POE2 Briefs is a stream of ultra-short news, announcements, and updates on everything related to Path of Exile 2, ensuring you stay informed about even the smallest details of your favorite game.
Update 0.2.1 Released
June 5, 2025
Update 0.2.1 is here with several heavy changes to Uniques, and dozens of new socketable items.
0.2.1 Patch Notes
Features
- Added 22 new Endgame Runes.
- Added 7 new Endgame Talismans.
- Added 15 new Endgame Soulcores.
- Significantly increased the number of “Mythic” unique items that drop
- Changed uniques item drop calculation to no longer consider an items class. This will make unique rings and amulets significantly more common.
- Reduced the number of “Common” unique items that drop as Rarity on areas increase allowing more of the better uniques to drop instead.
- The bonus to the number of uniques that you got while playing in a party was significantly higher than we intended and has been lowered significantly. With the other changes to unique rarity, you will still be getting a significant buff to the number of Rare and Mythic uniques you are finding, but the overall number of uniques in party play will be lower due to finding less Commons and Uncommons. This should fix the significant advantage that party play had over solo play for wealth acquisition.
- Item modifier tier numbering has been reversed so that smaller numbers represent stronger modifiers, with 1 being the best available modifier of that type.
- Adjusted the appearance of all Omens, the same number of Omens appear but which omens they are has been adjusted heavily to have the rare, and more powerful ones appear more frequently. The rarest ones should appear six-times more frequently in the Ritual Tribute Window as an example.
- Added a ‘Refund all Passives’ option in the Passive Skill Tree. This will only appear if you’re able to afford refunding every allocated point.
- Massively increased the chance for Corrupting a monster trapped in essence to upgrade essences to greater, and greater to corrupted.
- Improved the Passive Skill Tree search functionality on Mouse and Keyboard. After typing within the search field, press ENTER to have the Passive Skill Tree move around the tree to show you nodes which match.
Monster Balance
- The Smothered Ritual type that spawns Chaos Volatiles has had it’s spawn frequency halved and the damage lowered.
- Fixed an issue where Volatile Plants were dealing a little over double their intended damage.
- Empowering Volatile Plants Mod on rare monsters has had it’s damage reduced.
- Volatile Plants and Empowering Volatile Plants now spawn 2 volatiles at once instead of 3.
- Volatile Plants & Empowering Volatile Plants now disappear when the rare monster that spawned them dies.
- Forsaken Miner’s death animation no longer leaves a primed grenade on their corpse.
- Rat Tornadoes from the Infested Ritual type have had their damage and move speed reduced slightly.
- Draven, the Eternal Praetor’s melee damage has been reduced slightly, his projectile cleave has also been reduced.
- Improved the Visual Effects of Chaos Volatiles.
- The Lightning Storms Strongbox modifier now causes fewer lightning bolts, and its lightning bolts have improved visuals effects.
- Lowered the damage of the Unearthed Runecaster from expedition
Unearthed Runecaster’s projectile now correctly deals both fire and cold damage.
Endgame
- Drastically increased the variety of endgame maps. Previously, some maps (like Hidden Grotto) spawned way more frequently than others. Now, each map type should spawn approximately as frequently as any other.
- Lessened the restrictions on which packs of monsters could appear in different atlas biomes, this will result in a significant increase to the variety of monsters appearing in Endgame Maps. The few monster pack types that were available in all biomes were appearing significantly more frequently than they should have, making endgame combat much less interesting than it should have been.
- The distance that you can see features in the atlas fog of war is now based on the distance to the nearest revealed map making this much more consistent. This means you no longer have to frequently check an unknown distance in the fog when searching for citadels. This did make citadels slightly harder to find, so we increased the spawn rate of them also.
- Cities on the Atlas now mostly spawn in loose clusters of three, with one of each city type per cluster.
- Endgame Waystone modifiers that applied curses to the area now instead periodically cast the respective curse on ground targeted areas, the same as the player casted skills.
- Disabled the “”of Giants”” map modifiers, Area of Effect modifier.
- The “”of Splitting”” map modifier now only appears in Tier 6+ maps ,additional projectiles modifier.
- The “”of Penetration”” map modifier no longer has tiers and has a value of 10% to 15%, reduced from 15% to 25%.
- Rogue Exiles in Endgame Areas have a much higher chance to spawn with Unique Items.
- The Ritual modifier that spawned Chaos Pustules now spawns them at a much lower frequency and have been increased in size slightly so they are more visible (this does not affect their damaging area of effect).
- The Viridian Wildwood unique map now contains more enemies and more rewarding encounters.
- Added visual indicators to Omen Altars inside the Viridian Wildwood Unique Map, these visuals can also be seen behind the darkness.
- Adjusted the frequency of Omen Altars inside the Viridian Wildwood to reduce variance and increase the average per map.
- The Twisted Domain now drops significantly more Catalysts on average.
- Breach Rings dropped from Clasped Hands in the Twisted Domain are now always Rare.
- Monsters in the Twisted Domain are now more rewarding.
- Lowered the number of “”It That Watches”” monster in the Twisted Domain.
- Increased rare and magic pack chance in the Twisted Domain.
- The base radius of explosives in Logbooks has been increased by 25%. Regular map encounters are unchanged.
- Additional Logbook content such as hidden caves are now guaranteed at all levels.
- The Frigid Bluffs Expedition Logbook area now spawns unique monsters encased in ice. These monsters can be broken out with explosives.
- The frequency of Special Remnants in each Expedition Logbook area have been more than doubled.
- The amount of Remnants in Expedition Logbooks has been slightly increased.
- Special destructibles in Expedition Logbook areas (such as the Crates of Gold in Barren Atoll) now spawn more frequently.
- Expedition Logbook areas spawn more monsters and a slightly higher proportion of rare monsters
- Many chests found in Expedition Logbook areas are now guaranteed to drop a rare item.
- Ezomyte Remnants in the Barren Atoll Expedition Logbook area drop larger amounts of Runes.
- Crates of Gold in the Barren Atoll Expedition Logbook area drop significantly more gold.
- Barren Atoll Expedition Logbook areas now have a much larger quantity and variety of buried Strongboxes, and these Strongboxes now have minimap icons.
- Replaced the functionality of Expedition Remnants unique to the Frigid Bluffs Expedition Logbook area.
- Added a new type of Expedition Remnant that can appear in Lush Isle Expedition Logbook areas.
- The minimap icon for Expedition Remnants that are specific to each type of Logbook now have their own unique icon.
- Various points of interest in Expedition Logbooks now have their own minimap icon.
- Inscribed Ultimatums that lead to a boss now indicate which boss will be found.
- The Immured Fury will no longer try to respawn in ritual encounters and prevent the encounter from completing.
- Improved the Visual Effects of Delirium Spite Monsters Lightning Ball skill.
Uniques
- Added 9 new Unique Items. Most of these are aimed at providing endgame chase uniques for a variety of builds.
- Increased the overall power of several existing endgame Unique Items:
- Headhunter now steals enemy modifiers for 60 seconds (previously 20 seconds). This change automatically affects existing items.
- The Hammer of Faith unique Two Handed Mace now has 250–300% increased Physical Damage (previously 200–250%). Existing items can be updated with a Divine Orb. It now also grants random Shrine Buffs for 20 seconds (previously 10 seconds). This change affects existing items automatically.
- The Guiding Palm Unique Sceptres have received significant updates. None of these changes affect existing versions of these items other than the flat damage changes, which can be updated using a Divine Orb:
- The Fire variant of Guiding Palm is now called Guiding Palm of the Heart. It now grants Allies in your Presence 15–23 to 28–35 Added Fire Damage to Attacks (previously 4–6 to 7–10). It now grants 20–30 Strength instead of 7–13 to all Attributes. It now grants you 25% of damage as extra Fire damage, and a permanent Guided Meteoric Shrine buff that causes meteors to rain down around you when in range of enemies.
- The Cold variant of Guiding Palm is now called Guiding Palm of the Eye. It now grants Allies in your Presence 15–23 to 28–35 Added Cold Damage to Attacks (previously 3–5 to 6–8). It now grants 20–30 Intelligence instead of 7–13 to all Attributes. It now grants you 25% of damage as extra Cold damage, and a permanent Guided Freezing Shrine buff that causes freezing shards to fire around you in a spiral when in range of enemies.
- The Lightning variant of Guiding Palm is now called Guiding Palm of the Mind. It now grants Allies in your Presence 1 to 56–70 Added Lightning Damage to Attacks (previously 1 to 10–15). It now grants 20–30 Dexterity instead of 7–13 to all Attributes. It now grants you 25% of damage as extra Lightning damage, and a permanent Guided Tempest Shrine buff that causes lightning bolts to strike the ground around you when in range of enemies.
- The Mjölner unique One Handed Mace now has 250–350% increased Physical Damage (previously 150–200%) and grants +2–4 to Level of Lightning Skills (previously +1). Existing items can be updated using a Divine Orb.
- The Lightning Spell on Melee Hit Meta Skill granted by Mjölner has been renamed to Thundergod’s Wrath. It now causes Triggered Spells to cost no Mana and grants them a level-dependent amount of increased damage, up to 200% at Skill level 20.
- The Spire of Ire unique Spear now has 167–201 to 267–333 Chaos damage (previously 106–146 to 181–221) and 10–20% of Physical damage Leeched as Life (previously 6–10%). Existing items can be updated using a Divine Orb.
- Kaom’s Heart now has +1500 to maximum Life (previously 1000). Existing items can be updated with a Divine Orb.
- Prism Guardian now grants 1 Spirit per 25 maximum Life (previously 1 per 50). Existing items can be updated with a Divine Orb.
- Defiance of Destiny now grants 10–20% of missing Life Recovered before being Hit (previously always 10%). Existing items can be updated with a Divine Orb.
- Yoke of Suffering now causes enemies to take 15–20% increased damage for each type of your Elemental Ailments on them (previously 5–10%), but also now reduces Ignite, Shock and Chill duration by 30–40% (previously 20–30%). Existing items can be updated with a Divine Orb.
- Bringer of Rain now has 100% increased Critical Hit chance in addition to its other modifiers. This change does not affect existing items.
Miscellaneous Changes
- Defeating Balbala in Normal difficulty Traitor’s Passage will drop a quest version of Balbala’s Barya if you do not currently have the quest item or if you haven’t already gotten your Ascendancy Points from using the Balbala’s Barya).
- Optimised the Physics of monsters found in Freythorn.
- Incremental Audio added for the Monk Character Class.
- Incremental Audio improvements for various monster abilities.
- Incremental Audio improvements for various player skills.
- Search Filters within the uncut Support and Skill Gem UI are now cleared when exiting the menu.
- The Affliction in Trial of the Sekhemas that caused you to have no Energy Shield now instead applies 50% less Energy Shield, so that it isn’t immediately dead on arrival when you are Chaos Inoculation.
- Increased the trigger radius of Clasped Hands inside Breach Encounters.
- Firestorm can now consume Ignites from corpses in front of you in addition to living enemies.
- Quest rewards can now be quick-moved on Gamepad.
- Updated ‘accept trade’ to R1 on Gamepad for disenchant window and player to player trade on Gamepad to be more consistent with the rest of the game.
- Shrines are now much more reliably interacted with when using Gamepad.
- Added a new gem tag “Barrageable” to indicate Skills that can be made to repeat, to clarify which Skills Barrage and similar effects can and cannot affect.
- Added support for a new type of Microtransaction: Character Skin.
- Improved the audio of the Unique Item ‘Wake of Destruction’.
- Improved Lachlann of Endless Lament’s AI when fought in a party.
- Improved Rattlecage, the Earthbreaker’s AI when fought in a party.
- Changed the classification of some chests so their labels are always shown.
- Added an option in the Game Tab to always priortise interacting over using skills. This options is on by default.
- Added popup text tips for Options, Exit and Patch Notes buttons on Gamepad.
- Purchasing an equippable microtransaction from the in-game store now displays an option to equip it to your current character immediately.
- The Socketable Stash Tab has been updated with spaces for the newly added socketables in this patch.
Bug Fixes
- Fixed a bug where some Microtransaction combinations could cause weapons to have Black Squares surrounding them.
- Fixed many significant cases of players or monsters getting out of sync, especially in party play.
- Fixed 4 Instance Crashes.
- Fixed 3 Client Crashes.
- Fixed a bug where Delwyn could have no viable target for Azmerian Wisps to chase.
- Fixed a bug where Ice Shards could use incorrect values for determining critical hits, potentially resulting in long periods of the same outcome.
- Fixed a bug where Blink couldn’t be used to dismount a Rhoa Mount.
- Fixed an issue where the Hungering Stalker monsters could fail to engage the player.
- Fixed a bug where the Tracking Scroll of Treasures microtransaction was not working correctly.
- Fixed Tactician’s Cannons, Ready! notable not causing totems to use skill when you fired attack projectiles from some skills that fired projectiles upwards such as Hailstorm Rounds and Siege Cascade.
- Fixed desync that could occur when disabling your crossbow.
- Fixed a bug where Omens in Titan Inventory Expansion did not work.
- Fixed a bug where melee attacks and blood hunt did not correctly clear the culmination combo counter after use.
- Fixed a bug where some arrows could be invisible when fired.
- Fixed a bug where the Hexblast Curse indicator did not match when triggered by low duration curses.
- Stacks of blocks from Ancestral Aid Support are no longer consumed if supported skills are cancelled early.
- Fixed an issue preventing the Rare Monster in the Haunted Treasure Landmark room from dropping any items or granting any experience on death.
- Fixed a bug that allowed players to warp back to an empty arena with Temporal Rift at the start of the Trialmaster fight.
- Fixed Comet being de-sync for other clients when manually performed.
- Fixed a bug where Spectres could get stuck in their wisp form.
- Fixed an interaction that could cause Charge Infusion to grant the wrong amount of stats when weapon swapping.
- Fixed a bug that could cause valid Support Gems to be greyed out when crafting Support Gems.
- Fixed chance to not consume crossbow ammo causing desyncs for other party members.
- Fixed a bug in Utzaal that could cause the entranceway to the fight against Viper Napuatzi to not appear.
- Fixed an issue where 1 Affliction, 1 Pact, 2 Minor Boons and 1 Major Boon were all appearing fifty to one-hundred times more commonly than intended. This often resulted in the first two Minor Boons, first Major Boon of every Sanctum run to be these. These ones were also some of the least interesting, and least powerful, so overall you should now be getting more powerful boons as your first ones!
- Fixed a bug that could cause Attack Speed to be much slower than intended while dual wielding.
- Fixed a bug that caused monsters with inherent Energy Shield to have less Energy Shield than intended when summoned as Spectres or Tamed Beasts.
- Fixed a bug that could cause Halani, the Water Goddess to repeat her dialogue.
- Fixed a bug that could cause Expedition Logbook areas to fail to generate.
- Fixed a bug that allowed Sceptres dropped by Rogue Exiles to have invalid Runes socketed in them.
- Fixed a bug on gamepad where you could not enable more than one Tamed beast companion of a different monster type.
- Fixed a bug where hideout map devices stat interfaces could not be collapsed.
- Fixed cosmetics menu info popups for Gamepad.
- Fixed a bug where player 2 could be unable to enter a character name when creating a new character on Gamepad.
- Fixed a bug where Presence Raidus would not be displayed when playing on Gamepad.
- Fixed a bug on Gamepad where the Gemling Legionnaire’s “Gem Studded” notable didn’t work on gamepad.
- Added missing error message on Gamepad when trying to open a Corrupted Nexus without meeting it’s requirements.
- Fixed the Atlas not removing visual corruption after cleansing a Corrupted Nexus map until after you changed areas.
0.2.1 Hotfix 1
- Fixed two instance crashes.
- Fixed a bug where “Zarohk, The Temporal” and “The Trialmaster” weren’t dropping their unique items.
- Fixed a bug where world map navigation could break. Xbox and PlayStation clients will receieve this update as soon as their respective clients have finished Certification
0.2.1 Hotfix 2
- Fixed a CPU performance issue affecting a wide range of players.
This fix is client-side and requires restarting your client to receive the fix.
Jun 11, 2025 2:50 PM (PDT): Now also deployed to consoles.
Developer Post – Chase Uniques in 0.2.1
June 4, 2025
This post outlined some of the changes to existing Chase Uniques as well as new Chase Uniques being added in 0.2.1.
Developer Post – Upcoming Plans for Patch 0.2.1
May 21, 2025
Update 0.2.1 will be released next week, aiming to further improve the endgame, especially for Solo Self-Found players. The changes for endgame include adding several new Unique Items, new Runes, adjustments to the rarity of Corrupted Essences and Omens, as well as some extra quality of life additions.
We’re continuing to work on improvements for Path of Exile 2. Patch 0.2.1 is in active development and we’re aiming to deploy it at the end of next week. Find out more about the improvements this patch contains below!
Endgame Rewards
When setting up the frequency of encounters and rewards for Path of Exile 2, we have to decide how many maps players will have to do in order to get them. After extensive playtesting we now believe that we overshot this number pretty substantially.
In 0.2.0g we improved the base-line experience of getting rewards from monsters and chests but we still feel you don’t get enough of those exciting spike moments when something very powerful or valuable drops. There actually are some very cool items to find, but you won’t ever find them because they are incredibly rare.
One of the major focuses of 0.2.1 is making chase items more common, but also adding more chase items to find.
Unique Items
In 0.2.1 we are going to be significantly improving both the drop rates of the incredibly rare unique items we already have as well as adding a bunch of new exciting and chase uniques that will take your builds to new heights. We are also buffing some of the rarer uniques that were intended to be chase, but didn’t live up to that standard. You should see significantly more chase uniques than before and we’ll be doing a post showing some of the new uniques next week!
Crafting Socketables
One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn’t really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.
In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.
Ritual
Ritual also suffered from us pitching the chase rewards too rare as well.
We’re making the rarer Omens from Ritual more common. You’ll see the same number of Omens, but they have a significantly higher probability of being the rarer, more exciting ones.
Corrupted Essences
While we’re at it, we’ll also be increasing the commonality of getting Corrupted Essences when using Vaal Orbs on monsters trapped in Essences, by approximately six times.
Rogue Exiles
Rogue Exiles just didn’t have enough Unique Items so we are increasing the frequency that Rogue Exiles have, and thus drop, Unique Items by approximately three times.
Twisted Domain
The boss in the Twisted Domain was pretty valuable, but as an endgame area, the rest of it was pretty underwhelming compared to the other content you are doing at the time. Pinnacle content shouldn’t be giving less rewards than the dozens of maps required to gain access to it.
To start with we have substantially increased the number of Rare monsters that spawn during the Domain. Previously there would often be no Rare monsters at all. In addition, we have changed the balance of Quantity and Rarity that monsters in the Domain have. This will mean that the large drop of items that occurs right before the boss fight should now be way more valuable than before.
We now also guarantee some rare Breach Rings in the resulting drop, so you should come away with at least a decent chance of some powerful items.
Expedition Logbooks
One thing that makes Logbooks unrewarding is the fact that at very high levels they have so few monsters spawning that they often end up yielding significantly less items than just a regular Endgame Map. This is reflected in the fact that at low level 90s you could do an entire Level 80 (the highest possible level) Logbook and not even gain 1% of a level of experience. We’re doing a pass on the amount of monsters spawning to intensify the combat but focusing on very high level ones to better match the consistency of other Endgame content.
The first change is that we’re increasing the distance between explosives and the radius of explosives, this will allow you to ultimately uncover more monsters and rewards. On top of this we’re also increasing the number of monsters spawned to be more reflective of what an Endgame map has in it.
Additionally we’re also making changes to the specific features found in each of the different Logbook areas.
The Lush Isle area currently has Karui Totem Remnants that cause the monsters to give substantially increased experience. It also has fenced off areas where you can explode the fence and gain access to totems that drop a lot of currency items and on the beaches there are small corruption pustules that drop Uncut Skill Gems.
In order to improve this area we are increasing the number of Remnants, especially the experience ones. Additionally we will generate more of the fenced off sections, and a larger change to the pustules will be made where destroying any of them will cause all monsters unearthed afterwards to spawn Corruption monsters on death, similar to those in the Corrupted areas on the Atlas. Combined with the base changes to drastically increase the number of base monsters spawned during Logbooks, it is intended that Lush Isle provides a very good source of experience.
The Frigid Bluffs Logbook area is an Icy Tundra with Vaal architecture and many Vaal monsters and Vaal Remnants frozen in time. Aside from the traditional Expedition monsters and Chests you can also explode these Vaal objects free. The problem is these are relatively underwhelming. There are few monsters and they are not any more rewarding than normal Expedition monsters, and on top of that the remnants just cause the monsters’ drops to be corrupted, which is more arguably a downside than otherwise.
We’re making a couple changes here! On top of the Vaal monsters, we’re now going to have some Vaal bosses frozen in time too. These are standalone Map bosses that can be broken out and fought, all the Remnant modifiers will apply to them as normal. The Vaal Remnants that caused items to drop corrupted are being reworked. Now they will generate with one to three upsides, and one to three downsides that normal Remnants have, think of them just as a super-remnant.
The Barren Atoll Logbook is an atoll that sea-travellers and fisherman have used to store their treasure and supplies. The area currently has crates filled with gold, strongboxes and Ezomyte runes. The issue is that the crates drop far too little gold and there are far too few strongboxes and runes.
After our changes the crates are going to drop a significant amount more Gold, and we’re going to generate a lot more Strongboxes (and by a lot, I mean over ten-times as many), of which could be unique strongboxes too. The Ezomyte runes, aside from already adding Rarity to all subsequently unearthed monsters, will also now drop 2-4 additional Runes instead of the existing 1. Given we’re adding some new chase Rune drops, this may prove to be a good source to get them.
All of these special features found in the specific Logbook areas are also being added to the Minimap so you can see where they are and plan well before starting to place your chain of explosives.
Endgame Content and Variety Improvements
A second main focus is that we’re going to increase the variety of running Endgame Maps. Right now did you know that if you were to generate 400,000 Maps, that 150,000 of them would be Hidden Grotto? We are certainly sick of running that area and fighting that same boss on repeat! The intention here is to normalize the frequency that different maps, and thus boss fights, appear on the Atlas. This will make things feel far less repetitive when playing the Endgame, especially for many many hours.
Citadel spawning has been adjusted. Now whenever a Citadel is generated on the Altas, it also ensures that it generates the other two types of Citadels near it. This will prevent cases we have been seeing where players would, due to the whims of random generation, get many many of the same Citadel one after another and never be able to fight the Arbiter of Ash, especially when not in a trade league.
Both these changes to Atlas layouts won’t apply to areas of the Atlas that you have already revealed. In order to get the improvements, you will need to explore further away into parts of the Atlas that haven’t been generated yet.
Additionally you can expect some other Endgame improvements, such as reducing the danger of two of the Ritual types that were just a ruckus of purple chaos explosions and reducing the danger and increasing the telegraphing of the Volatile Plants monster modifier. Combined, these were responsible for over half of all player deaths in the endgame!
We are also lowering some of the more dangerous map modifiers, like Elemental Penetration to be more in line with others, improving the rewards and visibility of Omens in the Viridian Wildwood unique map, increasing the radius to open Clasped Hands in Breaches, reducing the pack size of the Bats that shotgun you with projectiles in the Twisted Domain and reworking the Curse Map Mods to have counterplay. These are just some of the more isolated improvements coming.
Trial of the Sekhemas
In Trial of the Sekhemas we’ve adjusted the Affliction that caused you to have no Energy Shield to instead halve your Energy Shield. This is for Chaos Inoculation builds so that when they randomly get this Affliction, the run isn’t effectively over.
On top of this we discovered a mistake with the chances of getting certain Afflictions and Boons. Specifically there was 1 Affliction, 2 Minor Boons, 1 Major Boon and 1 Pact that had one-hundred times the commonality they should have. This would have caused players to constantly be getting them as the first randomly generated outcome and as these boons were in particular the weaker and more boring ones, it often would have made the runs less rewarding and interesting.
Quality of Life and User Experience Changes
We did some notable quality of life improvements in 0.2.0h but there are more coming. We have a huge improvement to searching on the Passive Tree when using Keyboard & Mouse. Now when you search for passives by typing in the text field, you can press Enter to automatically find and go to that passive, if there are multiple passives found in your search then continuing to press enter will cycle through them. It also darkens the rest of the passive tree to help bring the searched nodes to the foreground making them much easier to see.
A huge request has been that we invert the display of “Tier X” on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it’s an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.
On the Atlas, when you hover a Map it will separate the categories of Modifiers displayed, so you can more easily see where those modifiers are coming from. Specifically you can now determine if they’re from Corrupted or Cleansed Influence in one category, and if they’re from Towers in another category. This will help make it clearer when looking for specific modifiers like +1 Level in Corrupted influenced areas.
There is also a performance improvement coming. We’re optimizing the physics on monsters and NPCs across the game, this is making them significantly cheaper and will cause less CPU bound bottlenecks on performance. This issue isn’t prevalent everywhere but is common in areas with lots of humans, such as the Faridun in Act two, or in Freythorn in Act one. We’ll continue to optimize these incrementally in every patch as we find all the suboptimal cases.
We’ve also added some improvements to the Shop and Cosmetics panel, including an Equip-Now button when purchasing Microtransactions and added a new Skin Slot on the Cosmetics page, for some future Microtransactions that will replace your base character skin or model.
Conclusion
That summarizes our 0.2.1 patch that we’re hoping to deploy at the end of next week but are keeping flexible as it might fall into the week afterwards. We will keep you updated with further changes and post some specifics on Uniques and Socketables between now and then! Thank you very much.
Update 0.2.0h brings Endgame Quality of Life Changes
May 14, 2025
Update 0.2.0h has released, and with it some great endgame changes for rare, but necessary character progression items like Skill Gems and Jeweller’s Orbs, but also a handful of changes to endgame content. Addtionally, more Stash Tabs are Quality of life for them.
0.2.0h Patch Notes
Features:
- Introduced the Ritual Stash Tab to the Microtransaction Store. These will be set for sale momentarily after the patch is deployed.
- Introduced the Socketables Stash Tab to the Microtransaction Store. These will be set for sale momentarily after the patch is deployed.
- The Flask Stash Tab can now store Charms.
- Updated sorting of Gems in the Gem Stash Tab.
- Added support to bulk move stacks of currency from one inventory to another. On Keyboard and Mouse highlight the currency and use “CTRL + Right Click”, on Gamepad Press and hold Triangle, or Y.
- Added optional key bindings for quick allocating multi-choice attribute passive skills on Keyboard and Mouse. Once bound you can quick-allocate Attributes by holding down your selected bind when clicking on the passive skill. Gamepad support for this feature will come at a later date.
- Added “UnidentifiedItemTier” as a filter option for Item Filters.
- Added quick-use Currency buttons to Strongboxes and monsters imprisoned in Essences. These buttons will only be visible if you have the currency items in your inventory.
- Added an outline to the labels on Expedition Chests, Precursor Tablets, and Expedition Logbooks.
- Added quick-travel to Town button in the World Map UI when interacting with a Waypoint. You can find this on the right hand side of the screen.
Balance:
- Significantly buffed the drop rates of Greater and Perfect Jeweller’s Orbs.
- Reduced the required level for Level 20 Uncut Skill and Spirit gems to begin dropping. This was the primary reason why they were so infrequently dropping, so you should now see a lot more of them when running the highest tiers of Endgame Maps.
- Azmeri Spirits of the Spring Hare and Fox are now approximately three times more common.
- Disabled the Greed and Corruption Shrines.
- Adjusted the damage timing on Meteoric Shrine to match visuals.
- Adjusted the buff durations for the following Shrines to 60 seconds: Meteoric, Freezing, Tempest and Gloom.
- Adjusted the buff durations for the following Shrines to 90 seconds: Acceleration, Seeking, Massive, Replenishing, Enlightening, Resistance and Diamond.
- Increased the rate at which the Diamond and Divine Shrines could spawn.
Misc Content Changes:
- Improved the behavior of Breach monster spawning in narrow and tight areas.
- Improved the behavior of of how Breach monsters spawn, this should drastically improve the minimum experience of the encounter especially in areas that had tight corridors or hallways.
- The minimum encounter time of a Breach is now 20 seconds (from 12). The rate at which time extends in the encounter now takes into account the Monster Power of slain Breach Demons. This means if you kill Magic or Rare enemies during the Breach it will extend the time more than killing Normal monsters.
- Breach Splinters that drop during an encounter are now automatically collected and dropped at your location when the Breach concludes. If you’re in a party it will drop multiple stacks that are randomly allocated. You can see a small notification above your character whenever a Breach Splinter is collected, similar to Gold.
- Rogue Exiles now have a Minimap Icon once they enter combat.
- Improved the lighting on Rogue Exiles to make them easier to spot, especially in darker areas.
- Fixed an issue where Rogue Exiles would frequently begin combat with a player from off-screen.
- Improved the visual effects of The Arbiter of Ash’s Flame Corridor skill. Specifically the brightness and timing to make it easier to see, quicker.
- Engaging a second Azmerian Wisp while already following one will have the second Azmerian Wisp follow the same target as the first.
- Added Spectre and Tame Beast skills as outcomes to the Prism of Belief Unique Jewel.
- Added 132 more foiled Unique Item options that the Twilight Reliquary can yield.
Bug Fixes:
- Fixed 10 Client Crashes.
- Fixed various bugs with the Social Panels which resulted in inconsistent display of Friends and Guild Members and lack of clarity as to who is online or offline.
- Adjusted the location of a checkpoint in Jiquani’s Machinarium to prevent skipping the areas quest requirements.
- Fixed a bug where life scaling applied by difficulty didn’t scale poise threshold of monsters.
- Fixed a bug where some Endgame Maps couldn’t spawn chests.
- Fixed a bug where Oasis Map sometimes could not be completed.
- Fixed a bug where Rustbowl Map sometimes could not be completed.
- Fixed a rare case where parts of the Atlas could fail to load.
- Prevented Gorian, The Moving Earth, from spawning in the Megalith Unique Map as it could cause issues for subsequent boss waves.
- Fixed a bug where the ‘Finality’ passive notable skill couldn’t be Instilled on Amulets.
- Fixed a bug where Empowered Runes in The Ezomyte Megaliths map became uninteractable if you left the area before interacting with them.
- Fixed a bug where modifiers to Skill Speed were not affected by Skittering Catalysts.
- Fixed Overwhelming Presence’s stats not being displayed when hovering over the gem.
- Fixed an issue where Books of Unique Knowledge incorrectly displayed that they granted five Atlas Passive Skill Points. They always have and continue to grant two Atlas Passive Skill Points per book used.
- Fixed a bug where using a skill immediately after entering an area could cause that skill to fail to execute properly.
- Fixed a bug in the Gem Stash Tab where some gems would be incorrectly found in the ‘Level 1’ category.
- Fixed 6 Instance Crashes.
0.2.0h Hotfix 1
- Fixed a bug where the Recombinating UI would stretch off screen when highlighting a modifier on one of input items.
0.2.0h Hotfix 2
- Fixed a bug when using currency on strongboxes while using WASD input could cause your character to get stuck.
Developer Post – Update 0.2.0h Patch Summary
May 12, 2025
Update 0.2.0h is slated to release “by the end of the week” according to GGG, detailing the highlights of the patch with this news post. With this update comes improvements to many endgame mechanics, the Private League feature, and additional Stash Tabs. Full Patch notes to follow when released.
Private Leagues
We plan to enable Private Leagues when 0.2.0h releases using the Path of Exile 1 website for now. There will be no extra mods available for these Private Leagues but we’ll be expanding the functionality of them soon. We wanted to get the ability to create Private Leagues released sooner rather than later for those that want to start over in a fresh economy by themselves or with their friends.
Quick-Use Currency Buttons on Strongboxes and Essences
We’ve added Quick-Use buttons that appear below the labels of Strongboxes and Essences. For Strongboxes, the currency displayed is dynamic based on the state of the Strongbox and is only displayed if that currency is in your inventory. As an example, if the Strongbox is unidentified it will only display a Wisdom Scroll.
If it is Normal Rarity it will display an Orb of Transmutation, if it has one magic modifier it will display an Orb of Augmentation. It will also be able to have buttons for Orbs of Alchemy, Exalted Orbs, and Regal Orbs. We have intentionally not included currency like Divine Orbs as that would be a mistake to use.
Essences have also received the same change, but with Vaal Orbs for corrupting them into the Corrupted Essences.
Breach Improvements
Breach had significant issues with spawning monsters in very narrow or tight areas. It was expected to be worse in those areas because you can only fit so many monsters in a given space. This made Breach encounters worse than we wanted and resulted in a very boring experience where you felt like you failed even though there was little you could do about it.
We’ve made a change to how monsters spawn in Breaches to be more reliable. This drastically raises the minimum experience of a Breach encounter.
Additionally we have changed the minimum time of a Breach, assuming no monsters are killed, to 20 seconds from 12 seconds. We have also made the time extension granted by killing monsters account for Monster Power. This means if you kill Magic or Rare enemies during the Breach it will extend the time more than killing Normal monsters.
Previously we spoke about dropping fewer stacks of Splinters in larger quantities, but instead of that we’re making a more drastic improvement. We will now vacuum up all the Breach Splinters dropped during a Breach encounter and drop them at your location when the Breach concludes. If you are in a party it will drop multiple stacks that are randomly allocated.
Azmerian Wisp Improvements
Azmerian Wisps have received two changes. The first is that when you activate a second Wisp, while pursuing one already, that Wisp will now always target the same Rare monster as the one you were already chasing. This was uncommon during the Campaign and mostly presented itself in Endgame especially with Atlas Tree investment but when it did happen, you would lose one of those Wisps commonly which felt purely negative.
The other change is that the Spirit of the Spring Hare and Spirit of the Fox were far too rare, we’ve made these three times more common. They can create some pretty hectic and rewarding outcomes and we wanted to give more opportunities to encounter these and their rewards.
Rogue Exile Visibility Improvements
Rogue Exiles had one main issue. Often you would be clearing through a Map and all of a sudden have a large life bar on the top of your screen with no connection to a boss or monster. This was because the Rogue Exiles had a very large aggro range. We’ve reduced this aggro range so they are far more commonly on-screen before it appears, that way you see them before the life bar presents itself. If you were to hit them off-screen using projectiles or other skills, they’ll still aggro immediately though.
The second issue is that even when you did find one and they were on-screen, you could barely see them especially in darker maps. In order to alleviate this we have both added Minimap Icons to them once they’ve engaged combat, and we’ve made the light on them far brighter to help them stand out and be more obvious when surrounded by other enemies.
Further Item Drop Improvements
We did a major patch to update overall loot drops but there are still some outliers we’re working on improving. In 0.2.0h we’re going to be making Perfect Jeweller’s Orbs and Level 20 Uncut Skill and Spirit Gems significantly more common. These will still be relatively rare but it was often the case people would get very far into their Endgame and character progression before even finding one.
Item Labels Additions to Important Items
For those not using custom Item Filters and were in Endgame you might have observed some more important items not being obvious enough. We have added outlines to the labels for Precursor Tablets, Expedition Logbooks and Expedition Chests to help them stand out when you have many other items on the ground around them.
Shrine Improvements
We’ve made a few changes to Shrines.
Firstly, we’ve disabled the Greed Shrine and the Corrupting Shrine. These were just bad and often you right-clicked off the buff because converting good items into Gold, or Corrupting equipment is rarely beneficial.
On top of that we’ve made some of the rarer Shrines such as the Diamond Shrine and Divine Shrine appear far more often, and we’ve extended the duration of almost all Shrines. Some of the Shrines will now last 90 seconds (from 45 seconds) and some 60 seconds (from 45 seconds).
New Stash Tabs
We’re adding the Ritual Stash Tab which will be able to store your Omens and Audience with the King Fragments.
We’re also adding the Socketable Stash Tab which will hold all your Runes, Talismans and Soul Cores. This tab comes with a button that allows you to upgrade your Runes from one tier to the next, instead of having to use the Reforging Bench.
These will be for sale in the Microtransaction store shortly after the patch is deployed.
Misc Other Improvements
Here’s a quick-fire list of other changes we’re also making for this patch.
- We’ve updated the visibility of the ‘Corridor’ skill for the Arbiter of Ash to be far more clear very quickly.
- We’ve added bindable actions for being able to quickly allocate Strength, Dexterity or Intelligence on your passive tree. You can bind these to keys and then hold those keys down when selecting attribute nodes to quickly allocate them to your desired attribute.
- We’ve added a new batch of submissions to the Twilight Reliquary Key. Thank you for your Support.
- We’ll be allowing Charms to go into the Flask Stash, or any stash with the Flask Affinity set.
- We’re adding a quick-travel button for Town on the right hand side of the Waypoint screen.
- We’re adding the shortcut for Ctrl+Right-Click to bulk move currency items of the same type between inventories. This is common mostly when doing larger trades of currency using the Currency Exchange.
- We’re adding a Filter property to be able to Filter Unidentified Items by their Item Tier.
- We have fixed fifteen separate Client or Instance crashes.
Estimated Deployment Timeline
We’re hoping to deploy this by the end of the week. We have many more changes and improvements to make and we’ll immediately start on our next update bringing even more improvements to gameplay and quality of life.
Update 0.2.0g Adjusts Loot Drops and More
May 1, 2025
Following a bug that forced the initial patch to roll back and be redeployed today, 0.2.0g goes live and addresses the lack of drops by adding many source of guaranteed Rare Items, adjusting Monster Item Rarity, and even buffing Tiered Magic and Rare Items.
0.2.0g Patch Notes
This patch contains significant changes to item drops, changes to the difficulty of Simulacrum, as well as other changes and bug fixes.
Item drop changes
- We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game.
- We have halved the amount of “Rare Gold” drops. This means that if you roll a Rare item you get more Rare Equipment or Rare currency instead of gold. Rare Gold piles are now twice as large so you still get the same amount of gold as before on average.
- Gold, Magic Currency, Quality Currency, Flasks, Charms, and Runes are now much less likely to drop from monsters with high Item Rarity. These three changes generally result in around 20-30% more Rare Currency (Exalted Orbs, Orbs of Alchemy, Regal Orbs, etc).
- Tier 2 Rare items now drop 4x more often. Tiers 3 to 5 now drop 30% more often. The modifiers of Tiered Rares have also been improved by cutting out more low level modifiers making them better on average than before.
- Tier 2 and higher Magic items now drop around 5x more often. The low level modifier culling of Tiered Magics has been significantly improved with Tier 2 now culling 50% of the modifier range, and improving from there. Tier 5 magic items will usually only roll the highest modifier available for a given type. This means that Tiered Magic items should be a much better starting point for crafting or Recombination.
Unique Monsters
- Except for a few Unique Bosses at the start of Act 1, all Unique Monsters will always drop a Rare item.
- In campaign, you only get the guaranteed Rare item the first time you kill each boss. In maps you always get it.
Azmerian Wisps
- Rare monsters possessed by Azmerian Wisps now always drop a Rare item.
- Fixed a bug where the first Wisp in the Grelwood didn’t have its Item Rarity or Quantity stats.
Rare and Magic Chests
- Magic chests have drastically increased Item Rarity and Quantity, and also guarantee at least a Magic item. They are approximately as rewarding as Rare chests were before.
- Rare chests also have drastically increased Item Rarity and Quantity, and guarantee at least a Rare item.
- In Cruel Difficulty chests get a further +50% more Item Quantity and Item Rarity, and +100% more in Endgame making them very powerful there.
- We have changed the Map modifiers that increased the chance of finding Magic and Rare chests to instead add a fixed number of additional Magic or Rare chests.
Strongboxes
- Strongboxes have increased Item Quantity and Item Rarity, guarantee a Rare item as well as getting a further +50% more Item Quantity and Item Rarity in Cruel, and +100% more in Endgame.
- Researcher’s Strongboxes will now have a much higher chance to drop Rare currency instead of Magic currency.
- Reduced the variance in the number of items Strongboxes dropped. They should more consistently drop a good number of items.
Trial of the Sekhemas
- Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
- Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
- Arcanist’s Chests have had the same improvements to drop composition as Researcher’s Strongboxes.
- Arcanist’s Chests (Currency) and Royal Chests (Jewels) are much more common.
- The chance of getting Silver and Gold keys as room rewards instead of Bronze keys has been significantly increased.
Trials of Chaos
- As you continue to increase the level you play the Trial of Chaos, corrupted Rares are phased out from the rewards, and Rare Currency stacks are phased in.
- Items that drop from monsters in the Trial no longer have a chance to be Corrupted.
Expedition
- Expedition Magic and Rare chests now have the same base balance as other endgame Magic and Rare chests.
- Normal expedition chests have also been improved.
- We also fixed a bug where Increased Chest Item Rarity from Expedition Remnants was not multiplying correctly with the Chest Item Rarity the chest already had. These Remnants will now have a greater effect.
- Buffed the rewards from most Expedition Remnant mods.
- Doubled the number of Expedition Artifacts that drop.
- Increased the amount of Exotic Coinage that drops by +50%
- Expedition Remnant upside modifiers have generally been buffed.
- Several Expedition Remnant downsides have been adjusted.
- The Expedition Remnant modifier that caused Monsters to have 100% chance to Avoid being Chilled, Frozen, Ignited, and Shocked has been replaced with a new modifier that increases their Elemental Ailment Threshold.
- Two new Expedition Remnant upside modifiers have been added, these can be found in Map areas.
Delirium
- Increased the amount of Item Rarity per depth in Delirium encounters. It increases to approximately 2.5 times what it was before.
- The Delirious percentage scaling with waves in Simulacrum has been reduced. Each wave now adds 5% Delirious (previously 10%), up to a maximum of 75% at Difficulty zero (previously 100%), and 115% at Difficulty 4 (previously 140%).
- Many Simulacrum modifiers have had the benefits they provide to Delirium Monsters reduced.
Accessibility to Pinnacle Content and Atlas Passives
- Reduced the number of Corrupted Nexus’ you need to complete your Atlas Passive Tree. Each Corrupted Nexus now grants 5 skill points allowing you to complete this task much faster.
- Increased the visibility of Corrupted Nexus’ so that you can see them from further away.
- Atlas Passive Skill Points have been retroactively granted. There are a few scenarios where you will have fewer Atlas Passive Skill Points after the patch. In this case, your Atlas Skills have been reset.
- Breach splinter drop rates have been increased by +50%.
- Delirium splinter drop rates have been increased by +80%.
- The chance of finding Audiences with the King in Ritual is increased by +50%.
Player changes
- Trinity now provides 3-6% more Elemental Damage with Attacks per 30 Resonance at Gem levels 14-20 (previously 7-10%, per 50 Resonance). On dealing Elemental Damage with an Attack Hit, it now gains 10-13 Resonance of the highest Elemental Damage type and loses 3 Resonance of the other types at Gem levels 14-20 (previously gained 7-10, and lost 2). You now lose 10 Resonance per second of specific types if you haven’t gained Resonance of that type in the past 8 seconds (previously 5 Resonance per second). Quality now provides 0-15% increased Attack speed while total Resonance is over 250, instead of +0-2% more Elemental Damage with Attacks per 50 Resonance of any type. This results in the same damage on average with easier build up.
- Beira’s Anguish Dousing Charm no longer guarantees a Critical Hit if any amount of chance to be Critically Hit is present on the enemy. It now will roll Critical Hit chance normally in these cases.
- Most Skills that have no mana cost which you don’t cast yourself are now also granted a hidden no skill cost stat preventing them from gaining additional costs, such as from Lich’s Eldritch Empowerment Notable Passive Skill. Examples include Elemental Discharge, Impending Doom’s Doom Blast and Blink. Spells you cast yourself granted from Wands and Staves will still be able to get additional costs.
- Bursting Plague now adds 100% of damage per second from Poison as Plague (previously 200%). It now stores up to a maximum of 20% of the Enemy’s maximum Life as Plague (previously 10%).
- The Starkonja’s Head Unique Helmet now causes Damage from Hits to be taken from your Damageable Companion’s Life before you (previously also non-Damageable Companions).
- Lightning Bolt’s base radius is now 0.8 metres (previously 0.5 metres).
- Impale inflicted on players now lasts 4 seconds (previously never expired). Impale inflicted on non-players is not affected by this change.
- Flash Grenade can no longer blind the user or their Allies.
- Battershout’s triggered explosion now counts as a Warcry skill.
- Hazards created by Rearming will no longer count towards the maximum allowance of that Hazard type.
Other changes and improvements
- Existing Crystalline Cores that are no longer obtainable have been deleted.
- Sceptres, Wands, and Staves can now correctly roll an additional Rune Socket as a Corruption outcome.
- The number of Monsters in Trials of Chaos areas below level 65 has been reduced.
- Bladelash Transcendent’s melee damage has been reduced, and their attack distance has been adjusted.
- The Leap Slam skill used by Vile Imps and Unearthed Urchins can now be dodged, blocked, and evaded.
- Urnwalker’s scarab cloud skill now deals damage less frequently.
- Faridun Plaguebringer’s detonate dead skill has had its damage slightly lowered, and the visual effects improved.
- Improved the visual effects of the Stalking Pustule monsters.
- Temporarily disabled the Vaal Enforcer Monster.
- Improved the visibility of connections between maps on the Atlas, especially in the desert biome.
- Added minimap icons for the Landmark Rooms found in The Titan Grotto, Deshar and Mawdun Quarry.
- Added a World Map icon for The Titan’s Fall in The Titan Grotto.
- Added checkpoints to the Twisted Domain.
Bug fixes
- Fixed bug where invocations could trigger caltrops from Trail of Caltrops.
- Fixed a bug where the Silent Cave Map could sometimes be uncompletable.
- Fixed a bug where the Atlas could sometimes display the incorrect Atlas state.
- Fixed a bug preventing Fracturing Mirrors from spawning in Delirium.
- Fixed a bug where a checkpoint in the Fortress Map could sometimes place you in unwalkable terrain.
- Fixed a bug which caused some terrain in the Decay Map to sometimes be inaccessible.
- Fixed a bug where Overwhelming Presence was not being affected by modifiers to Aura effect. Overwhelming Presence now reduces Enemy Stun Threshold and Elemental Ailment Threshold up to a maximum of 90%.
- Fixed a bug where Manifested Weapons died when taking damage for you.
- Fixed a bug where Supporting Fire’s Command: Death from Above would fail when used on uneven terrain, becoming unusable.
- Fixed a bug where the Waistgate Unique Belt allowed Charms to be equipped in Flask equipment slots.
- Fixed a bug where Ritual Sacrifice would not grant you modifiers from Sacrificed Rare Monsters if you used it while affected by Temporal Chains.
- Fixed a visual bug where crafting on a fractured item with an Omen of Whittling, an Omen of Sinistral Erasure, or an Omen of Dextral Erasure could highlight the wrong modifiers.
- Fixed a bug where some Persistent Skills could have an incorrect Spirit cost when affected by Supports that should increase the cost.
- Fixed some instances where persistent minions were not being removed correctly when weapon swapping.
- Fixed a bug where Tamed Beasts could be active in a weapon set that did not have the appropriate attribute or spirit requirements met.
- Fixed a bug where the Lord of the Pit in the Deserted Map was not being affected by modifiers to Map Boss Difficulty, and were unable to drop a Vanquisher’s Book of Knowledge.
- Fixed a bug where Plague Bearer’s Nova was not considered to be area damage.
- Fixed a bug where Rattlecage, the Earthbreaker in the Crimson Shores Map would sometimes drop no items when slain.
- Fixed a bug that prevented Zicoatl, Warden of the Core from using their wall laser skill.
- Fixed a bug where Strongboxes with the “of Singularity” modifier would sometimes fail to drop an Unique item.
- Fixed a bug where certain monsters could re-emerge after being revived during a Ritual encounter.
- Fixed a bug where the red Boss arena perimeter blockers were not being removed correctly in the Steaming Springs, Burial Bog and Rustbowl Maps.
- Fixed a bug where the compare feature on the Passive Skill Tree was not functioning correctly.
- Fixed two client crashes.
- Fixed two client crashes that were affecting some characters on Consoles.
- Fixed 3 instance crashes.
0.2.0g Hotfix 1
- Fixed an instance crash that could occur when weapon swapping while using Spectres.
Update 0.2.0g Releases… or Not
April 30, 2025
With a serious bug found in the deployment of 0.2.0g, the patch needed to be rolled back, with a fresh deployment with the major bug fixed. This deployment is slated for tomorrow.
Update 0.2.0f Addresses more Player Feedback
April 15, 2025
Update 0.2.0f is released, featuring the changes from the previous Developer Posts. Key highlights being Ascendancy Respec, More Stash Tab Affinities, a new Gemcutting menu option, and Charms Slots for Belt being determined by Item Level.
This patch adds support for respeccing ascendancy classes, atlas bookmarks, new stash tab affinites, changes to charms and totems, as well as many other improvements and bug fixes.
Respeccing Ascendancy Classes
- Redoing an Ascendancy Trial now allows you to respec which Ascendancy Class you have chosen at the Ascension device, but only if the Trial would grant you the number of points you already have.
- In order to respec your Ascendancy class, you must have zero points allocated in it, but you can now talk to Balbala or The Trialmaster to Refund Passive Points.
- Trials of Chaos that have 7 chambers and thus grant up to 4 Ascendancy Passive Skill Points now can be attempted from level 55, down from 60.
- Trials of Chaos that have 10 chambers and thus grant up to 6 Ascendancy Passive Skill Points can now be attempted from level 65, down from 75.
Charm Changes
- Belts level 30 and above now have implicit modifiers with 1-2 Charm Slots, while Belts level 60 and above now have implicit modifiers with 1-3 Charm Slots. This only affects new Belts found after this patch has been deployed.
- The explicit modifiers for additional Charm Slots on Belts can no longer roll.
- The Zerphi’s Genesis and Ingenuity Unique Belts no longer have additional Charm Slot Modifiers, though existing versions of these items are not affected.
- Bijouborne has intentionally kept its additional Charm Slots for now as in the future we will be expanding the maximum possible Charm slots to 6.
- Massively increased the values on the Prefixes that Restore Life, Mana or grant Guard when Charms are used. You can update existing items to the new values with a Divine Orb.
- All Charms but the Golden Charm have had their maximum Charges halved and their Charges per Use Halved, making them refill more quickly.
- The base duration of Stone Charm has also been increased from 2.5 seconds to 3 seconds.
New Stash Tab Affinities
Added Stash Tab Affinities for the following categories of items:
- Socketables
- Fragments (includes Tablets and Trial Keys)
- Breach
- Expedition
- Ritual
Atlas Bookmarks
- Added the ability to bookmark locations on your atlas to find them easily later.
- Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.
- You can have up to 16 bookmarks at a time.
- They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there.
- You can also view a list of bookmarks under the legend and click them to go there.
Endgame Changes
- Pinnacle Bosses now have unlimited respawn attempts at Difficulty 0.
- Tower and Hideout Maps now have a higher minimum number of Rare monsters that can spawn. The final Rare monster defeated in Tower and Hideout Maps will now drop a Map of the same tier you are running (as long as you have enough Waystone Chance). Defeating the final Rare monster in Tower Maps is still not required to complete a Tower Map.
- Added UI tracking for Rare & Unique Monsters in Unique Maps, Tower Maps and Hideout Maps.
Crafting Changes
- As each new Rune Tier is unlocked we are removing the lower runes from the drop pool. This is to stop you getting spammed with lesser runes at high levels.
- Lesser Runes no longer drop past level 31.
- (Medium) Runes no longer drop past level 52.
- Overall past level 52 you will now drop more Greater Runes than currently, but Lesser Runes and Runes will no longer drop.
- Rogue Exiles will always have appropriate Tier Runes socketed into dropped items relative to their item levels.
- Sceptres can now have sockets, and we’ve added a new set of Talisman modifiers for Sceptres to allow upgrades to your Minions at mid to late game.
Totem Changes
- All Totem Skills now start gaining Elemental Resistances and Chaos Resistance, scaling up with Skill level, from around Gem level 13. At gem level 20 they have +75% to all Elemental Resistances and +35% to Chaos Resistances.
- Ironwood Support now also grants Totems summoned by supported skills +10% to all Maximum Elemental Resistance.
Light Stun Changes
- Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you’re less likely to get stunned by random stray projectiles and other things of the sort. These changes don’t affect Light Stuns dealt by players.
- We’ve added a cluster to the Passive Skill Tree near Chaos Inoculation that allows you to invest into a heavy amount of Stun and Ailment Threshold based on your Energy Shield. We will be adding more Stun mitigation later around the tree, notably in the Dextrous section.
Player Changes
- Shard Scavenger, in addition to its current effects, now also restores one cooldown use for all your Grenades and grants a buff for 2 seconds that prevents your Crossbow Attacks consuming bolts.
- Shockwave Totem’s base attack time is now 1.5 seconds (previously 3 seconds). Shockwave Totem’s slam now deals 96-211% of Attack Damage at Gem levels 3-20 (previously 169-369%), while the Jagged Ground Eruption damage is unchanged. Quality now provides 0 to -0.2 seconds to Totem base attack time (previously 0 to -0.55 seconds).
- Frozen Locus can now be used while using other skills to interrupt what you’re doing, similarly to dodge roll (though it does not allow you to dodge incoming hits).
- You will now Shield Bash if you release Raise Shield after blocking a hit from a faraway attacker, if there is a different enemy in Shield Bash range.
- Storm Lance is now able to be supported by ground effect-related Supports.
- Raise Shield is now able to be supported by Concentrated Effect.
- Fire Exposure and Lightning Exposure Supports have had their wording adjusted to make clear their effects apply to any target, not just Enemies. This is not a functional change, just a clarification of wording.
- Whirlwind Lance and The Whirlwind keyword hover now clarify that the Whirlwind’s collapse deals melee damage.
- Improved the visual effects of Arc’s explosions on hitting a shocked target.
- Glacial Lance is now able to chain off terrain.
Improvements and Other Changes
- Added an Equipped Gems section to the Gemcutting interface to make levelling up cross-class skill gems more convenient.
- Added rarity borders to items available to purchase from vendors.
- Greater Rune of Tithing now provides 1 to 100 Lightning Thorns Damage when socketed in Armour (previously 1 to 10).
- Attribute Runes now have a more appropriate gold value to vendors, and can be reforged into their higher tiers.
- Breach hands now can drop splinters at all levels. This amount starts low and increases with area level, similar to splinter drops from monsters.
- Shrines are now easier to click on.
Monster Changes
- Some Endgame Monsters can no longer interrupt their attacks if you move too far out of range during the attack to relentlessly chase you.
- Zarokh, the Temporal no longer aggressively targets player minions if any are present.
- The Immured Fury is now less likely to target minions, and their ground effects should now more reliably be removed after death.
- Azak Brutes, Azak Maulers, Azak Stalkers, and Undead Vaal Guards have had the frequency they use their skills such as ground slams reduced and the cooldowns increased.
- Adjusted the behaviour of the 180 degree cleave skill used by Geonor, the Putrid Wolf to prevent them using the skill multiple times sequentially.
- The composition of Monster packs in Jiquani’s Sanctum, Aggorat, and Utzaal have been adjusted to reduce the amount of ranged skills being hurled at players in these areas. The same adjustment has been made for the versions of affected packs that can appear in Map areas.
- Adjusted the frequency and damage of the ice shard spiral volley from Shrines.
- Adjusted the behaviour of Venomous Crabs, Venomous Crab Matriarchs, and Constricted Spitters.
- Vaal Formshifter now has less damage reduction when in shapeshifted form.
- The Fettered Spider Cleansed monster now explodes on death less often.
- Adjusted the damage dealt by Goliath and Vaal Goliath Monsters.
- Adjusted the damage of Stone Sentinel’s Slam skill.
- Reduced the damage of the Essence of the Infinite Monster modifier.
- Lowered the damage of Vaal Enforcer to be more appropriate for how many times it hits.
- Lowered the damage on Reconstructor’s lightning burst skill.
- Slightly reduced the damage of Ravenous Misshapen’s Arc skill.
Bug Fixes
- Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General’s Bindings Notable Passive Skill were not providing the correct amount of Armour.
- Fixed a bug where Ripwire Ballista and Dark Effigy were not displaying totem specific stats, such as totem life, in the skill panel.
- Fixed a bug where capturing or releasing a spectre or tamed beast with a Corrupted skill gem would cause the gem to lose Corruption.
- Fixed a bug where Corruption modifiers to the level of Bind Spectre or Tame Beast Gems could be lost upon binding or taming.
- Fixed a bug where the “Enemies chilled by your Hits increase damage taken by Chill Magnitude” modifier on the Asphyxia’s Wrath Unique Quiver was instead causing enemies to take reduced damage.
- Fixed a bug where The Black Doubt Unique Body Armour would remove Mana if you were on full life with the Lich’s Eternal Life Ascendancy Passive Skill allocated and were taking damage over time.
- Fixed a bug where Disengage could fail to trigger a shockwave from parried enemies in its area of effect if those enemies were hit by other shockwaves from the same use of the skill.
- Fixed a bug where Drain Ailments was not granting immunity to the consumed ailment, and was not triggering other consumption effects like Shard Scavenger.
- Fixed a bug where Drain Ailments Support would only consume a single copy of the chosen ailment in cases where the target had multiple copies applied to them.
- Fixed a bug where Embitter support didn’t apply to damage that was gained as extra damage of the same type as it originally was.
- Fixed a bug where Firestorm was not triggering Shard Scavenger when consuming Ignites.
- Fixed a bug where Volcanic Fissures did not cause an aftershock when Shockwave Totem’s Slam was used on it.
- Fixed a bug where Staggering Palm was not working with Impact Shockwave Support.
- Fixed an issue where Chaining and Returning Projectiles starting positions could desync.
- Fixed a bug where the last charge of the Smith of Kitava’s Temper Weapon skill was able to cause multiple explosions when consumed by specific skills.
- Fixed a bug where Glacial Lance’s explosions did not scale with area damage.
- Fixed a bug where Meditate could be interrupted by a non-damaging hit.
- Fixed a bug where Gathering Storm was not considered a Quarterstaff Skill.
- Fixed a bug where Refraction Support was not working correctly.
- Fixed a bug where Curses applied through Map modifiers were not being reapplied if you died and respawned at checkpoint.
- Fixed a bug where Attribute Runes could not be socketed in Wands and Staves.
- Fixed a bug where Unique Charms could not be chanced.
- Fixed a bug where the Spirit Of The Bear Azmeri Spirit was targetable and could be damaged. Don’t hurt the bear :(
- Fixed a bug where the Azak Shaman monster would not use most of their skills when bound as a Spectre.
- Fixed a bug where the Smith’s Masterwork Ascendancy Notable Passive Skill had a refund cost.
- Fixed a bug where modifiers provided by Runes were not being displayed on Wands and Staves.
- Fixed a bug that could prevent you from progressing the Power Awaits You quest if you respawned at checkpoint after The Arbiter of Ash died.
- Fixed a bug where monsters spawned by the Ogham’s Legacy Unique Strongbox were required to be slain in order to fulfill the Kill all Rares Map objective.
- Fixed a bug where the Savannah Map Boss arena wasn’t being sealed off when the fight began.
- Fixed a bug where the stairs to exit the Act 3 final boss arena wouldn’t reappear after defeating the boss, this fix also applies to the Map Boss version.
- Fixed a bug where Storms created by Whirling Slash visually remained when the Gem was levelled up.
- Fixed a bug where Lightning Wraith monsters were dealing less damage than intended.
- Fixed an issue where one of Rafiq of the Frozen Spring’s attacks was dealing significantly more damage than intended.
- Fixed a bug where Skeleton Spriggans would just push you instead of actually using their melee attack.
- Fixed a bug where the Chimeral Wetlands could sometimes have a blocked path.
- Fixed a bug where the Map Pin for Ignagduk, the Bog Witch did not update properly on the World Map after using the Gemcrust Skull in Cruel Difficulty.
- Fixed a bug where Ball Lightning could not be supported by Chain support.
- Fixed a bug where Perpetual Charge was unable to support Whirlwind Lance.
- Fixed a bug where channelling Meditate would show an unrelated buff icon.
- Fixed a bug where Jagged Ground used the incorrect debuff icon.
- Fixed three client crashes.
0.2.0f Hotfix
- Fixed a bug with Dynamic Resolution that could cause the game to just show a black screen for players with AMD GPUs.
- Fixed a bug where the Atlas Map was only displaying one objective on Map Nodes.
0.2.0f Hotfix 2
- Fixed a bug introduced in patch 0.2.0f where monsters had higher chance to Light Stun players, rather than lower chance as described by the 0.2.0f patch notes.
- Added a Trialmaster NPC to the boss arena after Trialmaster has been defeated to let you refund passive points.
0.2.0f Hotfix 3
- Reverted rendering updates in 0.2.0f that could result in other cases of black screens or missing lighting.
0.2.0f Hotfix 4
- Fixed an issue where Tempered, Robust, Adept and Resolve Runes were not working with the Socketables Stash Affinity.
- Temporarily disabled the Vile Vulture as a Spectre.
0.2.0f Hotfix 5
- Fixed an issue where you could not interact with the Altar of Ascendancy in the Trial of the Sekhemas if you had already received Ascendancy points from the Trial of Chaos.
- Fixed Simulacrum Splinters not working with the Delirium Affinity.
- Fixed a bug where unique belts could receive multiple charm slot implicit modifiers.
- Reduced the amount of particle effects created by Shockwave Totem’s slams.
Developer Post – Respeccing Ascendancy Classes and More
April 11, 2025
With 0.2.0f coming next week, GGG shares some details on some hot topics and feedback that will be making its way to the game. The big highlights are Ascendancy Respecs and QoL for Gemcutting.
Endgame Changes
An unintentional problem with Tower maps and Hideout maps is that they don’t currently spawn the rare monsters for the clear condition. Due to this, they also don’t drop the extra map that is designed to allow for guaranteed map sustain.
- We have added extra rares to Tower and Hideout maps, and also the extra map drop that can come from the final rare kill. This is still not required to complete the map.
Crafting Changes
- As each new Rune Tier is unlocked we are removing the lower runes from the drop pool. This is to stop you getting spammed with lesser runes at high levels. We will adjust drop rates as that occurs so that you get a more reasonable number of total runes.
- We are adding the ability to add sockets to Scepters and adding mods to some Talismans for Scepters to allow upgrades to your minions at mid to late game.
Totem Changes
We have had quite a few reports of totems not surviving at endgame due to not gaining as much elemental resistance as the player does. In order to solve this problem we have made the following changes
- Totems start gaining elemental resistances from gem level 15 up to 75% at level 20.
- The Ironwood support also adds some Maximum Elemental Resistance to totems.
Shard Scavenger
The Shard Scavenger reservation wasn’t doing enough to be useful to most players, so we made the following change.
- Shard Scavenger, in addition to its current effects, now also restores one cooldown use for all your Grenades and grants a buff for 2 seconds that prevents your Crossbow Attacks consuming bolts.
My Skills on the Gemcutting Tab
When using an uncut skill gem, it was often annoying to find the skills that you were using from off-classes to level up. In order to fix that, we have added a new tab to the gemcutting window that shows you all the gems you have equipped.
This list of the changes are just the changes that have been made so far, these are not the only changes we are investigating and they do not represent a full list of what players are reporting to us.
Official News Post can be found here.
Update 0.2.0e Directly Addresses Player Feedback
April 10, 2025
Update 0.2.0e is one of the largest patches so far and directly addresses a lot of community feedback as previously discussed in News posts leading up to this update.
Developer Post – Further Changes from Today
April 9, 2025
To further address and highlight some of the upcoming changes for 0.2.0e, GGG released another news post. This one focuses on Monster and Crafting Balance, while mentioning some things coming post-0.2.0e.
Yesterday we listed a bunch of changes that we are making to improve the game. 0.2.0E will be deployed tomorrow at around 3PM PDT or (Apr 11, 2025 1:00 AM (GMT+3) in your local time), it will contain all the changes we have posted about from the last few days as well as some other things we have been working on today.
This following list of the changes are just the changes that have been made so far, these are not the only changes we are investigating and they do not represent a full list of what players are reporting to us.
Monster Speed Changes
Many players have been reported being overwhelmed by monsters. The cause of this is a variety of factors and we are addressing them on a case by case basis. We have listed monster changes act by act below, but we also made the following changes more generally.
- Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.
- The Haste Aura monster modifier no longer appears on monsters that are already fast.
Act 1
- Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.
- Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.
- Reduced the number of Bloom Serpents in The Red Vale.
- Halved the number of Venomous Crabs in the Hunting Grounds.
- The Cultists in Freythorn no longer have interrupt events on their attacks as described above.
- The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.
- Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.
- Reduced the overall density of more challenging monsters in Ogham Manor.
Act 2
- The Boulder Ants in Titan Valley have been replaced by Risen Maraketh, as the area had too many monsters that had irritating movement.
- The Faridun have all been modified to remove the interrupt events on their attacks as described above..
Act 3
- Diretusk Boar and Antlion Charger’s are now more likely to push you to the side instead of pushing you along with them when they charge you.
- The Lost City monster pack composition has been adjusted to result in less ranged monsters
- Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters.
- Fixed an issue where the Slitherspitter’s poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.
We have also identified another issue that affects some areas in which potential monster spawn locations have inconsistent density in different rooms. This leads to situations where some rooms are much denser with monsters than others in an unintended way. We have a fix for this problem but it did not make it into this patch, and will be deployed in a later patch.
These are not the only changes that we will be making to monsters. Further changes will come in later updates. Some changes we didn’t get time to make today, and others require new animations that will take a little longer.
Boss Changes
Viper Napuatzi is one of the more challenging bosses for players, so we made the following change.
- Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.
Uxmal had various quirks that made him somewhat annoying to fight. We have made a few changes.
- Reduced the number of times Uxmal changes locations through the fight
- Uxmal can no longer recharge Energy Shield while in the air.
- Uxmal uses his Flame Breath less often
Xyclucian had some issues with visibility of his effects
- The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible
Player Minion Changes
- We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.
- Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again.
- Tamed beasts can now fit through gaps of the same size that the player can.
Other Player Balance
We don’t have a lot of other player balance changes on top of the ones described yesterday, but we did manage to sneak in the following additional changes:
- Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.
- Glory (Used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill.
- Fixed a bug where Blood Boils from the Ritualist ascendancy didn’t propagate if the monster exploded on death, such as when using Herald of Blood.
Crafting Changes
- We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.
- Renly’s abandoned shop in the Burning Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn’t find any up to that point. As mentioned yesterday, 12 Artificers Orb’s now drop at fixed locations through the campaign in addition to the random drops and salvageable ones.
Performance Improvements
- The ground foliage in many areas has had an optimisation pass to improve performance.
0.2.0E Deployment Timeline
And that’s all that made it for 0.2.0E. The patch will be deployed at around 10AM NZT. We have also made some more changes internally, but they didn’t make it in time for the patch.
The following lists the changes that will be deployed after the weekend. These are not the only changes that will be in that patch. These are just the changes that we already have.
Charm Changes
Charms are a system that we never adequately expanded on, and have had several problems that we will finally be addressing. Overall we want charms to be more useful, and for you to be more easily able to use more of them.
First, the changes to charm slots
- Charm slots on belts are now granted by implicit mods that are added to belts depending on the level of the area that dropped them. The number of slots is random up to a cap depending on how high level the belt is. You can use a Divine Orb to reroll the number of slots.
- Belts have 1 charm slot until level 32, up to 2 until level 64 and up to 3 from level 65 and onwards.
- Unique Belts can always have up to 3 charm slots.
- For now, Unique Belts with mods that increase the number of charms will still be capped to 3, later on we will remove the cap.
Then changes to the charms themselves.
- Several charms were not protecting you from the hit that activated them, these cases have been fixed to work properly.
- We have also done a pass on Charm mods to make them more powerful and rewarding.
Stash Tab Affinities
We are adding Stash Tab Affinities for the following categories of items
- Socketables
- Fragments [Which includes Tablets and Trial Keys]
- Breach
- Expedition
- Ritual
We will also be allowing Charms to go in the Flask stash tab or any tab with the Flask affinity.
Atlas Bookmarks
We have added the ability to bookmark locations on your atlas to find them easily later.
- Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.
- You can have up to 16 bookmarks at a time.
- They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there
- You can also view a list of bookmarks under the legend and click them to go there.
Developer Post – Upcoming Changes
April 8, 2025
Following a Q&A interview hosted by Zizaran, GGG releases a news post detailing recent changes and those coming in the 0.2.0e Updates and later.
Player Balance Changes
Now that we have a lot of the nerfs out of the way, we can concentrate on buffing things that are not performing well.
Sorceress Specific Changes
- Arc now does a lightning explosion when it hits a shocked enemy but can no longer shock. It does not consume the shock.
- Eye of Winter now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb.
- Incinerate’s exposure duration has been increased to 8 seconds from 2 seconds.
- Mana Tempest can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking.
- Frostbolt explosion radius has been increased by 50%.
- Ice Nova’s freeze buildup has been increased significantly.
- Frost Bomb exposure duration has been increased to 8 seconds from 5 seconds.
- Mana remnants has been changed to work with other elemental ailments than just shock.
- We are lowering the delay for Ignites spreading from sources such as the Wildfire support to 1 second from 2 seconds, but the radius has been decreased slightly.
Bleed/Chaos Innoculation
- Energy Shield no longer prevents bleeding from being applied.
- Chaos Innoculation now prevents bleeding.
- The passive clusters that grant you additional stun threshold based on your maximum energy shield now also increase your ailment threshold so you will no longer be ignited/chilled/frozen/shocked as often while using CI if you take these passives.
Huntress Specific Changes
- Parried enemies can no longer evade your attacks.
- The spear stuck in enemies by Rapid Assault now always bleeds on hit when you detonate it, the AoE has been increased by 20% and the detonate does 67% more damage.
- Spearfield’s spear duration has been increased to 10 seconds from 6 and had it’s damage growth increased, dealing 30% more damage by level 20.
- Herald of Blood no longer deletes the corpses of Rares or Uniques, allowing you to use Ritual Sacrifice on the rares.
Warrior Specific Changes
- Temper Weapon on Smith of Kitava now adds 3 empowerments per strike of your weapon, and is 25% faster. The damage might need to come down a little.
- Shield Wall is now detonatable with Warcries.
- Armour break being applied to players by monsters no longer has the 20% extra physical damage modifier that was intended to only be a buff to players, and we have also reduced its duration to 4 seconds from 12. In addition, there was a bug where partial armour breaks were never removed on the player.
Ranger Specific Changes
- Stormcaller arrow now proliferates shocks to nearby enemies in a small radius and has had its AoE radius increased by 50%.
- Lightning Rod damage has been increased by 30%, and their duration has been increased to 20 seconds.
- Lightning Arrow has had the radius at which it arcs to targets increased by 50%.
- Tornado Shots maximum duration has been increased to 15 seconds
New Support Gem
We have added a support gem called Inhibitor that prevents charges being consumed but increases the damage of the supported skill by 4% for each type of charge you have.
UPDATE: We’ve since found that the implementation for the increased damage per type of charge to not be feasible in the timeframe that we want this support gem to be released, and the core of the design of the support is an important tool to get into the hands of players, so we will be releasing it without that stat present.
Delirium Changes
Delirium encounters now last approximately 2.5x longer.
Crafting
We’ve added several Artificers Orb’s to fixed locations throughout the campaign allowing you to craft with them more often.
We have also added runes for attributes allowing you to fix early game requirement issues.
We are also updating all runes to also apply to Wands and Staves. This work will require adding specific mods for these items. We are unsure if Soul Cores and Talismans will be able to be added at the same time, but it is our intention to attempt to make this change.
Finding Rares in Endgame
During endgame a common issue is missing a Rare in the corner of the map that you didn’t happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times.
Matlan Waterways
We have made a change to Matlan Waterways to merge some sections of water together, reducing the average number of levers that you will encounter while playing it by 6 levers.
Monster Speed
One of the issues that is often reported is getting swarmed by monsters. We are currently doing a pass to investigate this issue and can probably talk about specific changes tomorrow, but the changes are likely to be targeted at specific monsters that are too difficult, especially in zones that have a lot of fast monsters.
A Note About The Ritual Exploit
Recently there was an exploit involving reducing the deferral cost of Ritual items in combination with using a Unique Tablet that allows for unlimited rerolls. This occurred during the middle of the night and unfortunately due to an internal miscommunication, we didn’t fix the exploit until around 8 hours after. We have banned 301 accounts that were clearly exploiting this, and they will remain banned until the end of the current league. Thankfully, the economic impact outside of the banned accounts is relatively small.
Dawn of the Hunt Gets a Flurry of Hotfixes
April 4-8, 2025
After a poor early reception from the community regarding balance, difficulty, and pacing, the game has been updated through several hotfixes to alleviate these issues.
Dawn of the Hunt Update Released
April 4, 2025
Path of Exile’s first major update, Dawn of the Hunt is now out. This includes the Huntress Class and her Amazon and Ritualist Ascendancies, new Ascendancies for the Mercenary, Warrior, and Witch. Alongside this were 100s of new support gems and many other changes.