Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie
Last Epoch
Last Epoch Patch 1.0.5 Notes
Hello Travelers,
In today's Hotfix, we are fixing a list of things for you!
Changes
Improvements have been made to Monolith visuals and performance along with several bug fixes
Fixed a bug where some channeled movement skills such as Rampage could end abruptly in the Alpine Halls monolith echo
Fixed issues with trees obscuring your view in the Hidden Oasis monolith echo
Added a fix that will warn players when files must be verified.
Fixed Loot filter toggle "X" sensitivity
Fixed bugs where the following skills' damage areas were not scaling with area modifiers from their trees or from items
Abyssal Echoes
Dancing Strikes (not all parts of the combo were affected by this bug)
Erasing Strike (just the initial hit, not the void rifts)
Forge Strike
Healing Hands
Necrotic Mortar (from Summoned Skeletal Mages)
Reap (from Reaper Form)
Fixed Passive and Skill Tree localization issues
Updated visuals for Announcement banners
Updated Unique Reward icon in Monoliths from Ring to a generic icon
Added missing name to Graveyard
Bug Fixes
Skills & Passives
Fixed a bug where the player's Falcon could fail to be unsummoned after the player has died
Fixed a bug where Warpath would cause players to become stuck in place and unable to move
Fixed a bug where Drain Life with Blood Pact and Ghostflame with Arteries of Malice would stop channeling when at very low current health
Fixed a bug where Healing Hands was still scaling with cast speed instead of melee attack speed when Seraph Blade was allocated
Fixed a bug where Gathering Storm was still scaling with melee attack speed instead of cast speed when wielding a staff and Lagonian Diplomacy was allocated
Fixed a bug where Thunder Tempests from Tempest Strike's Cloudburst Conduit could not hit enemies
Fixed a bug where Added Spell Damage Affix with Tempest Strike did not work
The grace period for your minions now ends when your own grace period ends
Fixed a bug where attempts to cast minion-targeted abilities like Dread Shade on minions that were in grace period would always fail
Fixed a bug where stationary minions would never leave grace period, resulting in them never attacking
UI
Fixed a bug where items sold in Online mode were displaying original price in the "Buy Back" tab
Fixed a bug preventing Defensive Conversions from displaying in the character sheet online
Other
Fixed a bug where Soul Embers would persist after the dungeon was completed
Fixed a bug causing Void Despair to be invisible
Fixed an error when leaving Offline mode
Fixed a bug where, players spawning into a new location would reveal part of the map too soon.
Last Epoch Hotfix 1.0.4.2 Notes
Hello Travelers,
In today’s Hotfix, we are reverting the change to the cost of Despair Glyph Prophecies.
With this, we wanted to talk a bit about why this change made it into the last patch, similar changes, and a bit more about our specific reasoning behind them.
Glyph of Despair Prophecies
This change (favor cost for despair glyphs) didn’t have anything to do with Merchant's Guild (MG) - at least, we weren’t aware of a significant issue being caused by MG players swapping to ‘abuse’ this. We believe MG already has a very good pathway to Despair Glyphs with Vault of Uncertain Fates, so wouldn’t have been benefiting from this prophecy by swapping.
This was actually something we had decided before 1.0, that the favor cost was too low for this reward along with other adjustments in a late pass. However with the post-launch changes/fixes, this was as soon as it made its way through the pipeline with other priority fixes pushing their way ahead of it. So this was purely in regards to its own balance within Circle of Fortune (CoF). One of the discussions this has started internally is regarding review of these delayed adjustments.
Our previous pipeline didn’t include design looking at the final patches when they went out, so unfortunately we missed this change and re-evaluating it. We have adjusted our pipeline to try to catch delayed changes so we can be more mindful of them and consider if they should go out, or be delayed to the next cycle.
TLDR: The change was made before 1.0, got stuffed in the pipeline, and just finally got out without further design review on timing. We’ll be keeping a better eye out for delayed changes like this.
Arena Key Sell Prices
With the Key value nerf, the impetus for it was as we had stated, that it was being leveraged by MG players with swapping factions. However, this was a change we had planned for some time, and it was really just the final push needed to prioritize the change. With the key values, originally they had a higher value on them so it gave them some value for players who didn’t have any use or interest in them (never played arena).
Keys were never intended to be a source of gold farming, which is something which crept up over time with them being easier to target in the Monolith. With the interactions in CoF, it was the straw which broke the camel’s back, so to say. We definitely agree we did not sufficiently communicate reasoning behind this change, and that’s on us creating that misunderstanding. We’ll be making an effort to include bigger picture reasons behind changes such as this, rather than the immediate reason, as we had.
TLDR: Arena Keys were never meant to be a method to farm gold, and it had reached a point of prominence that even MG players had begun to feel the need to swap to CoF to leverage it.
Mid-cycle Changes
In regards to mid cycle changes, we had approved these changes as they don’t impact moment to moment gameplay, and won’t suddenly cause a build to not be able to clear a certain difficulty of content it was able to previously. The survey we had previously gone through was about those kind of build impacting changes, rather than general systems. We should also mention this is our guiding star, not our railroad. In specific scenarios we may decide another route is better, such as this Despair Glyph change not being enacted during this cycle. For these kinds of changes, we will use our best judgment, and will always be receptive to hearing feedback on them.
We have also seen some feedback regarding the survey not covering bug fixes which result in buffs. The reason for this is that we have always had the intention to follow through with bug fixes that result in buffs mid-cycle, and did not feel that was controversial to be surveyed. We won’t be holding back bug-fixes that result in buffs.
TLDR: Our intentions with mid-cycle changes from the survey is to avoid nerfs to the power level of characters, or moment to moment gameplay. We will still do changes that are buffs. These are guides, not rules - we will exercise discretion.
Thank you
As always, thank you voicing your feedback to us - it is sparking discussions about the timing of these changes, as well as communication regarding them. We hope we can clear up that both these changes were things we had been discussing for some time prior and were not just due to abuse, and help to put to rest some of the conflict we’re seeing.
CHANGES
Reverted Favor cost increase for Despair Glyph Prophecies
Please Note that for approximately three hours after the patch goes live it is still possible to connect to an old server which will charge the old costs. Please wait until after this timeframe before visiting the Observatory for specifically purchasing Despair Glyph Prophecies
Our Gift To You & Thank You
Travelers,
Thank you so much for your incredible patience as we work hard to address the ongoing issues. Your support means the world to us! As mentioned in our previous updates, we've established an active update thread on both our forums and Discord:
To express our heartfelt gratitude for your patience, we're delighted to present you with a unique token of appreciation – a complimentary in-game gift for your characters: The Autumnal Wrap back-slot item. We can't thank you enough for the love and support you have shown thus far. Anyone who owns a copy of Last Epoch while we are still solving our scaling connectivity issues will automatically be awarded the Autumnal Wrap.
Thank you once again to those who continue to support us, sending us your positive messages, and continuing to spread that positivity while we continue the work on getting more servers up and running.
Thank You, Last Epoch Team
Server Update
Hello Travelers,
Thank you all for the amazing support for our launch, hitting over 150,000 concurrent players! With this burst of volume, an issue was discovered within an API being used for our backend services. We immediately got into calls with several of our providers, and continue to actively be in the war room with them to get this issue resolved and get everyone online.
For players who are looking for a solo experience, the fully offline mode has made it so you can get in game right away and start playing. Though, while this is available for those who are happy to play offline, we understand that's not a replacement for online play. It does not at all decrease our efforts to get players in-game online with friends and other travelers.
Thank you for your patience as we get these launch jitters resolved. We're all hands on deck to get everyone in and playing the way they want. We have a whole bunch of servers ready for everyone once once we get this API issue resolved, and look forward to hearing about all your travels in Eterra!
Last Epoch 1.0 is Live!
Greetings Travelers,
Today is a historic day for the Last Epoch team and everyone here at Eleventh Hour Games (EHG). What started as an after-hours passion project has blossomed into one of the most anticipated releases in the ARPG genre, and we are blown away by the support we have received.
Thank You. Thank you to our families for putting up with us while we worked long into the night, and thank you to our community for supporting us even when all we had was a dream and a few vaguely Traveler-shaped pixels.
We look forward to seeing you all in Eterra, atop leaderboards, and expanding across time in the Monolith of Fate.
A few reminders:
Server Queue: We have implemented a server queue to help support the launch. However, if you’re interested in playing offline you can of course bypass any queue we end up having. You can find instructions on enabling true offline mode here: Last Epoch 1.0 Patch Notes
Support: If you are having issues with the game, the first step with Steam is always to try verifying integrity files, if that doesn’t resolve the problem, or your issue is account related, our support team will be ready and waiting right here: https://support.lastepoch.com/hc/en-us
Updates and Notices: If problems are encountered, be sure to join our Discord or pay attention to our socials, as those spaces are where we will have the most recent updates. Discord link: Last Epoch - Official Community
Have fun! We’d love to hear your feedback on our forum as we aim to continue improving Last Epoch alongside you for years to come.
Thank you again, Last Epoch Team
Last Epoch 1.0 - Release Patch Notes & Downtime Notice
Last Epoch is releasing Wednesday, February 21st, 2024, at 11:00am CT!
Welcome everyone to the patch notes for Last Epoch's Release!
It’s been an amazing road to this point, and it’s unreal to be writing patch notes without using the term “Beta Patch”. With this patch Last Epoch will officially be leaving Early Access. We couldn’t have made it to this point without all of you, our amazing community driving the world of Eterra alongside us. We can not say it enough, Thank you.
We also want to mention again here that to prepare the servers for our release on February 21st, we will be shutting down our servers 24 hours before the patch, starting: Tuesday, February 20st, 2024, at 11:00am CT
While the servers are down, authentication will not be possible. If you are already playing in offline mode before we take down the servers, you should be able to continue your play session, however offline will not be able to authenticate to log in once the servers are down. This is also a good point to note that one of the features being added with 1.0 is a true offline mode, which will prevent this kind of interference with offline mode in the future.
Last Epoch 1.0 will introduce:
Acolyte Mastery: Warlock
Rogue Mastery: Falconer
Item Factions: Circle of Fortune and Merchant's Guild
New Items & Affixes | Coming to Last Epoch February 21st
Hello Travelers, and thank you for joining us for another pre-patch blog post! In today’s post we’re going to be taking a look at some of the new items and affixes you’ll find in Eterra with our release later this week!
We’re expanding the range of base items for Boots, Gloves, and Belts, and with the new Armor Sets coming in as we talked about on Thursday, those will get new item base effects as well. Further, we’ll take a look at a couple of new generic affixes, new mastery affixes, and a few of the new unique items you’ll be able to find February 21st!
New Item Bases
New Boots Bases
Boots are receiving two new Base Item types, as well as implicit changes for two other bases. The two new boot bases are both endgame boots: Citadel Boots offering Reduced Bonus Damage Taken from Critical Strikes, and Vanguard Boots offering Effect of Haste on You.
New Gloves Bases
Gloves have had three new base items added, and received changes to three existing implicits. Taking a look at two of the new implicits, the Ascetic Gloves offer cooldown Recovery Speed, while the Arcane Bracers will offer flat Mana, and Increased Mana Regen.
New Belt Bases
Belts, previously lacking diversity of selection are receiving four new Base Items, as well as changes to four existing Implicits. Today we’re taking a look at three of the new Belts: The Divine Girdle, offering Increased Movement Speed, the Praetorian Belt offering high Armor, and the Chain Belt offering Ward Decay Threshold.
New Helm Bases
New Armor sets means new Implicits! Taking a look at a few helms, first is the Mage’s new Tyrant Crown, offering Elemental Damage Leeched as Health — an often in-demand stat.
Next up, the Rogue’s Blood Visage Helm offers Increased Damage Over Time, and Bleed Duration provides a great option for the Rogue’s many DoT builds.
Lastly, the Acolyte’s Necropolis Helm offers Ward Decay Threshold and Ward Gain on Kill for stronger ward retention and some ward-generation while clearing.
New Body Armor Bases
Along with the new Helm Base Items, the new Class specific Armor Sets also means new Body Armor Base Items! Today we’re looking at three of the upcoming base Body Armors as well.
First, the Apocalypse Plate offering Armor, Stun Avoidance, and Increased Echo Damage when a skill is Echoed offers a great option for the Void Knights out there.
Up second is the Primalist’s Beastmail providing Armor, Increased Movement Speed, and Health Regen offers a great body armor for Minion players who use mobility and regen to stay alive.
Finally, the Acolyte’s Coven Robes offer Armor, Increased Cast Speed, and Mana Regen, making for a well-rounded caster’s body armor.
New Affixes
February 21st will bring with it twelve new general weapon affixes. With several classes receiving new and updated skills, we’re also adding an additional 33 Idol, Body Armor, Helmet, and Relic affixes to find in Last Epoch.
Weapon Affixes
One area of feedback we’ve received is the lack of effective stats on Weapons for some builds, and in particular Minion builds. To help address this, we’re adding a few new affixes.
Covering ten of the twelve new weapon affixes, we’re looking at two groups of suffixes you’ll be able to find on several weapon types.
Increased minion damage is a stat which is in fairly high supply in Last Epoch, where minion flat damage is quite rare. So to make the weapon affix feel more impactful, we’ve changed the minion damage suffixes to offer flat damage to minions instead of increased damage. These will come in three flavors: Minion Melee Damage and Minion Spell Damage, Minion Spell Damage and Minion Bow Damage, and Minion Melee Damage and Minion Bow Damage.
As a more general-purpose Affix, we’ve also added a new suffix which grants damage penetration to both yourself and your minions. This suffix is available for each of the seven damage types, though are rare, and can only be found on endgame items.
Class Specific Affixes
With the new masteries and skills coming on the 21st, we’ll also be adding a number of relevant class-specific affixes. We’ve offered a selection of a number of these affixes you can look forward to below.
Warlock Affixes
Idol: “Sickening” prefix - % Increased Damage Over Time while you have an Ailment Overload
Body Armor: % Increased Spirit Frequency with Chthonic Fissure
Helm: % Chance for 3 additional projectiles when you directly cast Chaos Bolts
Relic: +X to level of Profane Veil, % Increased Damage Over Time
Falconer Affixes
Idol: “Scattering” Suffix - % Increased Area with Caltrops, % Chance to shred Armor on hit with Caltrops
Idol: “Winged” Prefix - % Chance to deal Double Damage with Falcon Strikes
Helm: % Increased Damage with Dive Bomb, % Increased Area with Dive Bomb
Body Armor: +X to level of Explosive Trap, %Increased Throwing Damage
Primalist - Gathering Storm Affixes
Idol: Reckoning Prefix - % Increased Frequency of expending Storm Strikes
Body Armor: +X to level of Gathering Storm, % Increased Area for Area Skills
Helm: % chance to gain a Storm Stack when you use Gathering Storm and hit an enemy.
New Uniques
Lastly today, we’re taking a look at some of the new Unique Items to look forward to in just a few days with the release of Last Epoch.
Sigeon’s Reprisal
This shield offers a new way to create a retaliation build by granting Shield Throw Throwing Damage based on your Damage Reflected, as well as a chance to retaliate with Shield Throw when you block.
Communion of the Erased
A new Weaver’s Will item coming to Eterra, Communion of the Erased doubles all stats on the belt for one second after using a potion, as well as grants additional potion slots for each Weaver’s Will item you have equipped.
Falcon Fists
Unarmed builds are always a common topic of discussion. While we don’t have any core mechanics for unarmed combat, the last Unarmed Unique we introduced has been quite popular. We felt the Falconer had a great opportunity to add another. Synergizing with Cinder Strike and your Falcon, this new unique allows you to punch your way to victory.
Spine of Malatros
This two-handed sword designed for Warlocks not only changes mechanics, but also visuals. Spine of Malatros will replace your Chthonic Fissure’s Spirits with Flame Whips, and grants Flame Whips additional benefits.
Vial of Volatile Ice
The last Item we’re having a look at today which also changes visuals, the Vial of Volatile Ice is a new unique Catalyst (Yes, Catalyst), for Rogues. This item will convert Acid Flask to Cold Damage, and grant it frostbite chance for a completely new way to build Acid Flask.
Closing
This brings us to a close for today’s pre-patch blog post on new Items and Affixes coming on February 21st. Continuing to build upon existing gearing options, we feel these additions help further itemization within Last Epoch bringing us up to our release standards. We hope the increased diversity of item options will help many builds flourish, as well as create completely new build options.
Make sure to join us again tomorrow as we’ll be wrapping up the series of pre-patch blog posts with the full Patch Notes for Last Epoch’s 1.0 Release!
Factions, Falconer, and Warlock | Coming to Last Epoch February 21st
Happy Saturday, Travelers!
For today’s pre-patch blog post, we’re taking a look at information regarding the three headlining features coming on February 21st: Trade Factions, the Warlock, and Falconer!
There have been a lot of new Travelers recently joining us in the final stretch to release, so for today’s post, we’re going to be covering all of the information regarding these three big features.
Item Factions
On January 11th, we released our deep dive into the Item Faction system. Item Factions is our answer to the eternal trade debate. Offering an option to players who want trade as part of their itemization experience, and those who don’t, without splitting the player base, and without being left behind the other.
To read the full deep dive, you can do so here: Trade & Item Factions. Our Game Director, Judd, also made a video overview of the Item Faction system, which you can watch it below.
With Item Factions, you can either join the Merchant’s Guild, which grants access to the Bazaar to trade items with other players, or join the Circle of Fortune, which grants significant item drop bonuses.
We do want to mention one fairly large change to Merchant’s Guild we’ve made since the deep dive. From both the CT Program, and public discussions, there were concerns about item supply within the Bazaar. This concern stemmed from the ability to sell certain items being locked behind Reputation levels. This meant players would not be able to sell many items for some length of time, reducing selling participation.
To ensure a strong item supply within the Bazaar, there is no longer a Reputation level requirement to sell any class of item. Also to promote healthy item supply within the Bazaar, Favor costs for selling items are much lower than buying favor costs, so Merchant’s Guild members can be a bit more free with selling items.
Warlock
The Warlock makes its long awaited arrival on February 21st. With both existing Curse abilities and five new curses, the Warlock is a master of forbidden arts, twisting enemy minds and bodies.
With the Warlock, we wanted the class to focus around manipulation of souls and curses. This theming can be found across the mastery’s abilities: from the Mastery Skill - Chthonic Fissure cracking open the ground to spew out souls, to Profane Veil, converting yourself into soul-like ephemeral fog.
The Warlock is not concerned with distance or close range; they have many options at their disposal to choose the amount of risk they desire in their combat style. The Warlock focuses on debilitating their foes to enhance their own damage and combining curses, debilitations, and damage synergies to eradicate their enemies.
Abilities such as Chaos Bolts and Cthonic Fissure enable the Warlock to fight from range. Profane Form may be used as an escape skill or an aggressive skill by granting it synergies for passing through enemies, either applying or reacting to applied debuffs. Soul Feast functions well at mid-range.
Abilities such as Ghostflame and Profane Form enable the Warlock to enter close combat range, to apply debuffs and high-risk, high-reward levels of damage.
The Warlock is focused foremost on debilitating curses and debuffs, and while direct damage does exist in the class, it’s slightly more niche compared to their foil, the Sorcerer.
For the Warlock reveal, we partnered with the amazing people over at Icy-Veins.com , who released a number of articles detailing the various Warlock abilities and passives. We’ve compiled all of these information releases below:
In the case of the Falconer, we wanted the mastery to offer an atypical minion playstyle. One where the Falcon is much more than a minion or companion but an extension of your own play.
The Falconer is designed to synergize with several playstyles: melee, bow, or throwing, creating a tie between the existing Bladedancer and Marksman masteries. As Throwing is a common focus for Rogues, we also offered extra synergy towards Throwing skills in passives and synergies, and even introduced the first Trap Skill to Last Epoch: Explosive Trap.
With Falconry & Falcon Strikes, the Mastery ability you gain upon becoming a Falconer, we created the very core of the mastery, the atypical minion: The Falcon. The Falcon is un-targetable, meaning it cannot take damage, scales strongly with many of your stats, and offers options to join in with your build style, be it ranged or melee. This means that, unlike many minion-type setups, the Falconer can build strongly for their own stats, with the Falcon growing in strength alongside you.
The Falconry & Falcon Strikes skill offers within its tree methods to build the Falcon, many of which will apply across all actions the Falcon takes. With Explosive Trap and Net, the Falconer can ensure an unfair fight by leading enemies to their end. Or perhaps, use Arial Assault to fly into the fray with the Falcon to cut down enemies alongside your avian ally. Alternatively, you can order the Falcon forth to Dive Bomb the enemy, plummeting into a group of enemies like a feathery meteorite.
The Falconer focuses on its unwavering bond with the Falcon. By sharing stats with the Falcons, the Falcon and Falconer granting buffs to each other, and coordinating their attacks together - the Falcon is far more than a minion.
For the Falconer Reveal, we worked closely with all the fantastic members over at Maxroll.gg, who created created a technical deep dive into the mastery with all the passives and skill trees, as well as skill overviews.
Thank you again to both Maxroll.gg and Icy-Veins.com for working with us on these new Mastery Reveals! We’ve already started seeing a ton of great theorycrafting in the community for these masteries, and can’t wait for everyone to get their hands on them.
Join us for tomorrow’s pre-patch blog post when we’ll be going over New Items and Affixes you’ll be able to find on February 21st, including both new Implicits and Uniques!
Healing Hands Skill Tree | Coming to Last Epoch February 21st
Hello Travelers, and welcome to day three of the pre-patch blog posts!
Healing Hands is a skill which has existed in the Paladin tree for quite some time, without being able to be specialized. There’s various reasons we waited to create a tree for this skill, one of the bigger reasons being that we wanted this type of skill to be able to support nodes which help cooperation with other players.
With our release of Last Epoch on February 21st, Healing Hands will finally be getting its long awaited skill tree. While Healing Hands at its core offers a large amount of support, focusing on healing, one should remember that the Paladin is not a back-line player. Healing to a Paladin means more than mending wounds, but also healing the world of its evils. As such, Healing Hands offers a great deal of customization for offensive ability as well, including multiple ways to make it a directly damaging ability.
Healing Hands
As a baseline, Healing hands is an ability which casts a medium sized area of effect which heals all allies, including yourself for an immediate burst, and applies a heal over time for three seconds.
Both heals from the ability scale with Increased Healing Effectiveness, as well as the nodes on the skill tree. This grants Healing Hands not only strong immediate recovery, but also provide a fairly strong heal over time to help keep yourself and allies nice and healthy. As a Paladin, Healing Hands can offer very strong competition to even Life Leech as a source of health sustain, in addition to its specialization options.
Cleric’s Hammer
Cleric’s Hammer grants Healing Hands a chance to trigger on any melee attack, up to a 100% chance with the full four points assigned. This imbues all melee attacks to provide healing to all allies and yourself in the area. When combined with other options on the tree, this can also effectively convert any melee attack into an offensive spell melee attack, synergizing well with many of the Paladin’s hybrid melee and spell abilities.
Hand of Aurelus
More favorable towards ranged damage? Hand of Aurelus allows Healing Hands to instead synergize with direct Smite casts, adding its own healing area to smites. Combined with Searing Light, adding Damage to Healing Hands’ area of effect, Healing Hands can further augment Smite builds with the additional hit damage.
Divine Bolt
Healing Hands also adds support for Divine Bolts. By picking up the Divine Catalyst node, you will cast a number of Divine Bolts with every direct use of Healing Hands. Further, with just one point in this node, all sources of Divine Bolt will scale with the nodes in the Healing Hands tree.
Rahyeh’s Chariot
Healing Hands can also be converted to a Traversal ability, charging to a target location casting Healing Hands upon arrival. This adds a 6 second cooldown to Healing Hands, however, unlike Lunge, Rahyeh’s Chariot does not require a target to move to.
Seraph Blade
Prefer to channel your healing powers through your blade? Taking this node will convert Healing Hands into a Melee Attack. converting Spell Damage from the tree into Melee Damage. A heavy hitting melee attack which also provides strong healing, Seraph Blade embodies the strongest aspects of the Paladin Mastery.
Unbroken Prayer + Skyfall
Who doesn’t like a good Sky Beam? By assigning Unbroken Prayer, converting Healing Hands into a channeled ability, you can further specialize it into Skyfall. By paying an additional mana cost each second, you will deal additional fire damage over time while channeling Healing Hands, scorching clear a path of righteousness.
Closing
Thank you for again joining us today in this coverage of the Paladin’s Healing Hands skill tree. Offering potential as both a support ability, a damaging ability, triggers, or direct casting, Healing Hands offers the Paladin a number of new ways to build. Healing Hands still remains available at 5 points invested into the Paladin Tree, meaning you can also pick up Healing Hands as either a Forge Guard or Void Knight should you theory-craft such a use.
Tomorrow we’ll be recapping the coverage of Item Factions, Falconer, and Warlock for all the Travelers just recently joining us, or who may have missed the previous information releases. Then on Sunday we’ll be covering some of the new Item bases, Item Affixes, and Unique Items coming with the release of Last Epoch on February 21st!
New Enemies & Models | Coming to Last Epoch February 21st
Hello Travelers, and welcome to day two of the pre-patch blog posts!
In today’s post we’re having a look at some of the new and updated enemies coming to the world of Eterra on February 21st. These enemy updates also marks the point where we have officially completed changing all models in Last Epoch to fully custom created models.
This is largely a visual post showing off the new models our amazing enemy design team has put together. Get your eyes ready, and mind steeled for new horrors arriving in Eterra with the release of Last Epoch.
New Enemies
Void Prophet
The Void Prophet will replace the current Void Clerics. We’ve also reworked this enemy’s abilities to make them a bit more fair. There should be far fewer Travelers suddenly evaporating in the presence of Void Prophets without clear telegraphing.
Mildly Corrupted Cultist
A perfect example of “everything is relative”, the Mildly Corrupted Cultist is replacing many of the generic cultist enemies. This enemy gives a fair representation of the common result of what happens to a humanoid when coming into contact with the Void.
Corrupted Cultist
Of course, the prior begs the question of “relative to what?” The Corrupted Cultist is the result of the continued effects of the void on humanoid victims, and comes in to replace many of the ranged Cultist Enemies throughout the Ruined Timelines.
Bone Scavenger
One of the new Imperial Era enemies coming to Last Epoch, the Bone Scavenger displays some of the military might of the Immortal Empire with this ambushing pack creature.
Bone Sculptor
The Bone Sculptor is another Imperial enemy which you will find in the Immortal Empire’s Ranks. The Bone Sculptor is a necromancer, capable of creating hordes of zombies if left unattended; Though they aren’t afraid to get their own hands dirty as well.
Flame Paladin
Rahyeh’s forces are also seeing some bolstering in the coming war with the updated Flame Paladin. On top of a brand new look, the Flame Paladin will also be bringing new abilities to the field, helping them stand out from the standard rank and file.
Companions
The release of Last Epoch will also see updates to some player minion models. Today we’re going to have a look at three of the updates with the Primal Scorpion, Primal Sabertooth, and Primal Raptor! We know these companions well, so for these ones, we’ll let the updated models speak for themselves.
Primal Raptor
Primal Scorpion
Primal Sabertooth
New Armor Models
Alongside new enemy models, we’re also adding 17 new armor sets across all classes in 1.0. Rather than “Set Items”, Armor sets are base items which have a cohesive visual model between the armor pieces. These are all part of the base game as armor you will find while playing, not MTX (purchased microtransactions). Today we are showcasing 10 of these new Armor Sets.
Sentinel Armor Sets
Rogue Armor Sets
Primalist Armor Sets
Acolyte Armor Sets
Mage Armor Sets
Closing
Thank you for joining us for day two of the pre-patch blog posts, taking a look at some of the new enemies and models coming February 21st. We hope you enjoy these visual improvements as much as we do, as the team continues to improve on our techniques and tools, continually pushing our visual standards ever further. Join us again tomorrow as we take a look at the long awaited Skill Tree for the Paladin’s Ability: Healing Hand!