόμενα που θα 'ρθουν (challenges κτλ) και είδα τίτλους τέλους σε 13ώρες. :p

    Δεν με εντυπωσίασε τόσο...ειδικα όσοι έχουν παίξει τα παλιά souls, στο πρώτο playthrough τους θα το βρουν γελίο και αρκετα εύκολο, εκτός από 1-2 bosses και areas.

    Τα iframes είναι απαράδεκτα έως abusive κάτι που το κάνει ακόμα πιο εύκολο σαν game. Κρίμα και περίμενα κάτι δυνατό, αλλά από την άλλη έμεινα πάρα πολύ ικανοποιημένος από το Bloodborne.

    Τώρα στα υπόλοιπα , lore/design levels/areas/ατμόσφαιρα δεν είμαι ειδικός αλλά ωραία φένονται και μοιάζει να έχει δανειστεί αρκετά στοιχεία απο όλα τα soulsborne games.

    Όσο αναφορά τα game mechanics, είναι πάρα πολύ καλά έως άψογα μιας και έχει διορθώσει πάρα πολλά πχ chain backstabs, reverse-rolls, animation cancel, parry κτλ, αλλά μας τα χαλάει σε equip load stamina regen και defences (flat only) καθώς ότι και να φορέσεις (όλο το σετ) είναι πάντα 50% extra phys mitigation. Επίσης το poise θέλει επειγόντως fix να limit-αρει κάπως το r1 spam αν και δεν νομίζω πως θα το φτιάξουν.

    Τεσπα, θα ξεκινήσω new build  με το farron greatsword στα 120 level για το PvP  (επιτέλους Online :D ) και τα invades (ναι είμαι κακός :P)  καθώς παίζουν τρελά VS ανάλογα τα covenants!
     

  2. Path of Exile 2.2.0: Ascendancy Patch Notes

     
    Path of Exile 2.2.0: Ascendancy Patch Notes

    Important Note:
    • Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.

    The Trials of Ascendancy:
    Seeking a worthy successor, Emperor Izaro constructed deadly trials throughout Wraeclast to find candidates.
     
    • There are six Trials of Ascendancy to solve in each difficulty level. Completing each of these Trials unlocks the Lord's Labyrinth in that difficulty level.
    • Trials are present in the Axiom Prison, Crypt, Chamber of Sins, Crematorium, Catacombs and Hedge Maze.
    • Each Trial introduces you to a particular type of trap. Learn well, as these traps will be combined in complex situations in the Labyrinth.
    • Higher difficulties have more difficult trials.
    • Tagging the plaque at the end of a completed trial will show your progress through that difficulty.
    • It will also open a portal back to the start of the trial so you can resume your exploration.
    • Once you have completed all of the Trials in one difficulty level, you can access the entrance to the Labyrinth in the Sarn Encampment (Act Three town).

    The Lord's Labyrinth:
    Having proved your mettle in the Trials of Ascendancy, you earn the right to enter Izaro's Labyrinth. Centuries have passed, but the traps are as dangerous as the day they were activated.
     
    • The Lord's Labyrinth is a new area full of traps, secrets and puzzles. It is unlocked by completing the Trials of Ascendancy in that difficulty level.
    • Dying in the Labyrinth ends the run for you. You must survive all the way through in one attempt If you leave the Labyrinth (for example, via a portal to town), then you cannot return to that run. You must start the Labyrinth again.
    • The Labyrinth's layout changes once every day. You can run it multiple times on the same day using information you have learnt from previous runs. Hidden passages, along with secret rooms and their rewards stay the same for every run on a given day.
    • You'll encounter Emperor Izaro three times during the Labyrinth. The fight mechanics are randomised each day. The way you play each fight influences how much of that mechanic makes its way into the next fight.
    • You can earn Treasure Keys by killing Izaro and by completing certain challenges throughout the Labyrinth. These keys can be used to unlock reward chests at the end of the Labyrinth, in the reward room. This room also contains the devices that allow you to pick an Ascendancy class and Enchant one of your items.
    • You can attempt the Labyrinth in a party, but once the Labyrinth entrance has been opened, no more party members may join that Labyrinth run.
    • You can access your Stash before each Izaro encounter in the Labyrinth.
    • The solo player who completes the Labyrinth the fastest each day in each difficulty and each league will receive a special Unique Jewel as a reward. You can see the ranking of Labyrinth times for the day on the website. There are different rewards for each difficulty level. There are three difficulty levels and four leagues, so twelve rewards are given out each day.
    • Special Labyrinth Items like keys and trinkets cannot be removed from the Labyrinth. These items also bypass item filters so that they are always visible to you.

    Ascendancy Classes:
    Nineteen souls survived the Trials of Ascendancy. Nineteen men and women stood at the gates of the Lord's Labyrinth. Nineteen challengers whose exceptional martial and mystical talents still linger long after their death.
     
    • Upon completing the Lord's Labyrinth for the first time, your character can choose one of the three Ascendancy Classes available to its core class.
    • There are nineteen total Ascendancy classes. Each core class has three Ascendancy classes available that embody a different playstyle. The Scion has one Ascendancy class that reinforces her mastery of the passive skill tree.
    • Upon completing the Lord's Labyrinth for the first time in each difficulty level, you receive two Ascendancy Skill Points you can spend on skills available to your Ascendancy Class.
    • Respeccing an allocated Ascendancy Skill costs five passive skill refund points. Once you have refunded all your allocated Ascendancy points, you can pick a different Ascendancy Class (at no cost) by completing the Labyrinth again and selecting a new class.
    • Once you have chosen an Ascendancy Class, you can view its skill tree on the Passive Skill Tree near your character's start location.

    Enchantments:
    • Each time you complete the Lord's Labyrinth, you can imbue one of your items with an Enchantment.
    • Enchanting an item replaces any existing implicits, including previous Enchantments. They are always fixed values, so Blessed Orbs will have no effect on them. Though they share the same colours as master-crafted explicit mods, you can have both on an item.
    • When you enchant your gloves in Normal difficulty, they gain a triggered "Word" skill. This skill can't be modified by support gems, but is powerful enough on its own. It can be modified by your item stats and passive tree stats.
    • When you enchant gloves in Cruel difficulty, they gain a triggered "Edict" skill, a more powerful version of the Word skills.
    • In Merciless difficulty, your gloves gain "Decree" skills, which are even more powerful versions of the Words and Edicts.
    • From Cruel difficulty onwards, you can choose to enchant your boots. When you do this, they gain a powerful stat that only applies when you meet certain conditions. Some boot enchantments are weaker but easier to activate, while others are powerful but harder to trigger. When an enchantment says "recently", it refers to the past four seconds. This new wording is also used elsewhere in the game.
    • In Merciless difficulty, you can choose to enchant your helmet. It'll gain a bonus that only applies to a specific skill. There are two or three of these skill-specific stats for every player skill in the game, amounting to over 300 in total.

    Perandus Challenge Leagues:
    Challenge leagues are a great opportunity for a fresh start in a new economy. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and climb the ladder!
     
    • With 2.2.0, there are Standard and Hardcore variations of the Perandus challenge league available. They have the same core mechanics and items.
    • The Perandus Challenge Leagues offer the wealth of the Eternal Empire. Discover caches of Perandus family treasure, slay their guardians, and claim the coins contained within. Trade these coins to Cadiro Perandus himself to receive vital equipment and ancient artefacts.
    • Six of the new Unique Items in this expansion are exclusive to the Perandus challenge leagues. They include one unique map and five ancient treasures.
    • The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you receive the Perandus Footprints Effect. At 24, you receive the Perandus Weapon Effect. When you complete your 36th challenge, you receive the Perandus Portal Effect. These microtransactions are only obtainable in this league.
    • From the 19th challenge onwards and for every third challenge after that, you receive pieces of a Perandus Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Perandus challenges you completed during the league.

    New Skills:
    • Added a new Dexterity/Intelligence Skill Gem - Ice Trap: Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
    • Added a new Intelligence Skill Gem - Orb of Storms: Creates a stationary electrical orb that frequently unleashes a splitting bolt of lightning at a nearby enemy. Using another lightning skill while inside the orb's cloud unleashes additional bolts. Casting this skill again will replace the previous orb.
    • Added a new Intelligence Skill Gem - Frost Bomb: Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies that reduces their cold resistance and life regeneration. When its duration ends, the crystal explodes, dealing heavy cold damage to enemies around it.
    • Added a new Strength/Dexterity Skill Gem - Summon Stone Golem: Summons a Stone Golem that grants you life regeneration while alive. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that taunts enemies.
    • Added a new Strength Skill Gem - Earthquake: Smashes the ground with an Axe, Mace or Staff, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Earthquakes created before the first one has erupted will not generate their own aftershocks.
    • Added a new Strength Skill Gem - Sunder: Slams the ground with your main hand weapon, creating a wave of broken ground that damages enemies in an area in front of you. Enemies hit by the wave will release a circular shockwave, dealing damage to other enemies around them. Requires a Mace, Axe, or Staff.
    • Added a new Strength Skill Gem - Ancestral Protector: Summons an Ancestor Totem which will attack enemies with melee strikes while you stand close to it. Being near it increases your attack speed.

    New Support Gems:
    • Added a new Dexterity Support Gem - Cluster Trap: Throw multiple traps at random locations in a radius around the target.
    • Added a new Dexterity Support Gem - Trap Cooldown: Reduces the cooldown on supported Trap skills.
    • Added a new Intelligence Support Gem - Elemental Focus: Supported skills deal more elemental damage, but can't cause elemental status ailments.
    • Added a new Intelligence/Dexterity Support Gem - Minefield: Deploys multiple mines simultaneously and lets you have more armed mines.

    New Unique Items:
    • Added a new Unique Belt: Umbilicus Immortalis
    • Added two new Unique Body Armours: Geofri's Sanctuary and Viper's Scales
    • Added a new Unique Boots: Seven-League Step
    • Added a new Unique Bow: Iron Commander
    • Added a new Unique Claw: Rive
    • Added a new Unique Dagger: Widowmaker
    • Added three new Unique Flasks: The Sorrow of the Divine, The Writhing Jar and Zerphi's Last Breath
    • Added a new Unique Gloves: Wyrmsign
    • Added a new Unique Helmet: Heretic's Veil
    • Added four new Unique Jewels: Cheap Construction, Hair Trigger, Reckless Defence and Unstable Payload
    • Added three new Unique Maces: Clayshaper, Frostbreath and Trypanon
    • Added a new Unique Map: The Perandus Manor
    • Added a new Unique Ring: Essence Worm
    • Added two new Unique Sceptres: Axiom Perpetuum and Singularity
    • Added four new Unique Shields: Advancing Fortress, Glitterdisc, Malachai's Loop and Victario's Charity
    • Added a new Unique Staff: Xirgil's Crank
    • Added three new Unique Swords: Daresso's Passion, The Tempestuous Steel and Varunastra
    • Added a new Unique Wand: Obliteration

    New Utility Flasks:
    • Added a new Utility Flask - Basalt Flask: Grants additional physical damage reduction.
    • Added a new Utility Flask - Aquamarine Flask: Grants additional chance to avoid cold damage and creates chilled ground on use.
    • Added a new Utility Flask - Stibnite Flask: Grants increased evasion and creates smoke clouds on use.
    • Added a new Utility Flask - Sulphur Flask: Grants increased damage and creates consecrated ground on use.
    • Added a new Utility Flask - Silver Flask: Grants Onslaught.
    • Added a new Utility Flask - Bismuth Flask: Grants elemental resistances.

    Utility Flask Balance:
    • Resistance Flasks have been reduced to +6% maximum resistance. They all now last for 4 seconds (increased from 3.5). It's getting easier to dramatically increase maximum resistances, so this change is designed to partially counteract the new tools such as the Flask Effect mod and new Ascendancy options.
    • Quartz Flasks, now lasts for 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60). They now provide 10% Dodge and Spell Dodge, as well as Phasing.
    • Jade Flasks now lasts 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60).
    • Diamond Flasks now last for 4 seconds (increased from 3.5 seconds) and consume 20 of 40 charges (down from 80 of 80).
    • Quicksilver Flasks now last for 4 seconds (down from 5 seconds).
    • These changes affect existing Utility Flasks that your characters have. No legacy versions are created.

    Other New Features and Content:
    • Added a new Tier 10 map: Chateau Map
    • Monsters with Nemesis or Bloodlines mods are now indicated differently. Nemesis monsters have orange rather than yellow glows, and Bloodlines monsters are purple rather than blue.
    • When you use an Orb of Fusing or a Jeweller's Orb on an item, the item's quality is no longer consumed. The way that quality affects the result has also been changed. Each 1% quality improves the result by 1%. This makes the Fusing process 20% easier on 20% quality items, for example.
    • Item drops from chests are now staggered so that they drop in sequence quickly.
    • The /remaining command now shows up to 50 monsters remaining in end-game maps. We expect to add this to the map information screen soon.
    • Added a new Flask mod - of Curing: Poison Removal and Immunity
    • Added a new Flask mod - Chemist's: Reduced number of Charged Used
    • Added a new Utility Flask mod - Experimenter's: Increased Duration
    • Added a new Utility Flask mod - Alchemist's: Increased Effect and Reduced Duration
    • PvP-only characters can now access the Sarn Arena from their Hideout. Talk to Leo to do so.
    • Oak and Kraityn now call for reinforcements as they are injured.
    • The Shrink effect from the Rotfeather Talisman now has a buff icon to display the effects on your character.
    • Added a new Keyword - Recently: Refers to the past 4 seconds.
    • Added a new Keyword - Savage Hit: A Hit that removes at least 20% of maximum life is a Savage Hit.
    • Added a new Keyword - Maim: Maimed enemies have 30% reduced movement speed. Multiple maims do not stack. Maim is applied by attacks, just like hinder is by spells. Since maim and hinder are different debuffs, an enemy can be affected by both simultaneously.
    • Added a new Keyword - Elemental Conflux: While you have Elemental Conflux, all damage from hits will cause chill, shock, and ignite.
    • Static Strike now displays a visual effect on your character when you use it.
    • Adding 3D art for the following Unique Items: Chitus' Needle, Winds of Change, Alternate Art The Blood Dance (Race Season Reward), Spine of the First Claimant and Roth's Reach.
    • The Mine Map has been renamed to the Abandoned Cavern Map. It now has a new boss - The Eroding One.
    • Item notes (in public stash tabs) are now shown in the Ctrl+C information for that item, and hence can be filtered by stash tab filters.
    • The alternate art Demigod's Dominance now has unique 2D art that matches its 3D art. This should update retroactively for those who received one in the Winterheart Race Season.
    • Continued to incrementally improve the sound, art, effects and environments.

    Skill Balance:
    • Bladefall had a bug that caused its damage per volley reduction to apply too early, reducing the damage of the first four stages. This has been fixed, which has raised its damage. To compensate, Bladefall's damage has been reduced by 25% at all levels. Bladefall now does 6% less damage per stage (up from 5%). Its damage effectiveness has been reduced from 120% to 90%.
    • Whirling Blades is now 10% slower.
    • Ice Golem's accuracy has been increased by 40%.
    • Bone Offering now heals less life on block at gem level 21 and above.
    • Spectral Throw now deals 20% more damage at all levels.
    • Vaal Spark has been nerfed in almost every way possible. Its critical strike chance has been reduced from 6% to 5%. The base duration of the Sparks has been reduced from 3.5 seconds to 2 seconds. The number of projectiles has been reduced from 150 to 100. The duration of the spiral has been reduced from 4.5 seconds to 3 seconds at all gem levels.
    • The frequency with which Blade Vortex's can repeatedly hit the same enemy has been halved, but its damage and damage effectiveness have been doubled.
    • Assassin's Mark now causes enemies to take 20% increased extra damage from critical strikes at all gem levels, rather than a value that increased every level.
    • Projectile Weakness now always causes enemies to have a 50% chance to be pierced. Enemies cursed with Projectile Weakness take a further 5% increased damage from projectiles at all gem levels.
    • Blood Rage now casts more quickly (250ms, rather than 1000ms). A one-second cooldown has been added to prevent accidental re-casting.
    • Molten Shell and Vaal Molten Shell now have cast times of 500ms.

    Support Gem Balance:
    • The Critical Strike Support Gem now grants additional critical strike chance in addition to increased critical strike chance, but the value of increased critical strike chance has been reduced. This brings it closer to other support gems by making its overall effect on DPS multiplicative.
    • Innervate's "Onslaught on Killing a Shocked Enemy" has been increased in duration from 3 seconds to 5 seconds at gem level 1, and from 5 seconds to 7 seconds at gem level 21. Innervate now also grants a fixed 15% chance to shock at all levels. Its mana cost multiplier has been reduced from 120% to 110%.
    • Ice Bite's chance to gain Frenzy Charges on slaying a frozen enemy has been increased from 40% to 50% at level 1, and from 59% to 69% by level 20. Its damage bonus against frozen enemies has been increased from 0.5% to 1% per point of quality. Its chance to freeze has been increased from 10% to 15%. Its mana cost multiplier has been reduced from 120% to 110%.
    • The Poison support gem's mana multiplier has been increased from 125% to 135%. It now has 0.5% poison duration per quality (down from 1%). It has 0% increased Poison Damage at gem level 1 (down from 25%) and gains 2% per gem level (down from 5%).
    • Remote Mine is now available for the Shadow from the vendor after you enter the Prison.
    • Any skill with an associated Threshold Jewel is now supportable by Support Gems that could affect the additional properties added by the Threshold Jewel.
    • The Less Duration Support Gem now grants 20% more damage to supported skills at Level 1, increasing to 29% more damage to supported skills by Level 20. This change was made so that this support gem is a good option for Firestorm, Icestorm, Lightning Warp, Storm Call and similar skills.
    • The Pierce Support Gem now grants 10% more damage at gem level 1, up to 29% at gem level 20. It also grants 50% chance to pierce at all gem levels.

    Passive Skill Balance:
    • Added a new Keystone Passive - Elemental Overload: 40% more Elemental Damage if you've Crit in the past 8 seconds. No Critical Strike Multiplier.
    • The notable passives Lava Lash, Arcing Blows and Fangs of Frost now also penetrate enemy resistances (of their respective element) with weapons.
    • Adding some new passive skills behind the Conduit keystone passive that grant a chance to gain Endurance, Power, and Frenzy Charges on kill.
    • The Nightstalker notable passive now grants 50% Increased Critical Strike Chance with Daggers (down from 60%). The nodes prior to Nightstalker now grant 20% increased Critical Strike Chance with Daggers each (down from 30% each). One of the nodes on the Adder's Touch path now grants 20% increased Critical Strike Chance with Daggers (down from 30%). Daggers already have the highest implicit critical strike chance for all melee weapons, and have crit on their weapons, so they didn't also need the most critical strike chance in the tree. These weapons still have the most available critical chance/multiplier, just not the highest per skill as well.
    • The passive skills in the Precision cluster (including the notable passive) now each grant an additional 3% cast speed, in order to make the cluster better for casters. As a related change, the two 3% cast speed skills in the Light of Divinity cluster have been replaced by 10% spell damage.
    • The Master Sapper notable passive (in the trap cluster in the Ranger part of the tree) now grants a 15% chance to generate a Frenzy Charge when an enemy triggers one of your traps.
    • The Fatal Toxins notable passive now only grants 50% increased poison damage (down from 100%). The skill prior to it now only grants 20% (down from 25%).
    • The attributes granted by early Shadow passive skills have been adjusted. This is because Chaos casters need intelligence and elemental attackers need dexterity. Coordination has been changed from 20 Dexterity to 10 Dexterity and 10 Intelligence. Trickery has been changed from 20 Intelligence to 10 Dexterity and 10 Intelligence. Fangs of the Viper has been changed from 10 Dexterity to 20 Dexterity. Coldhearted Calculation has been changed from 10 Intelligence to 20 Intelligence.

    Item Balance:
    • Adjusted the sell prices on all item mods. Many items now sell for more Alchemy Shards. All mods now have a sell price. Magic and Rare items can no longer sell for just a Scroll Fragment.
    • The five Izaro uniques can now only be found in the Labyrinth: Chitus' Needle, Spine of the First Claimant, Izaro's Dilemma, Winds of Change and Izaro's Turmoil.
    • Reduced the maximum resistances on Divination Distillate from 6% to 4%.
    • The Malformation Map now upgrades to the new Chateau Map Base Type.
    • The life regeneration stat on Bino's Kitchen Knife has been changed to a flat value of 200 life regenerated per second.
    • Lion's Roar no longer requires extra charges to use and can be used twice. It now also provides 30-35% more melee physical damage (instead of a fixed 30%).
    • Rotgut now requires between 50-100% extra charges to use rather than 100-150%.
    • The chaos damage conversion on The Consuming Dark has been lowered from 75% to 50%.
    • Taste of Hate now only makes you take 20% of physical damage as cold damage. It now adds 20-30% of physical as cold, rather than always 30%.
    • Vessel of Vinktar has been reduced to 20% Life and Mana leech. It no longer grants "Leech applies instantly during Flask effect". It also consumes more charges when used, so you cannot use the flask twice per fill any more.

    Other Balance Changes:
    • Tier 15 Core maps can now get the "Twinned" map mod. Be careful out there.
    • There's now more diversity among Cannibals found in maps. You will no longer encounter packs that are entirely flame torch throwers.
    • The Fracturing end-game Map Mod can no longer be generated on maps. Existing maps with this mod will still retain their functionality.
    • Added a new end-game map mod "of Toughness" which makes monsters take less damage from critical strikes.
    • Raging Spirits spawned in Haku missions now deal substantially less damage at all levels. The density of them has also been reduced at level 65 and above.
    • Rampage no longer grants bonuses to minions.
    • The area of effect of Detonate Dead skills used by monsters has been reduced by 18%.

    Zana Changes:
    • The Zana-specific mod that she sells on magic maps has been changed to: Item Quantity +30% and Monster Pack Size +20%. This Map's modifiers to "quantity of items found" also apply to rarity.
    • The maps that Zana sells to players have been repriced. In general, most are now cheaper. Low-tier maps are now always priced in Orbs of Chance. Mid-tier maps are now priced in Orbs of Alchemy. The price differences for magic and rare maps have been adjusted so that the additional rarity doesn't cost as much.
    • At level 1, Zana missions are now Tier 2 (monster level 69) and she sells Tier 1 maps.
    • At level 2, Zana missions are now Tier 4 (monster level 71) and she sells Tier 2 maps.
    • At level 3, Zana missions are now Tier 5 (monster level 72) and she sells Tier 3 maps.
    • At level 4, Zana missions are now Tier 6 (monster level 73) and she sells Tier 4 maps.
    • At level 5, Zana missions are now Tier 7 (monster level 74) and she sells Tier 5 maps.
    • At level 6, Zana missions are now Tier 8 (monster level 75) and she sells Tier 6 maps.
    • At level 7, Zana missions are now Tier 9 (monster level 76) and she sells Tier 7 maps.
    • At level 8, Zana missions are now Tier 11 (monster level 78) and she sells Tier 10 maps.
    • When opening a map in Zana's map device, the set of prior league mods that can apply to the map is now a set of seven specific ones. The price, order and composition of this list will change every three months. The list for the next three months is:
    • Level 2: Onslaught, 2 Chaos Orbs, 20% increased map item quantity, monsters receive the same benefits
    • Level 3: Anarchy, 3 Chaos Orbs, 4 additional Rogue Exiles, 20% increased map item quantity
    • Level 4: Torment, 4 Chaos Orbs, 3 additional Tormented Spirits, 20% increased map item quantity
    • Level 5: Warbands, 4 Chaos Orbs, 3 additional Warband Packs, 20% increased map item quantity
    • Level 6: Beyond, 5 Chaos Orbs, 15% chance for monsters to spawn a Beyond portal, 20% increased map item quantity
    • Level 7: Ambush, 8 Chaos Orbs, 3 additional Strongboxes
    • Level 8: Nemesis, 1 Exalted Orb

    Critical Strike Rework/Balance:
    • All sources of increased Critical Strike Multiplier have been changed to additional Critical Strike Multiplier. This change brings the functionality in line with how most players think it works.
    • Because of this, all items, passives and some skills/support gems that used to have increased Critical Strike Multiplier are now 33% less effective on players, despite having the same value. A number of these have been adjusted in value to maintain similar effectiveness.
    • The following have all been increased by approximately 50% for cases when they are on players, and 30% on monsters. For some cases, manual rounding has occurred: All values on the passive skill tree, Increased Critical Damage Support Gem, the Enfeeble Skill Gem and all uses of Enfeeble from monsters and other sources, all monsters with Powerful Crits, the Deadly map mod and the Corrupted jewel mod.
    • Blessed Orbs are required to update the following to their new values: implicits mods on all Rapier base types, implicits mods on Curved Blades, Lithe Blades and Exquisite Blades.
    • Divine Orbs are required to update the following to their new values: All craftable Jewel mods which grant Critical Strike Multiplier, Facebreaker, Marylene's Fallacy, Fragment of Eternity (the Descent: Champions Unique), Bino's Kitchen Knife, Romira's Banquet, Shadows and Dust, Ungil's Harmony, Eclipse Solaris, Death's Harp, Mortem Morsu, The Goddess Scorned and Abyssus.
    • The following were not updated to new values: Maligaro's Virtuosity, all craftable item mods (non-jewel) and master-crafted mods.
    • Master-crafted Critical Strike Chance on Amulets (the "of Puncturing" mod) now has a range of 22-27%, This has been implemented in a way where existing items with this mod will not have their ranges changed when using Divine Orbs.

    Bug Fixes:
    • Fixed a bug where you could sometimes encounter temporary performance loss when resizing the game window or changing graphics settings.
    • Fixed a bug where the graphical fidelity of certain effects would get worse once the game client had been open for several hours.
    • Inua and Vakali Totems can no longer receive the "Shimmering" mod, as they have no base energy shield.
    • The Shaper's Seed amulet now retains its level requirements when its implicit mod is changed via corruption.
    • The Ghostflame Helmet Microtransaction Skin now correctly suppresses hair on all character classes.
    • The countdown for Haku and Zana missions now starts when the grace period ends, rather than upon entering the area.
    • Fixed a bug where The Three Dragons (a unique helmet) prevented the Pitch Darkness threshold jewel from dropping tar ground.
    • Fixed a client crash related to Daresso dying after you have rejoined his area.
    • Witches using Staves will now play the correct effects when using Double Strike.
    • Fixed a bug where Essence Drain applied to Frost Wall.
    • Fixed an issue where life recovery on block did not work with Bone Offering.
    • Shrapnel Shot is now affected by modifiers specific to lightning skills, such as "Critical Strike Chance for Lightning Skills" on Jewels.
    • Fixed a bug where Vanishing Dye applied to your body armour would cause on-hit effects to not play properly when you were hit.
    • Fixed various issues with The Retch's property that deals chaos damage. It is now also clearer that the portion of life leech that is dealt as damage is dealt as chaos damage.
    • Fixed a bug where it was too easy to select the end portal in corrupted side areas.
    • Fixed a bug where you couldn't pick up some items from the four bosses in Olmec's Sanctum because some locations were blocked.
    • Fixed a bug where The First Rhoa (found in the Untainted Paradise) didn't use regular attacks. Previously it would only use shield charge on far away targets. It will now shield charge more aggressively when not near players
    • Fixed a bug where Bearded Shamans would attempt to cast Shock Nova through walls.
    • Fixed a bug where many of the monsters that use Flicker Strike would aimlessly move around until the cooldown expired.
    • Fixed a bug where it was possible for a quest boss to not drop a quest item in rare circumstances.
    • Fixed a bug where another entity's Blade Vortex effects wouldn't show up for you if you joined the area after it was cast.
    • Fixed a rare bug where the boss room in the Vinktar Square wasn't accessible.

    Updated! We've added the following patch notes to the above:
    • Static Strike now displays a visual effect on your character when you use it.
    • Added a new Keystone Passive - Elemental Overload: 40% more Elemental Damage if you've Crit in the past 8 seconds. No Critical Strike Multiplier.
    • The notable passives Lava Lash, Arcing Blows and Fangs of Frost now also penetrate enemy resistances (of their respective element) with weapons.
    • Adding some new passive skills behind the Conduit keystone passive that grant a chance to gain Endurance, Power, and Frenzy Charges on kill.
    • The Pierce support gem now grants 10% more damage at gem level 1, up to 29% at gem level 20. It also grants 50% chance to pierce at all gem levels.
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  3. Content Update 2.1.0 Patch Notes

    These patch notes are provisional and may change by release. This update will be deployed in a few days! For more information about the update and its release timeline, check out this post!

    Important Note:

    • Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.

    Support for Brazilian Portuguese:


    • We have launched in Brazil! Path of Exile is now optionally available in Brazilian Portuguese. Brazilian users can play on servers in São Paulo which are part of the existing Path of Exile realm.
    • Path of Exile now supports multiple languages on the same realm. You can select the language either in the launcher or the in-game options screen. We plan to release other languages next year.
    • We now support multiple languages of chat channels and public parties. You can set your default language for chat and public parties in the options independently of your client language.
    • Please respect the language of public parties and global chat channels. If you use the wrong language, you may be muted by a moderator.
    • You can temporarily enter a global or trade chat channel in another language by using a chat command. Append the name of the language to the channel name. "/global 1 en" or "/global 1 english" ("br", "pt" and "portuguese" work also).

    Talisman Challenge Leagues:


    • Challenge leagues are a great opportunity for a fresh start in a new economy. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and climb the ladder!
    • With 2.1.0, both the Standard and Hardcore challenge leagues are variations of the Talisman challenge league. They have the same core mechanics but slightly different items available.
    • In the Talisman challenge leagues, monsters have been possessed by ancient Ezomyte Talismans. These monsters are indicated by green Talisman symbols over their heads. The Talismans grant them additional strength and properties in battle. Killing one of these monsters allows you to claim its Talisman for yourself.
    • There are several tiers of Talismans, each with many different types available. There are some base types specific to the Standard version of the league and some specific to the Hardcore version of the League.
    • All Talismans have extremely powerful implicit mods, but spawn in a corrupted state so that they can't be crafted. You can use sets of five different Talismans of the same tier at special Stone Circles to summon a monster possessed by a higher-tier Talisman. The rarity of the output Talisman is selected at random from the five input ones.
    • If you use five third-tier Talismans at a Stone Circle, you summon a portal to an area where you can fight Rigwald, the Wolven King. He is possessed by a special fourth-tier Talisman that has two random Talisman properties.
    • There are 12 new Unique Items that can be found in the Talisman leagues, including four that only drop from Rigwald himself. These items are detailed in a later section of the patch notes below.
    • The new challenge leagues include a set of 32 new challenges. You will receive a piece of the exclusive Rigwald's Armour Set for each eight challenges completed. This armour set is only awarded during the Talisman challenge leagues.
    • From the eighteenth challenge onwards and for every second challenge after that, you receive pieces of a Talisman Totem Pole decoration that can be displayed in your hideout. The Totem Pole permanently displays how many of the Talisman challenges you completed during these leagues.

    New Microtransactions:


    • Added a new Armour Set: Gore Armour Set
    • Added a new Armour Set: Ghostflame Armour Set
    • Added a new Skill Effect: Ghostflame Herald of Ash
    • Added a new Skill Effect: Ziggurat Totem Skin
    • Added a new Pet: Parasite Pet
    • Added a new Armour Effect: Vanishing Dye (Prevents an armour piece from being displayed)
    • Added a new Armour Set: Rigwald's Armour Set. This can only be obtained by completing the challenges in the Talisman challenge leagues!

    New Bow Skills:


    • Added a new Dexterity Skill Gem - Shrapnel Shot: Fires an arrow that pierces through enemies. Arrows are fired with such force that they create a burst of lightning, damaging all enemies in a cone in front of the archer.
    • Added a new Dexterity Skill Gem - Blast Rain: Fires an arrow up in the air, which splits and rains down in a series of four explosions over an area. The explosions will always overlap on the targeted area.
    • Added a new Dexterity Skill Gem - Siege Ballista: Summons a totem that attacks with piercing arrows. It attacks slowly, but deals increased damage.

    New Physical Damage Spells:


    • Added a new Dexterity Skill Gem - Blade Vortex: An ethereal blade spins around you for a duration, repeatedly damaging enemies that it passes through.
    • Added a new Dexterity Skill Gem - Bladefall: Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of five volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.

    New Chaos Damage Spells:


    • Added a new Intelligence/Dexterity Skill Gem - Contagion: Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
    • Added a new Intelligence/Dexterity Skill Gem - Essence Drain: Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
    • Added a new Intelligence Skill Gem - Wither: Casts a debilitating effect on enemies in an area, Hindering their movement and applying a stacking debuff that increases the Chaos Damage they take.

    New Support Gems:


    • Added a new Intelligence Support Gem - Blasphemy: Converts your curses to auras, applying them to nearby monsters without manual intervention.
    • Added a new Intelligence Support Gem - Controlled Destruction: Reduces the critical strike chance of supported skills but causes them to do more spell damage.
    • Added a new Dexterity/Intelligence Support Gem - Void Manipulation: Reduces the elemental damage of supported skills but causes them to do more chaos damage.
    • Added a new Dexterity Support Gem - Rapid Decay: Reduces the duration of supported skills but causes them to do to more damage over time.
    • Added a new Dexterity Support Gem - Poison: Causes supported skills to poison enemies on hit and increases their poison damage.

    New Unique Jewels - Threshold Jewels:


    • Threshold Jewels are a new type of Unique Jewel that grant improvements to specific skills if you meet a threshold of nearby attributes.
    • Added four new Unique Crimson Jewels: Shattered Chains, Weight of the Empire, The Vigil and Rapid Expansion.
    • Added five new Unique Viridian Jewels: Pitch Darkness, Steel Spirit, Growing Agony, Volley Fire and Spirit Guards.
    • Added four new Unique Cobalt Jewels: Rolling Flames, Winter's Bounty, Spirited Response and Dead Reckoning.

    New Unique Items for Talisman Challenge Leagues:


    • Added three new Unique Belts: Feastbind, Faminebind and The Retch.
    • Added five new Unique Talismans: Night's Hold, Blightwell, Natural Hierarchy, Rigwald's Curse and Eyes of the Greatwolf. One is specific to the Standard version of the Talisman league and one to the Hardcore version.
    • Added a new Unique Ring: Rigwald's Crest, which can only drop from Rigwald.
    • Added a new Unique Sword: Rigwald's Command, which can only drop from Rigwald.
    • Added a new Unique Axe: Rigwald's Savagery, which can only drop from Rigwald.
    • Added a new Unique Quiver: Rigwald's Quills, which can only drop from Rigwald.

    New Unique Items:


    • Added two new Unique Amulets: The Aylardex and Extractor Mentis.
    • Added a new Unique Claw: Allure
    • Added two new Unique Staves: Agnerod West and Femurs of the Saints
    • Added a new Unique Axe: Hezmana's Bloodust
    • Added three new Unique Flasks: Vessel of Vinktar, Coruscating Elixir and Rotgut
    • Added a new Unique Shield: Kongming's Stratagem
    • Added a new Unique Boots: Skyforth
    • Added a new Unique Bow: Roth's Reach
    • Added two new Unique Wands: Storm Prison and Eclipse Solaris
    • Added a new Unique Sceptre: Bitterdream
    • Added a new Unique Gloves: Repentance
    • Added a new Unique Sword: The Goddess Unleashed
    • Added two new Unique Maps: The Vinktar Square and Caer Blaidd, Wolfpack's Den

    New Divination Cards:


    • The Warlord: A set of six can be redeemed for a level 83 Six-Link Coronal Maul.
    • The Demoness: A set of five can be redeemed for the Death's Hand Unique Sceptre.
    • The Traitor: A set of four can be redeemed for a corrupted Unique Wand.
    • The Offering: A set of eight can be redeemed for the Shavronne's Wrappings Unique Armour.
    • Lost Worlds: A set of eight can be redeemed for a Tier 15 Map.
    • The Lord In Black: A set of six can be redeemed for a magic level 83 Ring of Bameth.
    • A Mother's Parting Gift: A set of six can be redeemed for the Fertile Mind Unique Jewel.
    • The Body: A set of four can be redeemed for a Unique Body Armour.
    • Turn The Other Cheek: A set of three can be redeemed for a Corrupted Pacifism Unique Jewel.
    • Glimmer Of Hope: A set of eight can be redeemed for a Unique Gold Ring.
    • The Ethereal: A set of seven can be redeemed for a Six-Link Vaal Regalia.

    New Content:


    • Added three new Rogue Exiles: Dena Lorenni, Lael Furia and Vanth Agiel.
    • The art has been changed on several flasks to create a better progression.
    • Added 3D art for Trolltimber Spire, Incandescent Heart and the alternate art items from the Soulthirst Race Season: The Princess, Eclipse Staff, Soul Taker and Crest of Perandus.
    • Continued to incrementally improve the sound, art, effects and environments.

    New Features:


    • You can now have two pets out at once. The Reclaim Pet button above the microtransaction stash can be used to reclaim one or both of them.
    • Maps found in mission subareas of maps are now allocated to the maker of the original map.
    • More options have been added for abandoning Master Missions. The "Abandon Mission" talk option is now available even if you haven't received the mission. You can now also talk to other Masters in your hideout and they too will have an "Abandon Mission" option if any daily portal is open.
    • Being muted globally no longer prevents you talking in Guild Chat.
    • Jewels and Vaal fragments are now allocated to players in the various item allocation modes.
    • Enemies ignited by skills that have a Ghostflame microtransaction effect now visually burn with Ghostflame fire.
    • You can now type /reset_xp in chat to reset the experience-per-hour estimation tool.
    • Added support for liquid armour as an impact sound type (for Water Elementals and similar monsters).
    • We've made performance improvements to ground effects. They now use considerably less bandwidth and server resources. Disconnections or lockstep stuttering near ground effects should occur far less often.

    General Balance Changes:


    • Characters now get 6 mana per level instead of 4.
    • Point Blank now has less of a penalty to ranged damage, scaling down to 50% of normal damage. Previously it scaled down to no damage at maximum range. This affects both the support gem and the Keystone.
    • We have changed the way that bonuses from non-flask items (notably several unique belts) applied while drinking a flask work. Previously, these worked by augmenting each flask to give it the associated bonus effect. This meant they would be wasted if using multiple flasks, because flask bonus effects don't stack. Now, these are treated as conditional bonuses that are in effect as long as any of your flasks are active, similar to "on low life" bonuses. This means they are no longer buff-like flask effects that are modified by flask effect modifiers. These are now worded as "[effect] while using a Flask" to make the new behaviour more clear. Local "during Flask Effect" bonuses on flasks themselves are unaffected by this change.
    • Spells that reduce movement speed now do so with a new debuff called "Hinder". You can only have one Hinder effect on you at once, so multiple movement-slowing spells will not stack. This is currently used on Abyssal Cry and the new Wither skill.
    • Rather than dealing the damage of the highest hit (as Ignite does), poison can now have multiple stacks. This means that every hit counts, rather than just the occasional big hit. This also lets it scale much better towards end-game, and differentiates it from other damage-over-time effects.
    • Poison can now only be applied by Chaos and Physical damage. This is for both thematic reasons, and to have it act as a reward for builds that have less of a focus on auras and elemental supports for damage boosts.
    • These poison changes are also reflected in monsters.

    Item Balance Changes:


    • Surgeon's Flasks now have a chance to gain a charge on critical strike, rather than being unconditional. Old flasks are unmodified.
    • The required and drop level of resistance and item find rings has changed from level 12. Sapphire Rings appear from level 8, Topaz Rings from level 12, Ruby Rings from level 16 and Gold Rings from level 20.
    • Early-game Bows have had their levels and damage changed:
    • The damage of Crude Bows has been increased from 4-9 to 5-13.
    • The damage of Short Bows has been increased from 4-13 to 6-16.
    • The damage of Long Bows has been increased from 6-23 to 6-25. Their level has been reduced from 10 to 9.
    • The damage of Composite Bows has been increased from 11-26 to 12-26. Their level has been reduced from level 15 to level 14.
    • Recurve Bows have been reduced from level 20 to level 18. Their damage has been reduced from 12-36 to 11-34.
    • Bone Bows have been reduced from level 24 to level 23. Their damage has been reduced from 12-37 to 12-36.
    • Serrated Arrow Quivers now drop at level 5 and have a level requirement of 5.
    • The Blood Dance now only gives 0.5% Life Regeneration per Frenzy Charge instead of 1%. Old copies of this unique item are unaffected.
    • The Unique Jewel, Chill of Corruption, now has 50% chance to gain an additional Vaal Soul per enemy shattered, down from 80%.
    • Introduced the new Nihilist's prefix mod that grants +1 level to Chaos Gems. This is available only on Wands, Staves, Daggers and Spirit Shields.

    Map Balance Changes:


    • Areas created by Vaal Fragments in map devices are now two levels higher.
    • The Terrace and Mine maps now generate with better pathing and more consistent layouts.
    • The Volcano map has been updated to be more open and to contain more monsters.
    • Sallazzang (the Terrace Map boss) no longer performs its "machine gun ethereal knives" skill, as it was unfair to players. Sallazang instead spawns more devourers. This boss is now much easier than it was before but is still entertaining to encounter. Tier Seven maps were underplayed and this was one of the factors.
    • Shock and Horror (the Torture Chamber boss), now has her totems die when she dies. Her spawn no longer create lightning storms when they die.

    Monster Balance Changes:


    • The rare resistance aura mods will no longer occur on monsters before level 40.
    • A short instance-wide cooldown has been added to many monster skills. Monsters with "bursty" skills have had this cooldown applied to reduce player deaths from fast, hard-to-predict damage. This includes skills such as Leap Slam, Flicker Strike, Shield Charge, Lightning Warp and Arctic Breath. Most of the affected skills are appropriate as initiation skills, but are not ideal when many monsters perform them simultaneously.
    • After fixing a bug that caused the bleed from Atziri's puncture skill to do negligible damage, you should expect to take more bleed damage from her spear puncture attacks. It now deals around deals 12 times more damage when not moving and 2.5 times as much damage when moving.
    • Torchoak Grove, the unique Vakali Totem from Kaom's Dream has had a variety of bug fixes and reductions to damage in order to reduce his unreasonable lethality.
    • Nightwane (the unique Voll's Vanguard monster in The Dried Lake) and the Mirage of Bones have had their life halved. Visual changes have been made to make them and their clones larger, so they stand out from normal monsters in the area. AI changes have been made to Mirage of Bones to make him less clone-spammy. You should be able to identify him better by the fact he moves more frequently.
    • Kall Foxfly, the unique Shadow Archer in The Riverways, has had his damage reduced. His Cruel and Merciless Lightning Arrow attacks have been further reduced in damage.
    • Vaal Fallen and Colossal Vaal Fallen monsters no longer always get critical strikes, but will now always inflict status ailments. The damage has been increased to compensate.
    • Monsters that use the Summon Raging Spirit skill now have their own dedicated version so that it can be balanced separately. There have been various rebalances, but in general it has been made stronger at high levels.
    • Rakango monsters now appear in maps less frequently.
    • Volcanic Golems can now appear in maps.

    Master Balance Changes:


    • Zana's limited-portal missions have been changed. Upon speaking to Zana, the quest tracker on the right says "Don't die or leave Zana's Map". This reminder will stay with you inside the map. Zana will now open one portal per player in the area OR per player in your party, whichever is greater. If you leave Zana's map, you cannot re-enter it, even if there are still portals up. If you die or leave Zana's map, you fail the mission. Entering map subareas doesn't count as leaving the mission.
    • The Warbands Zana mod is now available at Zana level 7 and costs 12 Chaos Orbs.
    • The Tempest Zana mod is now available at Zana level 6 and costs 6 Chaos Orbs.

    Skill Damage Effectiveness Changes:


    • Various skills have had their damage effectiveness values increased. This is the ratio of how much they are affected by Support Gems. These skills are: Shock Nova (from 50% to 60%), Lightning Warp (from 50% to 60%), Fire Nova Mine (from 20% to 30%), Magma Orb (from 80% to 125%) and Shockwave Totem (from 50% to 60%).

    Spell Skill Balance Changes:


    • Many spells have had their base damage increased at higher levels, to bring their power in line with attacks and to reward the risks of spellcasting. The following spells have had their damage increased by around 20% higher at level 20: Arc, Ball Lightning, Ethereal Knives, Fire Trap, Firestorm, Flame Surge, Flameblast, Freezing Pulse, Glacial Cascade, Lightning Tendrils, Lightning Warp, Magma Orb and Storm Call.
    • In addition to having more damage, Arc now increases in number of chains more often as it levels up. At level 20, it chains seven times. Previously this was five.
    • Ethereal Knives, in addition to its damage buff, now gains 1% projectile speed per gem level over 1.
    • Freezing Pulse, in addition to its damage buff, now gains 1% projectile speed per gem level over 1.
    • Magma Orb, in addition to its damage buff, gains an additional chain at level 10, and another at level 21.
    • Fire Nova Mine damage has been increased by around 35%.
    • Flame Surge damage has been increased by around 20% at all levels.
    • Flame Totem cast speed has been reduced from 200ms to 250ms. Flame Totem now does 25% less damage at Level 1, up to 24% more damage at Level 20. When combined with the cast speed changes, this now does 40% less DPS at level 1, up to 0% at level 21. It does more damage at levels 22 and beyond.
    • Ice Nova damage has been increased by 20% at level one, improving to a 35% increase in damage by level 20.
    • Searing Bond damage has been increased by 10%. It now grants an additional totem without drawbacks.
    • Incinerate is no longer affected by Spell Echo, as was intended in 2.0.0. Incinerate now only adds 50% more damage for each stage, down from 100% more damage. Incinerate's damage has been increased by 15% at level 1 and reduced by approximately 8% at level 20.
    • Shockwave Totem damage has been increased by 20% at level one, up to an increase of 10% by level 20.
    • Shock Nova damage has been increased by 20% at level one, improving to a 35% increase in damage by level 20.
    • Spark damage has been increased in damage by 10%, and starts at 4 projectiles, increasing by an additional one at levels 9, 17 and 25.
    • Skills which detonate corpses (such as Detonate Dead, Abyssal Cry and Infernal Blow) have had their radius increased by 22%.
    • Righteous Fire's radius has been increased by 60%.
    • Storm Call's radius has been increased by 25%
    • Glacial Cascade's radius has been increased by 25%.

    Minion Skill Balance Changes:


    • Dominating Blow mana cost has been reduced substantially. The attack now deals 125% of base damage at level 1, increasing to 155.4% at level 20. Minions created by it now deal 35% less damage at all levels.
    • Zombies now attack faster. They also now have an area of effect slam skill and 30% greater stun threshold.
    • Summon Raging Spirits duration has been increased from 3.5 seconds to 5 seconds. The mana cost has been reduced from 6 to 5 at level one and reduced from 15 to 12 at level 20. The cast speed has been reduced to 500ms from 800ms. The damage dealt by Raging Spirits has been substantially reworked and is lower at high levels. Raging Spirits are now more likely to target enemies who are attacked by fewer Raging Spirits, except when enemies are close to the caster.
    • The penalties to the life and energy shield of Summoned Spectres have been halved at all levels.

    Melee Attack Skill Balance Changes:


    • Attack skills that have their damage based on the wielded weapon have their mana costs fixed in place from level 1 onwards. Increasing the level of the gem does not increase the mana cost of the skill. Dominating Blow still increases in mana cost, as the mana is also paying for the minions.
    • Cleave now gains increased area of effect radius of 1% for each level after the first.
    • There was a display bug that caused Cyclone to show the wrong DPS value and attack speed. We have fixed this bug, so you'll now notice the visual DPS almost double and the attack speed on the gem shoot up a lot. In addition, we have reduced the damage of Cyclone by around 10% and have reduced the damage of its initial hit.
    • Frost Blades has been improved from 2 additional projectiles at all levels to 4 additional projectiles at level 1 and 7 additional projectiles at level 20. It has also been increased from +14 weapon range at all levels to +18 weapon range at level 1 and +21 weapon range at level 20. It now gains 1% projectile speed per level after the first (19% at Level 20) and its base projectile speed has been increased by 25%.
    • Ground Slam now gains increased area of effect radius of 1% for each level after the first.
    • Lightning Strike has been substantially reworked. It is now a Dexterity Gem that starts at player level 12. It shoots five projectiles at level 1, increasing as it levels. Its damage has been increased. It went from dealing 70% of base damage to 75% of base damage.
    • Spectral Throw has also had its damage increased. It went from dealing 38% of base damage to 45% of base damage at level one. At level 20 it went from dealing 64.6% of base damage to 75.4% of base damage.
    • Wild Strike's damage has been increased by a flat 10% at all levels. Wild Strike now grants two additional projectiles at all levels. The radius of the Wild Strike explosion has been increased by 9% (from 22 to 24).
    • Vaal Ground Slam now requires 50% more souls per use, and can only store three uses. The area of effect radius bonus has been reduced from 30% to 20%.
    • Viper strike now applies poison on hit and has a 100% chance to do so. Viper Strike now has 25% of its physical damage converted to chaos (instead of 10% physical added as chaos). Poisons applied by Viper Strike have a base duration of 8 seconds (up from 7 seconds). The Base Damage of Viper Strike has been increased from 100% to 130% at level 1, and from 122.8% to 160.4% at level 20.
    • Sweep's radius has been reduced by 8%.

    Projectile Attack Skill Balance Changes:


    • Blink and Mirror Arrow clones now show as the player they are impersonating on the minimap.
    • Burning Arrow's base damage has been increased from 130% to 150% at level 1 and 160.4% to 184.2% at level 20.
    • Tornado Shot's base damage has been increased by a flat 10% at all levels.
    • Ice Shot's chilled ground duration is now 1.5 seconds at all levels.
    • The number of additional arrows that Split Arrow grants at level 20 has been reduced from 8 to 6. It still starts at four additional arrows at level 1, with the levels in between interpolated.
    • Barrage damage has been increased from 40% to 50% of base damage at level one. At level 20, it now has been increased from dealing 47.6% to 61.4% of base damage.
    • Lightning Arrow's base damage has been increased by a flat 10% at all levels. The mana cost at level one has been reduced to from 8 to 7.
    • Poison Arrow has been renamed to Caustic Arrow as part of the poison changes. The damage of this skill has been increased by around 37% at level 1, but reduced by around 42% by level 20. This reduction is more than compensated for by supporting the skill with the new supports. Caustic Arrow's mana costs have been increased, from 5 to 8 at level one, and from 13 to 16 at level 20.
    • Power Siphon has had its base damage increased by a flat 5% at all levels.
    • Rain of Arrows has had its base damage increased by a flat 10% at every level. Its quality bonus has been changed back to Area of Effect radius, after being damage throughout 2.0.0. The mana cost has been reduced, from 9 to 7 at level one and from 12 to 11 at level 20.
    • Ice Shot's radius has been increased by 9%.

    Support Gem Balance Changes:


    • Melee Splash now applies to a significantly larger area, has no penalty on its primary hit, and increases in radius as the gem levels up.

    Passive Skill Tree Changes:


    • The Ranger and Shadow sections of the passive skill tree have been substantially reworked. The Ranger's tree changes have made pathing more efficient as well as being more friendly to all attack builds. The Shadow's tree changes have improved support for builds using the newly introduced skill gems.
    • Poison passive skills (and groups of skills) have been added to support other poison changes included in this update.
    • Bleed and degeneration passive skills (and groups of skills) have been improved and added to improve degeneration builds as well as bleed-specific builds.
    • Area of Effect skills have been reworked, with the net result being less area of effect available in the tree. As mentioned above, the damage of those skills has been raised.
    • Leech passives for melee have been substantially buffed, and some now offer leech for all attack damage, not just physical attacks.
    • Adder's Touch now only grants a chance to poison, rather than poisoning with every hit.
    • Elemental Dominion has been changed to Occultist's Dominion and grants spell damage rather than elemental spell damage.

    Bug Fixes:


    • Fixed a bug where some of the larger pets would follow your character too closely.
    • Fixed a bug where Shift-Attack worked incorrectly with Movement skills.
    • Fixed a bug where Nightmare Manifest (the Malformation boss) would move to the edge of maps, making her beam unavoidable.
    • Fixed a bug where Headhunter could cause proximity shields to last indefinitely.
    • Fixed a bug where Malachai could be culled before his third heart was destroyed.
    • Fixed a bug where some passive skills converted by the Fireborn and Cold Steel Unique Jewels did not work for unarmed builds.
    • Fixed a bug where Molten Shell could be applied multiple times via Spell Echo.
    • Fixed issues with Malachai's red orb projectile skill when used in maps with increased cast speed.
    • Fixed a bug where some Tempest effects lasted longer on minions than on players.
    • Fixed a bug where Shield Charge did not break breakables.
    • Fixed a variety of bugs where the Vaal Oversoul could get into states where he would not target close enemies.
    • Fixed a bug where the PvP daily mission could disappear from the quest tracker.
    • Fixed a bug where item allocation on daily missions would not be set to a player's default when they started a mission while not in a party.
    • Fixed a bug where you could not type numbers bigger than 9 in the currency unstack window.
    • Fixed a bug where chaos degeneration damage could wrap around, changing large damage to very small damage.
    • Fixed a bug where chests in the Hall of Grandmasters could cause desync.
    • Fixed a bug where the Death's Oath aura dealt too little damage to monsters and too much damage to players.
    • Fixed various problems where armour pieces visibly clipped on Templars.
    • Fixed a bug where Fairgraves' footprints could appear on top of fog.
    • Fixed issues with Maramoa's audio related to the Lost in Love quest.
    • The text for the master option that removes crafting mods has been updated to reflect that it removes all master mods, not just one.
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  4. Talisman League Mechanics

    With the release of the Talisman Challenge Leagues fast approaching (at the end of next week!), we wanted to go into more detail about how you can find higher-tier Talismans by summoning monsters at the stone circles. Today's news post is a mechanical explanation of this system.

    For a general introduction to Talisman, including a video and examples of Talisman items, make sure to read the 2.1.0 Announcement first.

    You'll encounter a monster possessed by a Talisman approximately once per area. This is an average - the actual number can be zero, one, two, or more per area, but averages to approximately one.

    The properties of the Talisman affect the monster fight. For example, if the Talisman grants +1 Additional Maximum Zombies, then a monster possessed by it will certainly have some Zombies in tow.

    Each monster possessed by a Talisman will drop that specific Talisman. There's no chance or conditionality here. When item allocation is enabled, Talismans are allocated to players like other valuable items.

    If a Talisman is lying on the ground, other monsters will try to pick it up to gain it's power. You'll then have to kill that monster to get the Talisman.

    The set of Talismans for Standard and Hardcore are different from each other - you can find a few base types specific to each league.

    Talismans are always corrupted (i.e. can't be crafted), but have very strong implicit mods. For low-level players, Talismans without other mods will often be more powerful than whatever amulet they would otherwise be using. Talismans can also drop as magic, rare and unique. Magic Talismans are a large upgrade over normal ones because they have up to two mods in addition to their strong implicit. Obtaining a rare Talisman is a big improvement also, because it can have up to six mods. Some magic Talismans with two good mods are better than regular rare amulets. Rare Talismans with six good mods are among some of the hardest-to-find but most powerful items in the game.

    Talismans come in multiple tiers (of base type). The tier of Talisman is subtly but noticeably indicated in the art. The lowest tier ones are found by killing possessed monsters in the world.

    When you encounter a Stone Circle, you can sacrifice five Talismans to summon a monster possessed by a higher-tier Talisman. The five Talismans must be of the same tier, and must all be of different base types. If you manage to kill this monster, you will receive its Talisman. The rarity of the Talisman you receive is directly influenced by the rarities of the Talismans that you sacrificed to summon the monster. There are five slots, and each one contributes a 20% chance towards the next-tier Talisman being of that rarity. For example, if you sacrifice three normal Talismans, a rare Talisman and a Unique talisman, there's a 60% chance of getting a normal next-tier Talisman, a 20% chance of getting a rare next-tier Talisman, and a 20% chance of getting a Unique talisman from the next tier.

    You'll have plenty of spare normal Talismans, a few spare magic Talismans, and occasional spare rare Talismans. Using Stone Circles, you're able to turn failed rolls of these items into a chance to get a good roll of the next tier up. While putting five rare Talismans into a Stone Circle guarantees a new rare one, you can sometimes put only one or two rares in and luckily get a rare as the outcome.

    There are three main tiers of Talismans. Combining five first-tier ones gives you a second tier, and combining five second-tier (i.e. 25 first-tier) gives you a third-tier one. If you're able to combine five third-tier Talismans (125 first-tier!), then you can summon a portal to fight Rigwald, the Wolven King. He drops a special type of fourth-tier Talisman. These talismans have two random Talisman mods from lower tiers. As usual, its rarity is based on random selection between the Talismans used to summon him. While normal versions of his Talisman can be amazing, magic and rare ones are even more so. Imagine a lucky roll on a rare fourth-tier Talisman that has two good Talisman implicit mods and six explicit mods. Needless to say, if you're able to chain unique Talismans up from the first tier, Rigwald is able to drop a unique fourth-tier Talisman.

    Because you can pick the rarity and item level of the Talismans that you put into the Stone Circles, you're able to customise the difficulty and rewards of the eventual Rigwald encounter. Higher rarity Talismans result in higher rarity rewards. Higher item level Talismans result in a wider pool of mods that can spawn if you roll a lucky rare. (The item level of the output Talisman is slightly better than the average item level of the input Talismans).

    We're incredibly excited about the itemisation possibilities in this league. It's a really fun and rewarding league to engage with. We've purposely designed the league to not be too disruptive to normal play (lol Invasion) but to provide a lot of rewards for players who want to engage with it. We're expecting to see some insanely powerful Talismans spawned in the next few months!

    Note that this article describes our current internal version of Talisman, which may change as we continue to test it before its release on December 11!

  5. HOLYYYY MOLYYYY


    TalismanPageHeader.jpg

    The Talisman Challenge Leagues

    December's 2.1.0 Content Update marks the start of both a Standard and Hardcore version of the Talisman Challenge League. These leagues have self-contained economies and provide an opportunity for you to enjoy a fresh start and demonstrate your mastery of Path of Exile.

    TalismanCreep.jpg
    Ancient Ezomyte Talismans

    Talismans are infused with the power of the First Ones, the primeval gods of the ancient Ezomytes. The creatures of Wraeclast are instinctively drawn to these relics and the feral vigour they impart.

    As you play in the Talisman challenge leagues, you'll occasionally encounter monsters that are under the influence of Talismans. The ancient magic improves their abilities, resulting in dangerous encounters if you choose to engage them.

    Talismans have such a strong lure that monsters are irresistibly drawn to them. If a monster possessed by one is slain, other monsters will rush to claim the Talisman for themselves. Given their power, can you resist equipping one yourself?

     

    Talismans as Items

    Talismans are amulets that drop in a corrupted state, so they cannot be crafted. They have extremely powerful implicit mods, so ones that luckily drop with good mods are very desirable compared to regular amulets.

    There are many different types of Talismans, spread out over several tiers. As their power escalates, so does the difficulty of the fight required to claim one from a monster.

    The Standard and Hardcore versions of the Talisman league both have slightly different sets of Talismans to find. Each has a few exclusive and powerful properties of its own.

    Ashscale_Talisman.png
    Magic_Flesh_Talisman.png
    Gloom_Locket.png
    Nights_Hold.png

    Some examples of first-tier Talismans

    Talismans.jpg

     

    TalismanStones.jpg
    Stone Circles

    As you explore Wraeclast in the Talisman leagues, you'll encounter circles of floating stones, assembled by ancient Ezomyte Druids. You can sacrifice a set of five different Talismans from the same tier to summon a monster possessed by a Talisman from the next tier up. We've added many new Unique Bosses for these encounters.

    Defeating the summoned monster to claim their Talisman allows you to either improve your build with its powerful implicit properties or to save up a set of Talismans to try for the next tier. Sacrificing magic, rare or unique Talismans at a Stone Circle grants a chance to summon a monster possessed by a Talisman of similar rarity.

    Monkey_Paw_Talisman.png
    Magic_Twins_Talisman.png
    Rare_Clutching_Talisman.png

    Some examples of second-tier Talismans

     

    Thane Rigwald, The Wolven King

    Rigwald the Wolven King led the Ezomytes during the Purity Rebellion. To ensure the ongoing freedom of his people, he recovered the Talismans of the First Ones and called upon those ancient Ezomyte gods to help him. It was a First One called the Greatwolf who answered, and it soon became apparent that the Wolven King had bitten off more than he could chew.

    When you sacrifice five of the third tier of Talismans, a portal will open to the Den of the Wolven King, where you can challenge Rigwald himself. Possessed by the greatest of Talismans, he poses a lethal threat, but one yielding a substantial prize.

    TheWolfKing.jpg

     

    ChallengeRewards.jpg
    Challenges and Rewards

    The Talisman challenge leagues contain 32 challenges that ascend in difficulty. You will receive a piece of Rigwald's armour set for each 8 challenges you complete.

    In addition, once you reach 18 challenges completed, you receive a piece of the challenge Hideout Totem to display. Subsequent Totem pieces are awarded for each two challenges completed.

     

    New Skills and Support Gems

    Content Update 2.1.0 introduces eight new Skill Gems and four new Support Gems. Three categories of skills are being introduced, to both power-up existing builds and to provide entirely new builds that didn't previously exist.

    New Bow Skills

    One of our design goals for 2.1.0 was to increase the variety of skills available for bow users. Three new bow skills have been introduced.

    Shrapnel Shot fires a piercing arrow with a cone of lightning damage, for high close-range damage.

    Blast Rain bombards an area with a series of fiery arrows that explode when they land. The damage is focused around the middle, making it a reliable way to remove tougher enemies while also destroying those gathered around them.

    The Siege Ballista skill creates a mechanical crossbow that fires a powerful, piercing bolt after a build-up time. It's extremely useful for bow characters, delivering a deadly shot if you're able to draw enemies into its fire.

    NewBowSkills.jpg

     

    NewPhysicalSkills.jpg
    New Physical Damage Spells

    Until now, very few spells in Path of Exile dealt physical damage. We're adding further support for physical casters with two new spells in 2.1.0.

    Blade Vortex summons ethereal weapons that spin around you, slicing up nearby enemies. Bladefall causes a wide cluster of blades to rain down in a row, carpeting an area with ethereal weapons. The blades spread out and cover a wider area as they travel away from you.

    Both of these skills encourage physical caster builds where clever positioning is key.

     

    New Chaos Damage Spells

    Players have frequently requested more skills to enable chaos damage spellcaster builds.

    Contagion applies a chaos damage over time effect to your foes, which spreads to other nearby enemies as they die. Essence Drain fires a projectile that applies a chaos damage over time effect, which can be spread by Contagion. A portion of the damage dealt by Essence Drain is recovered as life.

    Wither applies a slowing effect to enemies and makes them more vulnerable to chaos damage. It can combine with the new chaos skills or existing ones like Caustic Arrow or Viper Strike.

    NewChaosSkills.jpg

     

    NewSupportGems.jpg

     

    New Support Gems

    The Controlled Destruction, Void Manipulation and Rapid Decay Support Gems boost one aspect of your spells, while reducing another. For example, Void Manipulation increases your chaos damage but reduces the damage you deal with other elements.

    The Blasphemy Support Gem allows you to convert your curses to auras, applying them to nearby monsters without manual intervention. Melee and other close-range characters will find this incredibly useful.

    Controlled_Destruction.png
    Void_Manipulation.png
    Rapid_Decay.png
    Blasphemy.png

     

    Continued Balance Changes

    In this content update, we're rebalancing most skills and making mechanical changes to many.

    We're also improving several game systems including: monster damage, leech, the passive skill tree, mana costs for melee skills, spell progression for high level casters, the power of low-level bows and the power of early minion skills.

    All players will receive a one-off passive tree reset so that they can adjust their characters to these changes.

    NewSkillTree.jpg

     

    NewUniques.jpg
    New Unique Items

    No Path of Exile update is complete without a generous helping of new Unique Items.

    In addition to regular Unique Items, the 2.1.0 Content Update introduces an entirely new type of Unique Jewels: Threshold Jewels that modify the behaviour of existing skills when their thresholds are met.

    Roths_Reach.png
    KongMings_Stratagem.png
    Steel_Spirit.png

     

    Coming on December 11, 2015!

    Content Update 2.1.0 will be released at 1pm on Friday December 11 (US Pacific Time). This is 10pm in the CET timezone and 10am on December 12 in New Zealand. The Talisman Challenge Leagues will also start at this time.

    This article does not contain the full patch notes for the 2.1.0 update. We'll be releasing more details on specific features over the next couple of weeks, culminating in the final patch notes a day or two before the update is released.

    We also plan to announce details of Path of Exile's next major expansion (being released in Q1, 2016) at the end of next week!

     

    • Like 2
  6. Important Announcements Soon

     

    Since the release of The Awakening in July, we've been hard at work on some secret stuff. We recently locked down our schedule for when we'll be announcing and releasing the next two major updates to Path of Exile!

    Full details of the 2.1.0 Content Update will be announced at the end of next week. This update includes the Talisman Challenge Leagues, many new skills, unique items, balance changes and bug fixes. It will be released in December, once the Darkshrine events have ended.

    Many astute community members have noticed clues related to an upcoming larger expansion. We'll be announcing Path of Exile's next major expansion (internally numbered 2.2.0) in late November. This expansion will be released in Q1 2016, when the Talisman challenge leagues end. In the meantime, keep an eye out for other clues in places you don't expect.

    In other news, the Soulthirst Race Season started today. Best of luck!

    • Like 1
  7. Upcoming Race Season Information

     

    We're planning to start the next race season late next week. Today's news post is a summary of some of the changes we're making in this race season, and notes on a few that will be in later seasons.

    Path of Exile's fourteenth race season is likely going to be called "Soulthirst", after the name of the Unique belt that is being created for it. This name may change before the final announcement.

    The signature race will also be themed around the Soulthirst theme, in a similar way to the Emberwake and Bloodgrip events.

    We are probably introducing a "Headhunter" race type for this season.

    Dead characters are fully eligible for prize points in this and future race seasons. This means you can push ahead without having to worry about losing your standing if you die. In higher difficulty levels, you still lose experience when you die.

    We're planning to remove some of the variance in the Ship Graveyard, so that the playthrough duration of that area doesn't vary so wildly from one person to the next.

    The points awarded for hitting certain levels in the races have been tweaked. They're now also balanced around the least performant of the classes, so good players can hit the top level trophy regardless of their class choice. Points are now awarded in a way that is more proportional to the length of the race.

    While the special races in this season are mostly Descent races, there are some Endless Ledge (including some Burst races) and Descent: Champions races, due to popular demand.

    There have been many changes to the Descent races:

    • The levels of many areas have been adjusted.
    • The life of bosses in first eleven areas have been reduced and normalised.
    • The chests for every class have been redone in most areas. Skill gems are present in both chests, rather than being a choice.
    • The Capricious Tomb has been replaced by the Mortal Tomb. This area is now filled with living humanoids rather than Goatmen.
    • The Spinner of False Hope in Descent no longer hides at 50% life.
    • The statues in the Tomb of Statues use ice shot far less frequently
    • Necromancers in the third area do not use enfeeble any more.
    • There are no longer full packs of Undying Grapplers. They now spawn alongside other monsters.
    • The weapons in the starter chests now all have three linked sockets.

    In the Endless Ledge, the second and third areas now also use a restricted set of monsters that don't include Act Four monsters. There's now a ramp up towards dangerous monsters by the time you hit the fourth area.

    Boss races are now fixed seed (the same for everyone racing it) but without the revealed map. The seed is different for each boss race.

    BLAMT races have returned this season. We are considering running a 24 hour BLAMT boss-kill race with high point rewards for bosses that are unreasonable to kill with those mods ;)

    In addition to not having Rogue Exiles or Masters, Signature races no longer have Strongboxes, Tormented Spirits, Bloodlines Mods or Nemesis Mods. Signature races no longer give points for side objectives, like full-clearing zones or being the first to complete quest objectives. They're entirely about racing.

    Due to the additional race points and above changes, it is now easier to achieve alternate art unique item rewards than it ever has been before.

    As discussed on the State of Exile podcast a few weeks ago, there are some other changes that we'll be making in later seasons. The changes in this season just represent the changes we could easily make while also working on larger system changes for the future. I should stress that these changes may not necessarily be in for Season 15 (December 2015).

    In future seasons, we will be moving towards an asynchronous race-of-the-day system where solo non-signature races can be played at any time of the day.

    We are discussing extending Descent and Descent: Champions to add Act Four areas and monsters to them.

    Further improvements to Endless Ledge are being considered such as party support and additional chests with support gems. The Aqueduct tileset would make a great Endless Ledge candidate.

    We will also continue to add new race types over time. The team have some awesome ideas.

    We're looking at changing the levels of resistance rings in the game in general so that the Sapphire Ring is more easily obtainable before Merveil. Early game bows are also being worked on.

    In addition to the changes in this season, we have plans to continue to improve race rewards over time. We are considering selling a microtransaction that would make a permanent cross-league skin transfer of an item. This would allow you to remove your race reward in a challenge league, use it for that league, then make a skin transfer of it for future seasons.

    Feedback is appreciated, as always!

    (Also, if you missed it, please check out the Halloween Microtransactions we released yesterday!)

     

  8. Annoucing the Five-week Darkshrine Events

     

    Today's news post is about the experimental Darkshrine events that we are running from November 2 to December 7. There is both a Standard and a Hardcore event, and they bridge the gap between the Flashback events and the upcoming new challenge leagues.

    ________________________________________________________________________

    A few weeks ago, we realised we had a problem. The Flashback events would be ending on the 2nd of November but there would still be five weeks after that until the next challenge leagues could be released.

    Since all our developers are busy working on future content, there would have to be a gap where Standard and Hardcore would be the only leagues running. We weren't really happy with that.

    Back in the good old days of Closed Beta when both the company size and player expectations were smaller, we used to be able to throw together some content and have players testing it in a short amount of time.

    So I decided to see what I could throw together. Could I put together a fun league entirely by myself in a week?

    We had a look at some of the past ideas for challenge leagues that had been rejected. One of them in particular stood out: Darkshrine.

    The idea behind Darkshrine was that the player would encounter shrine-like objects in the world that they could put a rare item into to sacrifice. Depending on what item was sacrificed, there would be some kind of interesting effect. The more powerful the item, the better.

    You might get a powerful buff for the area. An item in your inventory might be modified in some way. Hard monsters spawned in the level. The monsters in the level might even start fighting each other. It should be unpredictable at first and hopefully surprising.

    Darkshrine was a challenge league idea that we rejected in the past because it had two problems. The first was that it probably wasn't substantial enough for a full three/four month league on its own. The second was that we thought it might be a bit oppressive for all the new players that we get for a fully-marketed challenge league release.

    Neither of those are problems for a fun and short league like this, designed for experienced players.

    So over the last few weeks I've been working on Darkshrine. It has been a lot of fun coming up with ideas for the league. I also haven't had a chance to work on gameplay for a long time now so getting back to that has been an enjoyable experience. I really hope you enjoy it.

    I want to stress that there is a lot of content reuse in this league. I couldn't make new bosses or art by myself! You should expect some of your favorite mechanics from past leagues like the Corrupting Tempest to turn up as Darkshrine rewards. Any stat or mechanic that looked like it could be a cool Darkshrine outcome was thrown in.

    There is a lot of interesting variety there though, so I think people will have fun finding out some of the crazier Darkshrine effects. In no other league will all the monsters in the level be spontaneously set to 1 life. Or an inconspicuous barrel somewhere on the level have a unique item put in it.

    Don't always expect it to be fair. Darkshrines are capricious and arbitrary.

    DarkshrineAnnouncement.jpg

    Event Times: (displayed in your local timezone)

    • The events will start at: Nov 02, 2015 9:30 PM (EET)
    • The events will end at: Dec 07, 2015 9:30 PM (EET)

    Prizes:

    The following microtransaction prizes are being randomly given to players who reach various level thresholds in an event. There is a separate prize pool for each event:

    • 100 random players who reach level 30 will receive the Skin Transfer Bundle (10)
    • 70 random players who reach level 40 will receive the Steam Powered Portal Effect
    • 20 random players who reach level 50 will receive the Lightning Skull helmet skin
    • 20 random players who reach level 50 will receive the Arctic Skull helmet skin
    • 20 random players who reach level 50 will receive the Infernal Skull helmet skin
    • 20 random Players who reach level 60 will receive the Seraph Wings back attachment
    • 10 random players who reach level 70 will receive the Steam Powered Armour Set
    • 5 random players who reach level 80 will receive Demon King Armour Set and Demon King Horns

    In addition, the top twenty players (from each event) by experience will receive an alternate-art Demigod's Beacon.

    We are also inviting community members to post videos or screenshots of crazy encounters that they experience in the Darkshrine events. At the end of the event we'll pick our favourites and award additional microtransactions to those winners. On the day that the events start, we'll also post where to make these submissions!

    In the Hardcore event, dead hardcore players are eligible for prizes. The single highest level character in each event on your account will be considered. If you play with multiple accounts, we will use the highest character from between them. GGG Staff members are not eligible for prizes.

     

    • Like 1
  9. Ναι είναι αρκετά defensive, αλλά το dmg δεν έρχεται από το tree αλλά από τα flat-phys (rings-amy), την belt meginords, το attack speed (frenzy, rings, jewels), ίσως το abyssus αλλά δεν το συνιστώ γιατί είναι 99.9% rip και τα support gems σε ένα 5L (faster attacks, melee phys, added fire, fortify). Aπό auras λογικά την ash και grace ή ash και anger.

    Λογικά ξεπερνάει τα 20k στο tooltip αλλά ίσως να φτάνει και τα 30κ+ που είναι gg και πάλι!

    Για τα frenzy charges μπορείς και από το blood rage gem (που θα το φοράει εννοείτε) αλλά επειδή είναι 25% on kill μόνο, θέλουμε οπωςδήποτε το quill rain για swap.

    Δεν είναι τόσο δύσκολο, απλά συνήθεια είναι...ίσα-ίσα που με το που πατάς για swap είναι τόσο γρήγορο το attack speed του quill rain που μαζεύονται σε 1sec :p απλά το bloodrage κάνει sustain τα charges όσο παίζεις και όταν έχεις χάσει τα charges γυρίζεις swap μαζεύεις και πάλι swap σε facebreaker :)

     

    απλά θελει λίγο στρίμωγμα με τα gems , γιατί θέλει και το lightning warp για movement κτλ κτλ...

     

     

     

    Στο Sire of shards Arctic breath build σου γιατί δεν πήρες τα nods από το tree με το chance to freeze? εφόσον θες να τα κάνεις freeze και δεν πήγες τόσο για crit....συνολικά 25% chance to freeze μπορείς να πάρεις ακόμα...εκεί κοντά είναι όλα. αν έχεις για respec δοκίμασε το. :)

    • Like 1
  10. το 1 month θα είναι τρελό απ'οτι φένεται (πάλι) :p

    ποιό καίδι θα πάρει το alienware? χαχαχα


    Πολύ όμορφα τα build-άκια σου! βάλε και το passive tree όμως να τα βλέπουμε πιο αναλυτικά :)

     

    Έγω δεν μπόρεσα να απολαύσω το tempest σχεδόν καθόλου και έκανα μερικά races for fun.


    Το build που είχα ετοιμάσει για tempest ήταν από Ranger, Ice-Crash με Facebreaker/Shield (eva) και σε swap το Quill Rain (frenzy gem) για το μάζεμα frenzy charges και πάλι swap σε facebreakers για ice-crashing!

     

    5 jewels, acro/phase, 250+% eva, 195% life, 7frenzy charges (merci bandit), ικανοποιητικό block (γύρω στα 30% με την shield) + 280%defences από shield (evasion) και 71%attack speed (από passive+charges+bandit μόνο!)

    και τα πιό βασικά items: facebreaker, quill rain, magnate ή meginords, high eva gear (Eva+life+res), flat phys dmg-attack speed rings και mana leech στο amy


    http://www.pathofexile.com/fullscreen-passive-skill-tree/AAAAAwIBm42v6wgu7YMZjgBe0359de96_rruDvajo4oVICP2LOkJMy2DjX1Nkoaz0TYZtDB84iy-p2qTUUewq2VNTP-NvzfUPs_Egr02QzEFtdQj-uvtP73mivBHfsMz2sHo1sLsMHGS8-lGhNlaGi5TdO2bJjqttMXdqF5FAdzTbwUtMgFvhGKsDPJLeHfjeu-yGf8cnapsjKXLOkKpbs96eWjAGmHrwQRvO3pTXz8UIO8OUEfkUWebrj7GrsT2PC1yqa-ng1_3MhzOPQ982StQfLsGOQ3NOtj7qv5UJy_zBpBVUWAaOA==

     

     

    εύκολο και φτηνό, απλά είναι λίγο δύσκολο το gameplay του με swap (συνήθεια είναι) και από τα 50-60 level αρχίζει το build :)

    αν προλάβω θα το κάνω στο 1-month, αλλά θα έψηνα κανά necrosummoner...

  11. Full Details of One-month Flashback Events

    We're running a pair of Flashback leagues starting next weekend (after the Warbands and Tempest challenge leagues end). One of the events is Hardcore and one is Standard. Today's news post includes full information about when they start and end, the final list of Flashback mods, their challenges and prizes (including hardware generously provided by Alienware!)

    AlienwarePromotionOM.jpg

    Event Times

    The events will start at:

    • PDT: Noon Friday, October 2
    • CEST: 9pm Friday, October 2
    • NZDT: 8am Saturday October 3
    • UTC: 7pm Friday, October 2

    The events will end at:

    • PST: 11am Monday, November 2
    • CET: 8pm Monday, November 2
    • NZDT: 8am Tuesday November 3
    • UTC: 7pm Monday, November 2

    Please note the daylight savings changes in various countries during this period.

    Schedule of League Mods

    • Day 1-4: Warbands, Invasion, Nemesis and Domination.
    • Day 5-7: Warbands, Anarchy, Bloodlines and Beyond.
    • Day 8-9: All league mods except Tempest.
    • Day 10-12: Tempest, Domination, Nemesis and Beyond.
    • Day 13-14: Tempest, Ambush, Invasion and Torment.
    • Day 15-16: All league mods except Warbands.
    • Day 17-19: Warbands, Anarchy, Nemesis, Invasion and Torment.
    • Day 20-21: Warbands, Rampage, Ambush, Beyond and Onslaught.
    • Day 22-23: All league mods except Tempest.
    • Day 24-26: Tempest, Rampage, Bloodlines, Invasion, Nemesis and Torment.
    • Day 27-28: Tempest, Beyond, Rampage, Ambush, Domination and Onslaught.
    • Day 29-31: All league mods except Warbands.

    What the League Mods Do

    • Ambush: Areas contain an additional Strongbox.
    • Anarchy: Areas are inhabited by an additional Rogue Exile.
    • Beyond: Slaying monsters close together can attract monsters from beyond this realm.
    • Bloodlines: Magic monster packs each have a Bloodline mod.
    • Domination: Areas contain an additional Shrine.
    • Invasion: Areas are inhabited by an additional Invasion Boss.
    • Nemesis: Rare monsters each have a Nemesis mod.
    • Onslaught: Monsters have 20% increased Attack, Cast and Movement Speed.
    • Rampage: Slaying enemies in a kill streak grants Rampage bonuses.
    • Tempest: Wraeclast is battered by magical Tempests.
    • Torment: Areas are inhabited by an additional Tormented Spirit.
    • Warbands: Hostile Warbands fight to control Wraeclast. Warbands-specific items can be found from these Warband members, because part of their implicit behaviour is to drop the special items.

    Challenges

    Complete these challenges to earn pieces of the Golden Seraph Set!

    • Full Clear: The Fetid Pool: Fully clear the Fetid Pool.
    • Identify a Unique Item: Identify any Unique Item. You can trade it away afterwards.
    • Kole the Cruel: Kill Kole in Cruel difficulty or higher.
    • Room to Grow: Create a medium-sized Hideout.
    • The Golden Hand: Complete the quest "Through Sacred Ground" in Merciless difficulty.
    • Full Clear: Vaal Fragment: Fully clear a Vaal Side Area that was created using a Map Device.
    • Kill a Unique Map Boss: Kill the boss of a Unique Map.
    • Reach level 85: Reach level 85.
    • Defender: Kill any Invasion Boss.
    • Exorcist: Kill a Unique monster that has been possessed by a Tormented spirit.
    • Bait: Open an unidentified Rare Strongbox.
    • Unstoppable: Reach the fifth Rampage tier.
    • Finder of the Trove: Kill a pack of Magic monsters with the Keepers of the Trove Bloodline mod.
    • Assassination: Kill any Warband Leader.
    • A Worthy Foe: Kill the Boss of a Tier 8 or higher Map while it has Onslaught.
    • Seal the Portal: Kill a Unique Beyond boss.
    • Weather the Storm: Fully clear a Rare map that is affected by both a Tempest prefix and suffix.
    • Treasure Hunter: Kill a Rare monster with the Inner Treasure Nemesis mod.
    • Fall of the Phoenix: Kill Igna Phoenix.
    • Reach Out and Touch Faith: Touch a Divine Shrine.

    Challenges completed in either event contribute to your challenge total.

    Prizes

    • The top player by experience (or first player to reach level 100) in each event will receive an Alienware Alpha computer bundle (see below).
    • One random player in each event who reaches at least level 50 will receive an Alienware Backpack.
    • Upon completing 5 challenges, you will receive the Golden Seraph Boots skin.
    • Upon completing 10 challenges, you will receive the Golden Seraph Gloves skin.
    • Upon completing 15 challenges, you will receive the Golden Seraph Body Armour skin.
    • Upon completing 20 challenges, you will receive the Golden Seraph Helmet skin.
    • 100 random players who reach at least level 30 will receive a Stash Tab Bundle (6 tabs).
    • 50 random players who reach at least level 50 will receive a Premium Stash Tab Bundle (6 tabs).
    • In addition, the top twenty players (from each event) by experience will receive an alternate-art Demigod's Beacon.

    We'd like to thank Alienware for their participation in this event! The Alpha bundles that they have generously provided include:

    Seraph2.png

  12. :D Path of Exile 2.0.0: The Awakening Patch Notes :D

     

    Path of Exile Version 2.0.0: The Awakening Patch Notes

    PROLOGUE

    Important Notes:

    • Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.
    • Many inactive character names have been made available. If you take the name of an existing character, then that user will be prompted to rename their character when they later try to log in to it. If you have logged onto any character on your account in the last year, then their names cannot be taken. Characters whose names are taken are not lost - their progress and items are still intact. They just need to pick a new name when they log in.
    • We recommend you create your first new character in the Warbands (or Tempest) challenge league to experience The Awakening. The entire game experience has changed from the first level onwards.

    CHAPTER ONE: EXPANSION CONTENT

    Act Four - Highgate:

    The betrayer strives to awaken an ancient and terrible being. Should he succeed, the Cataclysm will see the whole world remade... in the image of Nightmare. The time has finally come to venture into the kingdom of Corruption itself and drive a blade through its black heart.

    • The Awakening introduces Path of Exile's fourth act, which is set in and around the mining town of Highgate, north of Sarn.
    • Act Four contains 14 new areas to explore, 40 new monster varieties to fight, 6 new quests to complete and 9 new bosses to defeat!
    • Highgate contains a cast of new NPCs that have full voice acting.

    Jewel System:

    • Path of Exile: The Awakening introduces an entirely new type of item to collect and craft: Jewels. These socket into the Passive Skill Tree to grant special bonuses to your character or influence areas of the tree itself.
    • The Passive Skill Tree has been updated with 21 sockets for Jewels. You must allocate a socket like a regular passive skill before you can put a Jewel into it.
    • Jewels can drop as Magic, Rare or Unique.
    • Like other Unique items in Path of Exile, Unique Jewels are powerful and build-defining. They offer ways to diversify your areas of specialisation, or to double down on a strategy that is working well for your build.
    • Some Unique Jewels interact with passive skills in a radius around them - either changing their properties, triggering when certain thresholds are met or altering the rules of the tree itself.
    • A quest in Act Two offers you a different selection of Unique Jewels to choose from in each difficulty level.
    • Magic and rare Jewels can be crafted using the same set of Orbs that affect other items in Path of Exile. By rerolling and modifying your Jewels, you're able to essentially create your own Notable Passives, some of which can be substantially more powerful than those offered by the tree itself.

    Netcode Improvements:

    • Added an option for Deterministic Lockstep as a networking mode. This mode doesn't desync, but there's a short delay (your latency to the server) before you see your actions execute. This mode should be used if you have low latency to the nearest server.
    • Lockstep is automatically enabled if you're close enough to one of our servers. You can toggle this in the Options panel.
    • We've added new servers in London, Frankfurt, Italy, California and Washington D.C.
    • The latency to each server is shown on the login screen to help you select the closest one.
    • We have substantially improved the regular Predictive sync mode.

    Introducing Divination Cards:

    • Divination Cards are a new type of item that drop throughout Wraeclast. Each type of card is specific to different areas. They allow players to systematically work their way to the acquisition of desirable items, without having to rely on random chance alone.
    • A full stack of one type of Divination Card can be traded to the Tasuni NPC in Highgate for the specific item referenced on the card.
    • All Divination Cards introduced in The Awakening have been designed by Highgate Supporters. There are 49 initial cards in the first release. More will be added over time.

    Maraketh Weapons:

    • We've introduced 13 new Maraketh Weapon types in three tiers (39 total base types). Act Four isn't set in the Maraketh lands, but the Maraketh people were involved in many historical battles that occurred there.
    • Maraketh Weapons have different implicit mods than most of the items in Path of Exile. The implicit mod is the same for the first two tiers, and slightly larger in the third tier.
    • While Maraketh Weapons are some of the rarest and most desirable weapons in the game, they don't deal substantially more damage than the highest current base types. However, their new implicit mods make them more appropriate for certain builds.
    • All of the Maraketh Weapons have new 3d art and look quite different from existing weapons in Path of Exile.
    • At this stage, we do not plan to introduce Unique versions of Maraketh Weapons.

    New Unique Items:

    • We've added 119 Uniques to Path of Exile:
    • 4 Unique Items for the Tempest league.
    • 9 Unique Items for the Warbands league.
    • 58 Unique Jewels.
    • 31 Unique Items created by our designers.
    • 16 Unique Items designed by Supporters.
    • 1 Unique Strongbox designed by a Supporter.

    New Skill Gems:

    • Added a new Strength Skill Gem - Abyssal Cry: Performs a warcry, slowing nearby enemies and causing them to explode when killed. The slowing effect is increased by surrounding enemies. Taunts all nearby enemies to attack the user. Shares a cooldown with other Warcry skills.
    • Added a new Strength Skill Gem - Rallying Cry: Performs a warcry, granting increased damage and mana regeneration to you and your allies if there are nearby enemies. The damage increase is scaled by surrounding enemies. Taunts all nearby enemies to attack the user. Shares a cooldown with other Warcry skills.
    • Added a new Intelligence Skill Gem - Summon Chaos Golem: Summons a Chaos Golem that grants you Physical Damage Reduction while active. The Chaos Golem can use a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
    • Added a new Strength/Intelligence Skill Gem - Summon Flame Golem: Summons a Flame Golem that grants you increased Damage while active. The Flame Golem can use a fire spray, a wave of fire damage, and an explosive projectile.
    • Added a new Dexterity/Intelligence Skill Gem - Summon Ice Golem: Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy while active. The Ice Golem can use an icy barrage spell and a chilling spinning dash in addition to its melee attack.
    • Added a new Strength/Intelligence Skill Gem - Vigilant Strike: Attacks the enemy with a powerful melee strike. You gain the Fortify buff, granting damage reduction. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
    • Added a new Strength/Intelligence Skill Gem - Ice Crash: Slam the ground with your main hand weapon, damaging enemies in an area around the impact in three stages. Enemies take slightly less damage on the second and third stage. Works with Swords, Maces, Axes, Staves and Unarmed. Cannot be used with Multistrike.
    • Added a new Intelligence Skill Gem - Fire Nova Mine: Lay a remote mine that you can detonate to create a series of fire novas. Each sequential nova from the same mine will do higher damage than the previous.
    • Added a new Intelligence Skill Gem - Flame Dash: Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake.
    • Added a new Dexterity Skill Gem - Phase Run: Gain a buff that makes you faster, harder to detect, and able to pass through enemies. Performing any skill replaces this buff with one that boosts melee attack damage. Consumes Frenzy Charges to increase duration.
    • Added a new Dexterity Skill Gem - Frost Blades: Attack with increased range, releasing icy blades from the struck enemy that fly at other enemies. Requires a Melee Weapon.
    • Added a new Intelligence Skill Gem - Magma Orb: Lob a fiery orb that explodes as it strikes the ground. The skill chains, releasing another fiery orb that repeats this effect.
    • Added a new Dexterity/Strength Skill Gem - Wild Strike: Your melee weapon strikes an enemy, converting some of the damage to a random element. Then, depending on the element chosen, it releases an explosion, an arcing bolt of lightning, or an icy wave.
    • Added a new Generic Skill Gem - Detonate Mines: Detonates all the Remote Mines you have placed. This Gem can be triggered.

    New Support Gems:

    • Added a new Strength Support Gem - Fortify: Supported skills deal additional damage and grant you the defensive Fortify buff when they hit.
    • Added a new Strength Support Gem - Bloodlust: Supported skills deal substantially more damage against bleeding enemies, but they can't cause bleeding themselves.
    • Added a new Dexterity/Intelligence Support Gem - Trap and Mine Damage: Supported trap and mine skills are slower to use and deal more damage.
    • Added a new Dexterity Support Gem - Ice Bite: Supported skills are more likely to freeze enemies and have a large chance to grant a Frenzy Charge when killing a frozen enemy.
    • Added a new Dexterity Support Gem - Hypothermia: Supported skills deal additional damage against chilled enemies and are more likely to freeze chilled enemies.
    • Added a new Intelligence Support Gem - Innervate: Supported skills have additional chance to shock and grant Onslaught when you kill a shocked enemy.

    New Challenge Leagues:

    • Challenge leagues are a great opportunity for a fresh start in a new economy. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and climb the ladder!
    • Warbands is the upcoming Standard Challenge League. In the Warbands league, warring clans have spread throughout Wraeclast. These warbands are tight-knit groups of enemies who cooperate and use synergistic skills to take you down. At higher levels, elite and leader enemies are present, who direct their Warband in combat and can take matters into their own hands if the tide of battle turns against them. Each of the three Warbands have exclusive Unique Items that only drop from them. The presence of the warbands in Wraeclast fluctuates over time and responds to the Exiles' efforts to hunt them.
    • There are currently three unique shields, three unique rings, three unique boots and three exclusive magic mods that can drop from high Warbands members. Over time, this pool of items will expand as the Warbands continue to assert their dominance.
    • Tempest is the upcoming Hardcore Challenge League, in which Wraeclast is affected by magical Tempests. These can cause a variety of effects that influence both monsters and players, such as changing their sizes, causing damage, altering drop rates or even automatically animating weapons that drop. With careful positioning you can deny monsters from getting positive buffs or lead them into negative ones. When a Tempest affects an area, it does so for everyone in that league for an hour. You can look at the world map to see which Tempest affects each area at the moment. Some of the rarer Tempests grant significant item finding benefits, so are worth keeping a lookout for.
    • The new challenge leagues include a set of eight new challenges. As you complete the challenges, you receive pieces of a Warbands/Tempest Totem Pole decoration that can be displayed in your hideout. The Totem Pole permanently displays how many of the Warbands/Tempest challenges you completed during these leagues.
    • The eight new challenges are titled: Reach Level 82, Redeem Divination Card Sets, Kill these Warband Members, Clear Areas with Tempests, Kill these Unique Bosses, Items from Vendor Recipes, Corrupt these Unique Jewels, and Knowledge and Power.
    • The first 50 players to complete all eight challenges will receive an exclusive Warbands/Tempest challenge shirt.
    • Out of the 119 total Unique items added in this update, there are nine new Unique items that can only drop in in the Warbands challenge league and four that can only drop in the Tempest challenge league.

    CHAPTER TWO: NEW FEATURES AND ADDITIONAL CONTENT

    New Microtransactions:

    New Features:

    • We've added Item Filter functionality. You can now filter what types of items you want to see, cause sounds to play, change the font colour, size, and other options. For more information about item filters, check out www.pathofexile.com/itemfilters
    • Changed the game camera position. There's a little more gameplay area visible below the character now.
    • Added an option to display an in-game clock.
    • You can now change the window size and font size of the chat window.
    • NPC and player names are now shown on the overlay map and minimap.
    • Party leaders are now shown in blue on the overlay map and minimap.
    • The game HUD has been updated to the KaruiStone theme used throughout The Awakening.
    • When you're listening to a Lore Object in the world, you can walk away and the lore audio will continue to play in the background while you explore.
    • The life and mana orbs now indicate where the current level of regeneration will fill them up to.
    • You can now enable life and mana bars on top of your character.
    • Hovering over the experience bar now shows an estimate of how much experience you're gaining per hour based on recent play.
    • You can now type /afk <message> to set a message that is automatically sent to people who contact you.
    • You can now type /dnd <message> to set a message that is automatically sent to people who contact you while in dnd mode. In this mode, you're not shown messages you receive.
    • You can now bind a different key (other than the one used to show item hovers) to be used for Key Pickup.
    • Item level is now included when pressing alt while you hover over an item.
    • The latency/performance graphs shown when you press F1 have been improved and repositioned. You can now toggle to showing just a small latency graph.
    • Added an option for disabling the Twitch enter-channel messages.
    • The gateway you're connected to is now shown on the minimap screen, alongside other information about the instance like its map mods. This is useful if you're playing with a friend overseas.
    • Effects used in boss fights are now loaded at the loading screen of the appropriate level, rather than when you load the game.
    • Names of your pets are now shown in your hideout when you're in edit mode, so that they're easier to find if they hide under logs.
    • The camera is now smoothly interpolated between positions while using Flicker Strike or changing who you are spectating in a PvP match.
    • When someone travels to your hideout, it now creates the instance on the gateway you're logged in to.
    • In chat you can now press Tab as well as Enter to complete partial whisper names.

    New Map Content:

    As we raise the level of content in The Awakening, we're introducing a new range of maps, and readjusting map area levels to better suit the level we expect most players to start mapping. To coincide with this, we felt we should take a look at the pool of map mods that can typically roll, and take this opportunity to allow for a smoother entry into mapping, as well as a more interesting and challenging pool of mods for high-end maps.

    • We have introduced a new series of maps. You can recognise these by their volcanic KaruiStone art rather than the old grey tablets.
    • The new maps range in level from 68-82.
    • Many maps have changed where they fit in the map progression. There are more maps at higher tiers than before.
    • 12 new maps (with accompanying boss fights) have been added.
    • Maps in the new progression have a reworked system of map mods.
    • Item Rarity and Pack Size now appear alongside Item Quantity as benefits that are granted for increasing the difficulty of maps by crafting mods onto them.
    • Map mods on lower-tier maps are generally easier than map mods in previous expansions. Mid-tier and high-tier maps introduce higher values, more challenging mods and scarier combinations of mods that previously weren't allowed to coexist.
    • Maps from the old progression no longer drop. They can be played to find maps from the new progression.
    • Old maps have their old art and mods. Crafting them yields mods from the old progression.

    Changes to World Areas:

    With the introduction of Act Four, the previous three acts were revamped to provide a more streamlined experience.

    • The Lower and Upper Submerged Passages have been combined.
    • The Waypoint in the Mud Flats has been moved to The Coast.
    • The Waypoint in The Lower Prison has been moved to be near the start of the level.
    • The Coves area has been removed.
    • The Chamber of Sins Level 2 has been replaced by the Chamber of Sins Level 3. Its Waypoint is now at the start of the new Chamber of Sins Level 2.
    • Plagueretch has moved out of Chamber of Sins Level 1 and has been replaced by Black Death. We wish Plagueretch all the best on wherever his new journey takes him.
    • The Wetlands area has been moved prior to the Vaal Ruins. They now connect to The Riverways. You can now find Oak without having killed Loretta (the tree).
    • A Waypoint has been added to The Riverways.
    • The Dark Forest has been removed.
    • The Vaal Ruins Level 1 and Vaal Ruins Level 2 have been merged. Its waypoint has been removed.
    • A new area, the Northern Forest, has been added after the Vaal Ruins.
    • The Dread Thicket is now attached to the Northern Forest rather than the Wetlands. The Dread Thicket is now always 50%.
    • The Caverns Level 1 and The Caverns Level 2 have been merged.
    • Clarissa has been moved into the City of Sarn (from the Slums).
    • The Slums no longer attaches to The Warehouse District.
    • You can no longer access The Warehouse District or beyond without opening the Sewers (by finding Tolman and freeing Clarissa).
    • The Sewer Waterway has been removed.
    • The Marketplace Sewers now has two entrances in the Marketplace.
    • The Marketplace waypoint has been moved.
    • The Ebony Barracks waypoint has been moved.
    • Lunaris Temple Level 1 and Lunaris Temple Level 2 have been merged. The waypoint is now in this merged area.
    • Piety's boss arena in Lunaris Temple Level 2 has been changed.

    Revamped Skill Gems:

    In addition to the 20 new Gems introduced in The Awakening, several older skills and supports have been revamped. These new versions replace the old ones, providing a better experience for players who rely on them.

    • All attack skills now gain a multiplicative damage increase per Gem level, which replaces the additive increase they had previously.
    • Shock nova now follows up the ring of Lightning around you with a larger Lightning nova. Enemies can be damaged by both.
    • Punishment now causes cursed enemies to grant a buff to anyone they hit with melee attacks. The buff grants more Melee Damage and increased Attack Speed. It no longer reflects damage.
    • Arctic Armour now chills enemies when they hit you. It causes you to drop chilled ground only while moving and take a percentage less Fire and Physical damage while stationary. It will reserve mana instead of draining mana and no longer reduces damage taken by a flat amount.
    • Tempest Shield now deals arcing beams of damage to attackers when you block. This damage chains between enemies. It now has a mana cost and a duration instead of a reservation cost. Blocking refreshes the skill's duration. Due to these changes, it no longer persists between areas.
    • Blood Rage now deals physical damage over time rather than chaos, and grants increased attack speed and life leech for the duration of the buff regardless of the state of the player's life. The leech values are now in line with the game-wide rebalance of leech. It now also drains a percentage of physical damage based on Energy Shield, on top of life. It now only has a 25% chance to generate a Frenzy Charge on kill.
    • Enduring Cry is now a warcry rather than a spell. It now grants some life regeneration on use and grants 3% increased Area of Effect per 1% quality (was 1% per 1% quality).
    • Frost Wall now has a cooldown that can be bypassed by consuming Power charges. Its damage, duration, and wall length have all been greatly modified.
    • Enlighten now reduces its mana multiplier each level. It no longer grants increased experience for linked gems. It instead serves to lower mana costs and reservation.
    • Reduced Mana no longer reduces reservation costs of supported gems. It now only lowers the casting cost of skills.

    Additional Content:

    • When you complete a quest, gems from that quest plus some others are added to a new tab on the Jewellery vendor in town for you to purchase cheaply. These gems sometimes come with experience if they're lower level than you are.
    • Introduced the Fortify buff, which is granted by the Fortify Support Gem and Vigilant Strike. This buff is designed to protect melee characters and grants 20% reduced damage taken from hits for a few seconds.
    • We've added 18 new achievements.
    • New 3D art has been added to the following Uniques: Alternate Art Taryn's Shiver, Blood Thorn, Bino's Kitchen Knife, Alternate Art Bino's Kitchen Knife and Hegemony's Era.
    • The Nightmare tier of weapons have all had their 2D and 3D art replaced.
    • New types of chests have been added to the first three acts.
    • A Gemling Legionnaire monster pack has been added to the Warehouse District in Act Three.
    • Added a new Unique boss to the church in the Fellshrine Ruins.
    • The voice acting of existing character classes has been improved. In some cases this involved very large changes!
    • Large Skeletons now have their own model and animations, as opposed to being upsized variants of normal skeletons. They now attack slower, but hit harder than normal skeletons.
    • More lore objects with voice acting have been added throughout Wraeclast.
    • A swarm of parasites have infected some very large crustaceans and found their way to the coast of Wraeclast in Act One.
    • We've added new puncture animations for all player characters.
    • Continued to incrementally improve the sound, art, effects and environments.

    Achievement Changes:

    As well as adding new achievements, we have updated and revamped several existing ones.

    • The achievements "All Ears", "No Loose Ends", "No Stone Unturned", and "Locomancer" have been expanded and revamped. They now incorporate Act 4 content, as well some of the new content added to previous Acts.
    • Players who have completed any of these achievements before this update will keep them, even though they haven't done the new content required for them. We may expand these achievements again later, but no-one will ever lose an achievement once they have earned it, now or in the future.
    • All of these achievements now show your current character's progress towards them, instead of your account's best progress. Once you have completed them, they are simply marked as complete, no matter what character you are playing.
    • "Locomancer" now includes the Act 4 waypoints.
    • "All Ears" now includes Act 4 NPC dialogue and is broken up by Act.
    • "No Loose Ends" now includes the Act 4 sidequest and is broken up by Difficulty.
    • "No Stone Unturned" is now broken up by act. Many new pieces of environmental lore are included, such as the Vaal Letters found in corrupted areas, as well as content in Act 4 and earlier acts.
    • For achievements broken up by Act or Difficulty, the progress of each is tracked individually, to make it easier to follow your progress. This also means that these achievements are no longer required to be done on a single character, though each individual Act or Difficulty must be.

    Content from the Torment/Bloodlines Challenge Leagues:

    • Tormented Spirits have been added to the core game.
    • Bloodlines Mods have been added to the core game.
    • The Bloodlines Mod Phylacteral Link is no longer used as a Bloodlines Mod but the mechanic may be reused in other places.
    • The Bloodlines Mod Cult of the Elements has been removed.
    • The Bloodlines Mod Otherworldly has had its duration reduced and now has less damage reduction.
    • The Bloodlines Mods Voidspawn of Abaxoth, Congealed Blood and Bearers of the Guardian now spawn less frequently.
    • The elementals spawned by the Living Blood Bloodlines Mod have been rebalanced.
    • The Bloodlines Mod Necrovigil now appears later than before and has had its radius reduced.
    • One of the variations of the Bloodlines Mod Heralds of the Obelisk has been removed.
    • The Torment spirit Tormented Martyr has been made significantly less dangerous.
    • None of the Unique Items from Torment or Bloodlines drop in the core game. Zana mods can help you find these.

    CHAPTER THREE: GAME BALANCE

    General Balance:

    • The invulnerability grace period when loading into an area has been increased to 30 seconds.
    • In addition to being unable to die, traps now cannot be damaged at all until they arm.
    • Damage reflection mods on rare monsters are no longer auras. There are now two new monster mods that reflect physical and elemental damage respectively. They have new effects that are much more visible. A Bloodlines mod has been added for pack-based reflection on magic monsters.
    • Warcries are now a category of skill containing the existing Enduring Cry and the new Abyssal/Rallying Cries. Warcries have a shared cooldown.
    • Projectile skills no longer "shotgun". You can't hit the same target with more than one simultaneously-created projectile from the same source any more. They've been rebalanced around this.
    • The life of Totems cast by players has been increased in all cases.
    • Totem placement can now be sped up with a new Totem Placement Speed stat. Cast speed no longer places totems more quickly. Base totem placement speed is faster than the cast speed used to be.
    • The delay on Energy Shield recovery has been shortened. The rate at which Energy Shield recovers has been slowed.
    • Eldritch Battery now causes Energy Shield to protect Mana instead of Life.
    • Armour now protects you more than it did before (approximately 18% more protection).
    • Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.
    • Previously, the most that experience could be penalised to was 2% of the monster's normal experience. This value has been reduced to 1%. This is to encourage players to run content appropriate for their high level.
    • Missions now award slightly less reputation and favour. This change is larger for higher-level missions. The 1.3.0 patch made master levelling too easy.
    • Leech on weapons is now local (it doesn't affect your other weapon).
    • Barrels now deal damage when they explode.
    • Side content and content introduced in previous leagues is now introduced at a staggered rate (and at lower rates early on). The intent here is to avoid overwhelming newer players with too many mechanics too quickly.
    • Fire Shrines, Static Shrines and Hexing Shrines will no longer spawn.
    • Shrine effects now last 45 seconds.
    • Many shrine effects have also been rebalanced.

    Quest Rewards:

    Due to the rebalancing of the levels of all Skill and Support Gems, quest rewards throughout Path of Exile have been adjusted.

    • Skill Gems are now only offered as quest rewards in Normal difficulty. The skills offered at each reward have been consolidated and skills are no longer offered multiple times. These gems and others appear in gem vendors so that they're available later on if you need them.
    • Support Gems are now only offered in Normal and Cruel. They are now available when you enter the Lower Prison, rather than at the Caverns before Merveil.
    • Multiple rare items have been added to the quest rewards over all three difficulties. (Including rare Jewels in later difficulties)
    • Normal Items with four linked sockets have been added to quest rewards in Merciless.
    • Special Unique Jewels have been added to the quest rewards in all difficulties (from the Golden Hand Quest).
    • The Bandit Rewards have been adjusted, these now grant: Normal Kraityn: 10% to Elemental Resistances. Normal Alira: 60 to Maximum Mana. Cruel Oak: 16% increased Physical Damage. Cruel Alira: 5% increased Cast Speed
    • Any quests which now give maps have been adjusted to give the new version of those maps.

    Changes to Leech:

    We love life leech mechanics. The idea of turning an offensive attack into a defensive form of survivability, by absorbing some measure of that damage as life, is both thematically interesting and adds depth to character and gear choices.

    But leech has always posed some balance problems, especially against bosses, where often minimal investment resulted in equally strong recovery as it did against large packs of monsters.

    We made these changes with the goal of keeping leech an impactful mechanic when you need it most -- when you're getting swarmed -- and to reward players who want to invest deeply to make it work against smaller numbers of targets too.

    • Multiple leech effects now stack. A single hit against multiple targets grants multiple effects, as do multiple hits against a single target.
    • The speed at which you leech has been substantially reduced for both life and mana, with less of a reduction to mana leech rate, bringing it in-line with life leech rate. These now default to 2% of maximum life per second. It can be increased.
    • A maximum leech rate caps the rate at which you can leech. It's set to 20% of maximum life or mana per second.
    • Methods of improving leech, leech rate and increasing your maximum leech rate have been added to new clusters in the passive skill tree, primarily in the regions between the Marauder, Duelist and Ranger.
    • Some of the already existing clusters in this region that specialized in specific weapon types have also had leech elements added to them.
    • All existing values of leech have been substantially reduced, including values on existing items.
    • Vaal Pact now no longer reduces the amount of life leeched. It has also been moved to between the Shadow and Ranger on the passive skill tree.
    • Some things such as Support Gems and Warlord's Mark have had their values brought in line with the other leech changes.
    • Previously, we had modifiers for "increased (or reduced) Life/Mana Leech rate". These did two things: They increased the amount of Life/Mana you're gaining per second for each leech effect and they reduced the duration of each leech effect, such that the total life/mana gained over the duration remained the same. All such modifiers have now been changed to "increased (or reduced) Life/Mana Leeched per second". This still increases the value of Life/Mana you're gaining per second for each leech effect, exactly as it did before. It no longer affects duration of the leech effects, meaning you'll gain more total life/mana from each one as a result.
    • Atziri's Acuity no longer applies a penalty to leech.

    Elemental Status Ailment Rebalance

    To provide incentive for players to invest in a particular type of elemental damage or specific status ailment, we have modified the durations for freeze, shock and chill.

    • Freeze, Shock and Chill now last for 60ms for every 1% of life dealt by the appropriate element, up to a maximum of 50%.
    • When frozen, you are also chilled for the freeze duration + 300ms. Previously this value was 30% of the freeze duration, but that was sometimes too short or too long.

    Passive Tree and Keystone Balance:

    • The general layout and pathing of the entire tree has been tweaked to accommodate the new Jewel system.
    • 21 Jewel Sockets have been added to the passive tree.
    • The Scion dual-attribute nodes have been replaced by Jewel nodes. The starting Scion nodes now have +5 to an attribute to compensate.
    • No passives grant Increased Buff Effect anymore.
    • The Duelist and Marauder parts of the tree have been significantly reworked.
    • Passives that affect totems have been reworked.
    • Burn duration and ignite chance values have been reduced across the tree. Burning damage values have also been lowered.
    • Energy Shield Recovery passives have been reworked to better suit the new state of Energy Shield.
    • Ondar's Guile has been renamed Arrow Dancing and now grants 40% more chance to evade projectile attacks but 20% less chance to evade melee attacks.
    • There are very powerful Increased Life nodes behind Blood Magic now, since more blood equates to more magic.
    • Eldritch Battery no longer converts your Energy Shield to Mana. Instead, your Energy Shield now protects your mana (it will regenerate after a period just as before, and will not be affected by anything that specifically affects mana).
    • Many clusters have been reviewed and had minor changes made.
    • Added several new clusters of passives, including clusters for Fortify and Leech.

    Monster Balance:

    • Monster life and damage have been increased at all levels. Path of Exile has been made more challenging in general. Additionally, the power curve of monsters has been readjusted because players receive more tools to enhance their builds early in the game.
    • Minions and Totems have had their life and damage readjusted in line with monster life and damage.
    • Monster skills have had a full balance pass, with most having some level of damage change.
    • Monsters are now less inclined to attack minions when there are players nearby to target.
    • Monsters stick to their packs more while walking around and don't spread out so thinly.
    • Some monsters like Devourers can no longer spawn from Strongboxes.
    • Map bosses have been rebalanced. They now have extra life and item drops.
    • The Shore and Dry Peninsula map bosses now use more skills.
    • Rather than always fleeing, Humanoids and Blood Chieftains now flee if they are ignited while on low life.
    • Rather than always fleeing, Monkeys and Drop Bears now flee when they have been ignited with an ignite dealing more than 10% of their maximum life per second.
    • Monsters that cast curses which lower player resistances should now do so less frequently. The curses now lower resistances less in Normal and Cruel difficulties.
    • Rogue Exiles no longer reduce the effect of player curses cast on them.
    • Map bosses, meanwhile, reduce the effect of player curses cast on them even more than before.
    • Many bosses with certain projectile skill variants (such as Barrage or spiral skills) now deal less damage with those projectiles at close range, and are now less likely to use those skills at close range in general.
    • Caliga, Imperatrix should now be more visible in The Scepter of God. Her rate of laying traps has been reduced.
    • Devourers now do less damage when ambushing you.
    • Devourers and Plummeting Ursae now spawn with some of their group submerged and some emerged. This change was done to prevent the large amount of burst damage they could deal, causing unfair deaths regularly.
    • Many monster lightning skills now have less damage variance.
    • Many Rogue Exiles have been rebalanced.
    • Shrapnel Bearer's damage has been toned down.
    • Soul Conduit no longer appears on monsters which have their corpses deleted on death.

    Map Balance:

    While rebalancing maps around the other changes in The Awakening and the new series of maps with improved mods, we set out a few specific goals:

    • We want people to try to kill the map boss(es).
    • We want people to find it straightforward to get out of lower maps. It's important that players feel progress and a sense of mastery as they learn to roll maps properly and improve their characters.
    • We want it to be hard to maintain the top maps. They are content for elite players and their rarity reflects it.
    • We want top maps to be a challenge for even the best players. Top maps with difficult mods are the hardest content in Path of Exile and should be goals for our most skilled players.
    • For the end of Merciless Act Four to approach the challenge and reward of mid-tier maps.
    • Please see the "New Map Content" section above for information on the 12 new maps, new map progression and new map mod system in The Awakening.
    • The relative chances of finding maps within maps have been adjusted. There are now three bands of maps that have different difficulties to ascend. The lowest tier maps (68-73) yield higher maps relatively easily. The mid-tier maps (74-78) require more effort to get high maps from. You need to roll high quantity, pack size, and take risks to maximise your map yield. The highest tier maps (79-82) are unforgiving and not designed to be sustained constantly. Substantial skill and planning is required to experience this content.
    • To accommodate the growing skill and knowledge of Path of Exile's best players, content in the highest-tier maps has been made more challenging.
    • Map bosses have also been increased in difficulty, but drop more items than before. Each map boss also has a flat 20% chance to drop an additional map. This does not apply multiple times for maps that have multiple bosses, nor does it double up when a map boss is twinned.
    • Map bosses are the only way to get a map that is two levels above the area you're in.
    • Magic and rare monsters can drop maps that are one level above the area you're in.
    • Bonus unique monsters (such as Rogue Exiles) can not drop maps.
    • As the sweeping balance changes have had an impact on existing Grandmasters, The Hall of Grandmasters map will only have one wing as we check and modify the state of each grandmaster where needed.
    • Corrupting a map to a higher tier now selects the resulting map at random.
    • Plummeting Ursae now spawn in maps. Sometimes above maps.
    • Devourers and Plummeting Ursae now spawn in smaller, less lethal packs in maps.
    • The Dried Lake map has been renamed the Arid Lake.

    Strongbox Balance:

    • The chance of finding a strongbox has been decreased.
    • The chance of a finding a unique strongbox has been greatly increased.
    • Chemist's Strongboxes can no longer spawn.
    • Quantity Mod Bonuses on Strongboxes are now 30-40% (down from 50-60%)
    • The Additional Magic Items mod on Cartographer's Strongboxes is now always 1 (instead of 1-2).
    • The Additional Normal Items mod on Cartographer's Strongboxes is now 1-2 (instead of 2-3).
    • Cartographer's Strongboxes can no longer mirror items.
    • Cartographer's Strongboxes have become less frequent as you progress up the map tiers. They have not been added to the new level 80+ maps.

    Item Balance:

    • The overall drop rate of Unique Items has been increased.
    • Eternal Orbs no longer drop in any league.
    • Low-level items are now more likely to have on-colour sockets.
    • Lower level items now have more sockets and more linked sockets.

    Base Weapon Type Rebalance:

    To broaden the number of choices players have when choosing their weapon, we have flattened out attack speeds across all weapon types. In general, the slowest weapons are now faster, and the fastest weapons are now slower than they were before. We have also increased the chance to critically strike for some weapon types, which should allow for critical strike builds on more than just a handful of weapons.

    • Weapons with the lowest and highest attack speeds have been moved closer to the median.
    • Critical strike chance has been reworked on all weapons. It is no longer coupled with Intelligence requirements as tightly as it was. Most weapon types now have a higher critical strike chance option in their sequence.
    • Two-handed melee weapons have generally been reduced in damage relative to one-handed equivalents in the early to mid-game.
    • Damage on wands has been increased in general.
    • Claws have had many of their Leech implicit mods changed to Life Gain on Hit.
    • The Maraketh Bow has been renamed to Assassin Bow.

    Life and Mana Flask Rebalance

    • Mana flasks now consume fewer charges per use and restore less mana per use. Players needed more control over how and when they restored mana (and how often they gained the benefits of flask effects). Giving mana flasks more uses gives players more control.
    • Life flasks now restore more life.
    • Flasks have had their level requirements adjusted. Life and mana flasks can generally be equipped earlier.
    • Hailrake will now always drops a life or mana flask.

    Existing Unique Item Rebalance:

    As well as adding more uniques at a single time than we've ever done before, in preparation for the launch of The Awakening, our design team has gone through every unique in the game. They've taken a careful look at where each one stands among other items and whether it properly fulfils its role.

    In a game that has grown as much as Path of Exile has over the past few years, it's expected that not every item holds up as well as it once did. Where we found that to be true, we made changes. Please note that, unless otherwise stated, these changes will only occur upon using a Divine Orb on an existing item, or upon picking up a new one in The Awakening.

    In addition to mod and value changes, many uniques have had their drop levels and relative rarities changed to better fit their power level or position in the game.

    • Kaom's Sign: Removed Life Leech from Physical Attacks Mod. Added Life Gained on Hit Mod. Divine Orbs cannot be used to acquire these changes.
    • Silverbranch: Increased Local Physical Damage Mod increased to 80-100%.
    • Ephemeral Edge: Increased Local Physical Damage Mod increased to 150%.
    • Malachai's Simula: No longer increases the cost of skills.
    • The Searing Touch: Now appears on the Lathi Base Type, making this much higher level.
    • Hyrri's Ire: No longer grants the Acrobatics Keystone. Added a new Mod for Dodge Chance at 10%. Added a new Mod for Spell Dodge Chance at 10%. Divine Orbs cannot be used to acquire these changes.
    • Hrimnor's Resolve: Fire Damage Mod increased to 30-40%. Armour Mod increased to 100-120%.
    • Shavronne's Pace: Intelligence Mod increased to 20-30. Energy Shield Mod increased to 100-140%.
    • Meginord's Girdle: Physical Damage Mod reduced to 5-15 Added Physical Damage.
    • Ambu's Charge: Armour and Energy Shield Mod increased to 180-220%. All Resistances Mod increased to 15%.
    • Rime Gaze: Cold Damage Mod increased to 30%.
    • Moonsorrow: Increased Local Physical Damage Mod increased to 175%.
    • Prism Guardian: Now grants +2 to the Level of Aura Gems Socketed in this Item.
    • Springleaf: Reduced the Life Regeneration on Low Life to 5%. Added a new Mod for 1% Life Regeneration. Divine Orbs cannot be used to acquire this change.
    • Sin Trek: Energy Shield Mod increased to 70-100.
    • Darkscorn: Added Physical Damage Mod increased to 10-15 to 15-20.
    • Taryn's Shiver: Spell Damage Mod increased to 50-60%.
    • The Supreme Truth: Increased Experience Gain Mod reduced to 3%.
    • The Covenant: Energy Shield Mod increased to 280-320%.
    • Atziri's Mirror: Added a new Mod for 50% Reduced Curse Duration on You. Divine Orbs cannot be used to acquire this change.
    • Storm Cloud: Increased Local Added Lightning Damage Mod to 1-85.
    • Chernobog's Pillar: Enfeeble on Hit Mod increased to 10% chance. Added a new Mod for 10-25 Added Fire Damage. Divine Orbs cannot be used to acquire the new mod.Nycta's Lantern: Added a new Mod for 150-200% Increased Local Physical Damage. Divine Orbs cannot be used to acquire this change.
    • Bronn's Lithe: Added a new Mod for 35-50% Increased Damage with Movement Skills. Divine Orbs cannot be used to acquire this change.
    • Icetomb: Strength Mod increased to 30-40. Intelligence Mod increased to 30-40.
    • Al Dhih: Increased Local Physical Damage Mod increased to 100-120%.
    • Lightbane Raiment: Physical to Chaos conversion Mod increased to 30%.
    • Kongor's Undying Rage: Added Local Physical Damage Mod increased to 56-400.
    • Perandus Signet: Increased Experience Gained Mod reduced to 2%. Increased Intelligence per Unique Equipped Mod reduced to 2%.
    • Windripper: Increased Rarity Mod reduced to 30%. Increased Quantity Mod reduced to 15%. Increased Local Critical Strike Chance Mod reduced to 60-80%.
    • Death's Oath: The Debuff applied upon killing an enemy now only lasts 3 seconds.
    • Wings of Entropy: Increased Local Physical Damage Mod increased to 100-120%.
    • Dusktoe: Now appears on a higher base type Tier (Ironscale Boots). Divine Orbs cannot be used to acquire this change.
    • Doedre's Elixir: Increased Flask Charges used increased to compensate for base Mana Flask Charges changing - it now consumes 120-150% increased Flask Charges.
    • Briskwrap: Increased Dexterity Percentage increased to 15%.
    • Cybil's Paw: Increased Spell Damage per 5% Block increased to 8% per 5% Block.
    • The Screaming Eagle: Local Added Physical Damage Mod increased - it's now 10-15 to 25-30.
    • Dying Breath: The radius of the Auras has been increased to 75, to be the same as Leer Cast.
    • Blackgleam: Physical Converted to Fire Mod is now always 50%.
    • Doomfletch: Added a new mod for Added Local Physical Damage at 8-12 to 16-20.
    • Hyaon's Fury: Local Added Lightning Damage Mod increased to 1 to 550-650.
    • Sibyl's Lament: Reduced Rarity Mod increased to -10% to -20% Item Rarity.
    • Jaws of Agony: Power Charge on Trap Throw Chance increased to 25%.
    • Mark of the Doubting Knight: Increased Local Physical Damage Mod increased to 210-240%.
    • Dreamfeather: Added Local Physical Damage Mod increased - it's now 20-40 to 55-70.
    • Cherrubim's Maleficence: Life Leech Rate Mod increased to 100%.
    • Marylene's Fallacy: Non-Critical Strike Damage increased to 40%. Less Critical Strike Chance increased to 40%.
    • Nomic's Storm: Physical Damage Taken Mod is now 20%.
    • Mjölner: Chance to cast socketed lightning skills reduced to 30%.
    • Atziri's Acuity: Now has no leech penalty. This change affects all copies of this item.
    • Infernal Mantle: Now drops on the Widowsilk Robe base-type.

    Item Mod Balance:

    • The Increased Physical Damage mods on weapons have been rebalanced and many have new ranges. The first mod (Heavy) is more impactful early on. A high-level mod (Merciless) has been added.
    • The increased physical damage of the hybrid Increased Physical Damage/Accuracy mods has been generally reduced. A high-level mod (Dictator's) has been added.
    • Life mods have had their sequence extended at both ends. The old level 1 mod (Healthy) has been moved to level 5. A new level 1 mod (Hale) has been added, as has the high-level Rapturous mod.
    • Most Local Added Elemental Damage mods on weapons have been increased.
    • Added Spell Damage Mods can now spawn on some weapons. They add flat elemental damage of certain elements to your spells.
    • The new item levels required for Life Leech Mods are: Remora's: 50, Lamprey's: 60, Vampire's: 70.
    • The new item levels required for Mana Leech Mods are: Thirsty: 50, Parched: 70.
    • Corruption mods for Elemental Life Leech on amulets now require item level 50.
    • We've added some new mods. Their names, values and required item levels are:
    • of the Gods: 51 to 55 Strength (item level 82)
    • of the Wind: 51 to 55 Dexterity (82)
    • of the Genius: 51 to 55 Intelligence (82)
    • Rapturous: 110 to 119 Life (81) (Also, shields and amulets can roll higher life mods now)
    • Zaffre: 67 to 73 Mana (81)
    • Dictator's: 75% to 79% Physical Damage and 135 to 169 Accuracy (83)
    • Merciless: 170% to 179% Physical Damage (83)
    • Impregnable: 121% to 132% Energy Shield (84)
    • Unassailable: 121% to 132% Armour (84)
    • Mirage's: 121% to 132% Evasion (84)
    • Legend's: 121% to 132% Armour and Evasion (84)
    • Inspired: 121% to 132% Armour and Energy Shield (84)
    • Illusory: 121% to 132% Evasion and Energy Shield (84)
    • Vaporous: 151 to 170 Evasion (84) (for rings)
    • Encased: 401 to 460 Armour (83) (for belts)
    • Dazzling: 48 to 51 Energy Shield (80) (amulets and belts only)
    • Runic: Spell Damage (84)
    • Lich's: Spell Damage and Mana (80)
    • Overpowering: 37% to 42% Weapon Elemental Damage (81)
    • Perandus': 25% to 28% Item Rarity (84) (rings and amulets only)
    • Malicious: Local Added Chaos Damage (83)
    • of Finesse: 23% to 25% Cast Speed (83) (weapons only)
    • of Tzteosh: 46% to 48% Fire Resist (84)
    • of Haast: 46% to 48% Cold Resist (84)
    • of Ephij: 46% to 48% Lightning Resist (84)
    • of Bameth: 31% to 35% Chaos Resist (81)
    • of the Gale: 42% to 46% Projectile Speed (82)
    • of the Assassin: 321 to 360 Accuracy (80) (bows and wands)
    • of Renown: 14% to 16% Attack Speed (30) (extended to bows and wands)
    • The lowest tier of Increased Critical Strike Chance for Spells has had its values decreased by 1% on both ends of the range to avoid overlap with the next tier up.

    Master-crafted Mods:

    • Many of the lower-tier Master-crafted mods have been made more affordable.
    • Many of the highest-tier Master-crafted mods have been made more expensive.
    • Added Increased Spell Damage as a crafting option for daggers at Catarina.
    • Added new mods for Increased Spell Damage for Staves at Catarina
    • Haku's All Attributes mod for gloves now requires a higher master level.
    • Master mods are now consistent with the changes to other mods (such as leech).
    • Catarina can now craft Added Damage for Spells on a range of weapons.
    • Crafting meta-mods that were priced in Eternal Orbs have been re-priced.
    • Zana's Onslaught map device mod now requires that she is level 4.
    • You can now try Bloodlines and Torment through Zana's map device once she has reached levels 2 and 5 respectively.

    Skill and Support Gem Rebalance:

    We have reviewed every Skill and Support gem in preparation for The Awakening and made sweeping changes to the levels and stats of many skills. The goal was to provide a smoother levelling experience for new players and to ensure that Skill and Support Gem options made sense at the levels they became available.

    • The majority of skill and support gems have had their level requirements changed. Be sure to check skills on old characters before you head into combat!
    • We've also reviewed and normalised the damage effectiveness of all spells. There should no longer be massive differences in the amounts of real damage that added damage modifiers and gems grant to spells.
    • Player-friendly auras no longer check line of sight. Minions and allies behind pillars will now get the full benefit of you auras.
    • Animate Guardian: The Guardian's base survivability has been increased by 50%. It now deals additional physical damage.
    • Arc: Damage reduced slightly at all levels. At player level 68, it should deal approximately 8% less damage.
    • Arctic Breath: Explosion area increased (to 12). The radius of the chilled ground left by the explosion now matches the radius of the explosion.
    • Ball Lightning: Base radius increased by 33% (from 12 to 16). Damage reduced. At player level 68 it should deal approximately 24% less damage.
    • Bear Trap: Now grants 1% increased physical damage per 1% quality (up from 0.75% per 1% quality).
    • Cleave: Damage dealt while dual wielding reduced to 60% for each weapon (from 65%). Base damage increased by 10%.
    • Cold Snap: Quality now instead increases area of effect by 0.5% per 1%, and no longer affects freeze or chill duration.
    • Cyclone: Reduced the mana cost at all levels. It now grants 0.5% increased area of effect radius per 1% of quality (was 1% per 1% quality).
    • Detonate Dead: Radius of the explosion increased by 12.5% (from 16 to 18).
    • Discharge: Damage increased at lower levels. It now grants 0.5% increased area of effect radius per 1% of quality (was 1% per 1% quality).
    • Dominating Blow: Minions deal 20% less damage at level 1, with the penalty reduced at each gem level. Base duration set to 20 seconds at all levels. Mana cost reduced at all levels. It now grants 0.5% increased damage per 1% quality instead of affecting duration.
    • Dual Strike: Now grants 0.5% increased attack speed per 1% quality instead of increased critical strike chance.
    • Devouring Totem: Reduced the mana cost at all levels. It now lasts 8 seconds at all levels. Devouring Totem now increases totem life by 1% per 1% quality (was 3% per 1% quality).
    • Elemental Hit: Now has a base chance to inflict elemental status ailments.
    • Ethereal Knives: Now grants 1% Increased projectile speed per 1% quality instead of increased projectile damage.
    • Fireball: Damage increased by 15%. It now has a base chance to ignite. Its projectile speed has been increased by 30%.
    • Firestorm: Had a very slight damage buff. Area of effect of explosions increased by 11% (9 to 10). It now grants 1% area damage per 1% quality instead of reduced delay between fireballs.
    • Flame Surge: Surge width increased by 20% (10 to 12). Cast time reduced to 500ms from 800ms. Damage reduced by 25% to compensate for the cast speed increase (The net result is more damage overall though!).
    • Flame Totem: Now adds additional projectiles to spray as it levels up. Totem life increased. It now increases totem life by 1% per 1% quality (was 3% per 1% quality).
    • Flameblast: Now grants 1% increased area damage per 1% quality (quality no longer affects ignite chance). It no longer works with Spell Echo.
    • Flicker Strike: Base damage increased by 4%. The Increased Attack Speed has been removed and instead Flicker Strike grants 20% More Attack Speed. It now increases attack speed by 1% per 1% quality instead of increasing critical strike chance.
    • Freezing Pulse: Damage increased by 25% to compensate for the shotgunning mechanic change.
    • Frenzy: Now deals 5% increased physical damage per frenzy charge at all levels. Quality now grants 0.5% increased attack speed per 1% (quality value is no longer affected by frenzy charges).
    • Glacial Cascade: Base cast speed reduced to 800ms from 850ms. Added an additional sequence to the effect (increasing the total length). It now grants 1% increased area damage per 1% quality (was 0.5% per 1% quality).
    • Glacial Hammer: Base damage increased by 7.5% (130% of weapon damage to 140% of weapon damage). Chance to freeze is now 25% across all levels.
    • Heavy Strike: Now grants 1% increased stun duration per 1% quality (quality no longer affects attack speed).
    • Ice Nova: Damage increased by up to 20% at high levels. Base cast time reduced to 900ms (from 935ms). It now grants 0.5% increased area of effect radius per 1% of quality (was 1% per 1% quality).
    • Ice Shot: Now increases cold damage by 1% per 1% quality.
    • Ice Spear: Now grants 2% increased projectile speed per 1% quality (was 3% per 1% quality)
    • Incinerate: Damage increased by 65% to compensate for the shotgunning mechanic change.
    • Infernal Blow: Base damage increased by 4% (from 125% to 130% of base damage). It now grants 0.5% increased area of effect radius per 1% of quality (was 1% per 1% quality). The explosion effect can no longer reflect damage to the player.
    • Leap Slam: Increased the mana cost from 15 to 18 and standardised the knockback chance to 20% at all levels. The maximum range has been reduced from 70 to 60, and Leap Slam can no longer be supported by Multistrike. It now grants 0.5% increased knockback chance per 1% quality instead of increased stun duration.
    • Lightning Arrow: Base damage increased by 14% (from 70% to 80% base damage). Radius of the lighting effect increased by 12.5% (from 16 to 18). It now grants 0.5% increased chance to shock per 1% quality instead of increased shock duration.
    • Lightning Strike: Now grants 2% chance to pierce per 1% quality (was 3% per 1% quality).
    • Lightning Tendrils: Damage reduced by 25% and area of effect reduced by 18% (from 26 to 22).
    • Lightning Trap: We doubled the damage at all levels. We also reduced its mana cost at higher levels.
    • Lightning Warp: Reduced the mana cost slightly at all levels. It now grants 1% increased cast speed per 1% quality (down from 1.5% per 1% quality).
    • Molten Shell: Greatly reduced the mana cost. It now grants 1% chance to ignite per 1% quality (was 1.5% per 1% quality).
    • Molten Strike: Now grants 1% increased fire damage per 1% quality (was 0.75% per 1% quality).
    • Poison Arrow: Reduced the mana cost across all levels. It now grants 0.5% increased area of effect radius per 1% of quality (was 1% per 1% quality).
    • Power Siphon: Now grants 1% increased damage per 1% quality (was 0.75% per 1%).
    • Puncture: Now grants 1% increased skill effect duration per 1% quality (was 1.5% per 1% quality).
    • Rain of Arrows: Base damage increased by 13% (from 75% of base damage to 85% of base damage). Area of effect increased by 22% (from 18 to 22) across all levels, but no longer grants increased area of effect per gem level. It now grants 1% increased area damage per 1% quality instead of increased attack speed.
    • Raise Spectre: Now grants 1% increased Minion movement speed per 1% quality (was 1.5% per 1% quality).
    • Reave: Duration on Reave increased to 3 seconds from 2. The maximum number of stacks you can obtain is now 4. It now defaults to your auto-attack if you don't have enough mana to use Reave.
    • Righteous Fire: Now grants 1% increased spell damage per 1% quality (was 0.75% per 1%).
    • Searing Bond: Skill duration reduced to 8 seconds. It now increases totem life by 1% per 1% quality (was 3% per 1% quality).
    • Shield Charge: The end animation now scales with attack speed. Shield Charge can no longer be supported by Multistrike. Damage at maximum range has been increased, but the stun duration has been decreased across the board. It now grants 1% increased damage per 1% quality (was 0.75% per 1% quality).
    • Shockwave Totem: Now increases Totem Life by 1% per 1% quality (was 3% per 1% quality). The knockback chance has been reduced to 25% (from 100%).
    • Spark: Damage increased by 76%. It now grants 2% increased projectile speed per 1% quality (was 3% per 1% quality).
    • Split Arrow: Fires 4 additional projectiles at level 1 and fires one additional projectile every 4 gem levels.
    • Static Strike: Now grants 0.5% increased area of effect radius per 1% of quality (was 0.75% per 1% quality). The variance between minimum and maximum damage has been lowered.
    • Storm Call: Area of effect increased by 14% (from 14 to 16). Mana costs increased at higher levels. It now grants 1% increased critical strike chance per 1% quality (was 4% per 1% quality.)
    • Summon Skeletons: No longer deals less elemental damage but now has a damage effectiveness of 50%.
    • Sweep: Area of effect increased by 20% (from 20 to 24), and no longer knocks enemies back beyond the max radius. Sweep is now affected by weapon speed, but has a Less Attack Speed modifier. It now grants 0.5% increased area of effect radius per 1% of quality instead of increased attack speed. It now works with all two-handed melee weapons.
    • Tornado Shot: Now grants 1% increased projectile damage per 1% quality (was 0.5% per 1% quality).
    • Whirling Blades: Skill speed increased by 29%.
    • Temporal Chains: Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Duration increases per level slightly modified. The end result is slightly longer duration at level 1 but slightly shorter duration at level 20.
    • Vaal Flameblast: Damage reduced by approximately 10%.
    • Vaal Lightning Trap: Damage increased by 33%.
    • Vaal Stormcall: Damage increased by 20%.
    • Vaal Reave: Maximum number of stacks is now 8.
    • Elemental Weakness: Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). It now grants 0.25% reduced elemental resistances on cursed enemies per 1% quality (was 0.4% per 1% quality).
    • Warlord's Mark: Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Normalised the increased duration per gem level.
    • Enfeeble: Mana cost reduced at all levels. The reduced critical strike chance and critical strike multiplier effects are now 25% at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). It now grants 0.5% reduced critical strike chance and accuracy on cursed enemies per 1% quality instead of just critical strike chance.
    • Assassin's Mark: Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Normalised the increased duration per gem level.
    • Projectile Weakness: Pierce chance is now 50% at all levels. Knockback chance is now 25% at all levels. Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Normalised the increased duration per gem level. It now grants 0.5% chance to pierce cursed enemies per 1% quality (was 0.75% per 1% quality).
    • Vulnerability: Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Normalised the increased duration per gem level.
    • Flammability, Frostbite and Conductivity: Resistance reduction increased by 5% at all levels. Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Normalised the increased duration per gem level. Flammability now grants 0.5% increased burn duration on cursed enemies per 1% of quality (was 1% per 1% quality).
    • Poacher's Mark: Now grants significantly more life on hit at higher levels. Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). Normalised the increased duration per gem level.
    • Anger: Now also adds flat fire damage to spells.
    • Wrath: Grants X% more spell lightning damage.
    • Clarity: Reduced the cost and amount of mana regeneration it grants at all levels.
    • Vaal Clarity: Base duration increased by 2 seconds.
    • Herald of Ash: Radius reduced by 16.5% (from 12 to 10) and base overkill damage reduced to 80% (from 100%).
    • Herald of Thunder: Reduced damage at all levels.
    • Herald of Ice: Shattering effect no longer reflects damage to the player.
    • Immortal Call: Consuming endurance charges now grants increased duration, instead of upping the base duration.
    • Added Fire Damage: Grants an additional 5% of physical damage added as fire damage at all levels. It now grants 0.5% increased fire damage per 1% quality (was 0.75% per 1% quality).
    • Greater Multiple Projectiles and Lesser Multiple Projectiles: Instead of giving Increased Projectile Damage per gem level, each level now reduces the projectile damage penalty.
    • Faster Projectiles: Doubled the initial damage bonus. The gem still increments damage every two gem levels. Increased the projectile speed bonus at early levels. At very high levels the bonus is lower.
    • Added Cold Damage: Increased the added damage at all levels. No longer grants increased chill duration. Now grants 0.5% increased cold damage per 1% quality instead of increased chance to freeze.
    • Additional Accuracy: Now grants 1% increased accuracy per 1% quality instead of increased critical strike chance.
    • Increased Area of Effect: Now grants 20% increased area of effect at level 1 (up from 14%). Quality now grants increased area damage rather than area of effect.
    • Added Lightning Damage: Increased the added damage at all levels. Now grants 0.5% increased lightning damage per 1% quality instead of increased chance to shock and shock duration.
    • Knockback: Now grants 50% increased knockback distance at all levels.
    • Mana Leech: Now grants 2% mana leech at all levels. Higher levels increase the speed of mana leech.
    • Life Leech: Now grants 2% life leech at all levels. Higher levels increase the speed of life leech.
    • Pierce: Base increased pierce chance starts 10% higher. It now grants 0.5% chance to pierce per 1% quality (was 0.75% per 1% quality).
    • Trap: Damage multiplier now starts at 20% at level 1 (up from 15%). It now grants 0.5% increased trap throwing speed per 1% quality (was 0.75% per 1% quality)
    • Item Rarity: Increased item rarity now starts at 40% at level 1 of the gem, and increments by 1% per level.
    • Concentrated Effect: Now functions multiplicatively with other area of effect modifiers. In addition, the damage multiplier now starts at 40% (down from 50%). The mana cost multiplier is now 140% rather than 160%. It now grants 0.5% increased area damage per 1% of quality instead of reducing the mana cost.
    • Minion Damage: Mana multiplier reduced to 130% from 150%. Damage now starts at 30% (down from 45%) but now acts multiplicatively with other sources. In general this should be a large boost to minion damage.
    • Increased Duration: Mana multiplier reduced to 140% from 150%.
    • Minion Speed: Now increases minion movement, attack and cast speed. Mana multiplier has been reduced to 140% from 150%.
    • Elemental Proliferation: Supported skills now deal 30% less damage, with the penalty reduced at periodic gem levels. The radius is now 12 at all levels, and now grants all status ailments 0.5% increased duration per 1% quality across the board.
    • Blood Magic: Now grants 0.5% reduced mana cost per 1% quality instead of increased attack and cast speed.
    • Culling Strike: No longer penalises attack speed. It now grants 3% increased damage per level.
    • Point Blank: No longer penalises attack speed. Instead, it grants 2% increased projectile damage per level. It now grants 0.5% increased projectile damage per 1% quality (was 0.75% per 1% quality).
    • Iron Grip: No longer penalises attack speed. Instead, it grants 2% increased projectile damage per level. It now grants 0.5% increased projectile damage per 1% quality (was 0.75% per 1% quality).
    • Iron Will: No longer penalises cast speed. Instead, it grants 2% increased spell damage per level. It now grants 0.5% increased spell damage per 1% quality (was 0.75% per 1% quality).
    • Spell Totem: Mana multiplier reduced to 200% (from 250%). Damage penalty grows smaller per gem level. Totem placement is now accelerated by modifiers to totem placement speed rather than cast speed. Spell Totem duration is now 8 seconds at all levels, and now grants 1% increased totem placement speed per 1% quality instead of increased duration.
    • Rejuvenation Totem: Increased life recovery at higher levels. Totem duration is 8 seconds at all levels, and Rejuvenation Totem now grants 3% increased aura radius per 1% quality instead of increased totem life.
    • Freeze Mine: Mana cost reduced at all levels.
    • Conversion trap: Now grants 1% increased skill duration per 1% quality (was 0.75% per 1% quality).
    • Chance to Flee: Now grants 1% chance to flee per 1% quality (was 0.75% per 1% quality).
    • Decoy Totem: Reduced the mana cost at all levels. Now lasts 8 seconds at all levels. Now increases totem life by 1% per 1% quality (was 3% per 1% quality).
    • Blind: Now grants a 10% chance to blind at all levels. Higher levels now grant an increased blind duration. It now grants 1% increased blind duration per 1% quality (was 0.75% per 1% quality).
    • Ranged Attack Totem: Mana multiplier reduced to 200% (from 250%). Damage penalty grows smaller per gem level. Totem placement is now accelerated by modifiers to totem placement speed rather than cast speed. Ranged Attack Totem duration is now 8 seconds at all levels, and now grants 1% increased totem placement speed per 1% quality instead of increased duration.
    • Chain: Damage penalty grows smaller per gem level, instead of granting increased damage per level. Mana multiplier has been reduced to 150% (from 175%).
    • Fork: Now grants 1% more damage per level (which is multiplicative, instead of the additive increase previously). Mana multiplier has been increased to 130% (from 115%)
    • Multistrike: Damage penalty has been reduced to 30% less damage (was 36% less) and attack speed bonus at level 1 has been reduced to 75% increased attack speed (was 88%). Multistrike no longer gains increased damage per gem level.
    • Spell Echo: Increased the mana multiplier to 140% (from 130%).
    • Melee Splash: No longer gains increased damage per level. Instead, now gains 1% more damage to the main target and 1% increased damage to the other targets, alternating per level. It now grants 0.5% increased area of effect radius per 1% of quality (was 1% per 1% quality).
    • Power Charge on Critical: Base chance now starts at 35% (up from 30%). It now grants 1% increased critical strike chance per 1% quality instead of further chance to gain a power charge on critical strike.
    • Increased Burning Damage: Now grants 0.5% increased burning damage per 1% quality instead of increased chance to ignite.
    • Minion and Totem Elemental Resistance: Now grants 25% to all elemental resistances at level 1 and increments each every level (as opposed to one per level previously). It now grants 0.5% to all elemental resistance per 1% quality (was 0.35% per 1% quality)
    • Cast on Critical Strike: Level 1 now grants a 50% chance to cast supported skills on crit (up from 30) and 69% chance at level 20 of the gem (up from 68%).
    • Cast on Melee Kill: Increased spell damage modifier starts at 40% at level 1 (up from 20%) and grants 78% increased spell damage at level 20 (up from 74%).
    • Multiple Traps: No longer grants additional damage, but instead reduced the damage penalty per gem level.
    • Smoke Mine: Initial smoke cloud duration increased to 4 seconds at level 1 (from 2.75 seconds) and bonus movement speed increased to 30% (from 20%).
    • Slower Projectiles: Now slows projectiles multiplicatively with other projectile slowing effects. Also grants 20% more projectile damage at level 1 (up from 8%).
    • Reduced Duration: Now lowers duration multiplicatively with other duration reducing effects. Greatly increased the amount that each level reduces supported skill durations.
    • Cast when Stunned: Greatly increased the chance for it to trigger at all levels.
    • Enhance: Reduced the level requirement and experience to level up appropriately. It now grants 10% quality at level 2, and an additional 5% for each additional level. It now has a 115% mana cost multiplier (down from 125%).
    • Flesh Offering: The increases to movement, attack and cast speed now start at 20% (down from 30%).
    • Bone Offering: Now grants life on block for minions while active.

    PvP Balance:

    The massive list of changes in The Awakening has meant that PvP balance has shifted significantly. We will be carefully observing PvP over the coming weeks and fully expect to see balance issues discovered. In the meantime, some base-level PvP balance changes have been made to address known issues. These values are relative to their core game counterparts.

    • Due to the projectile shotgunning changes, Spark and Freezing Pulse no longer have lower damage in addition to the PvP scaling.
    • Molten Strike now deals 20% less damage in addition to the PvP scaling.
    • Glacial Cascade now deals 15% more damage in addition to the PvP scaling.
    • Ball Lightning now deals 10% more damage in addition to the PvP scaling (down from 15%).
    • Cyclone now deals 30% less damage in addition to the PvP scaling.
    • Glacial "Hilbert" Hammer now deals 15% less damage in addition to the PvP scaling (up from -20%).
    • Skills supported by Cast on Death deal 85% less damage in addition to the PvP scaling.
    • Skills supported by Cast when Damage Taken deal 30% less damage in addition to the PvP scaling.

    CHAPTER FOUR: BUG FIXES

    Fixes to Functional Bugs:

    • Fixed a bug where a full stack of currency items would merge into a new item rather than an existing stack of the destination currency.
    • Numerous sync problems with many skills in predictive mode have been fixed.
    • Fixed problems with walkability and sync around strongboxes.
    • Traps no longer get monsters out of sync.
    • The /oos command no longer affects other players in the same area. This command does nothing in Lockstep mode.
    • Traps can no longer be used to block chokepoints.
    • Fixed a bug where applying Skin Transfers in voided leagues could cause characters to become non-deletable.
    • Performance of particle effects has been substantially increased by suppressing multiple copies of the same effect playing on the same entity at the same time.
    • Minions (or other transitionable effects) created by triggered skills can now transition between areas.
    • Fixed a bug that made it hard to open doors when monsters were near them.
    • Fixed a client crash that could occur when rejoining the game after you were disconnected for performing too many actions.
    • Fixed some performance issues related to the chat box.
    • Fixed a client crash when changing the webcam size while the webcam preview is showing.
    • Fixed a bug where on-kill flask charges were still awarded in a PvP event that had flask charges disabled.
    • Fixed a bug with Conversion Trap where it could cause monsters to walk on the spot.
    • Fixed a bug where you could change the selected item in a disabled option using the mouse wheel.
    • Fixed a bug where the corpse targeting option wouldn't update until you pressed the selected key.
    • Fixed a bug where the 40% quality recipe wouldn't work under rare circumstances.
    • Fixed a bug where whispering or inviting a developer to your party from a message they have written in global chat would not work correctly.
    • Blink Arrow (and Mirror Arrow) will no longer default to the standard attack if they can't be executed. This prevents the case where clicking invalid terrain while trying to Blink Arrow to safety would cause the player to fire a standard attack arrow, taking up time while they're under attack.
    • If you cast Lightning Warp then die and resurrect at the checkpoint, the Lightning Warp no longer completes.
    • Ball Lightning now properly checks for spell dodge.
    • Fixed a rare client crash that could occur when moving quickly between hundreds of item descriptions.
    • Fixed problems that would occur when using Raise Spectre on monsters that emerge.
    • The monsters in the Coward's Trial map are now preloaded correctly.
    • You can no longer use /oos to get to the other side of certain blocking objects.
    • Fixed a bug where you could place Totems too far away by holding shift.
    • You can now tab between Stream option text fields.
    • Fixed a bug where Vengeance wouldn't trigger if you hit yourself.
    • Fixed various bugs with /remaining reporting the remaining monster count.
    • Fixed a bug where some projectile effects would fail to explode after being evaded.
    • Fixed a bug where some bosses that were meant to be reducing the effect of curses on themselves weren't.
    • Fixed a bug where Alal the Terrifying had too many projectiles on her Ethereal Knives in some difficulties.
    • Fixed an issue where the character panel would not properly display Endurance and Power Charge duration.
    • The special Forsaken Master vendor mods now have appropriate vendor prices.

    Fixes to Visual Bugs:

    • Flameblast, Storm Call and their Vaal equivalents now always appear at the place where the explosion will be. This also fixes the problem where they were sometimes invisible.
    • Fixed a bug where the stash wouldn't close correctly when you walk away from it.
    • Life, mana and energy shield values now regenerate smoothly rather than stepped.
    • Fixed bugs that allowed Map Fragments to be corrupted or master-crafted.
    • Mirrored items that are linked in chat now have their art facing the correct direction.
    • The interface for manipulating hideout decorations no longer claims that they can be flipped.
    • Confirmation is no longer required when taking a quest reward where there is only one option (for example, crafting benches).
    • The hideout symbol is now shown on the map legend.
    • Guild tags that displayed incorrectly now display correctly.
    • Fixed minor visual issues with the stack count shown on linked items.
    • Fixed a bug with Dominating Blow that could cause a permanent UI separator to appear until you log out.
    • Fixed two bugs where an item hover could get stuck open.
    • Fixed a bug where the level-up effect would rotate with the player.
    • Fixed a bug where swapping weapons with an equipped gem could cause display issues with the skill description.
    • Fixed a bug where Lunaris Piety could play her death animation twice if killed during her fire or cold form.
    • Information on item drop probabilities can no longer be data-mined.
    • Fixed a bug where being teleported within a level could set the environment to an incorrect one.
    • Fixed a bug where mission markers would be shown for monsters or exiles spawned by strongboxes after a mission had already finished.
    • Fixed a calculation issue with the estimation of Armour against Projectile Attacks on the character screen.
    • Improved the rendering of some rotating user interface elements so that they rotate more smoothly.
    • Maps that are both corrupted and unidentified will now display "Map is Corrupted" correctly.
    • The cooldown character audio is no longer played for triggered skills or when using a charge to bypass cooldown.
    • Fixed a bug where crafting bench costs would show as red even if you've loaded a stash tab with enough currency to pay for them.
    • Fixed a bug where item hovers would be shown for items off-screen if you moved your mouse to the location outside of the Path of Exile window where the item would be.
    • Fixed a camera bug that was visible when using Flicker Strike while being zoomed in.
    • Fixed a bug where microtransaction tip messages wouldn't appear in chat unless you were in a global channel.
    • Fixed a problem where you could hear some sounds from too far away.

    ACKNOWLEDGEMENTS

    I'd like to thank the rest of our development team for the immense amount of effort they put in over the last few weeks. We set a release date, and they delivered. I am so proud of their talent and the quality of game that resulted from it.

    We'd like to thank all of The Awakening's Closed Beta testers who provided consistently useful feedback over the last few months.

    We'd like to thank the people who sent cakes, pizza and other food to us recently. It fueled a lot of content creation!

    We'd also like to thank all of our supporters for their generous contributions over the years. Without you, none of this would be possible. Please consider buying or upgrading a Supporter Pack if you'd like to see more Path of Exile expansions!

    Finally, I'd like to thank the entire community. Regardless of whether you're able to afford to support Path of Exile's development or not, you've made the journey a delight. With your promotion and help, Path of Exile has grown beyond our imagination. Please spread the word about the release. Let's break some records!

     

     

    • Like 2
  13. Ένα μικρό tip/help να μου κάποιος τελευταίους stable/overall οκ drivers για Nvidia;

    Πήγα σε passive gtx 750 της asus μετά από 15ετία :rolleyes: Με ένα μικρό search έπεσα στους 335.23 και 347.25 αλλά θα εκτιμούσα αν μου δίνατε τα φώτα σας :D


    edit: 347.52 και ολα οκ :) ελπίζω να την παλέψει!

  14. ! :OO: ! 1 week cutthroat επιτέλους!
     

    One-Week Cut-Throat Event
    The one-month Flashback Leagues ended today. We've awarded alternate-art Demigod's Eyes to the top 20 players in each event. During the month, more than 900 players received Closed Beta keys from these events. Today we're pleased to announce that the next event will be a one-week Cut-Throat league! It'll start at 2pm Wednesday Pacific time (9am Thursday, NZ time).

    A link to the thread for this event is here.

    Cut-throat is an optional fun mode where players can invade each other's instances. Full hostility is always on (friendly fire even when cooperating with friends), and players drop their equipped items (but not gems or flasks) when they die. There's constant combat with other players, so you're rarely safe for long. It's really worthwhile to build up spare sets of gear in the stash so that you have items to fall back on when your current ones are taken.

    I should stress that this mode doesn't use your normal characters and is completely optional. If you aren't interested, then you don't have to make a character in one of these events.

    Some specific notes about this event:
    • This event is not a hardcore event. In previous testing, we've determined that non-hardcore cut-throat is preferable. Grabbing your backup set of items and trying to hunt down your killer to get your stuff back is so much fun. While permadeath is cool, it prevents a lot of the recovery aspect of cut-throat.
    • Players can't form parties. This helps solve the roaming-death-squad problem while also opening up some awesome friendly fire situations. You have to really trust your friends if they could take advantage of your low health by firing a few well-placed fireballs and taking your gear.
    • The Map Device isn't available in cut-throat. By restricting the end-game to Merciless difficulty, players are able to hunt each other for experience in a much more effective way. The concept of Maps with their limited number of portals and private access isn't appropriate or fun in cut-throat.
    • We've introduced rules that prevent you entering areas that have low level players in them. While people with better items will always pose a major threat, you won't have to fight people substantially higher level than you.
    • This event has no prizes. It's for fun.

    Summary of general Cut-throat rules:
    • This is a separate short-duration league that has its own stash (as usual). At the end of the event, characters and stashed items will be moved to Standard.
    • There's a PvP damage multiplier because players start with a lot more life than they do damage. This multiplier will be adjusted substantially based on feedback from this event and others.
    • Players are hostile by default to all players.
    • You can ctrl+click on the entrance to an area to use the Instance Management screen to manually enter other players' instances of an area.
    • Cut-throat instances can hold a maximum of 12 players.
    • This test is not a hardcore league. When you die, you lose the normal experience penalty for your difficulty plus 30% of your current level. You also drop all inventory and equipped items. Your flasks, skill gems (even ones in your inventory) and quest items are not dropped.
    • If you were killed by another player, your lost experience is given to them.
    • If you attempt to abruptly leave the game (such as pressing Alt+F4) in a non-town instance, you have to wait 5 seconds and are unable to move or use flasks.
    • The grace period of invulnerability upon entering an area is 20 seconds. This should start once the player is mostly done loading.
    • Non-partied players only show up on the map if they're nearby.
    • There are no notifications for players joining or leaving areas.
    • Portals cannot be used until they have been up for five seconds after they have been cast.
    • You cannot apply microtransaction effects to items in cut-throat. You may dance and have pets.
    • Cut-throat events are not experience races. There's no prize for being highest level. There are no prizes at all other than the fun of participation.
    • There's a level limit on entering areas that contain other players. If you're much higher level than the lowest level player in the area, or much lower level than the highest level player, you can't join.
    • The guild stash is not available.

    Remember to approach this event with the expectation you're going to get griefed repeatedly. It's very different than normal Path of Exile play but feels so rewarding if you're the guy with everyone's items standing in a pile of dead foes.

    We generally find that the players who have the most fun are the ones who know they're going to lose their items and keep spare stashed sets of gear so that they can still kill other players after dying. Players who rage and quit are those who only kept one set of gear and then have nothing to fall back on. You will die and you will need spare items. Stash everything - even arbitrary normal and magic items are far better than nothing.

    This is the longest Cut-Throat event we've ever run on our servers. We're excited to see how it goes!

     

  15. Ε Π Ι Τ Ε Λ Ο Υ Σ !

    Μετά από 1 μιση χρόνο αναμονής ήρθαν στην πόρτα μου τα thick PBT cherry profile keycaps! Αμήν!

    Το εντατικό καθάρισμα όπου ακολούθησε γρασάρισμα και λάδωμα μου έφαγε αρκετή ώρα αλλά χαλάλι του... (sorry για την ανάλυση/ποιότητα)

    Filco majestouch 2 tenkeyless με red switches από (http://www.keyboardco.com/keyboard/usa-filco-ninja-majestouch-2-tenkeyless-nkr-soft-linear-action-keyboard.asp)
    Custom thick PBT cherry profile keycaps από GeekHack GB (https://geekhack.org/index.php?topic=50935.0).

    Το μαλλί για keyboard + keycaps = 200 ευρά :rolleyes:




    LjvL093.jpg

     

    EUibo7R.jpg

     

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    ZfR64Ak.jpg

     

    MNK2GX5.jpg

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    • Like 4
  16. Ωραίο feature είναι τα time trials στα οποία διαγωνίζεσαι για μια θέση στο εκάστοτε leaderboard του combo που επιλέγεις. Μπορείς να κατεβάσεις το ghost άλλου οδηγού για σύγκριση. Όπως στο raceroom δηλαδή! Thumbs up!

     

    Υπάρχουν και κάποια επίσημα competitions: http://www.projectcarsgame.com/esports.html

     

    έχω 2 απορίες πάνω στο time trial :p

    1) πχ. στην laguna seca στην κατηγορία road cars, υπάρχει τρόπος να δείξει leaderboards για το κάθε αμάξι ξεχωριστά;

    2) την κατηγορία historical cars/retro, την "πέταξαν" από τα trials; ...............τελικά ήταν στα touring! ότι να'ναι :p

     

  17. Καλό Μήνα...με 3 events για το Σ/Κ :)



    4 Hour Endless Ledge (1) - 7 το πρωί του Σαββάτου <_<

    http://www.pathofexile.com/forum/view-thread/1256756



    4 Hour Endless Ledge (2) - 11 το βράδυ Σάββατο

    http://www.pathofexile.com/forum/view-thread/1256757



    4 Hour Endless Ledge (3) - 1 το βράδυ, ξημερώματα Δευτέρας <_<

    http://www.pathofexile.com/forum/view-thread/1256758



    Dead characters will still be able to receive reward points in Endless Ledge events.

    Prizes:
    The top 10 players by experience will receive Closed Beta Access at the end of the event.

    All players who reach level 25 will go into a pool. 10 accounts from this pool will receive Closed Beta Access at the end of the event. You may only enter this event with one account.

  18. οχι...δεν με καίει να πάρω key γιατί θέλει feedback οπωςδήποτε και ούτως η άλλως δεν είναι όλο το act4 διαθέσιμο στην closed beta :p

    επίσης κάτι ανέφερε ο chris για κάρτες ingame "There's a locked section about Divination Cards which are something you'll find out about next week!"

    http://www.pathofexile.com/theawakening/items


    Τέλος εκτός από αυτά ανακοίνωσαν 5-day race solo self-found league :)

    "We'll also be running some events in-game over the next few weeks that award keys. Tomorrow's news post is about a solo (trading disabled) five-day event that we'll be running starting on the weekend."

    οπότε μια εικασία είναι ότι θα έχει διάφορα τέτοια Events/races για beta keys σαν prizes :)

  19. The torment has finally ended!

    Έκανα άλλη μια αλλαγή... Έβγαλα το life leech στο glacial hammer και έβαλα weapon elemental damage. Αντικατέστησα την frostbite με elemental weakness. Η ιδέα είναι να καθαρίζω πιο γρήγορα και να τρώω λιγότερο damage λόγο του offense.

    Να δούμε πως θα πάει!

    Το θέμα του currency στο game είναι μεγάλη ιστορία. Ένα σωρό άτομα κάνουν RMT για να βγαίνουν πρώτοι σε κάτι τέτοια challenges (αρκετοί κόπηκαν γιατί υποτίθεται τους έποιασαν... και ίσως κάποιους δεν τους έποιασαν καν). Βέβαια το θέμα είναι αρκετά debatable για το τι συμβαίνει και τι δεν συμβαίνει καθώς και το τι θα έπρεπε να είναι μέρος του game και τι όχι.

    Κι εγώ θα ήθελα κάπόια στιγμή να κάνω ένα support build (ίσως με curses/auras) αλλά σίγουρα όχι σε 1 month league! Πάντως βλέπω έχεις βάλει κάτι nodes για flasks. Αξίζουν αυτά; Σκέφτικα να τα βάλω κι εγώ παλιότερα, αλλά μετά αποφάσισα ότι δεν αξίζει για τα περισσότερα builds.

    Ναι είναι μεγάλη ιστορία όντως...γιατί από την στιγμή που έχεις trading στο game αναγκαστικά θα έχεις και αυτό. Και online arpg χωρίς trading ΔΕΝ υφίσταται. θα υπάρχουν τα flipping/scam, όλων των ειδών τα rmt (ακόμα και από forums με gold όπως το πανάρχαιο d2jsp από εποχές d2) απλά πάντοτε στο hc είναι αρκετά μειωμένο όλο αυτό.

    Ξέρω ότι στα sc leagues είναι αυξημένο και γι'αυτό ένας παραπάνω λόγος να παίξεις σε μια πιο σταθερή οικονομία που είναι αυτή στα hc leagues. Αυτή είναι η πραγματικότητα :)

    πχ τώρα στα 1month αμά δείς αναλυτικά τα challenges γίνονται με "κουβάλημα" / trade

    lvl 80 κουβάλημα σε party

    1 unique boss Kill σε trade

    encounters και missions κουβάλημα και trade

    Ναι γίνεται, αλλά δεν έβρισκα ποτέ το νόημα να τα κάνεις με αυτό τον τρόπο γιατί "χάνεις" όλη την ουσία...ευτυχώς δηλαδή που δεν υπάρχει και powerleveling και άλλες τέτοιες χαζομάρες αλλιώς bye bye PoE :p

    Τώρα γι'αυτό το build που έδειξα δεν είναι κάτι το δύσκολο για 1month, ίσα ίσα που γίνεται με λίγο currency λόγω του βάρους των δυνατών points που έχω ρίξει στο tree...απλά παίζεις με self-cast μέχρι cruel και μέτα ξεκινάει το summoning.

    Τα nodes αξίζουν γιατί πρώτον αφού θα έχω purity fire+light, θα usaρω και Ruby+Topaz flasks....τα point εκεί θα μου δώσουν 30% increased flask effect που σημαίνει +3% max resist όταν θα usaρω τα ruby+topaz..... πολύ δυνατά nodes για το συγκεκριμένο setup :)

     

  20. ωραία τα build σου @phm, αλλά αυτό με το glacial hammer είναι λιγάκι inefficient... γενικά χρειάζεσαι ένα aoe (χωρίς aoe είναι δύσκολο το gameplay) θα μπορούσες να κάνεις focus σε cold theme με το glacial hammer... αντι να έχεις κ'άλλο 1 single skill (heavy strike)

     

    γι'αυτό και όπως λες είναι μέτριο το dmg του.... :)


    ε καλά challenge που έχουν πχ clear κάποια high area maps + bosses ή πχ κάποια ghosts ή quests που δεν βγαίνουν από τους masters... όταν κάποιος τα έχει και τα πουλάει μέρος του game είναι και αυτό... γιατί να μην το εκμεταλλευτεί?

    εγώ σκέψου στο bloodlines πήγα όλους τους masters (εκτός leo) 8lvl και δεν πήρα ούτε 1 φορά το paradise map, ούτε το find the unique item από zana...

    αφού τα έιχα κάνει σχεδόν όλα εκεί...πήγα atziri με κλειστά τα μάτια στα 91 lvl...(μέχρι και abaxoth βγήκε στα blue packs) και αφού πέρασα κομπλέ τα double vaal και το trio...κατέληξα να φάω 1shot από double flameblast.... 6k life instant στο μηδέν και δεν μου άφησε ούτε χιλιοστό να αντιδράσω.... + με ruby + 50% reduced extra crit.... τόσο γκαντεμιά... αλλά οκ for fun ώραια ήταν στο bloodlines! :p


    τώρα στο 1month hc θα παίξω χαλαρά aura/supporter summoner CI από witch...γιατί έχουμε και το bloodborne που βγαίνει στο ps4 :wub: ....(μέγιστη hardcoria 3d person arpg, από δημιουργούς Demon's Souls/Dark Souls 1)


    αυτό είναι το tree..μέχρι τα 80 lvl είναι ez

    http://www.pathofexile.com/passive-skill-tree/AAAAAgMA34rpAkuuGyXZW20ZfRgRUCL07Ipr2zW5bAtMs6crHU8NjUJLRX4c3IXFDlx_xpMnyT3fvmr6wcW0DL-X7BiIQiy_RnHquvIecLsd2YaugwnhiDQKDXzZE0NUFddvnh2qN2ZXyS9v9HFWY8pK_kkspij6N4PDOqbr6-6Cx5u1uJP56NP7GYqnCDLRqH0TbPsJj0bZC0VHWpEGSfbaSOcdFJuhKpiIQGqsGo_60vfX-oCmrBcvzLyESJAzZOcksEQEqsRca-L3VdZCoxCXhWDDbQFvgKRNuYt6

    και στο περίπου τα gems

    5l chest spectres + supports
    4l helm +2 zombies/skelies + supports
    3l shield flesh offering + duration + convocation
    4l gloves discipline + purity fire/light + clarity/reduced mana
    4l boots vaal discipline + supports
    3l wand lighting warp, faster casting, reduced duration

    • Like 1
  21. Full Details of One Month Torment/Bloodlines Events and their Prizes

     

     

    Our two one-month Torment/Bloodlines hybrid events (one standard and one hardcore) start early next week! Today's news post discusses how they work and how to earn prizes in them.

    The events start at the following times and last for one month:

    • Pacific Time: 10am, Tuesday March 24
    • Central European Time: 6pm, Tuesday March 24
    • New Zealand Time: 6am, Wednesday March 25

    While the leagues have the properties of both Torment and Bloodlines, Unique items specific to those leagues will not drop in these events.

    These two leagues both contain four challenges. Completing the challenges awards you with pieces of the previously unreleased Cerulean Seraph Set (for the standard event) or the Sanguine Seraph Set (for the hardcore event). The Seraph pieces are awarded to you in a specific order, regardless of the order you complete the challenges in.

     

    • One challenge complete: Cerulean (or Sanguine) Seraph Boots Skin
    • Two challenges complete: Cerulean (or Sanguine) Seraph Body Armour Skin
    • Three challenges complete: Cerulean (or Sanguine) Seraph Gloves Skin
    • Four challenges complete: Cerulean (or Sanguine) Seraph Helmet Skin

    Cerulean335text.jpgSanguine335text.jpg

    Yes, competing in both events allows you to win both sets.

    In addition, the top twenty players (from each event) by experience will receive an alternate-art Demigod's Eye.

    Expand this to see the full challenges. Note that several of these challenges require that you merely complete a subset of the full list, rather than every single objective.

    OneMonthChallenges.jpg

     

     

    • Like 1
  22. Torment/Bloodlines Challenge Leagues End Date and One-Month Leagues!

    The Torment and Bloodlines Challenge Leagues will end in two weeks, at 10am NZ time on Tuesday March 24 (this is 2pm Pacific Time on Monday March 23, and that night in Europe). Carl has posted an article explaining what will happen to various league content after the leagues end. We will be running a One-Month Torment/Bloodlines League Event that starts the following day, lasting until April 22 (NZ time). There will be both a Standard and Hardcore version of this event, running simultaneously. We'll announce more information about the prizes and exact details next week.

    To clarify, both the Standard and Hardcore versions of the one-month event have the Torment and Bloodlines league mods enabled. The two simultaneous leagues have similar but distinct prizes. Playing in both can earn you both sets.

    The Totem Pole hideout decoration (that shows how many challenges you've completed) is almost ready and we're expecting to deploy it next week, prior to the leagues ending. I'm very sorry about it taking so long, but it looks awesome. Go complete those challenges in the last two weeks!


    What's Being Kept from Torment/Bloodlines?

    Challenge leagues (like Torment/Bloodlines) are a great place to test out new game mechanics while receiving plenty of feedback and data about how players interact with them. When challenge leagues end, we have to choose what parts of these new features to roll into the core game. Some systems like Rogue Exiles (Anarchy) and Shrines (Domination) came from challenge leagues in this way.

    The updates described in this document will not all happen as soon as the leagues end. Most of these changes will be rolled into the upcoming expansion.

    Torment League
    Tormented Spirits are an interesting game element to add to areas. While there’s more we can improve with their AI, the additional challenge and item drops have been popular. We’ll be rolling them into the core game, though at a lower spawn rate than they currently have.

    Torment will also still be available as a Zana Map Device option. We will increase the occurrence of spirits for the Zana mod. We are looking at adding Tormented Spirits as a mod for Ambush chests, but we don't think we will add it as a mod for maps.

    Bloodlines League
    Bloodlines heavily followed the model of the Nemesis league. Like Nemesis mods for rare monsters, Bloodlines has proven to be a solid addition for magic packs.

    Magic packs will have a chance to spawn as Bloodlines packs in the next expansion.

    Bloodlines also introduced tools for us to add game elements that interact with monster packs specifically. You will see more interesting things with pack mods and behaviours in the future.

    Bloodlines will still be available as a Zana Map Device option. For general map mods, we are looking at using specific bloodlines mods, rather than a general Bloodlines mod (all packs have Phylacteral Link?)

    Additional content
    With the all the various additional content options that have been added from leagues, the number of random special occurrences that can occur in the game has become very high. We will be rebalancing the introduction and chance of additional content like side areas, ambush chests and tormented spirits in the upcoming expansion.

    Leo and PvP
    The 1.3.0 patch was a continuation of Forsaken Masters. It added one new master and more PvP options.

    Leo has proven popular, both for PvP players and players who want to use his tileset and decorations for their hideouts. As Leo is levelled by participation in PvP rather than in general game content, his progression curve and rewards are treated differently than other masters. The higher levels of Leo have proven too difficult for most players, especially for those playing in the temporary leagues. We will rebalance the rewards and thresholds for levelling Leo as a master.

    The additional attention on PvP has successfully increased participation levels, but it hasn't had the level of popularity we were hoping for. Based on participation and feedback, we will continue to support PvP, but not at the expense of PvE content. We will look at more ways to make PvP more accessible for players in the future.

    Unique Items
    None of the Torment/Bloodlines-specific unique items will drop as part of normal play once these challenge leagues end. Zana's Map Device will offer some ways to obtain them. We may also use them for alternate art race/PvP rewards or in other forms in the future.

     

  23. Σάββατο στις 5 το απόγευμα ξεκινάει ο όλεθρος!


    Race Season 11

    http://www.pathofexile.com/seasons


    EU PvP Season 2

    http://www.pathofexile.com/seasons/pvp/season/EUPvPSeason2


    US PvP Season 2  ( με 180-200ms είναι unplayable :( )

    http://www.pathofexile.com/seasons/pvp/season/USPvPSeason2



    όλα μαζί τα events

    http://www.pathofexile.com/events



    Prizes από Alienware για τα events στα invitational! :D

    i'm ready to kick some ars!!! :p

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