Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie
Last Epoch
Last Epoch Patch 1.2.1 Notes
Hello Travelers, Before we get into the patch notes, we'd like to apologize for the delayed communication regarding this morning's unplanned server maintenance. We strive to communicate promptly and transparently whenever possible, and will work to continue to improve our internal workflows to ensure that. For more information, you can check the Hotfix Notes [HERE](https://forum.lastepoch.com/t/last-epoch-hotfix-1-2-0-4-patch-notes/76490).
Bug Fixes
Fixed a UI bug where “Back Quote” would appear written out instead of displaying as the symbol, ` .
Fixed several small bugs that prevented Void Rahyeh from animating correctly.
Fixed a visual issue with the Healing Hands Skyfall VFX.
Fixed an audio issue in echoes where some background noises kept playing until a new echo was started.
Fixed an issue where the waypoint would not highlight correctly when moused over.
Fixed an issue with Harbinger of Hatred’s Void Rahyeh Dive Bomb where the visuals of the attack did not match up with the damage.
Fixed a bug where removing Off-Hand Weapons would show them sliding away.
Fixed an issue that could cause inventory tabs to show at the wrong time.
Fixed a bug where Profane Veil with ‘Singleminded’ could snap player position back online.
Fixed Healing Hands not displaying any tooltip DPS even when it deals damage.
Fixed a UI issue where clicking ‘Equip Cosmetics’ would open the corresponding panel behind the MTX shop UI while previewing items.
Fixed the Relic of the Observer not consistently hiding or disabling the craft buttons when the last forging potential or crafting use was consumed. Note that this is just a UI change. It was not possible to actually use it with 0 FP or 0 uses remaining.
Fixed a bug where Lagon’s ward used to be activated immediately after taking down the first one.
Fixed a bug on gamepad with the Weaver faction tutorial popup.
Fixed a visual bug in Void Nemesis Soldiers' abilities.
Fixed Woven Offering not allowing variants of the same unique to be used together. For example, the 3 variants of Pearls of the Swine can now interchangeably be used to reroll each other.
Fixed a bug where leaving a portal charm in the dungeon UI could lead to the charm disappearing.
Fixed a bug where pressing the ‘Reset View’ on the map did not function.
Fixed an issue where interacting with the Gifting Panel with the A Button on Gamepad failed to bring Players to the Inventory and instead got stuck in the Gifting Panel.
Fixed the guaranteed Possessed Nemesis from the Weaver Tree sometimes not spawning due to a normal nemesis spawning on the base echo instead.
Fixed a bug which allowed the Diamond Nagasa Champion to make itself invincible unexpectedly.
Fixed an issue where the slam shockwaves created by the Harbinger of Defilement at the end of the Abomination timeline boss fight would decelerate incorrectly at the end of its duration.
Fixed an issue that could cause the cocooned item reveal VFX to play at the wrong time.
Fixed a state where the "Speak with Agony" objective for the quest "Monolith of Fate" would fail to complete when speaking with her in certain situations.
Fixed a bug which allowed triggered uses of Puncture with both Penumbral Ambush and Stay of Execution to trigger Penumbral Ambush which only allows for direct use to trigger.
Fixed an issue where characters would slide after using the green portal in Monoliths.
Fixed a bug where spawned portals would flicker when hovered near the player.
Fixed an issue where killing the Injured Dragon in the "Burn of Deceit" quest echo too fast would cause issues with the quest's progression.
Fixed a bug preventing players from speaking to NPCs in the Temporal Sanctum while using gamepad.
Fixed a bug where players could not hover over Void Nemeses after leaving the game and re-entering.
Fixed a bug where the 1x1 "of Many Threads" idol affix granted increased minion elemental resistance instead of added minion elemental resistance as intended.
Fixed an issue where Shadow Cascade daggers would overshoot their target.
Fixed a bug where the tooltip for the Keys Trader would appear for all players instead of just the one interacting with them.
Fixed the Temple Guardian’s aim when using his lightning spheres. They should not correctly aim towards the player.
Fixed Weaver idols appearing as "uniques only" in subtype pickers.
Fixed an issue where a prophecy tooltip would sometimes appear when opening your Circle of Fortune faction panel.
Fixed Merchant's Guild and Circle of Fortune vendor inventories not aligning with the grid.
Fixed multiple issues with Shield Rush, including the activation/deactivation of Shield Rush being delayed online as well as shields sometimes spawning in a line instead of around the player.
Fixed an issue where Ulatri Scavengers would not emerge.
Fixed a bug that would cause some of the Maj'elka Upper District voice lines to fail to trigger.
Fixed an issue where transitioning in the Forgotten Keep would have the "Monolith of Fate" label.
Fixed the Arena LB prompt not showing for Xbox controllers.
Fixed an issue with Sentinel's runstop causing a delay in animation visuals.
Fixed an issue with Sentinel's Healing Hands where the animation would break if spamming the ability while the Unbroken Prayer node was active.
Fixed a rare bug where the camera ends up being zoomed into the character after antialiasing settings were changed on the character selection screen.
Fixed an issue where Izzeth’s beam damage could be ignored by clipping through him.
Fixed an issue with the quest marker pulse in The Fallen Tower.
Fixed an issue with the Spine Hunter entrance animation.
Fixed a visual issue with the statue corpse during phase 2 of the Majasa boss fight.
Fixed issues with the channeled behavior of Rogue skills Puncture and Detonating Arrow.
Fixed a bug where attempting to use Umbral Blades as its combo time limit was reached would sometimes result in the ability being unusable until being unassigned and reassigned to the action bar.
Fixed an issue where Wengari NPCs would have a red outline in the Champion's Gate.
Fixed a bug where some non-piercing projectile abilities, when used on top of an enemy, would visually continue through that enemy as if they had pierced.
Fixed a bug where using Evade immediately after starting Warpath would result in the player spinning in place, then teleporting to another location on their next movement.
Fixed an issue where if you died on the Collapsing Horizon Woven echo in a party, you could get stuck and not be able to respawn.
Fixed Tombs’ loot not being able to be interacted with when the echo was being retried.
Fixed Sepulchre of the Lost’s reward room displaying more chest than it should. Also fixed Sepulchre of the Lost’s rewards on multiplayer not working correctly for joining players.
Fixed a bug that caused a visual delay in enemies’ animations after they recovered from being stunned.
Improvements
More than 50 non-player facing changes.
Made visual improvements to the water effects in-game.
Updated Baroness audio to improve combat clarity and combat feedback.
Reduced a source of hitching in monoliths.
Corrected a source of a possible memory leak for some players.
Introduced a system that will limit the amount of active ragdoll effects to ensure smooth performance. When the limit is reached, enemies will fallback to a death animation.
Added additional SFX for Primal Serpents and the Primalist’s Swamblade form.
Added new condition for matching specific uniques to Loot Filters and Stash Priority.
Made VFX improvements to some ailments, including armor shred and frailty.
Updated the description for the Flaming Fury node in Cinder Strike, so that its description more clearly describes its current behavior.. The Burning Daggers node has been renamed to Molten Arsenal, and Flaming Fury's description has been updated to state Burning Daggers from all sources deal more damage, and Burning Daggers from Molten Arsenal consume less mana (previously it was unclear which effects applied to various sources of Burning Daggers).
Reduced the size of the non-champion Grave Engine. It is now roughly 25% smaller.
Updated the Void Leader enemy with a new Void Prophet enemy in the Defiled Wood.
Chronomancer Lerinne in the Council Chambers and Cailyen in the Outcast Camp will now correctly have their floating icons change if you have a quest to turn in to them.
Players can now use gamepad bumpers LB and RB to switch between Faction Groups on the Factions Panel.
Removed the delay between the start of the movement animation and the actual movement of game actors in online play.
Stygian Beams (from the item Stygian Coal) now prioritize enemies in front of the play for gamepad targeting, but will still target other nearby enemies if there are no such enemies.
Made improvements to the performance of Void Smite with the Fissure node.
The Woven Firstborn is now resistant to damage while emerging. Also, significantly reduced the damage per hit from the Woven Firstborn's lightning DoT fields.
Enemy abilities now no longer apply Time Rot or Damned.
Fixed a bug where you could not upgrade or otherwise craft on swapped attribute affixes on items that could not have drop with them.
Reordered a handful of conversations in Heoborea and Maj'elka for better clarity and to remove dialogue loops.
Added a quality of life settings option for alternative Item tooltip layout when comparing ground items.
Rune Warden Changes
Zones are 50% more likely to contain zero Rune Wardens
Zones that do contain Rune Wardens spawn them later on average and contain fewer of them on average
Rune Wardens start spawning at area level 65 and above (from 60)
Rune Wardens have 13% less health
Rune Wardens can now deaggro if you move a long distance from their starting location
Exiled Mages from Rune Prisons left by Rune Wardens now drop 3 times as many Experimental Items
Exiled Mage Changes
Exiled Mages have 10% less health at level 0 scaling linearly up to the same health as before at level 100
Exiled mages have a 15% chance to drop two Experimental Items instead of 1. The CoF bonus turns this into a 30% chance to drop 3 instead of 2, the Rune Warden bonus turns it into a 45% chance to drop 4 instead of 3, and both together result in a 90% chance to drop 7 instead of 6.
Last Epoch Hotfix 1.2.0.4 Patch Notes
Developer's Note
Earlier today we were made aware of an unfavorable interaction with the new Imprint nodes in the Weaver Tree, where dropped items being influenced by the imprinted items were able to be used in the Forge with the Rune of Ascendance to grant much more Legendary Potential than is intended.
While this was not heavily abused at the time we were alerted to it, to protect the in-game economy and player experience we quickly took the online servers down to prevent the spread of this interaction.
These items with higher LP than intended - including items that were subsequently used in the Eternity Cache - will not be able to be listed in the Bazaar.
We are also working to rectify these items and target accounts that knowingly abused this.
Thank you to the many community members who raised this up quickly. Ensuring the integrity of the in-game economy is a top priority for Last Epoch.
Patch Notes
Fixed an interaction where items dropped by the Weaver Tree Imprint were able to gain Legendary Potential by using a Rune of Ascendance in the Forge.
Last Epoch Hotfix 1.2.0.2 Notes
This patch requires a client update. If you do not see the update right away, please fully close and re-open Steam.
Bug Fixes
Fixed a bug where Lizards could be spawned multiple times in Vault of the Barnacle
Fixed a bug where Evade didn’t have priority over other skills in Online play (bug fix still pending for Offline)
Fixed an issue where Loot Filters with a large number of rules would cause a frame hitch when opened
Fixed a bug where Smite MTX was removing the visuals for Fissure
Fixed an issue where Tombs minimaps could fail to load
Fixed an issue where Primal Wolves did not transition properly resulting in too many wolves (even if you can never have too many wolves)
Fixed an issue where projectiles could linger in online play
Fixed an issue where the level Ladder was displaying users in the wrong order after level 100
This automatically fixes new level 100 entries. Existing level 100 entries will be fixed manually over the next day.
Fixed a rare issue where a player character could become invisible and unresponsive after a specific series of teleports while in a party, while other party members are fighting Aberroth.
Fixed a bug where an “Inventory full” message could prevent picking up items when there was still space in the Inventory
Last Epoch Hotfix 1.2.0.1
This hotfix requires a client update. If you do not see the update immediately, please try fully closing and reopening Steam.
Bug Fixes
Fixed performance issues related to loot filters and related UI elements
Fixed echoes not counting as failed in some cases
Fixed keys from cycle stashes not merging into legacy stashes
Fixed echoes not reducing rewards and enemy density and adjusting shrines on repeat attempts
Last Epoch - Season 2 - Tombs of the Erased is officially LIVE!
We hope you enjoy Season 2 of Last Epoch, a game from the community for the community. Our goal is to make the world’s best top-down ARPG, and Season 2 brings us one step closer to the dream.
Kickstarter 7-Year Anniversary
Today is a very special day. The launch of Season 2 marks the **7-year anniversary** of Last Epoch's launch on Kickstarter with our very first demo. Since then, with the help of the amazing community that we came from, we’ve pushed Last Epoch further than we ever dreamed possible.
Join Our Socials
We would love to have more of you join us on Discord at https://discord.gg/lastepoch, Reddit at https://www.reddit.com/r/LastEpoch/s/6omHAkOfdo, and our Forums https://forum.lastepoch.com where our players and developers discuss all things LE.
Thank You!
Thank you all for your incredible support. We will continue to collaborate with you to make Last Epoch a game that surpasses your expectations. Please continue to provide your feedback and suggestions - we’re listening! We’ll see you in Eterra.
Last Epoch - Season 2 - Tombs of the Erased is here, and we are overjoyed to share it with you.
Here are a few reminders where you can find all the details of what to expect if you are just now joining us!
Twitch Drops Unlock Today - Make sure you link your account and get details here.
Support: If you are having issues with the game, the first step with Steam is always to try verifying the integrity of your game 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 occur, be sure to join our Discord or pay attention to our socials, as those spaces will have the most recent updates.
Lastly, if you haven’t had a chance yet, check out the incredible new supporter packs (available now on Steam and in-game).
We look forward to seeing you in the world of Eterra, Travelers.
Thank you, Last Epoch Team.
Supporter Packs now Available!
Hello Travelers,
Now that the servers are offline for patching to Season 2, we’ve started herding all of the capybaras into their supporter packs. Interested in having one of these fuzzy fellows follow you on your travels throughout Eterra? Well we have some good news for that: with popular demand we have made the supporter packs available a bit earlier than planned!
You can head over to Steam and pick up your Season 2 Supporter pack now and get your capybara prepared to… calmly watch along as you challenge the horrors of the Void!
In less than 48 hours, Last Epoch, Season 2 - Tombs of the Erased will be live!
Here is a quick recap of what is coming in Season 2, all the official announcements, and what to expect on Launch Day. Let's jump into it!
April 16th - 11 am CDT (GMT-5): 24 hours of downtime will commence while we deploy all of the changes coming in season 2. At this time, the online services will be unavailable. You will still have access to play Offline, and all of your Online progress will be preserved.
April 17th - 11 am CDT (GMT-5): Servers will go live. At that time, the supporter packs will unlock, and you will be able to purchase them from the Steam Store or your favorite creator's store (if they have them enabled). Twitch drops will go live for creators to begin streaming and their communities earning cosmetic rewards on the 17th at 00:01am UTC (16th at 07:01pm CDT). However, those cosmetics will not be active in Last Epoch until Season 2 launches.
While we are very confident in our launch day, once the season launches, the Last Epoch team will be prepped and ready to tackle issues if they arise. We will have a team on standby for hotfixes, and you can be assured that we will be paying attention to the community. We do that so that if there are issues, you can look to our official channels for updates and answers.
Travelers, we have been watching all the amazing theorycrafting, build guides, and community growth over these last few weeks and we are humbled and thrilled to see you all having so much fun with the things we love so deeply. We look forward to seeing you in the world of Eterra, and know that we will be right there with you!
- Last Epoch Team
Last Epoch: Tombs of the Erased Patch Notes & Downtime Notice
Tombs of the Erased is releasing Thursday, April 17th, at 11:00am CDT!
Greetings, Travelers. Today is Season 2, Tombs of the Erased Patch Notes Day!
Once again, we bring you a patch notes day that has surpassed all others. Season 2 represents over 100 pages internally of patch notes and is officially our largest patch to date. We have showcased a LOT of information over the last few weeks, and we are very excited to bring you the full patch notes for Season 2.
We are also proud to bring you an especially huge Patch Overview video featuring our incredible Game Director, Judd! Be sure to grab a snack, tell your friends, and get a watch party going because this video is massive, clocking in at over 20 minutes.
Last Epoch Season 2 Overview by Game Director, Judd Cobler
What can you expect over the next few days before the launch? I’m glad you asked:
Later today at 3:00 PM CDT you can catch Judd, Ross, Mike, and Karv over on AaronActionRPG’s Twitch channel to talk about all things Season 2!
48 Hours before the patch goes live, we will have a reminder post go out about the Season.
24 hours before the patch goes live, we will have server maintenance in order to prepare for Season 2. At this time, the Online services will be unavailable.
Note: You will still have access to play Offline, but please note that Offline and Online are separate realms where progress is not shared.
Season 2 launches at 11 am CDT *(Eleventh Hour Games)*. At that time, the Supporter Packs will unlock, and you will be able to purchase them from the Steam Store or your favorite creator's store (if they have them enabled). Twitch drops will go live for creators to begin streaming and their communities earning cosmetic rewards on the 17th at Midnight UTC. However, those cosmetics will not be active in Last Epoch until Season 2 launches.
The whole team here at Eleventh Hour Games is overjoyed to bring you this incredible patch, and we sincerely look forward to seeing you all in the world of Eterra on April 17th! With that, enjoy the Patch notes for Last Epoch - Season 2 - Tombs of the Erased.
Quality of Life, Dungeon & Other Improvements | Coming to Last Epoch April 17th
Hello Travelers,
Welcome to the final Pre-Patch Hype Week Blog Post! This is our last Hype Week post before The Patch Notes, and today, we’ll discuss some of the Quality of Life changes, as well as a few other game improvements, coming with Last Epoch Season 2: Tombs of the Erased on April 17th.
We’ll also expand on some features you may have already seen through our Announcement Trailer, Twitch Streams, Eterra Monthly Newsletters, or the recent Dev Podcasts and cover some new exciting features yet to be mentioned. So, let’s dive right in!
Mastery Respecialization
As a carefully kept secret until the Announcement Trailer, players will be able to respecialize their Mastery from Season 2 onwards - for a price, of course.
Chronomancer Lerinne is already adept at helping you respecialize your Passive Points, and you can now respecialize your Class Mastery at the end of time. Simply choose the ‘Respecialize Mastery’ option, and Lerinne will let you know how much Gold will be required. Be aware that selecting a new Mastery will reset all your Passive Points.
Eternity Cache Changes
Crafting is something Last Epoch is known for doing well, and we continue to improve and offer new ways for players to get creative and maximize their potential. With that, we took a look at the Eternity Cache crafting system. Taking that 2 or 3 Legendary Potential Unique and not getting the T7 Exalted Affix you’re after can be frustrating, especially if you already had a 1 Legendary Potential Unique that successfully took the same T7 Exalted affix, so we’ve introduced a quality of life change to ease that pain. However, for players wishing to truly leave their items in the hands of Eterra, that option will remain.
From Tier 2 and above in the Temporal Sanctum, players will be able to choose 1 affix to guarantee crafting on to their Unique when sealing, while the rest of the Exalted affixes will be decided by the Uniques LP level and Fate.
Speaking of fate, however, just like regular Forge crafting, there is now also a chance for a “Critical Success” when crafting via the Eternity Cache. This adds the potential to seal affixes past the Legendary Potential level of the Unique, so an item with 1 Legendary Potential that experiences a “Critical Success” will seal two affixes instead of one. The chance for Critical Success depends on the amount of Legendary Potential the item has and how powerful the Unique Item is, so it is very rare to see a “Critically Success” when creating Legendaries with Eternity Cache, and even more rare for powerful items.
Dungeon Changes
Dungeon Key Inventory
You asked for a keyring to free up Inventory space, but we saw just how many keys you’d been saving and realised no one makes keyrings that big. Instead, Keys now have their own space in the Inventory UI, freeing up valuable gear space in your Stash Tabs. This allows you to also more easily see how many of each Key type you have gained, and have available to exchange, though only with a specific Vendor who’s services aren’t quite officially sanctioned in Maj’Elka.
Dungeon Key Charms and Vendor
We are introducing two types of Dungeon Key Charms: Portal Charms and Scale Charms. You can only exchange your keys for Portal Charms at the Black Market Key Trader in Maj’Elka’s Upper District. Though for our loot lizard loving players, Scale Charms will instead only drop from mobs.
When used at the entrance to a Dungeon, a Scale Charm will greatly increase the amount of loot lizards that spawn during that Dungeon run. Similarly, the Portal Charm will let the player travel directly to the Dungeon Boss with a random set of floor modifiers based on the tier of the Dungeon selected. The modifiers apply as if you had fought through each of those floors, but now you can jump straight to the Boss and rewards.
Though for players that wish to reach the Boss the old fashioned way, or have prophecies to complete, we have made improvements to Dungeon zones based on your feedback. Dungeons are now smaller, with fewer blockers and a lower chance for dead ends. Though if you do find yourself pinned in and falling to a hoard of mobs, fret not, as there is now also another reason to pick up all those Keys you see.
Dungeon Respawn
Dungeon Keys can now be spent to respawn IN the same Dungeon area where you died, or outside the Boss area if you fell while trying to defeat the Dungeon Boss. This should help make it easier to gain those Boss drops or access those unique dungeon mechanics repeatedly. Please be aware that for Hardcore Players, some specific terms and conditions will apply.*
*Hardcore Terms and Conditions:
Not available for you. You die, you die.
However, that’s not all we’ve updated for our Dungeons. For a while now, we’ve had a partial Campaign Skip via our Dungeons, which has allowed players to speed up or customize their progression through the Story at the cost of missing, and having to backtrack to, certain quests for Passive Points and Idol Slots.
From Season 2, new short quests have been added that reward 2 Passive Points and unlock 1 Idol Slot for defeating each Dungeon’s Boss. These quests will also direct players to the Alternate Dungeon Exits, bypassing parts of the Campaign.
Controller Targeting
Controller targeting has been significantly improved with a new “targeting paradigm" system, this means we can create custom behaviours for every skill based on the intended use of a skill while using a controller, such as - ‘Cast On Self’, ‘Cast Max Range Forwards’ and ‘Cast on Closest Enemy in Range’. ‘Cast On Enemy in Forward Facing Cone’ is the default behaviour. This also includes if a node or gear changes how a skill works, allowing us to create two-tiered behaviours, something far more specific that what was used before.
A good example of this is Ballista. By default, Ballista is a long-range, easily damaged minion that you summon and stick close to. However, with the right choices in the Skill Tree, you could turn it into an explosive you want to hurl at your enemies. Previously, the system only allowed for one action - stay or throw - to take place, and thus Ballistae were always thrown regardless of how your Skill Tree was specced into. Now the new two-tiered system lets summoned Ballistae stay safely at your side while explosive Ballistae are correctly thrown at the nearest enemy.
It is also now much easier to kite enemies without being required to turn and aim directly at them with most skills, and each ability has been updated to feel more intuitive and satisfying. This includes Puncture (Bow form), Ranged Projectiles that had a non-standard delay or targeting that didn’t work well in the older system, and Meteor, though we’re still making improvements on this one.
Auto-Storing
Shards, Runes, Glyphs, Keys, Woven Echoes… It’s a lot to track and loot and store, and something we have made some changes to with Auto-Storing! In Season 2 players will have more control over what stackable items move to their dedicated storage systems on looting and which move to the players Inventory, allowing the player to decide what happens to to those items next.
This feature will let players individually choose if Keys, Woven Echoes, Common Runes, Shards and Glyphs, and Rare Rune, Shards and Glyphs move to their Inventory or not. This setting will be enabled for everyone at the start of Season 2 and can be adjusted in the Settings Menu at any time.
Inventory Redesign
Inventory space is a premium resource, and with new Uniques, Gear and Items being added, that space needs to be used wisely. That’s why on top of auto-storing crafting materials, you might have noticed that you can also choose to auto-store Keys and Woven Echoes. That is because these items now also have their own Inventory tabs, along with an easier-to-access Gifting Tab.
Death Vacuum
Fate is not always kind, but it is fair.
Losing loot when you die is a staple of ARPGs, however it can feel particularly painful when that loot includes a rare Boss Unique. This was highlighted even more with the introduction of Harbingers, where defeating a Timeline Boss would then spawn in a Harbinger, forcing players to choose between grabbing the loot they could before they died or fighting to survive if they could.
A change being introduced with Season 2 is the Death Vacuum. Upon death inside the Monolith of Fate, it’s not just the Traveler that is moved to the Monolith Hub, the loot surrounding you gets ‘caught in the pull of your fate’ and will move there too.
Comparing Off-hand Feature
Two rings, two weapons…one compare tooltip. No more! Now when comparing items to your equipped gear, you will be able to press CTRL to compare rings or weapons in your main hand as usual and while holding CTRL then press and hold ALT to compare an item to the ring or weapon in the off-hand slot. You can see this in action below.
This can also be done on a controller by pressing and holding L3 (left stick), then pressing and holding R3 (right stick).
Other Changes
Faction Waypoints
After successfully joining an Item Faction on a Character for the first time, players are able to then join an Item Faction from the Keeper’s Camp on Alt Characters, as long as that Character shares a Stash with the first.
From Season 2 onwards, joining an Item Faction in the Keepers Camp will also unlock the Waypoints for the Observatory and Bazaar. These will not act as ‘Campaign skips’ however, as players will not be able to travel back to Maj’Elka from these locations.
Shared Monolith Timeline Unlocks
Another place we’ve heard a lot of feedback from our Alt-oholics is regarding repeatedly unlocking Empowered Monoliths. Even with the change introduced in the Harbingers update that required Alt characters to conquer just one Level 90 Normal Timeline to unlock Empowered Monoliths (as long as another character had conquered the three required Level 90 Timelines), they still needed to complete all of the Timelines leading up to those level 90 Timelines.
From Season 2, new characters will have access to all Normal Monoliths that have been unlocked by other characters who share that Stash. They will still need to conquer a single Level 90 Normal Monolith to unlock Empowered Monoliths.
This won’t retroactively apply to existing Legacy characters however, so players will need to unlock them at least once after Season 2 starts. This can be achieved by slaying a Timeline Boss with a character that had not yet defeated that Boss - For example, if a Legacy character slays the Emperor of Corpses in the Reign of Dragons Timeline for the first time, this will then unlock this progress for all other Legacy characters that have reached the End of Time and also share the same Stash.
Automatic potion drinking option
When your build relies on maintaining low Health to maintain high Ward or boost any other stat, running over a potion can be a big blow to your offense or defense. Well going forwards, there will be an option in the Settings menu to control this. Players will be able to toggle on or off - 'Automatically drink health potions when belt is full’.
This can also be useful even if you’re not playing a build that relies on low Health. Automatically drinking potions when your Health dips even a tiny bit could be wasting a valuable potion you need later on, so this option provides a more strategic use of potions as it will require you to first pick up the potion, by having space on your potion belt, before drinking the potion manually.
Outro
That wraps up the last Pre-Patch Hype Week Blog Post. Thank you for joining us again. We look forward to sharing the Patch Notes with you tomorrow and seeing you realize the full scope of what’s coming in Season 2 with the Tombs of the Erased update.
Don’t miss EHG’s Founder and Game Director - Judd, Creative Director - Ross, and Senior Technical Game Designer Mike talking in depth about what’s coming in Season 2 with AaronActionRPG & Frostylaroo Friday at 3:00 PM CDT!
Thank you all once again, Travelers. Now that we’ve spent a whole post on the various types of vacuum we have added to Last Epoch, we hope these changes will make your journeys through Eterra even more fun and rewarding!
Endgame, Balance and Itemization Updates | Coming to Last Epoch April 17th
Hello Travelers,
Welcome to the third installment of Pre-Patch Hype Week Blog Posts! We’ve mentioned some of the new crafting options previously, and today’s Blog Post will dig into all the specifics on the Endgame Itemization potential waiting inside the new Tombs, Cemeteries, and Woven Echoes. We’ll also delve more into the balance changes beyond the Sentinel Overhaul and a few Uniques and Idols coming with Last Epoch Season 2: Tombs of the Erased on April 17th.
New Features
Endgame Crafting Additions
We know players love our Forge, or more accurately our Crafting mechanic, and in Season 2 The Weaver has blessed us with SIX new Endgame Crafting methods to aid you on your journey through Eterra.
Set Shattering
A battle with emboldened foes bolstered by barrages of burning projectiles rages as you break through barricades and beat back mobs to cross The Great Bridge. Once victory is yours and all enemies have been vanquished, you will find what they fought so hard to protect - The Forge of Shattering.
Here, you can shatter your Set items for Set Shards, which can then be used to create Reforged Set items. Each Set item will create a specific Set affix based on the Set item shattered - For example, shattering Vilatria’s Storm Downfall staff would provide 1-4 Vilatria’s Storm Downfall Reforged shards that can then be crafted onto a staff to turn it into Vilatria’s Storm Downfall Reforged.
As with normal affixes, Set affixes can be crafted up to Tier 5; however, using the new Rune of Havoc, which shuffles all tiers of non-sealed affixes, you have the potential of reaching a T6 or T7 Set affix.
‘But how will these items apply Set Bonuses?’ I hear you ask. When an item gains a Set affix - and items can only have 1 type of Set affix - it is considered a Set item for the purpose of the Set Bonus, with each Set affix providing 2 stats from that specific Set item.
Remember, like Set items, Reforged Set items are unique enough that they cannot be combined with an actual Unique in the Eternity Cache to create Legendary items.
Idol Enchanting
After defeating the Boss in a Tomb or Cemetery, don’t just leave… In the final room you’ll find a Woven Enchanter, which allows you to enchant Class specific Idols - Adorned, Grand, Huge, Large, or Ornate - with new affixes, called Enchanted Affixes and some Weaver’s Touch. It can also be used to reroll the existing Enchanted Affix(es) and Weaver’s Touch for Memory Amber.
Weaver’s Touch is consumed like Weaver’s Will when slaying enemies to upgrade the Idol further; this can upgrade the existing Enchanted Affixes or add a new Enchanted Affix if there is an empty slot. Another unique property of the Enchanted Affixes is that these will come from a new pool of affixes that cannot be found on Idols elsewhere and, unlike standard Idol affixes, can reach Tier 7.
Tombs will allow you to use the Woven Enchanter once, Cemeteries twice, and some Woven Echoes may allow you to use it up to four times. This number applies to each Enchant and Re-enchant and can be used on different Idols. For example:
If an Altar has 3 uses, a player may choose to place an unenchanted Idol in and Enchant it, then re-enchant the same Idol for Memory Amber. This would count as two uses of the Woven Enchanter. The player could then place a different Idol in the Woven Enchanter and choose to Enchant or re-enchant it depending on their wishes; this would consume the third use of the Woven Enchanter available to them.
Once an Idol is Enchanted, however, re-enchanting it will remove any added Enchanted Affixes and unspent Weavers Touch, and grant the Idol a new Enchanted Affix and new Weavers Touch amount.
Attribute Swapping
The Observer watches all timelines, and so does the Traveler. At Oerden’s Watch, protect the Relic of the Observer in the Divine Era from the Osprix encamped in the Abandoned Tower and reclaim the Refortified Lich’s Tower from Imperial forces in the Imperial Era. Time travel between the two towers to defeat both armies and take control of the Relic of the Observer, a powerful artifact that allows you to alter the attributes of your items.
Once claimed, you can use the Relic of The Observer to replace a non-sealed attribute affix - Intelligence, Strength, Dexterity, and Attunement - with a different attribute of your choosing. The tier and roll range of the replaced affix will be preserved on the new affix.
The Observer’s gaze may touch many domains, but life remains in the hands of Eterra. This is why you cannot replace or choose Vitality or the +All Attributes affixes.
Experimental Crafting
The Weavers web has taken you to the Rune Prison Complex, a fortress from where the imprisoned Exiled Mages are temporally displaced across Eterra. As you infiltrate this complex and open the Rune Prisons, you will draw the ire of the Rune Wardens. Defeat them to unlock the very device Rune Mages used to create Experimental Items and craft your own.
Here you may wield the arcane knowledge that led to some Mages being imprisoned and exiled, and replace a prefix with an Experimental Affix on Belts, Boots, and Gloves. Any item you wish to craft must have at least two prefixes though the Thaumaturgy Device will not interfere with the work of other Mages, so your item must not have any Experimental Affixes.
Quality does not go unnoticed, either. The chance of higher tier Experimental Affix outcomes increases with the combined prefix tiers. If the prefixes are Exalted, Tiers 6 or 7, then they contribute much more to the chance for higher tier outcomes.
Rerolling Uniques
Finally, the Unique you have always wanted drops, but fate has not been kind when it comes to the Implicits and Affixes attached to it. A feeling of strife washes over you. Why even bother taking this item now? It’s not the first time this has happened, either.
Fear not, Traveler. The Weaver provides it as long as you offer it first. Find yourself a Gauntlet of Strife Woven Echo and prove your worth by defeating a series of Bosses and their Champions in order to access the Sacrificial Altar.
Here, you can sacrifice one copy of any Unique, Legendary, Weaver’s Will, or Set item to re-roll all the Implicits and Affixes on a matching item. The sacrificed item must, at minimum, meet the potential of the item you wish to reroll - for example, to reroll a Unique with 2 Legendary Potential, the sacrificed item must either have at least 2 Legendary Potential or if offering a Legendary item instead, at least 2 different Legendary Affixes for it to be considered a worthy sacrifice.
Travelers should know that while the Legendary Potential or Weaver’s Will will be preserved, all affix ranges, including Unique, Implicit, and Legendary, are rerolled. This will not change the tier of Legendary Affixes, only reroll their ranges within the tiers they already have.
Legendary Crafting Potential
See the turtle of enormous girth! On his shell he holds the earth!
Through Her web, find this legendary creature for a legendary crafting opportunity, though the open sea is filled with both wonder and danger.
Objects in the Farsight Turtle Concept Art may appear smaller than they are.
Once you place Unique items with at least 1 Legendary Potential into the Transmuting Gem, you can take your chances at re-rolling the amount of Legendary Potential each item has. For each item, the new Legendary Potential is rolled the same way as the Legendary Potential of a freshly dropped Unique of that type, so think carefully and pray The Weaver blesses you.
However, should The Weaver forsake you and fail to grant your item any additional Legendary Potential, all Legendary Potential on the item will be taken by Her. To thank you for your offering, the Weaver will gift you a Rare Shard for each Legendary Potential taken.
All is not lost, though, as Uniques with 0 Legendary Potential may be given to a Nemesis in the place of the Egg of the Forgotten to try and gain back that Legendary Potential.
New Crafting Materials
Rune of Weaving
We know that having the right gear can be an integral part of not just surviving all that Eterra throws at you but progressing on your path to save it, which is why unequipping that carefully crafted 2xT7 Exalted Weapon to see what The Weaver might bless you with can be a tough choice.
Enter the Rune of Weaving.
You will be able to place an item in to your Forge with this Rune, where it will take each swing of the hammer as a swing (or firing) of your weapon of choice and transform some amount of the current Weaver’s Will or Weaver’s Touch on your gear or Idols into additional affixes or upgrade existing affix tiers.
Rune of Havoc
You finally see it. Your loot filter has even emphasized it because it has the affix you want! That Exalted item you’ve needed dropped, you pick it up… T5, T5, T6! T3, that one affix you wanted to be T6 or higher is T3, and you don’t have the shards to craft it. But what you do have is a few Runes of Havoc.
With this Rune, you can shuffle the tiers of non-sealed affixes on an item with each other, guaranteeing at least one changed tier. The rolls of the affixes within their tiers are preserved even if their tier doesn’t change. Also, to prevent the Rune from being wasted, you will not be able to use this Rune on an item if all non-sealed affixes share the same tier.
Another way to use this Rune is by taking that super rare affix you only have a few of, for example ‘Level of Meteor’, craft it as a Tier 1 onto an item with another Tier 7 affix, and then by using Rune of Havoc that Level of Meteor could very well turn to a Tier 7.
Rune of Redemption
You pick up that Exalted item; it’s a triple T7. You have been blessed. Then you read the affixes. One of those three is decent, but the others? You wish they were anything else. After all, you really don’t need minion-focused affixes! If only you had a way to redeem this item…
Change the non-sealed Exalted affixes on an item while preserving the affix tiers and rolls within those tiers. The new affixes are randomly chosen from the same pool as those that can naturally spawn on that type of item when dropped from a regular enemy.
Balance Changes
Boss Ward
The feedback we received on Boss Ward was substantial and divisive. While many players were in favor of the change from Dynamic Damage Reduction to Boss Ward, we also heard all of the feedback on how this change affected gameplay. We have been working on some adjustments to how the Boss Ward mechanic is applied and reducing the frequency that players will encounter it.
In Season 2, the initial decay rate of Boss Ward will be doubled, and it will be seen in far fewer enemies than before. It will only be found on Bosses that feel like they should have it. The most notable Bosses, such as Aberroth, Harbingers, Shades of Orobyss, and Timeline Bosses, will keep their Boss Ward; however, lesser enemies, such as Exiled Mages, Nemeses, or mini-bosses, will no longer have it. Bosses that have had their Boss Ward removed have been compensated by increasing their health.
Player Balance Changes
The delicate balance of Health, Ward, Offense and Defense between Passives, Skills and items is an integral part of Last Epoch which is why we listen so closely to player feedback in these areas.
Often players find that specific classes or builds have an easier time scaling Health, while others excel more with Ward, and so whenever one of them is substantially better than the other, we’ll see the meta closely be tied around builds that can utilize whichever is better at the time.
In recent patches, Ward has been the more dominant meta for a few reasons:
The introduction of two new Masteries - Runemaster and Warlock
And a major buff to Sorcerer
These classes all had many good sources of Skills and Passives to invest in Ward generation as their primary defense. This, combined with Ward not being strongly tied to gear, made it very easy to obtain high amounts of Ward while Health required lots of itemization to compete.
In Season 2 we’re making a few changes to tighten the gap between these two defensive options and below are some details to tide you over while you wait for the Patch Notes with the full list of changes on April 11th.
Ward
Part of what made Ward so powerful has been the Intelligence Attribute - It provides both damage scaling and Ward Retention, a very integral part of keeping the Ward you gain as high as possible. This, in combination with Passives and items that provide additional scaling for Intelligence, both in offense and defense, has made Intelligence the easy choice for players focusing on Ward builds.
Ward Retention
To address this we have reduced Ward Retention offered by the Intelligence Attribute, to 2% per point from 4%. However due to how the Ward Decay formula works, seen below, this doesn’t just simply mean that the amount of Ward you maintain is cut in half.
0.00005 x (current ward - ward decay threshold)^2 + 0.2 x (current ward - ward decay threshold) / 1 + (0.5 x ward retention)
Some of this Ward Retention can be added back through new affixes exclusive to the Weaver Idols, as shown below, but the overall amount of Ward Retention obtainable in Season 2 will be lower than before.
Ward Decay Threshold
We are also offsetting this by increasing the amount of other lesser scaling stats that help you increase your Ward pool through gear. These stats are Ward Per Second and Ward Decay Threshold.
A new craftable hybrid affix will spawn on Rings and Amulets and help increase not only the rate you generate Ward per Second but also raise your Ward Decay Threshold, which lets you have more Ward before it starts decaying.
Ward Per Second
Alongside the new affixes, we’re also increasing the Ward per Second affix found on Off-Hand Catalysts and the Helmets and Body Armor for Mages and Acolytes, making it around 40% stronger across all tiers and making it a little more common to find in Eterra.
Health and Endurance
In addition, Season 2 comes with some substantial buffs to Health Regeneration as well. This is mainly done by making Added Health Regeneration less of a scarce stat but also by slightly buffing the values of the Increased Health Regeneration affix (around 15% across all tiers).
Added Health
The Added Health affix available on almost all equipment slots has been increased for Tiers 4 to 7, but most notably maximum value of Tier 5 by 20% (75 to 90) and Tier 7 by 12.5% (160 to 180).
Added Health and Added Health Regeneration
Rings and Relics can now spawn with a new hybrid health affix - Added Health and Added Health Regeneration. This hybrid affix provides less Added Health than the standard Added Health affix but balances this by also providing Added Health Regen.
Increased Health Regen
We’re also making some changes to the Increased Health Regen suffix. This suffix will spawn now on Helmets, Body Armor, Belts, Rings and Relics, but as of Season 2 it will no longer spawn on Gloves. For Legacy players, existing Gloves with this affix will remain as they are but will no longer be upgradable in the Forge.
We also have a few other changes related to Health which we’ve detailed below;
Extra Potion Slot And Potion Health
Health Gained on Potion Use is now increased by 50%
Potions now heal 50+10 per level, up from 50+5 per level.
Endurance Threshold
Moving into Season 2, the Endurance Threshold suffix will only roll on Belts. This will free up suffix slots that previously competed with the Added Health suffix which will also increase your Endurance Threshold as this scales with your total Health. This change was made as in most cases Endurance Threshold needlessly complicated build crafting and diluted the pool of available affixes without having a meaningful positive impact, especially for new players, when increasing your Health with Added Health was the better option.
Items from previous Seasons - Helmets, Gloves, Rings and Relics - with the Endurance Threshold suffix will remain as they are.
Global Damage Over Time
More Ward, more Health, more Crit Avoidance, more Dodge - those are all going to help when a mob or Boss hits you, but what about when an enemy lands an attack that’s not a Hit?
Damage over Time is another area players have let us know is a point they would like to see improved, especially in Empowered Monoliths as Corruption begins to build. To help with this, in Season 2 we are reducing the damage over time players take by 15% globally as well as halving the current damage over time bonus enemies receive from Corruption.
For example:
If it says “Enemies have 60% more health and damage” the actual effect is “Enemies have 60% more health, 60% more hit damage, and 30% more damage over time”.
Skills
Just like other major updates, Season 2 comes with lots of changes to different Skills. While some Skills near the ceiling are being brought down a notch, such as:
Mana-stacking Static Orb.
Explosive Trap and Frost Claw excessive ailment cleansing and Ward generation.
Falcon builds, especially Dive Bomb
Potion Ballista
We’re also buffing a significant number of Skills that have been on the weaker side. As we prepare to release the full detailed breakdown with the patch notes on April 11th, we can still share some of them here with you today. Given we have already covered the majority of Sentinel changes in the Sentinel Rework & Heartseeker Blog Post, we’ve prepped a list of interesting changes to other Class Skills for this post instead.
Many abilities have received buffs to their damage and base functionalities, such as:
Black Hole’s base damage and damage effectiveness are doubled, the Time Dilation node provides 10% increased duration per point, and Singularity grants 100% more damage (previously 50%).
Flurry’s damage effectiveness has been increased from 60% to 80%.
Shuriken’s damage effectiveness has been increased from 100% to 125%.
Acid Flask’s damage effectiveness has been increased from 100% to 125% and Alchemical Proficiency node grants 8% more damage per point (previously 3%).
Tornado’s damage effectiveness has been increased from 75% to 125%.
Maelstrom’s damage effectiveness has been increased from 60% to 80%.
Ice Barrage’s damage and damage effectiveness are increased by 20%, Brightlance node now grants 30% more hit damage (it was 15% before and Nailed Shot now provides a 34% chance to pierce from 20%, meaning you only need 3 points instead of 5 to reach 100%.
Dread Shade no longer has a duration.
You can now hold 3 Black Arrows from 1, allowing you to pick up a few of them instead of needing to consume it every time before you can pick up another.
Movement skills are able to “shortcut” through corners and short gaps more than before. For example, skills like Fury Leap would normally allow you to traverse only 30 meters worth of walking, but that has been double to 60 meters, allowing you to jump bigger gaps than before.
Warcry’s Berserk buff’s duration has been increased from 1 second to 1.5 seconds.
Puncture’s Bleeding Fury stacks from Bloodthirst node now respect Puncture’s conversions. For example, if Puncture is converted to Poison or Cold, Bleeding Fury Stacks would grant Poison or Frostbite Chance instead of Bleed Chance.
Burning Dagger, a subskill available to some Rogue skills such as the upcoming Heartseeker, has received base damage and damage effectiveness increases to 30 and 150% (from 16 and 100%).
Disintegrate’s Laser Focus node now grants 40% less damage instead of 60% and no longer has 60% less ailment chance.
Summon Skeleton’s mana cost has been reduced to 9 (previously 15).
Summon Bone Golem’s mana cost has been reduced to 35 (previously 60).
Summon Skeletal Mage’s mana cost has been reduced to 21 (previously 27).
Manifest Armor and Wraithlord (from Wraithlord’s Harbour unique helmet) are now much more responsive at high movement speeds, reducing the instants of the minion struggling to move to its intended location and “skating” instead.
Summon Bear now gains 20 health per strength and per level (previously 18), and Forceful Swipes node now also grants +1 melee physical damage per 3 strength for the Bear. The Swipe from Forceful Swipes now also has a cooldown of 2 seconds (previously 5 seconds).
Uniques
Balancing Uniques always goes hand in hand with Skills, and several Uniques have received updates to help make them more useful! Below, we’ve highlighted some we think you’d like to see.
Eye of Reen
Eye of Reen no longer requires you to crit with a Direct Melee Attack in order to gain a stack of Reen’s Ire. This means it can once again be used with Warpath and other skills which hit with indirect attacks!
Bhuldar’s Wrath
Bhuldar’s Wrath left their foes quaking in their boots, and now they are twice as angry! In Season 2, this Unique will have a 100% Chance to use Earthquake after using a Non-Channelled Movement Ability, up to 2 times every 5 seconds.
Eye of Storms
Cloudy with a chance of Maelstrom? Not a chance anymore. From Season 2, the Eye of Storms Unique will now Cast Maelstrom every 3 seconds while also granting 6%-15% Increased Lightning Damage per Active Maelstrom (up from 6%-8%). You can still increase the amount of Maelstrom cast every three seconds, though, by combining this Unique with the Maelstrom Cast chance found on Idols.
Storm Breaker
Lighting rarely strikes twice, and in Season 2, instead of having a 36% chance to cast Lightning Strike when you use a Skill that costs at least 10 mana, players using the Storm Breaker Unique will gain a Storm Stack when they directly use a melee attack and hit at least one enemy.
New Uniques
Through Mike’s Streams, the Official Trailer, and the Tour of the Erased Podcasts, a fair few of the upcoming Uniques have been teased already. But not all of them! While we won’t be showing off the full armory, travelers can hope to find it in Season 2. We will be taking a look at two new Uniques and a closer look at one some of you may have seen already.
Tolmat’s Incorrect History of Eterra
Sir Tolmat was one of the most well-regarded historians to document the history, flora, and fauna of Eterra, allowing us to view the world as they saw it, as very few get the chance to. That’s not to say the way they viewed the world was entirely correct.
This Off-hand Catalyst gives an off-piste look at the history of Eterra, summoning a historically ‘accurate’ minion from a random Era of Eterra to join you on your journey.
Elecoe’s Innovation
Critical Strike Chance has always been important when dealing damage; now, with this innovative new Unique, it’s also important for recovering Health and Mana.
Brewmaster’s Buckle
Buckle up and drink until your heart is content! While it provides 4 extra potion slots, a hearty +20% to Endurance, and a whopping +14 to Vitality, the Brewmaster still has a secret hidden up their sleeve, or more accurately, in this belt that you’ll only discover by wearing it.
Outro
Thank you for joining us today! We couldn’t have made Last Epoch what it is without each and every one of you, without your support, feedback, and love of ARPGS. We look forward to continuing on our journey to take Eterra to greater and brighter heights.
If you’re interested in hearing more about the Season 2 Itemization changes, you can watch EHG’s Founder and Game Director - Judd, Creative Director - Ross and Game Designer - Karv on TalkativeTri’s Podcast here - https://www.youtube.com/watch?v=pyNqI7qLup8
We’ve still got plenty to come this week, though, so keep your eyes out for the Quality of Life, Dungeon Improvements & More post, followed by the one we know you’re all waiting for, the full Patch Notes for Season 2: Tombs of the Erased on April 11th!
You can also catch several of EHG’s team on an upcoming Podcast with AaronActionRPG & Frostylaroo on April 11, 2025 at 3:00 PM CDT, where they’ll be talking in-depth about what’s coming in Season 2!
Thank you once again, Travelers, and safe journeys through Eterra!