Version 3.16.0

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Version History
3.15.3d
October 18, 2021
3.16.0
October 22, 2021
3.16.0b
October 27, 2021

Patch notes

These are the official patch notes for version 3.16.0 released by Grinding Gear Games.[1]

The Scourge Challenge League

  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • In the Scourge Challenge League, you'll meet a mysterious figure who hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body. As you slay enemies, the Crucible fills with their blood. Once it reaches a certain threshold, you're able to activate the device. This will instantly thrust you into a parallel reality, an alternate Wraeclast where some form of apocalyptic event is occurring. This Wraeclast is overrun by demons known as The Scourge. They're powerful, dangerous and come in many forms. The more blood you have collected, the longer you can stay shifted into the parallel Wraeclast. But the longer you stay, the more damage you'll take.
  • You can put an item inside the Blood Crucible. While you are killing the Scourge, it absorbs corruption from the alternate Wraeclast and focuses it onto the item. After enough kills, your item is ready to transform. When it does, it becomes corrupted and gains a pair of Scourged Modifiers. One of these is a beneficial mod and one is a detrimental mod. These scourged mods are in addition to the regular explicit and implicit mods or enchantments on the item.
  • Once you're exploring the Atlas of Worlds, you may gain the ability to place maps in the Blood Crucible, alongside your equipment. When a Map absorbs enough corruption and transforms, it gains a beneficial and detrimental effect in the same way that a piece of equipment does, but can also gain a modifier that changes the behaviour of Scourge league in that map entirely.
  • With 3.16.0, there are Standard, Hardcore and Solo Self-Found variations of the Scourge challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new challenge league includes a set of 40 new challenges. There are microtransaction rewards when you complete 12, 24, and 36 challenges. The challenge rewards are only obtainable in this league, and will be revealed in an upcoming news post.[a]
  • From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Scourge Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Scourge challenges you completed during the league.

Major New Content and Features

  • Added a new Intelligence Skill Gem - Energy Blade: Grants a buff which significantly lowers your maximum Energy Shield to transform your equipped weapons into Swords formed from that energy. Casting the spell again removes the buff. Requires a Non-Bow weapon.
  • Added a new Dexterity/Intelligence Skill Gem - Temporal Rift: Reserves Mana to apply a buff and leave afterimages of your recent past. Cast the spell again to return to the oldest afterimage, teleporting you to that location as well as resetting your Life, Mana and Energy Shield to the values they had then.
  • Added a new Dexterity/Intelligence Skill Gem - Tornado: Create a Tornado that repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
  • Added a new Dexterity Skill Gem - Poisonous Concoction: Throws an explosive bottle that deals unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life Flask to add further damage. Requires an empty main hand, and no off-hand weapon.
  • Added a new Intelligence Skill Gem - Soul Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Strength/Intelligence Skill gem - Protective Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Intelligence Skill gem - Intuitive Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Dexterity/Strength Skill gem - Vampiric Link: Details will be revealed in an upcoming news post![b]
  • Added a new Strength Skill gem - Flame Link: Details will be revealed in an upcoming news post![c]
  • Added a new Intelligence/Dexterity Skill gem - Destructive Link: Details will be revealed in an upcoming news post![d]
  • Added 13 new Divination Cards, designed by our supporters.
  • Added 6 new Unique Items.
  • Added Expedition to the core game, with a few adjustments. Please read the Expedition Changes section for more information.
  • As we move new leagues to the core game, we will replace outdated obsolete content. In this case, Expedition replaces Perandus. Please read the Perandus Removal section for more information.
  • Introduced the Tainted Chromatic Orb, a currency item that reforges the colour of sockets on a corrupted item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Jeweller's Orb, a currency item that reforges the number of sockets on a corrupted item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Orb of Fusing, a currency item that reforges the links between sockets on a corrupted item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Blessing, a currency item that can be placed in the Divine Font to allow Enchantment of Corrupted Gloves, Boots, or Helmets.
  • Introduced the Sacred Orb, a currency item that randomises the numeric values of the base defences on an armour.

Minor New Content and Features

  • Added two new Gem Socket Notches options: Small Notches and Large Pattern. You can change between these Socket Notches and the Default Sockets in the UI page of the Options Panel.
  • Stackable items dropped from Chests and as rewards at the end of encounters (such as Delve, Ritual, Incursion, Delirium and Blight) will no longer drop multiple stacks of the same item. They instead collate it into a single combined stack of the item.
  • Map Fragments for The Apex of Sacrifice, The Alluring Abyss, The Shaper’s Realm, Absence of Value and Meaning, and the Pale Court now have a Stack Size of 10. Scarabs also now have a Stack Size of 10.
  • Incubators now display Item Level on their Item Tooltip and Icon. It is also now possible to stack Incubators of the same type and Item Level, with a Stack Size of 10.
  • It is now possible to promote a party member to replace you as the leader of your party if you are the current leader.
  • An Explosive or Poisonous Flask will now be visually attached to your Character’s Belt when socketing the Explosive Concoction or Poisonous Concoction Skills in your equipped items.
  • Updated the visual buff effect for Bone Armour.
  • Some Monsters in Act 2 have had their visual effects updated, and the existing animations of many Monsters have been improved. We’ll be reviewing the balance of Monsters in Act 2 in a future patch.
  • Continued to incrementally improve the sound, art, effects and environments.

Expedition Changes

  • Expedition has been added to the core game. You can find Expeditions from Act 6 onwards, and in Maps you’ll have approximately an 8% chance to encounter an Expedition site.
  • Expedition Artifacts are no longer tradeable items, which has two key effects. The first is that they are automatically collected as you complete Expeditions, and the second is that all characters can now engage with the Kalguuran merchants without having to feel that their best plan is to trade the currency away to other players who may use it more efficiently than them. It's a difficult decision working out whether to make specific items tradeable or not, but we feel that on balance, this new approach will solve several problems with the system. It's also worth noting that the currency items that allow you to reroll the vendors' inventories are still tradeable.
  • Logbooks now have a maximum Area Level of 83.
  • Logbooks now display their Area Level on their Item Icon.
  • Replaced Perandus Scarabs with new Expedition Scarabs. This change affects existing Scarabs.
  • Replaced the Decadent Incubator with a new Kalguuran IncubatorKalguuran IncubatorStack Size: 10Adds an incubated Expedition item to an equippable item
    Item drops after killing {0} monsters
    Expedition ItemRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.
    Shift click to unstack.
    , which can be added to an equippable item, dropping an Expedition Item after killing a certain amount of Monsters. This change affects existing Decadent Incubators.
  • Existing Decadent Delirium Orbs will be replaced with Kalguuran Delirium OrbsKalguuran Delirium OrbStack Size: 10Modifies a Map item adding layers of Delirium with the Expedition Items reward typeRight click this item then left click a Map item to apply it. Can apply up to 5 to a single Map item.
    Shift click to unstack.
    , which add layers of Delirium with the Expedition Item reward type to Maps. This is the only source of Kalguuran Delirium Orbs, these are unobtainable as item drops or from any other source.
  • Existing Metamorph Organs that previously gave Perandus rewards will instead provide Expedition Item rewards. Expedition rewards cannot be obtained from new Metamorph encounters.
  • Rog's crafting prices have been tweaked so that Common Artifacts aren't in higher demand than Lesser and Greater Artifacts.
  • Monsters spawned in Expedition encounters now have 35% less chance to spawn Beyond Portals on Death.
  • Expedition Faction Currency Chests are now more common than other Chests in Expedition Logbooks.
  • The "Runic Monsters are Duplicated" Remnant modifier is now rarer.
  • Remnant modifiers found in Expedition sites that grant Runic Monsters and Chests a chance to drop an additional Map or Unique now grant 20% chance (previously 35%).
  • Remnant modifiers found in Expedition sites that grant Runic Monsters and Chests a chance to drop an additional Gem, Weapon, Jewellery Item or Armour Item can now be found at all Levels of Expedition Sites (previously up to Level 67 Expedition sites).
  • Added new Expedition Watchstone Modifiers, some of which can increase the amount of Expedition rewards dropped by Monsters.

Perandus Removal

  • Perandus has been removed from the core game. Some sources of Perandus Item rewards from other League content have been replaced with Expedition Item rewards, as noted above.
  • Perandus CoinsPerandus CoinStack Size: 5000Trade coins to Cadiro Perandus.
    Shift click to unstack.
    can no longer drop, though you are still able to store any existing Coins in the Currency Stash Tab.
  • The Perandus Manor Unique Chateau MapChateau MapMap Level: 70
    Map Tier: 3
    Guild Character: O
    Beauty and brutality in such close proximity.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    can no longer drop, and it is no longer possible to open this Map in a Map Device.
  • "The MayorThe Mayor5The Perandus Manor
    Voidstone Count: 4
    A ruler is only as powerful as he is wealthy.
    Control the coin, control the empire.
    " and "Squandered ProsperitySquandered Prosperity5Perandus Manor
    Voidstone Count: 4
    Corrupted
    "Our rulers are being ridiculous, and we are suffering."
    " Divination Cards can no longer be obtained. Existing Divination Cards can still be turned in.
  • The following Uniques have been added to the core drop pool: Seven-League StepSeven-League Step
    Rawhide Boots
    Evasion: (13-18)50% increased Movement Speed
    Level Requirement reduced by 100 (Hidden)
    "Death can be outrun with these, but beware!
    In running from death, you may forget to live."
    - Icius Perandus, Antiquities Collection, Item 202
    , Umbilicus ImmortalisUmbilicus Immortalis
    Leather Belt
    Requires Level 30+(25-40) to maximum Life(8-12)% increased maximum Life
    Regenerate 2% of Life per second
    Flasks do not apply to you
    Flasks apply to your Raised Zombies and Spectres
    "The power of rebirth rivals that of immortality."
    - Icius Perandus, Antiquities Collection, Item 3
    , TrypanonTrypanon
    Great Mallet
    Two Hand Mace
    Physical Damage: 43-88
    Critical Strike Chance: 100.00%
    Attacks per Second: 0.62
    Weapon Range: 13
    Requires Level 40, 131 Str30% increased Stun Duration on Enemies50% reduced Attack Speed
    This Weapon's Critical Strike Chance is 100%
    "Though ingenius instruments have been found,
    it seems surgery before thaumaturgy
    was not so delicate."
    - Icius Perandus, Antiquities Collection, Item 3546
    , VarunastraVarunastra
    Vaal Blade
    One Handed Sword
    Physical Damage: (106.4-145.6) to (232.4-297.6)
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.30
    Weapon Range: 11
    Requires Level 64, 113 Str, 113 Dex+460 to Accuracy Rating(40-60)% increased Physical Damage
    Adds (30-45) to (80-100) Physical Damage
    +(2-3) Mana gained for each Enemy hit by Attacks
    Counts as all One Handed Melee Weapon Types
    "Painful suicide in the hands of a fool,
    Creative death in the hands of a master."
    - Icius Perandus, Antiquities Collection, Item 2992
    , and Zerphi's Last BreathZerphi's Last Breath
    Grand Mana Flask
    Recovers 170 Mana over 4.50 seconds
    Consumes (6-7) of 30 Charges on use
    Requires Level 18(-10-10)% increased Charges per use
    Grants Last Breath when you Use a Skill during Flask Effect, for (450-600)% of Mana Cost
    "Proof that if you devote yourself to a god of death,
    you may be spared from its wrath."
    - Icius Perandus, Antiquities Collection, Item 408
    Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    .
  • The Ivory TempleIvory Temple MapMap Level: 82
    Map Tier: 15
    Guild Character: m
    Man and nature intertwined,
    but only for the chosen few.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    Map Boss has been replaced.

Guild Improvements

  • You can now Ctrl+Click items from your Inventory to store them in a Guild Stash. You can also now Shift+Click a stack of items in a Guild Stash to withdraw a partial stack of items.
  • Currency, Map, Quad, Unique, Divination, Fragment, Essence, Delve, Delirium, Metamorph and Blight Stash Tabs can now be purchased for Guild Stashes. We've also added the ability to create Stash Tab Folders and set Affinities for Guild Stash Tabs.
  • The Guild Stash History webpage has also seen improvements, now displaying the quantity of an item that has been added or removed, and which Stash Tab those items were stored in. You can also now set a custom date range to view changes within that time frame, and download the displayed history as a .CSV file.
  • Introduced Guild Hideouts: Guild Hideouts feature a Map Device and Crafting Bench that can be used by all Guild Members. When in a party with fellow Guild Members, the party can all access the party leader's Map Portals from the Guild Hideout.
  • Guild Leaders can select which Hideout to use for their Guild Hideout from ones they have discovered throughout the game. Microtransaction Hideouts can also be purchased to be used for a Guild Hideout from donated Guild Points. Note: Microtransaction Hideouts purchased for Personal Hideouts do not grant the ability to use them as Guild Hideouts.
  • Hideout Decorations for Guild Hideouts can be purchased using donated Guild Points.

Hideout Improvements

In addition to the Guild improvements noted above, we've also made improvements to Hideouts in Path of Exile: Scourge.

  • If a Hideout closes with portals still open, it no longer prevents access to the Map. Instead, whenever a player joins a Hideout or Guild Hideout, any previously opened portals are reopened if the destination Map still exists.
  • Map Portals to empty Map instances will not expire so long as the Map owner remains in either their Hideout or Guild Hideout.
  • The Master Level and Favour systems have been removed entirely.
  • You now have unlimited access to a range of Hideout Decorations through the Decorations Tab in both Personal and Guild Hideouts (excluding purchased Microtransaction Hideout Decorations).
  • We’ve added a "Tag" search system for Hideout Decorations which can be used in addition to the existing search field to quickly locate specific Decorations.
  • As a result of these changes, the Forsaken Masters Achievement is now completed after defeating each Master's most dangerous foe: The Vaal Omnitect for Alva, Aul, the Crystal King for Niko, Farrul, First of the Plains for Einhar, The Syndicate Mastermind for Jun, and The Shaper and Elder for Zana.
  • The Watchstone Modifier that granted increased Master Favour gained can no longer roll. Existing Watchstones with this Modifier will still exist, but will do nothing.
  • Increased Master Favour has also been removed from the "A Gracious MasterA Gracious MasterA desperate ally seeks your aid, and will lavish you with appreciation.You will complete a Master's mission.Right-click to add this prophecy to your character. Prophecy" and the Atlas Passive in The Uncharted Realm, [sicSīc erat scriptum (Latin: “Thus it was written”) – This quote is reproduced faithfully from its source with the preceding errors.] these still provide their other functions still.

Uber End-Game Content

  • Added new Blight-ravaged Maps. These Maps can be obtained by completing high tier Blighted Maps, and can be Anointed up to 9 times (with a maximum of 3 Oils of the same type). Monsters within these Maps both move faster and have substantially more life than those found within Blighted Maps.
  • Added new Unrelenting Timeless Emblems, which can drop from Domain of Timeless Conflict encounters. Unrelenting Timeless Emblems provide improved rewards, with Monsters gaining challenging modifiers each time they are revived.
  • Many Legion Monsters have had the maximum distance they are able to use their long-ranged skills reduced, or can no longer use their long-ranged skills against other Legion Monsters.
  • Added new Flawless Breachstones which are more challenging, and thus more rewarding, than other kinds of Breachstones.
  • Rare Monsters in Breach Domains now drop an additional Reward Type, with Rare Monsters in Flawless Breach Domains dropping two additional Reward Types.
  • Breach Domain Areas now have additional random Modifiers, with Areas opened from Flawless Breachstone having four additional random Modifiers.
  • Breach Domain Areas no longer have the Modifier which grants increased Quantity of Items found in the Area.
  • Loot accumulated from killing Monsters in Breach Domains now drops upon reaching the Boss Arena Portal, instead of dropping throughout the encounter.
  • Added 10 additional waves to the Simulacrum, it now has a total of 30 waves. As you can expect, these extremely difficult extra waves are very rewarding and feature escalating chances for a Delirium boss to spawn.
  • With each wave you play, the Simulacrum now has an increasing chance of dropping cluster jewels, and past wave 20, Delirium unique items.
  • The drop rate of Delirium Orbs from Delirium encounters has also been increased.

Atlas and Map Changes

  • The Atlas now has only four regions: Haewark Hamlet, Valdo’s Rest, Glennach Cairns, and Lira Arthain. The number of obtainable Watchstones has been reduced to 16 (previously 32), and there are now 118 Maps on the Atlas (previously 164).
  • The following Maps have been removed from the Atlas: Academy, Arachnid Tomb, Arena, Bazaar, Beach, Belfry, Bramble Valley, Burial Chambers, Cage, Castle Ruins, Channel, City Square, Cold River, Colonnade, Coral Ruins, Courthouse, Coves, Crater, Crystal Ore, Desert Spring, Excavation, Factory, Frozen Cabins, Geode, Graveyard, Iceberg, Infested Valley, Ivory Temple, Jungle Valley, Lava Chamber, Marshes, Mesa, Pen, Peninsula, Phantasmagoria, Pier, Precinct, Primordial Pool, Ramparts, Residence, Scriptorium, Shipyard, Shrine, Villa, and Volcano. The Perandus Manor Unique Chateau Map has also been removed.
  • The Augmented Distant Memory Unique Courthouse Map is now a Unique Haunted Mansion Map, as Courthouse is not currently on the Atlas.
  • The unlock requirements for Zana's Map Device options have been reduced, relative to the decrease in number of Maps on the Atlas.
  • Each bonus objective you complete now increases the chance for Maps to drop one tier higher by 1.5% (previously 1%).
  • Each 4 awakening bonus objectives you complete increases the effect of Modifiers on Non-Unique Maps by 1% (previously each 6).
  • Map tiers and locations have been shuffled. Most maps are now initially found at a different tier.
  • Item Base Types specific to the Atlas have had their drop regions updated, with some being shuffled to other regions. Atlas Rings now drop in Tier 11 or higher Maps (previously Tier 6 or higher).
  • The following Base Types can be found in Haewark Hamlet: Crystal BeltCrystal BeltRequires Level 79+(60-80) to maximum Energy Shield, Gripped GlovesGripped GlovesEvasion: (220-253)Requires Level 70, 95 Dex(14-18)% increased Projectile Attack Damage, Marble AmuletMarble AmuletRequires Level 74Regenerate (1.2-1.6)% of Life per second, Opal RingOpal RingRequires Level 80(15-25)% increased Elemental Damage, and Two-Toned BootsTwo-Toned BootsEvasion: (126-145)
    Energy Shield: (26-30)
    Requires Level 70, 62 Dex, 62 Int+(8-12)% to Cold and Lightning Resistances
    (Evasion/Energy Shield).
  • The following Base Types can be found in Valdo's Rest: Artillery Quiver, Convoking Wand, Iolite Ring, Spiked Gloves, and Two-Toned Boots (Armour/Evasion).
  • The following Base Types can be found in Glennach Cairns: Apothecary’s Gloves, Blue Pearl Amulet, Cerulean Ring, Two-Toned Boots (Armour/Energy Shield), Vanguard Belt, and Vermillion Ring.
  • The following Base Types can be found in Lira Arthain: Bone HelmetBone HelmetArmour: (197-227)
    Energy Shield: (40-46)
    Requires Level 73, 76 Str, 76 IntMinions deal (15-20)% increased Damage
    , Fingerless Silk GlovesFingerless Silk GlovesEnergy Shield: (45-52)Requires Level 70, 95 Int(12-16)% increased Spell Damage, Fugitive BootsFugitive BootsEvasion: (112-129)
    Energy Shield: (32-37)
    Requires Level 70, 56 Dex, 76 Int+(13-17)% to Chaos Resistance
    , Seaglass AmuletSeaglass AmuletRequires Level 74(10-15)% faster start of Energy Shield Recharge, and Steel RingSteel RingRequires Level 80Adds (3-4) to (10-14) Physical Damage to Attacks.
  • Additional targets for the following Prophecies have been added as their original targets can no longer be found on the Atlas: Battle HardenedBattle HardenedThe eager warrior meets the Tyrant in battle. Outmatched and outwitted; he uses his strength to best his foe.You will defeat Tyrant or General Gravicius while holding Iron Heart.Right-click to add this prophecy to your character., Burning DreadBurning DreadThe Empyrian faces her dread and perishes; her arc now complete.You will defeat Piety the Empyrean or Piety while holding Dreadarc.Right-click to add this prophecy to your character., Darktongue's ShriekDarktongue's ShriekWhere the dead still rest, the defiler's scream bellows through the tombs before falling eternally silent.You will defeat Doedre the Defiler while holding Windscream.Right-click to add this prophecy to your character., and The Malevolent WitchThe Malevolent WitchSilence and darkness harbour growing malevolence as the blood eater meets her maker.You will defeat Erythrophagia while holding Doedre's Tenure.Right-click to add this prophecy to your character..[e]
  • The option for Maven to release all Bosses at once is now a Modifier found on Maven Invitations, and will no longer occur unless you open an Invitation with this Modifier.
  • Captured Boss progress in The Uncharted Realms is no longer lost in Permanent Leagues when the Atlas is shuffled.
  • Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes.
  • Crafting Recipes that were previously unlocked in Maps that have been removed are now found within other Maps currently on the Atlas.
  • Many Divination Cards have found new homes as a result of the Atlas Changes:
  • The FiendThe Fiend11Headhunter
    Corrupted
    Your era is now,
    your power unwavered,
    soon we will see
    who the gods truly favoured.
    can now drop in Poorjoy's AsylumPoorjoy's Asylum
    Temple Map
    Map Level: 71
    Map Tier: 4
    Item Quantity: +100%
    Item Rarity: +250%
    150% increased Experience gain
    (140-160)% more Monster Life
    (140-160)% increased Monster Damage
    25% increased Monster Movement Speed
    25% increased Monster Attack Speed
    25% increased Monster Cast Speed
    Area is a large Maze
    Unique Boss drops (10-15) additional Rare <Item Class>
    Laughs of all the twisted
    Echo through these halls of gold.
    In this cold forgotten void
    They wander, forever uncontrolled.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Army of BloodThe Army of Blood6BloodbondI gave my mind without a fight,
    The twelfth hour I lost control.
    The day is gone but there is light,
    eyes that glow like red-hot coal.
    can now drop in Poorjoy's AsylumPoorjoy's Asylum
    Temple Map
    Map Level: 71
    Map Tier: 4
    Item Quantity: +100%
    Item Rarity: +250%
    150% increased Experience gain
    (140-160)% more Monster Life
    (140-160)% increased Monster Damage
    25% increased Monster Movement Speed
    25% increased Monster Attack Speed
    25% increased Monster Cast Speed
    Area is a large Maze
    Unique Boss drops (10-15) additional Rare <Item Class>
    Laughs of all the twisted
    Echo through these halls of gold.
    In this cold forgotten void
    They wander, forever uncontrolled.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Bitter BlossomThe Bitter Blossom3Level 21 Chaos Gem
    Quality: +23%
    Corrupted
    The pain you feel is of no consequence, it is evolution, to be made whole within something greater.
    can now drop from Oshabi, Avatar of the Grove.
  • Time-Lost RelicTime-Lost Relic10League-Specific ItemTime cannot wash away that which cannot be forgotten. can now be found in Expedition Logbooks.
  • The JesterThe Jester9Merciless One-Hand Weapon
    Item Level: 100
    Summoned for the King's desire,
    soon applause came from the court.
    However insanity was his only sire,
    so the King's reign was cut short.
    can now drop from Ash Lessard.
  • Vinia's TokenVinia's Token510x Orb of RegretYou can change your name, but you cannot change your history. can now drop in the Palace MapPalace MapMap Level: 68
    Map Tier: 1
    Guild Character: \
    Death forces even the most
    determined of despots to
    pass the crown.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Drunken AristocratThe Drunken Aristocrat8Divination DistillateThe finer the brew, the harder it is to remember drinking it. can now drop in the Laboratory MapLaboratory MapMap Level: 74
    Map Tier: 7
    Guild Character: Ä
    My last waking moments looked very
    much like this place... I miss it. I miss her.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Chains that BindThe Chains that Bind11Six-Link Body ArmourScarier than any criminal is an innocent man in chains, for when he breaks free, his revenge will be justified. can now drop in the Dungeon MapDungeon MapMap Level: 83
    Map Tier: 16
    Guild Character: 3
    A penitentiary for those who are not penitent
    is nothing more than an inn for the evil.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The ThaumaturgistThe Thaumaturgist8Shavronne's Revelation
    Corrupted
    "Mastery of thaumaturgy is like any other pursuit; it requires dedication and sacrifice. Sometimes several sacrifices."
    - Shavronne of Umbra
    can now drop in the Alleyways MapAlleyways MapMap Level: 83
    Map Tier: 16
    Guild Character: a
    An unwashed gutter, where wretches cut purses and throats alike.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Dapper ProdigyThe Dapper Prodigy6Six-Link Body Armour
    Item Level: 100
    "Many believe murder is a grisly, grim, and grotesque crime. Then there are those who simply make art of it."
    can now drop in the Palace MapPalace MapMap Level: 68
    Map Tier: 1
    Guild Character: \
    Death forces even the most
    determined of despots to
    pass the crown.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The TyrantThe Tyrant9Merciless Weapon
    Item Level: 100
    "Fear controls the masses."
    - Laszlo, the Scourge
    can now drop in the Primordial Blocks MapPrimordial Blocks MapMap Level: 82
    Map Tier: 15
    Guild Character: â
    Who is the true criminal, the one behind bars, or the one who tortures him?Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Jeweller's BoonThe Jeweller's Boon5Five-Linked Body Armour
    Influenced Item
    The jeweller's true talent is the capacity to see a jewel's beauty before they draw it out.
    can now drop in the Mineral Pools MapMineral Pools MapMap Level: 70
    Map Tier: 3
    Guild Character: {
    God's jar of raw materials.
    Life lying dormant,
    waiting to sprout.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The UndauntedThe Undaunted5Nemesis Item
    Corrupted
    "Fate was always my nemesis...
    But it didn't stop me then, and it won't stop me now."
    - Kjetilbrann, The Undaunted
    can now drop in the Conservatory MapConservatory MapMap Level: 71
    Map Tier: 4
    Guild Character: 6
    Ornate, elaborate, ostentatious...
    and dripping with death.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The MessengerThe Messenger4Harbinger Piece


    can now drop in the Port MapPort MapMap Level: 83
    Map Tier: 16
    Guild Character: e
    The wealthy foolishly battle
    the ocean for domain.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • Baited ExpectationsBaited Expectations8Fishing ItemThe line between having not enough to do and too much to do is unusually fine. can now drop in the Dry Sea MapDry Sea MapMap Level: 82
    Map Tier: 15
    Guild Character: `
    Where once waves crashed with crushing force,
    brittle wooden bones tell tall tales.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • A Note in the WindA Note in the Wind4Asenath's ChantThe artist is long dead,
    the lyrics are long forgotten,
    yet the Song of War longs to be sung again
    can now drop in the Dry Sea MapDry Sea MapMap Level: 82
    Map Tier: 15
    Guild Character: `
    Where once waves crashed with crushing force,
    brittle wooden bones tell tall tales.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The AcademicThe Academic8Inspired Learning"Such dedication for so many years,
    all for a couple extra letters at the front of your name..."
    can now drop in the Museum MapMuseum MapMap Level: 69
    Map Tier: 2
    Guild Character: (
    Ancient artifacts and beautiful baubles.
    All paid for in blood.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • UnchainedUnchained4Facebreaker
    Two-Implicit
    Corrupted
    Mold the world with your bare hands. Be careful, for what is your doing might become your undoing.
    can now drop in the Dungeon MapDungeon MapMap Level: 83
    Map Tier: 16
    Guild Character: 3
    A penitentiary for those who are not penitent
    is nothing more than an inn for the evil.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Unexpected PrizeThe Unexpected Prize2Attribute Transforming JewelThey came from far and wide under a common banner.
    They sought companionship and competition,
    but found a treasure none had foreseen.
    can now drop in the Palace MapPalace MapMap Level: 68
    Map Tier: 1
    Guild Character: \
    Death forces even the most
    determined of despots to
    pass the crown.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • Cursed WordsCursed Words13Maw of MischiefIf you look hard enough for hidden meaning, you will find it. can now drop in the Cemetery MapCemetery MapMap Level: 71
    Map Tier: 4
    Guild Character: L
    A stone forest of forgotten names.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The JournalistThe Journalist10Helmet
    Double-Veiled Item
    A good spy doesn't forget she's gone undercover.
    can now drop in the Haunted Mansion MapHaunted Mansion MapMap Level: 81
    Map Tier: 14
    Guild Character: k
    Forlorn and sorrowful, this once opulent
    ruin conceals the sins of a fallen line.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The EnthusiastsThe Enthusiasts3Victario's Influence
    Two-Implicit
    Corrupted
    "Glimmers of benevolence,
    Shrouded a lacquered lust for power,
    Yet still they followed his influence."
    can now drop in the Museum MapMuseum MapMap Level: 69
    Map Tier: 2
    Guild Character: (
    Ancient artifacts and beautiful baubles.
    All paid for in blood.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The MasterThe Master4Bisco's CollarIn a world filled with chaos, he could always seek comfort in the hands of his master. can now drop in the Lair MapLair MapMap Level: 78
    Map Tier: 11
    Guild Character: ,
    In darkness, the alpha rises. The companionship
    of beasts is fragile indeed.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • More is Never EnoughMore is Never Enough7Gilded ScarabGreed is a hunger that only grows as you feed it can now drop in the Vault MapVault MapMap Level: 68
    Map Tier: 1
    Guild Character: )
    Wealth beyond imagining,
    locked beyond reach.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The OffspringThe Offspring9Ryslatha's CoilThe swarm began with just a couple of children. Now, it is her entire existence. can now drop in the Stagnation MapStagnation MapMap Level: 79
    Map Tier: 12
    Guild Character: ¢
    Aided by unrelenting rain,
    rot devours new life at the first fumble.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Mind's EyesThe Mind's Eyes7Astral ProjectorThrough the eyes of a person,
    you can see their soul
    Through the eyes of a jewel,
    you can see the universe
    can now drop in the Bone Crypt MapBone Crypt MapMap Level: 74
    Map Tier: 7
    Guild Character: V
    The dead ask to be remembered,
    but such requests
    are seldom met.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • The Golden EraThe Golden Era7Flaring Eclipse Staff
    Item Level: 100
    Before gemlings, before thaumaturgy, a simple court magician could enthrall the masses.
    can now drop in the Basilica MapBasilica MapMap Level: 69
    Map Tier: 2
    Guild Character: »
    Built so the prayers would echo.
    A resonance no god could hear.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .
  • Brotherhood in ExileBrotherhood in Exile5One With Nothing
    Corrupted
    Seeking shelter from the night,
    in the warmth of the run-down inn,
    erstwhile foes put aside the fight,
    to bond over whiskey and gin.
    can now drop in the Chateau MapChateau MapMap Level: 70
    Map Tier: 3
    Guild Character: O
    Beauty and brutality in such close proximity.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    .

Atlas Passive Changes

Some Atlas Passives have been removed as a result of the number of Atlas Regions changing, while others have been moved to another Region. Here are the Atlas Passives now found in each Atlas Region:

  • Haewark Hamlet: Bumper Crop, Heart of the Grove, The Grove's Call, Amplified, Controlled Corruption, Seance, Paid in Blood, Sacred Lands, Finest Samples, High Yield, Escaped Experiment, Intelligence Gathering, Test of Loyalty, and Bribery.
  • Glennach Cairns: Scent of Blood, Torn Veil, Per Diemon, Underground Kingdom, Abyssal Army, Lightless Legion, Total Anarchy, Rogue Trader, Time Dilation, Resource Reallocation, Contested Development, Face to Face, Protracted Battle, and High Value Targets.
  • Lira Arthain: Distinguished Demolitionist, Buried Knowledge, Ancient Writings, Secret Stash, Inside Job, Big Game, Great Migration, Natural Selection, Gatekeepers, Flash Breach, Within Their Grasp, Trespassers, and Exotic Goods.
  • Valdo’s Rest: Persecutory Delusion, The Singular Eternity, Greater Forces, Ominous Arrival, Diplomatic Escort, Twice Tempted, Tamper-Proof, Guarded Hoards, Sulphite Infusion, Packed with Energy, Spores on the Wind, Immune Response, and Epidemiology.

New Expedition Atlas Passives have been added:

  • Distinguished Demolitionist: 35% increased Explosive Radius in Areas. 20% increased number of Explosives in Areas.
  • Buried Knowledge: 50% increased Quantity of Expedition Logbooks dropped by Runic Monsters in Areas. Areas contain 25% increased number of Runic Monster Markers.
  • Ancient Writings: Remnants in Areas have 40% chance to have an additional Suffix Modifier. Expeditions in Areas have +2 Remnants.
  • Small Expedition Passives: Areas have +3% chance to contain an Expedition Encounter.

Changes to existing Atlas Passives:

  • The previous Rich Veins and Sulphite Sentinels Atlas Passives have been combined, now called Guarded Hoards. This provides: Voltaxic Sulphite Veins and Chests in Areas have 10% chance to contain double Sulphite. Sulphite Veins and Chests in Areas are guarded by Sulphite-hoarding Monsters.
  • Epidemiology no longer provides "Blighted Maps found in Areas are Anointed". It now has "Blight Chests in Areas have 100% more chance to contain Blighted Maps" (unchanged), and "Lanes of Blight Encounters in Areas have 35% chance for an additional Reward Chest" (previously found on Mass Mycelium).
  • Flash Breach now also grants "Breaches in Areas have 30% increased Monster density".
  • Time Dilation now grants "Incursions in Areas have 33% chance for all Monsters to be at least Magic", instead of "Incursion Monsters in Areas are at least Magic".
  • The following Atlas Passives in The Uncharted Realm have been changed:
  • Close Allies: Gain 1 additional Atlas Mission from each Master each day. Areas have +7% chance to grant an Atlas Mission on Completion (previously +10% chance to grant an Atlas Mission on Completion).
  • Master of the Atlas: No longer has "Zana Missions in Areas grant 100% increased Favour" as the Favour system has been removed entirely.
  • Atlas Mission Chance: Previously called "Master Favour". Now grants "+3% chance to grant an Atlas Mission on Completion", instead of "Missions in Areas grant 30% increased Favour".

Delve Changes

Problem:

The current state of Delve leaves players having to spend a huge amount of time playing through relatively easy content in order to reach content that is more challenging and rewarding. Delve doesn't sufficiently reward this time investment.

Solution:

Make Delve difficulty and rewards scale much more quickly with Depth. Grant high level players immediate access to harder Delve content. Make a number of changes to the rewards, difficulty and monster mechanics of Delve content to make it more challenging and rewarding.

Specifics:

Spoiler [Expand]
  • The difficulty of Delve encounters now scales much faster. The difficulty of encounters at depth 500 is now roughly equivalent to the previous difficulty of depth 1,000 encounters. Depth 1,500 encounters are now roughly equivalent to the previous difficulty of depth 6,000 encounters.
  • The availability of rewards from Delve also now scales much faster, with the intention that progressing deeper into the Azurite Mine is more rewarding than equivalent depths previously were. For example, depth 500 is now more rewarding than depth 1,000 was previously.
  • As a result of these changes, the Azurite Mine has been reset in Permanent Leagues. Niko has drilled a mineshaft to the deepest level Delve encounter previously completed in that league to pick up where you left off. This change does not affect gathered Azurite or Sulphite, or upgrades you have purchased at the Voltaxic Generator.
  • Previously-acquired Delve depth and solo depth has been wiped from the Permanent League ladders. To get back on the ladder, just keep playing Delve from whatever level you can handle.
  • City Biomes in the Azurite Mine are now more common and can appear in earlier depths, but are now smaller on average.
  • City Biomes can no longer spawn without Delve nodes.
  • We've also introduced new Delve Biome modifiers, and allowed Delve Biome modifiers to spawn below depth 6,000.
  • The Area Level of the Azurite Mine now scales slightly faster, reaching Area Level 83 at depth 145 (previously depth 171).
  • Niko's mineshaft can now drill deeper into the Azurite Mine, up to depth 101 by Character Level 90.
  • Delve encounters now contain fewer chests, though each chest is now more likely to drop interesting rewards.
  • Fossils and Resonators are now more commonly found within Delve, and less commonly found from other sources.
  • Increased the base Sulphite Capacity to 1,200 (previously 600), scaling up to 6,400 Capacity after six upgrades (unchanged).
  • Alchemical Resonators are no longer purchasable from Niko, and can no longer be obtained from chests or any other sources. Existing Alchemical Resonators will still function as usual.
  • Bloodstained FossilsBloodstained FossilStack Size: 10Corrupted
    Has a Corrupted implicit modifier
    Place in a Resonator to influence item crafting.
    Shift click to unstack.
    now Corrupt an Item, granting them a Corrupted Implicit Modifier (previously granted a Vaal Modifier).
  • Enchanted Fossils have been renamed to Deft FossilsDeft FossilStack Size: 20More Critical modifiers
    No Attribute modifiers
    Place in a Resonator to influence item crafting.
    Shift click to unstack.
    , which now grant more Critical Modifiers, and no Attribute Modifiers (previously granted a Labyrinth Enchantment).
  • Encrusted Fossils have been renamed to Fundamental FossilsFundamental FossilStack Size: 20More Attribute modifiers
    No Critical modifiers
    Place in a Resonator to influence item crafting.
    Shift click to unstack.
    , which now grant more Attribute Modifiers, and no Critical Modifiers (previously granted more Sockets, with the possibility of White Sockets).
  • Tangled FossilsTangled FossilStack Size: 10Makes a random modifier type much more likely and prevents
    another random modifier type. Effects revealed once resonator is
    fully socketed.
    Place in a Resonator to influence item crafting.
    Shift click to unstack.
    now makes a random Modifier type much more likely, and prevents another random modifier type (previously granted any Fossil modifiers). The effects are fully revealed once a Resonator is fully Socketed.
  • The damage dealt by the Darkness based on player Life and Energy Shield has been roughly halved. The flat damage per Darkness stack now scales with depth, up to a cap at around depth 1,000. For an example of the impact this has, a character with 6,000 Life would take less damage from the Darkness than previously at depths below about 500, and take approximately 50% more damage from the Darkness at depth 1,000 and greater. A character with extremely low amounts of Life could take as much as ten times the Darkness damage it previously did at depth 1,000.
  • Turong's mega Fireball skill now deals ~35% more damage.
  • Cavestalkers can now cast Spark Novas.
  • Introduced a new type of Spider enemy that drops from the ceiling and uses Flicker StrikeFlicker StrikeAttack, Melee, Strike, Movement, Duration
    Level: (1-20)
    Cost: 10 Mana
    Cooldown Time: 2.00 sec
    Can Store 1 Use(s)
    Attack Speed: 120% of base
    Attack Damage: (142-210)% of base
    Effectiveness of Added Damage: (142-210)%
    Requires Level 10Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.Per 1% Quality:1Superior2Anomalous3Divergent0.25% chance to gain a Frenzy Charge on Hit3% increased Cooldown Recovery Rate1% increased teleport range10% increased Attack Speed per Frenzy Charge
    15% chance to gain a Frenzy Charge on Hit
    Buff grants 20% increased Movement Speed
    Base duration is 3 seconds
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Flicker Strike skill icon.png
  • Mother Spiders now summon more Spider packs.
  • Monsters in Darkness status icon.pngDarkness now attack players from 50 units away (previously 20).
  • Ice Golems found in Frozen Hollow Biomes can now cast Ice Storm.
  • Hellions that drop Burning Ground status icon.pngBurning Ground on death can now be found in Magma Fissure Biomes.
  • Monster sounds and animations have been improved for many Delve monsters, to match the ongoing Act Monster improvements.

Labyrinth Changes

Problem:

Finding all six Trials of Ascendancy often took a very large number of maps. Assuming players were playing alone, it averaged to around 150 maps to find them all, but could be much more if players were unlucky. By this point, players were often over-levelled for the content and were starting to encounter difficult-enough endgame content where the extra Ascendancy skills were sorely needed. This problem would be further exacerbated by the reduction in Atlas size taking place in the Scourge expansion.

We recently added a means to open random Trials of Ascendancy in the Map Device by consuming an Offering to the Goddess. While this made finding all the trials easier, it often felt lossy as it required you to sacrifice something of value. You could have used that to run an Eternal Labyrinth for more enchantment opportunities and Labyrinth reward chests.

Solution:

In Path of Exile: Scourge, you'll no longer need to complete all of the Trials of Ascendancy found in maps in order to access the Eternal Labyrinth. You'll simply need to travel to the Labyrinth, paying one Offering to the Goddess.

Specifics:

Spoiler [Expand]
  • Accessing the Eternal Labyrinth no longer requires the completion of Trials of Ascendancy found in Maps, only the completion of previous Labyrinths. It still costs one Offering to the Goddess to access.
  • The Eternal Labyrinth now requires a Character Level of 68 to access (previously 60).
  • Trials of Ascendancy can no longer spawn in White Maps, and the ability to consume an Offering to the Goddess in the Map Device to open portals to a random Trial of Ascendancy has been removed.

In Path of Exile: Scourge, we're making a number of changes to improve how characters mitigate ailments, use flasks, and build defences. We're also addressing the extreme power of Auras and Curses in parties, while improving the strength of these mechanics for builds with a smaller investment. Finally we're changing Elemental Overload and Elemental Equilibrium and massively buffing elemental damage over time to be less dependent on them.

Assembled below are topics with identified problems and our intended solutions. Below each solution is a spoiler tag with the specifics of what we're changing, including patch notes. Please note that as we're still just over a week out from release, anything here is subject to change based on our further testing and your feedback.

Ailment Mitigation

Problem:

In 3.15, we changed how flasks prevent ailments and curses on you, but didn't provide enough reasonable alternatives for mitigating ailments.

Solution:

Introduce a large number of options and improve existing options for characters to deal with Ailments. Characters should now be able to pick between reservation skills that mitigate ailments, remove effects reactively with life or mana flasks, gain immunity at a cost through Utility Flasks, or use improved modifiers on items and the passive skill tree to mitigate ailments and curses.

Specifics:

Spoiler [Expand]

Certain skills now mitigate Ailments:

  • Purity of ElementsPurity of ElementsAura, Spell, AoE
    Level: (1-20)
    Reservation: 50% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants elemental resistances and elemental ailment immunity to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of Effect0.5% increased effect of AuraYour and nearby Allies' Damage Penetrates 0.05% Elemental ResistancesYou and nearby allies gain +(20-34)% to all Elemental Resistances
    You and nearby allies are Immune to all Elemental Ailments
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Purity of Elements skill icon.png
    : Aura now grants "You and nearby Allies are Immune to all Elemental Ailments", and "You and nearby Allies gain +20-34% to all Elemental Resistances" (previously 12-27%). Now has a Reservation of 50% (previously 35%).
  • Anomalous Purity of ElementsPurity of ElementsAura, Spell, AoE
    Level: (1-20)
    Reservation: 50% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants elemental resistances and elemental ailment immunity to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of Effect0.5% increased effect of AuraYour and nearby Allies' Damage Penetrates 0.05% Elemental ResistancesYou and nearby allies gain +(20-34)% to all Elemental Resistances
    You and nearby allies are Immune to all Elemental Ailments
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Purity of Elements skill icon.png
    no longer grants "You and nearby Allies have +0-2% chance to avoid Elemental Ailments". Instead, it now grants "0-10% increased Effect of Aura".
  • The Eternal Labyrinth Enchantment for Purity of Elements Reservation has been changed to match the values of other 50% Reservation Auras.
  • SteelskinSteelskinSpell, Duration, Guard
    Level: (1-20)
    Cost: (4-16) Mana
    Cooldown Time: 3.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Cooldown Recovery RateSteelskin Buff can take 0.5% increased amount of DamageBuff grants +1% to all ResistancesBase duration is 1.5 seconds
    70% of Damage from Hits is taken from the Buff before Life or Energy Shield
    Buff can take (54-2209) Damage
    This Skill's Cooldown does not recover during its effect
    Buff grants Immunity to Bleeding
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Steelskin skill icon.png
    : Now has "Buff grants Immunity to Bleeding".
  • Tempest ShieldTempest ShieldSpell, Lightning, Chaining
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 220%
    Requires Level 16Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.Per 1% Quality:1Superior2Anomalous3Divergent1% chance to Shock enemiesChains +0.1 TimesBuff grants +0.1% Chance to Block Spell Damage while holding a ShieldDeals (38-896) to (115-2688) Lightning Damage
    Chains +1 Times
    Buff grants +(18-25)% Chance to Block Spell Damage while holding a Shield
    Buff grants Immunity to Shock
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Tempest Shield skill icon.png
    : Is now a Reservation Effect, and grants Immunity to Shock, as mentioned below.

Utility Flasks now have modifiers that grant Immunity to an Ailment during Flask Effect but lessen the duration of the Flask. This takes the place of the modifiers that give a specific Ailment Immunity if used while the Ailment is active.

For example:

  • Immunity to Bleeding and Corrupted Blood during Flask Effect | 35-39% less Duration.

New tiers of the modifiers that give Immunity to an Ailment if used while the Ailment is active have been added to Life and Mana flasks, providing up to 17 seconds of Immunity at the highest tier.

Allied Consecrated Ground now grants 50% reduced Effect of Curses on You while standing on it.

A rebalance to Passive clusters that provide Ailment protection, as well as new passives across the passive tree.

  • Between the Templar and Witch, Asylum now grants Chaos Resistance as well as protecting against Curses instead of increasing Consecrated Ground effect.
  • Between the Witch and Shadow is a new cluster to protect against Poison, Bleeding and Stun.
  • New sources of protection from Stun, Curses, Critical Strikes and Ailments as well as more specialised mechanics like Corrupted Blood, Maim, Hinder and Impale.

New Keystone Passive Skill added to the centre of the tree that causes intelligence to provide no inherent bonus to Energy Shield, but instead reduces elemental ailment duration on you.

Many Pantheon Powers have been updated to better mitigate Ailments. Some Pantheon modifiers have been updated to be more of a choice with others.

  • Soul of Brine King: Upgraded Soul of the Brine King Pantheon now grants “Cannot be Frozen”, instead of “You cannot be Frozen if you’ve been Frozen Recently”.
  • Soul of Arakaali: No longer grants 10% chance to Avoid Lightning Damage from Hits. It now grants 10% reduced Damage taken from Damage over Time (previously 5%). Upgraded Soul of Arakaali Pantheon no longer grants 30% reduced Effect of Shock on You, or 30% reduced Shock Duration on You. Instead, it now grants “Debuffs on You Expire 20% faster”. Upgraded Soul of Arakaali Pantheon now grants +40% Chaos Resistance against Damage over Time (previously 25%), and 20% increased Recovery rate of Life and Energy Shield if you’ve stopped taking Damage Over Time Recently (previously 50%).
  • Soul of Abberath: No longer grants 5% reduced Fire Damage taken while moving, or “Unaffected by Burning Ground”. It now grants 60% less Duration of Ignite on You. Upgraded Soul of Abberath Pantheon no longer grants 50% reduced Ignite Duration on You, it now grants “Unaffected by Burning Ground”, as well as 10% increased Movement Speed while on Burning Ground.
  • Soul of Shakari: Soul of Shakari and the upgraded Soul of Shakari Pantheon powers have been swapped. Soul of Shakari Pantheon now grants 50% less Duration of Poisons on You, and “You cannot be Poisoned while there are at least 3 Poisons on You” (previously 5 Poisons). Upgraded Soul of Shakari Pantheon now grants 5% reduced Chaos Damage Taken, and 25% reduced Chaos Damage over Time taken while on Caustic Ground.
  • Soul of Ralakesh: No longer grants 25% chance to avoid Bleeding. Instead, it now grants “Moving while Bleeding doesn’t cause you to take extra Damage”.
  • Soul of Yugul: No longer grants 50% chance to Reflect Enemy Chills and Freezes. Instead, it now grants 50% chance to Reflect Hexes, and “You and your Minions take 50% reduced Reflected Damage” (previously 25%). Upgraded Soul of Yugul now grants 30% reduced Effect of Curses on You (previously 20%).
  • Soul of Garukhan: No longer grants +5% chance to Evade Attack Hits if you've taken a Savage Hit Recently. Instead, it now grants 60% reduced Effect of Shock on You.
  • Soul of Tukohama: Now grants “While stationary, gain 3% additional Physical Damage Reduction every second, up to a maximum of 9%” (previously 2%, up to a maximum of 8%). Upgraded Soul of Tukohama no longer grants “While stationary, gain 0.5% of Life Regeneration per second every second, up to a maximum of 2%”. Instead, it now grants “Regenerate 2% of Life per second while stationary”.

Crafting modifiers have been updated:

  • The Veiled modifier on Body Armour that granted 25-30% chance to Avoid Elemental Ailments and being Stunned now grants 30-35% chance. The crafting bench version of this modifier has been updated accordingly.
  • The “Chance to Avoid Elemental Ailments” crafting bench option now grants 21-25% chance (previously 16-18%).
  • The “Reduced Effect of Chill and Shock on You” crafting bench option now grants 30-40% chance (previously 21-25%).

Added the following new crafting bench modifiers:

  • Shields - Take no Extra damage from Bleed while Moving
  • Belt - +36/43% Chaos Resistance to Damage over Time
  • Boots - 50/60% chance to Avoid Bleeding
  • Rings - 50/60% reduced Ignite Duration on you
  • Rings - 50/60% reduced Effect of Chill on you
  • Rings - 50/60% reduced Effect of Shock on you
  • Rings - 20/25% reduced Effect of Curses on you
  • Helmet - 15/20% reduced Effect of Freeze on You
  • “Avoidance” crafting bench options are now called “Ailment, Stun and Curse Mitigation”.

Updated crafting bench modifier unlock locations:

  • Rank 2 “Attributes” crafting bench options are now unlocked in the Western Forest in Act 6, these were previously unlocked in The Ascent in Act 4.
  • Rank 3 “Attributes” crafting bench options are now unlocked in Maps, these were previously unlocked in the Western Forest in Act 6.
  • Rank 1 “Ailment, Stun and Curse Mitigation” crafting bench options are now unlocked in The Ascent in Act 4, these were previously unlocked in Maps.
  • The new Belt crafting bench option is unlocked with other reduced Damage over Time crafting options. This unlock was in the Incursion Temple but is now found in a Map. The remaining new crafting options are unlocked alongside other Ailment, Stun and Curse Mitigation crafting options in The Ascent in Act 4. The modifier level of existing modifiers in the Rank 1 Ailment, Stun and Curse Mitigation category have been lowered (so the item level requirement of the item is appropriate if you use this craft during the campaign).

Updated certain Rare item modifiers, and added some new ones.

Shields:

  • Chance to Avoid all Elemental Status Ailments can now roll as a Suffix on all Shields (previously just Dexterity Shields).
  • The tier 1 Chance to Avoid all Elemental Status Ailments modifier can now grant up to 35% chance (previously 23%). Lower tier modifiers have been adjusted accordingly.

Influenced Items

  • The chance to Avoid Ignite/Freeze/Shock modifiers on Crusader Boots and Quivers now scales up to 60% chance (previously 45%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The chance to Avoid Poison and Bleed modifiers on Hunter Boots now scales up to 50% chance (previously 35%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The chance to Avoid all Elemental Status Ailments modifier on Shaper Boots now scales up to 35% chance (previously 25%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The chance to Avoid Stun modifiers on Elder and Redeemer Boots, Gloves and Quivers now scales up to 35% chance (previously 30%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The reduced Ignite/Freeze duration and reduced Shock Effect modifiers on Crusader Helmets now scales up to 60% reduced (previously 45%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The reduced Curse Effect modifier on Crusader and Shaper Rings now scales up to 40% reduced (previously 35%), and lower tier modifiers have been removed.
  • The “Moving while Bleeding doesn’t cause you to take extra Damage” modifier can no longer roll on Hunter Shields.

Improved Avoidance values on Essences:

  • The Chance to Avoid Shock/Freeze/Ignite modifier on Belts, Helmets and Boots from Essences of Torment/Suffering/Anguish now scales up to 60% chance (previously 44%). Lower tier modifiers have been adjusted accordingly.

New Essence modifiers

  • Essences of Loathing now provides chance to Avoid Elemental Ailments for Boots (previously chance to Dodge Attack Hits).
  • Essences of Scorn now provides increased Stun Threshold for Body Armour (previously chance to Dodge Spell Hits), and Chance to Avoid being Stunned for Boots, Gloves and Helmets (previously only Gloves and Helmets).

Improved Avoidance Suffix modifiers on Abyss Jewels:

  • Suffix modifiers that grant a chance to Avoid Ignite/Chill/Freeze/Shock/Poison/Bleed/Stun now scale up to 30% chance (previously 20%).

Added two new modifiers to Regular Jewels:

  • 15% reduced Effect of Chill and Shock on You
  • 10% reduced Effect of Curses on You

Timeless Jewels:

  • The Brutal Restraint Notable Passive Skill addition that grants a chance to Avoid Stuns now grants a 20% chance (previously 10%).
  • The Elegant Hubris Notable Passive Skill transformation that grants a chance to Avoid being Chilled and chance to Avoid being Shocked now grants 80% chance (previously 50%).

Cluster Jewels:

  • The Elegant Form Cluster Jewel Notable Passive Skill now grants 20% chance to Avoid Elemental Ailments (previously 15%).

Jewel Corruptions:

  • Adding an Implicit modifier with 20-25% chance to Avoid Ignite/Chill/Freeze/Shock/Poison/Bleed/Stun is now a possible outcome when Corrupting all Jewels.

Synthesis Implicits:

  • Synthesis Implicit modifiers on Jewels that grant a chance to Avoid Ignite/Chill/Freeze/Shock/Poison/Bleed/Stun now grant 8-10% chance (previously 3-5%).

Harvest Implicits:

  • Modifiers that granted a chance to Avoid Ailments or reduced Ailment Effect now have values of 15% (previously 10%).

Ring Corruptions:

  • Obtaining an Implicit Cannot be Poisoned/Ignited/Inflicted with Bleed modifier is now possible earlier in the game when Corrupting a Ring, and now has a higher outcome chance.

Some Uniques have been updated:

  • The Tear of PurityTear of Purity
    Lapis Amulet
    Requires Level 20+(20-30) to IntelligenceGrants Level 10 Purity of Elements Skill
    +(5-10) to all Attributes
    +(20-40) to maximum Life
    +5% to all Elemental Resistances
    A shimmering symbol of Purity, clear as water,
    but I know better than most how quickly
    Purity can succumb to Corruption.
    How quickly water turns to blood.
    - Victario, the People's Poet
    Amulet no longer grants 5% chance to Avoid Elemental Ailments. Instead, it now grants +5% to all Elemental Resistances (as Purity of Elements now gives Elemental Ailment Immunity, the modifier had very little use). This affects existing versions of this item.
  • The Conqueror's LongevityConqueror's Longevity
    Viridian Jewel
    Limited to: 110% chance to Avoid Elemental Ailments
    10% increased Life Recovery from Flasks
    +3% chance to Suppress Spell Damage
    Victory is as simple as being the last one standing.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Jewel now grants 10% chance to Avoid Elemental Ailments (previously 3%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Ghastly TheatreThe Ghastly Theatre
    Teak Round Shield
    Chance to Block: 24%
    Armour: (524-730)
    Evasion: (524-730)
    Movement Speed: -3%
    Requires Level 58, 74 Str, 74 Dex180% increased Block Recovery+2 to Level of Socketed Support Gems
    Triggers Level 20 Physical Aegis when Equipped
    (300-400)% increased Armour and Evasion
    Bleeding cannot be inflicted on you
    (8-15)% increased Attack and Cast Speed while Physical Aegis is depleted
    (50-70)% increased Critical Strike Chance while Physical Aegis is depleted
    Nearby Enemies are Blinded while Physical Aegis is not depleted
    Never let the audience know your true form.
    Misdirect them, beguile them.
    Strike when they least expect it.
    Shield now grants “Bleeding cannot be Inflicted on You” (previously 30-50% chance to avoid Bleeding). Existing versions of this item can be updated with a Divine Orb.
  • The KikazaruKikazaru
    Topaz Ring
    Requires Level 20+(20-30)% to Lightning Resistance+(10-15) to all Attributes
    (20-40)% increased Mana Regeneration Rate
    60% reduced Effect of Curses on you
    Regenerate 1 Life per second per Level
    Hear no evil.
    Ring now grants 60% reduced Effect of Curses on You (previously 40%). Existing versions of this item can be updated to the new values with a Divine Orb.

Flasks

Problem:

Many Flask modifiers grant buffs during Flask Effect, which isn't well-suited to a Life or Mana Flask's short and reactive nature.

Solution:

Added new modifiers to Life and Mana Flasks that are impactful but brief, and have a Duration rather than applying during Flask Effect.

Specifics:

Spoiler [Expand]

Removed many Flask Effect modifiers from Life and Mana flasks, and added the following modifiers for Life and Mana Flasks:

  • Hinder nearby Enemies with 40% reduced Movement Speed for 4 seconds if used while not on Full Mana (Mana Flasks Only)
  • Hinder nearby Enemies with 40% reduced Movement Speed for 4 seconds if used while not on Full Life (Life Flasks Only)
  • Grants Immunity to Hinder for 17 seconds if used while Hindered | Grants Immunity to Maim for 17 seconds if used while Maimed
  • Recover an additional 40% of Life Recovery over 10 seconds if used while not on Full Life (Life Flasks Only)

Problem:

Utility Flasks are usually used proactively, but the Ailment protection modifiers introduced in 3.15.0 work by reacting to an Ailment on you.

Solution:

Replace the Ailment Removal Modifier on Utility flasks with one that grants Ailment Immunity but lessens flask duration. Note that base durations on Utility flasks have been increased to compensate (see below).

Specifics:

Spoiler [Expand]

Added new modifiers to Utility Flasks for mitigating Ailments as well as adding more tiers to existing modifiers that are now only found on Life and Mana Flasks, as noted above. We have also added these Ailment Immunity Modifiers for Utility Flasks as Beastcrafting options.

  • Immunity to Bleed status icon.pngBleeding and Corrupted Blood status icon.pngCorrupted Blood during Flask Effect | 35-39% less Duration at the highest tier
  • Immunity to Poison status icon.pngPoison during Flask Effect | 35-39% less Duration at the highest tier
  • Immunity to Shock status icon.pngShock during Flask Effect | 35-39% less Duration at the highest tier
  • Immunity to Ignite status icon.pngIgnite during Flask effect | Removes Burning on use | 35-39% less Duration at the highest tier
  • Immunity to Freeze status icon.pngFreeze and Chill status icon.pngChill during Flask Effect | 35-39% less Duration at the highest tier

Problem:

Utility Flasks are sustainable with enough character damage and clear speed, but there aren't easy ways to sustain Utility Flasks for less-powerful characters.

Solution:

Add new modifiers and improve existing modifiers on Flasks that affect their duration or charge gain. Add some new Passive Skills to help sustain Flasks. Extend the base duration of Utility Flasks to reduce how often they need to be used.

Specifics:

Spoiler [Expand]

New modifier that helps extend flask uptime:

  • 66% increased Charge Recovery | 25% reduced Effect

Extending Utility Flask Duration:

  • QuicksilverQuicksilver FlaskLasts 6.00 Seconds
    Consumes 30 of 60 Charges on use
    40% increased Movement Speed
    Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , DiamondDiamond FlaskLasts 6.00 Seconds
    Consumes 20 of 40 Charges on use
    100% increased Global Critical Strike Chance
    Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , GraniteGranite FlaskLasts 6.00 Seconds
    Consumes 30 of 60 Charges on use
    +1500 to Armour
    Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , JadeJade FlaskLasts 6.00 Seconds
    Consumes 30 of 60 Charges on use
    +1500 to Evasion Rating
    Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , QuartzQuartz FlaskLasts 6.00 Seconds
    Consumes 30 of 60 Charges on use
    Phasing
    +10% chance to Suppress Spell Damage
    Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    and Silver FlasksSilver FlaskLasts 6.00 Seconds
    Consumes 40 of 60 Charges on use
    Onslaught
    Requires Level 40Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now last 6 seconds (previously 4).
  • RubyRuby FlaskLasts 8.00 Seconds
    Consumes 20 of 50 Charges on use
    +50% to Fire Resistance
    20% less Fire Damage taken
    Requires Level 18Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , SapphireSapphire FlaskLasts 8.00 Seconds
    Consumes 20 of 50 Charges on use
    +50% to Cold Resistance
    20% less Cold Damage taken
    Requires Level 18Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , TopazTopaz FlaskLasts 8.00 Seconds
    Consumes 20 of 50 Charges on use
    +50% to Lightning Resistance
    20% less Lightning Damage taken
    Requires Level 18Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , AquamarineAquamarine FlaskLasts 8.00 Seconds
    Consumes 20 of 50 Charges on use
    60% reduced Effect of Freeze on you
    Requires Level 27Creates Chilled Ground on UseRight click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , SulphurSulphur FlaskLasts 8.00 Seconds
    Consumes 40 of 60 Charges on use
    40% increased Damage
    Requires Level 35Creates Consecrated Ground on UseRight click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , BasaltBasalt FlaskLasts 8.00 Seconds
    Consumes 40 of 60 Charges on use
    20% more Armour
    Requires Level 40Taunts nearby Enemies on useRight click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    , StibniteStibnite FlaskLasts 8.00 Seconds
    Consumes 40 of 60 Charges on use
    20% more Evasion Rating
    Requires Level 40Creates a Smoke Cloud on UseRight click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    and Corundum FlasksCorundum FlaskLasts 7.50 Seconds
    Consumes 20 of 50 Charges on use
    30% increased Stun Threshold
    Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now last 8 seconds (previously 5).
  • GoldGold FlaskLasts 5.00 Seconds
    Consumes 60 of 80 Charges on use
    30% increased Rarity of Items found
    Requires Level 22Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    and Iron FlasksIron FlaskLasts 5.00 Seconds
    Consumes 40 of 60 Charges on use
    +200 to Ward
    Requires Level 40Restores Ward on useRight click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now last 5 seconds (previously 3).
  • Bismuth FlaskBismuth FlaskLasts 8.50 Seconds
    Consumes 15 of 40 Charges on use
    +35% to all Elemental Resistances
    Requires Level 8Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now lasts 8.5 seconds (previously 5.5).
  • Amethyst FlaskAmethyst FlaskLasts 6.50 Seconds
    Consumes 35 of 65 Charges on use
    +35% to Chaos Resistance
    Requires Level 18Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now lasts 6.5 seconds (previously 4.5).

Unique Flasks are being reviewed as a result of these changes:

  • Dying SunDying Sun
    Ruby Flask
    Lasts (3.20-4.80) Seconds
    Consumes (45-50) of 50 Charges on use
    +50% to Fire Resistance
    20% less Fire Damage taken
    Requires Level 68(125-150)% increased Charges per use
    (60-40)% less Duration
    (10-20)% increased Area of Effect during Flask Effect
    Skills fire 2 additional Projectiles during Flask Effect
    All things must die.
    Whether you burn out or explode is up to you.
    Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now has 40-60% less Duration (previously 40-60% reduced duration).
  • Coruscating ElixirCoruscating Elixir
    Ruby Flask
    Lasts 10.00 Seconds
    Consumes 20 of 50 Charges on use
    +50% to Fire Resistance
    20% less Fire Damage taken
    Requires Level 18Chaos Damage does not bypass Energy Shield during effect
    Removes all but one Life on use
    Removed life is Regenerated as Energy Shield over 2 seconds
    25% increased Duration
    Let blood sear in your veins,
    Let the pain push outwards and turn away your enemy's blows.
    Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now has 25% increased Duration (previously 100%).
  • Bottled FaithBottled Faith
    Sulphur Flask
    Lasts (5.60-6.80) Seconds
    Consumes 40 of 60 Charges on use
    40% increased Damage
    Requires Level 35Creates Consecrated Ground on Use(30-15)% reduced Duration
    Consecrated Ground created by this Flask has Tripled Radius
    Consecrated Ground created during Effect applies (7-10)% increased Damage taken to Enemies
    (100-150)% increased Critical Strike Chance against Enemies on Consecrated Ground during Flask effect
    A tourniquet for the soul, squeezing ethereal into physical.Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    now has 15-30% reduced Duration (previously 20-40% increased).

Adding and improving Flask investment in the Dexterity area of the Passive Skill Tree.

Problem:

Even after lowering the power of many Unique flasks in 3.15.0, Unique Flasks still outclass most Magic Utility Flasks. In addition, the item level of flasks did not matter after a certain point.

Solution:

Add multiple tiers to most Flask modifiers. At higher levels, Flasks now have much more powerful effects available. Flask modifiers that increase Armour or Evasion are now weaker at their first tier as the changes to Armour and Evasion below make them more powerful. These changes allow us to restore some of the power that was removed from Flasks in 3.15 without affecting the early-mid game so much.

Specifics:

Spoiler [Expand]

Here are examples of the highest tier modifiers available:

  • 60-65% Reduced Effect of Chill on you during Flask effect | 60-65% Reduced Duration of Freezes on you during Flask effect (Level 80)
  • 60-65% Reduced Effect of Shock on you during Flask effect (Level 82)
  • 60-65% Reduced Effect of Curses on you during Flask effect (Level 84)
  • Immunity to Bleeding and Corrupted Blood during Flask Effect | 35-39% less Duration (Level 76)
  • Immunity to Poison during Flask Effect | 35-39% less Duration (Level 76)
  • Immunity to Shock during Flask Effect | 35-39% less Duration (Level 74)
  • Immunity to Ignite during Flask effect | Removes Burning on use | 35-39% less Duration (Level 74)
  • Immunity to Freeze and Chill during Flask Effect | 35-39% less Duration (Level 72)
  • 12-14% increased Movement Speed during Flask effect (Level 85)
  • 56-60% increased Armour during Flask effect (Level 84)
  • 56-60% increased Evasion during Flask effect (Level 84)
  • 37-40% additional Elemental Resistances during Flask effect (Level 81)
  • 0.8% of Attack Damage Leeched as Life during Flask effect (Level 80)
  • 0.8% of Spell Damage Leeched as Energy Shield during Flask effect (Level 80)
  • 50-55% increased Critical Strike Chance during Flask effect (Level 82)
  • 31-34% chance to Freeze, Shock and Ignite during Flask effect (Level 72)
  • 40-45% Chance to avoid being Stunned during Flask Effect (Level 80)
  • 15-17% increased Attack Speed during Flask effect (Level 82)
  • 15-17% increased Cast Speed during Flask effect (Level 82)
  • 51-55% chance to Avoid being Chilled during Flask Effect | 51-55% chance to Avoid being Frozen during Flask Effect (Level 80)
  • 51-55% chance to Avoid being Shocked during Flask Effect (Level 82)
  • 51-55% chance to Avoid being Ignited during Flask Effect (Level 82)
  • 75-80% increased Block and Stun Recovery during Flask Effect (Level 73)
  • +32-35 to Maximum Charges (Level 82)
  • Gain 7 Charges when you are Hit by an Enemy (Level 80)
  • 26-28% reduced Charges used (Level 82)
  • 46-50% increased Charge Recovery (Level 83)
  • 31-35% chance to gain a Flask Charge when you deal a Critical Strike (Level 80)
  • 30-33% reduced Duration | 25% increased effect (Level 80)
  • 36-40% increased Duration (Level 84)
  • 61-66% increased Charge Recovery | 25% Reduced Effect (Level 84)
  • Instant Recovery when on Low Life | 11-14% reduced Amount Recovered (Level 81)
  • 50% of Recovery applied Instantly | 36-39% reduced Amount Recovered | 135% increased Recovery rate (Level 79)
  • 65-70% increased Amount Recovered | 33% reduced Recovery rate (Level 81)
  • 125-130% increased Recovery when on Low Life (Level 82)
  • 56-60% increased Life Recovered | Removes 10% of Life Recovered from Mana when used (Level 81)
  • 56-60% increased Mana Recovered | Removes 15% of Mana Recovered from Life when used (Level 81)
  • Instant Recovery | 66% reduced Amount Recovered (Level 7)
  • 45-50% increased Amount Recovered | 25% increased Charges used (Level 82)
  • Grants Immunity to Ignite for +15-17 seconds if used while Ignited (Level 78)
  • Grants Immunity to Shock for +15-17 seconds if used while Shocked (Level 78)
  • Grants Immunity to Poison for +15-17 seconds if used while Poisoned (Level 82)
  • Grants Immunity to Bleeding for +15-17 seconds if used while Bleeding (Level 80)
  • Grants Immunity to Chill for +15-17 seconds if used while Chilled | Grants Immunity to Freeze for +15-17 seconds if used while Frozen (Level 76)
  • Remove a curse on use (Level 8)
  • Hinder nearby Enemies with 35-40% reduced Movement Speed for 4 seconds if used while not on Full Mana (Level 82)
  • Hinder nearby Enemies with 35-40% reduced Movement Speed for 4 seconds if used while not on Full Life (Level 82)
  • Grants Immunity to Maim for +15-17 seconds if used while Maimed | Grants Immunity to Hinder for +15-17 seconds if used while Hindered (Level 82)
  • Grants 75-80% of Life Recovery to Minions (Level 82)
  • 26-29% reduced Mana Cost of Skills during Flask Effect (Level 80)
  • 35-40% of recovery applied as an extra recovery effect over 10 seconds (Level 81)

The Cinderswallow UrnCinderswallow Urn
Silver Flask
Lasts 6.00 Seconds
Consumes (180-200) of 240 Charges on use
Onslaught
Requires Level 48+90 to Maximum Charges
Recharges 5 Charges when you Consume an Ignited corpse
(175-200)% increased Charges per use
Enemies Ignited by you during Flask Effect take (7-10)% increased Damage
Veiled Suffix
<One of the three modifiers>
A controlled burn is sometimes necessary for new life.Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.

Take this item to Jun Ortoi to have her Unveil it.
Unique Flask has changed as a result of the changes above. “60-80% reduced Reflected Damage taken during Flask Effect” is now a possible modifier when Unveiling this Flask, which has replaced the increased Critical Strike Chance during Flask Effect modifier that was possible previously. The crafted version of this new modifier has values of 45-55%, and has replaced the Critical Strike Chance during Flask Effect crafting option.

Problem:

Enkindling effects on Flasks aren't impactful enough, and aren't bringing Flasks back to the kind of power that non-permanent uptime should grant.

Solution:

Buff some Enkindling Orb effects, most notably the increased Flask Effect modifier.

Specifics:

Spoiler [Expand]
  • 80-100% increased Duration (previously 70-90%).
  • +40-60 to Maximum Charges (previously +30-40).
  • 25-35% reduced Charges used (previously 20-30%).
  • 60-80% increased Charge Recovery (previously 50-60%).
  • 50-70% increased Effect (previously 40-50%).

(Existing modifiers will be unaffected.)

Problem:

Belts are the item slot intended to enhance Flasks, but only have a limited list of modifiers that actually affect Flasks in their modifier pool.

Solution:

Add more tiers to Flask modifiers on Belts, and move the Flask Effect modifier out of the Influence modifier pool into the base modifier pool for Belts.

Specifics:

Spoiler [Expand]

Added more tiers to Belt modifiers that affect Flasks, resulting in buffs to most modifiers, most notably Life and Mana recovery modifiers. Here are some examples of values of some high tier modifiers:

  • 40% increased Flask Life Recovery rate
  • 40% increased Flask Mana Recovery rate
  • 40% increased Flask Charges gained
  • 33% increased Flask Effect Duration
  • Flasks applied to you have 12% increased Effect

Problem:

Instant-recovery Life Flasks are by far the most reliable tool for survivability, as the total Life recovery from a Flask is reasonable but spread over a long period of time.

Solution:

Keep the total Life Recovery from all Life Flasks the same, but halve the amount of time for this to occur, which doubles their healing per second. This is a huge improvement to how effective non-instant Life Flasks are at keeping you alive in tough situations.

Specifics:

Spoiler [Expand]

The Blood of the KaruiBlood of the Karui
Sanctified Life Flask
Recovers 2190 Life over (3.00-2.31) seconds
Consumes 15 of 30 Charges on use
Requires Level 5050% increased Life Recovered
(50-35)% reduced Recovery rate
Recover Full Life at the end of the Flask Effect
"Kaom fought and killed for his people.
Kaom bled for his people.
And so the people gave, the people bled,
So their King might go on."
- Lavianga, Advisor to Kaom
Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
Unique Flask is being reviewed as a result of these changes, and now has 35-50% reduced Recovery Rate (previously 5-20% increased).

Problem:

There are no accessible tools for a player to change their charge gain method if gaining charges on kill isn't well-suited to their slower playstyle.

Solution:

The “Survival” Unique Jewels available from the Through Sacred Ground quest icon.png Through Sacred Ground quest have been reworked to let you gain charges another way, while reducing the charges gained from kills.

Specifics:

Spoiler [Expand]

There is now a limit of 1 for these Survival Jewels.

  • Survival InstinctsSurvival Instincts
    Viridian Jewel
    Limited to: 120% reduced Flask Charges gained
    50% increased Flask Effect Duration
    Survival
    Observe and master your surroundings.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    : Now has “50% chance for Flasks you use to not consume Charges” and “70% less Flask Charges gained from Kills”. It no longer grants +20 to Dexterity, or +6% to all Elemental Resistances. Existing items can be updated using a Divine Orb.
  • Survival SkillsSurvival Skills
    Crimson Jewel
    Limited to: 1Flasks gain 2 Charges when you hit a Non-Unique Enemy, no more than once per second
    80% less Flask Charges gained from Kills
    Survival
    A helping hand has long reach.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    : Now has “Flasks gain 2 Charges when you hit a Non-Unique Enemy, no more than once per second” and “80% less Flask Charges gained from Kills”. It no longer grants +50 to Armour, or 10% increased Global Physical Damage. Existing items can be updated using a Divine Orb.
  • Survival SecretsSurvival Secrets
    Cobalt Jewel
    Limited to: 1Flasks applied to you have 20% reduced Effect
    Flasks gain 3 Charges every 3 seconds while they are inactive
    Survival
    Nature provides its own solutions.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    : Now has “Flasks gain 2 Charges every 3 seconds while they are inactive” and “50% less Flask Effect Duration”. It no longer has 10% increased Elemental Damage, or “Regenerate 3 Mana per second”. Existing items can be updated using a Divine Orb.

Problem:

Rangers don't have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method.

Solution:

Add new and improve existing passive skills specialising in the recovery of charges for life and mana Flasks as well as life recovery from Flasks in the Ranger section of the Passive Skill Tree.

Specifics:

Spoiler [Expand]
  • Added Life Regeneration if you’ve used a Life Flask in the past 10 seconds and Mana Gained on Hit with Attacks if you’ve used a Mana Flask in the past 10 seconds to the Ranger starting area.
  • Added new Passive Skills in the Ranger section of the Passive Skill Tree that increase generation of Life and Mana Flasks, including gaining a Life Flask Charge on Hitting Enemies, with a short cooldown. Added new sources of life and mana flasks gaining charges every 3 seconds and Life Flasks gaining Charges when you Suppress Spell Damage.

Core Character Defences and Recovery

We are doing a major balance pass to improve defences and recovery for all characters. The goal here is to put more power into the core defences (Armour, Evasion and Energy Shield) to make them the best way to mitigate the kind of damage they are best at preventing, while taking some of that power away from the one-off mechanics that provide a significant defence for too low a cost. While some individual mechanics have been nerfed, this is overall a massive buff to defenses across the board.

Previously, there were some very tanky characters, but they were gated behind specific niche mechanics and uniques that were not accessible to everyone. What we're doing here is moving a lot of that power to everyone else, so that core defenses are far more powerful than they were before.

We're also making sure that every type of character has plenty of ways to mitigate a much more diverse set of damage types. For example, Evasion mitigates Attacks well, so we're introducing Spell Suppression to help Evasion builds protect themselves against Spells.

Overarching Problem:

Dodge and Blind provide more mitigation for fewer passive points and item slots than any other defence type. Attack Dodge does this in a form that is almost identical to Evasion but is far more efficient.

Overarching Goal:

Remove Dodge entirely and review certain powerful mechanics like Blind (and Fortify for non-melee characters). Improve almost every other scalable defence type significantly to make them more powerful. This includes Armour, Evasion, Energy Shield Recovery and Spell Block.

Problem:

Armour as a core stat doesn't provide sufficient defence with low to medium investment. Armour characters instead rely on a number of other mechanics to provide them with the defence against Physical Damage that Armour is meant to provide.

Solution:

Improve the Armour formula so that Armour is more powerful, providing better mitigation across the board, and increase the strength of modifiers on items that add base local Armour.

Specifics:

Spoiler [Expand]

Previously, if you had 10,000 Armour and you took a hit that dealt 2,000 physical damage, you'd reduce that hit by 33%. Now you'll reduce that hit by 50%.

A rule of thumb with the new Armour formula is that if you want to get 50% mitigation against a physical damage hit, you need 5 times the damage as Armour where previously it required 10 times the damage. As an example, if you want to mitigate a 5,000 hit down to 2,500, you used to need 50,000 Armour to do this. Now you only need 25,000 Armour.

Increased the strength of modifiers on gear that add base local Armour, and added a smoother progression of tiers (as they were currently very low until the highest tier, and had some levels where there was no new tier for a large number of levels). This will on average result in items with higher Armour on them, especially during the Campaign and early maps, and make it much more affordable to reach decent Armour values.

Armour provided by base types can now be 15% higher on average, as part of a variable base type system detailed below.

Determination has been buffed to provide both a flat bonus to Armour, as well as its existing “more” multiplier to Armour.

  • Grants up to 2051 Armour at level 20 of DeterminationDeterminationAura, Spell, AoE, Physical
    Level: (1-20)
    Reservation: 50% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants armour to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% chance to Avoid being StunnedYou and nearby Allies gain 0.1% of Evasion Rating as Extra ArmourYou and nearby allies gain (40-49)% more Armour
    You and nearby allies gain (179-2051) additional Armour
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Determination skill icon.png
    .

New Suffix modifiers have been added to all Armour-based Body Armour and Shields that provide up to +8% additional Physical Damage Reduction on each slot. Crafted modifiers have also been added.

  • Additional Physical Damage Reduction mods were discontinued from all other rare modifiers so that large values could be provided on the above two slots.

New Suffix modifiers have been added to all Armour-based Gloves, Helmets and Boots that provide increased Life Regeneration Rate. This works as a multiplier to your Life Regeneration value. Crafted modifiers have also been added.

Monster base Armour has been reviewed as a result of changes to the Armour formula, and has been slightly decreased.

Problem:

Evasion doesn't provide sufficient defence. Evasive characters instead rely on the Acrobatics and Phase Acrobatics keystones to provide Attack and Spell mitigation.

Solution:

Remove Attack Dodge entirely. Substantially buff Evasion so that it is a good option and make sure it is easily available on items.

Specifics:

Spoiler [Expand]

Improve the Evasion formula to grant more chance to evade for all values of Evasion Rating.

  • To have a 75% chance to Evade against a Tier 16 Map monster, you currently need 49,000 Evasion Rating to achieve this. You will only need 24,200 Evasion Rating after this change.
  • To have a 75% chance to Evade against a Tier 1 Map monster, you currently need 23,800 Evasion Rating to achieve this. You will only need 12,700 Evasion Rating after this change.
  • To have a 50% chance to Evade against a Tier 16 Map monster, you currently need 13,750 Evasion Rating to achieve this. You will only need 8,150 Evasion Rating after this change.
  • To have a 50% chance to Evade against a Tier 1 Map monster, you currently need 6,650 Evasion Rating to achieve this. You will only need 4,275 Evasion Rating after this change.
  • To have a 25% chance to Evade against a Tier 16 Map monster, you currently need 4,500 Evasion Rating to achieve this. You will only need 3,300 Evasion Rating after this change.
  • To have a 25% chance to Evade against a Tier 1 Map monster, you currently need 2,180 Evasion Rating to achieve this. You will only need 1,735 Evasion Rating after this change.

Increase modifiers on gear that add base local Evasion Rating, and smooth the progression of tiers (as they were currently very low until the highest tier). This will on average result in items with higher evasion on them, especially during the campaign and early maps, and make it much more affordable to reach decent Evasion values. Update Crafted modifiers to similar values and make them available earlier in the campaign.

  • Rank 1 Defences crafts are now unlocked in The Crematorium in Act 3 (previously The Karui Fortress in Act 6).
  • Rank 1 Fire Damage crafts are now unlocked in The Solaris Temple in Act 3 (previously The Crematorium in Act 3).
  • Rank 1 Cold Damage crafts are now unlocked in The Crystal Veins in Act 4 (previously The Solaris Temple in Act 3).
  • Rank 2 Elemental Resistances crafts are now unlocked after fighting Piety in The Belly of the Beast in Act 4 (previously The Crystal Veins in Act 4).
  • Rank 2 Defences crafts are now unlocked in The Karui Fortress in Act 6 (previously The Feeding Trough in Act 10).
  • Rank 1 Chaos Damage crafts are now unlocked in the Temple of Decay in Act 7 (previously after fighting Piety in The Belly of the Beast in Act 4).
  • Rank 2 Accuracy crafts are now unlocked in The Desecrated Chambers in Act 10 (previously Temple of Decay in Act 7).
  • Rank 3 Life and Mana crafts are now unlocked in The Feeding Trough in Act 10 (previously The Desecrated Chambers in Act 10).

Evasion provided by base types can now be 15% higher on average, as part of a variable base type system detailed below.

The GraceGraceAura, Spell, AoE
Level: (1-20)
Reservation: 50% Mana
Cooldown Time: 1.20 sec
Can Store 1 Use(s)
Cast Time: Instant
Radius: 36
Requires Level 24Casts an aura that grants evasion to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.1% chance to avoid Elemental AilmentsYou and nearby Allies have 0.05% chance to Avoid Chaos Damage from HitsYou and nearby allies gain (20-29)% more Evasion rating
You and nearby allies gain (227-2575) additional Evasion Rating
+(0-19) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Grace skill icon.png
Skill Gem now has “You and nearby Allies gain 20% more Evasion Rating” at gem level 1, up to 29% at gem level 20, as well as its existing flat bonus to Evasion Rating. These changes make the Aura very effective at Attack Mitigation if you’ve already invested in Evasion Rating.

Reworked Evasion passives.

Adjusted monster base Evasion and Minion Accuracy to compensate for changes to the evasion formula.

Monsters with abilities that always hit have been reviewed as a result of the removal of Dodge. Abilities that were deemed an issue no longer always hit, such as Fractal Gargantuan’s Slam, Rigwald, the Wolven King’s Barrage, Daresso, King of Swords’ Reave, and Guardian of the Chimera’s Combo and Charged Attacks.

Problem:

Evasion provides no defence against Spells.

Solution:

Introduce "Spell Suppression" on Evasion items as well the Dexterity section of the Passive Skill Tree, which gives a chance to halve spell damage taken. The chance can be stacked up to 100%. Convert existing sources of Dodge and Spell Dodge to Spell Suppression or replace them with other bonuses.

Specifics:

Spoiler [Expand]

Spell Suppression is designed as the Dexterity character's best answer to spells. In general, Spell Suppression gives easier access and more reliable spell damage mitigation for Dexterity characters without reliance on specific uniques. It's also much more reliable than Spell Dodge, but has a lower maximum. There will be a few specialised ways to invest in increasing the spell damage suppressed to reward high investment if you want to further protect yourself from spell hits.

  • Spell Suppression will be found on various Passive Skills in the Evasion areas of the Passive Skill Tree.
  • The Evasion Wheel at the centre of the Passive Skill Tree no longer provides Accuracy, but provides a combo of Evasion and chance to Suppress Spells instead.
  • New Suffix modifiers have also been added to all Evasion Armours that can roll modifiers that grant a chance to Suppress Spell Damage. Body Armours and Shields in particular can roll larger values of these modifiers.
  • New Keystone Passive Skill added to the centre of the tree called Magebane: Dexterity provides no inherent bonus to Evasion Rating. You gain a 1% Chance to Suppress Spell Damage per 15 Dexterity.
  • Vaal GraceVaal GraceAura, Vaal, Spell, AoE, Duration
    Level: (1-20)
    Cooldown Time: 0.50 sec
    Can Store 1 Use(s)
    Souls Per Use: 50
    Can Store 1 Use(s)
    Soul Gain Prevention: 9 sec
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.Per 1% Quality:1Superior2% increased Area of EffectYou and nearby allies have +15% chance to Evade Attack Hits
    Suppressed Spell Damage dealt to you is Unlucky
    Base duration is 6 seconds
    Modifiers to Buff Duration also apply to this Skill's Soul Gain Prevention
    +(0-19) to radius
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Grace skill icon.png
    no longer has 24-34% Chance to Dodge Attack Hits or Spell Hits. Instead, it now has +15% Chance to Evade Attack Hits, and “Suppressed Spell Damage dealt to you is Unlucky”.
  • Additional chance to Evade modifiers were discontinued from all Rare modifiers, passives and Pantheon powers as their values were generally too low or felt out of place and so that Vaal Grace could provide a very large value of this stat.
  • Change Elusive to provide 15% chance to Avoid Damage from Hits, instead of it's old Dodge-related stats.
  • Change Wind Dancer to further improve high Evasion builds rather than reducing Evade chance, but making it riskier if you're not Evading attacks a lot. It now gives 20% less Attack Damage taken if you haven't been Hit by an Attack recently, and 40% more Evasion Rating and 20% more Attack Damage taken if you have been Hit, so it's better for Evasion characters that have a high Evasion Rating and bad for characters that are being hit a lot. It has no interaction with Spells now, to focus its interaction on Evasion.
  • Acrobatics has been redesigned. It no longer has any of it's old properties, but now changes any modifiers to Spell Suppression into Spell Dodge at 50% of it's value. The intention is that Acrobatics is the only source in the entire game for Spell Dodge, for characters who would like to benefit from that playstyle still. Spell Dodge is still capped at 75%, and the Keystone Passive will specifically mention this.
  • The Perfect FormThe Perfect Form
    Zodiac Leather
    Evasion: (1537-1964)
    Movement Speed: -3%
    Requires Level 65, 197 Dex(10-15)% increased Dexterity
    (80-100)% increased Evasion Rating
    +(70-100) to maximum Life
    -30% to Cold Resistance
    Arctic Armour has no Reservation
    Evasion Rating is increased by Overcapped Cold Resistance
    Acrobatics
    We share one space,
    speak one voice,
    act through one body.
    A flawless crystal.
    Brittle.
    : Now grants 80-100% increased Evasion Rating (previously 30-50%), 70-100 Life (previously 50-80), and 10-15% increased Dexterity (previously 5-10%). Now grants Acrobatics instead of Phase Acrobatics.
  • Three-step AssaultThree-step Assault
    Shagreen Boots
    Evasion: (216-302)Requires Level 55, 97 Dex+(25-35) to Dexterity
    (20-40)% increased Evasion Rating
    100% increased Evasion Rating during Onslaught
    +(50-70) to maximum Life
    25% increased Movement Speed
    30% chance to Avoid Elemental Ailments while Phasing
    Move in with haste.
    Strike quick, strike hard.
    Vanish like smoke in the wind.
    : Now grants 30% chance to Avoid Elemental Ailments while Phasing. This affects existing items, though they have a value of 10%. Existing items can be updated with a Divine Orb.
  • OmeyocanOmeyocan
    Carnal Boots
    Evasion: (99-117)
    Energy Shield: (20-24)
    Requires Level 55, 52 Dex, 52 Int(15-20)% increased maximum Mana
    +(25-30)% to Lightning Resistance
    30% increased Movement Speed
    10% increased Evasion Rating per 500 Maximum Mana, up to 100%
    You have Onslaught while not on Low Mana
    Lose 7% of Mana per Second
    Only a fool seeks meaning
    in a life so fleeting.
    : Now grants 10% increased Evasion per 500 Mana. This affects existing items, though they have 2% increased Evasion per 500 Mana. Existing items can be updated with a Divine Orb.
  • White WindWhite Wind
    Imperial Skean
    Rune Dagger
    Physical Damage: 18-73
    Elemental Damage: (160-190) to (280-320)
    Critical Strike Chance: 6.30%
    Attacks per Second: (1.65-1.72)
    Weapon Range: 10
    Requires Level 66, 95 Dex, 131 Int30% increased Global Critical Strike ChanceAdds (160-190) to (280-320) Cold Damage
    (10-15)% increased Attack Speed
    +(1000-1500) to Evasion Rating
    +(30-40)% chance to Suppress Spell Damage while your Off Hand is empty
    (100-200)% increased Cold Damage while your Off Hand is empty
    The Maraketh fear very little,
    but they dare not whisper the name
    of the demon that flies on Winter's gales.
    : Now grants 30-40% chance to Suppress Spell Damage while your Off Hand is empty. This affects existing items, though they have values of 15-25%. Existing items can be updated with a Divine Orb.
  • Precursor's Emblem: Now grants 1% chance to Suppress Spell Damage per Endurance/Frenzy/Power charge.
  • The Green NightmareThe Green Nightmare
    Viridian Jewel
    Limited to: 1
    Radius: Large
    Gain 5% of Cold Damage as Extra Chaos Damage
    Passives granting Cold Resistance or all Elemental Resistances in Radius
    also grant Chance to Suppress Spell Damage at 50% of its value
    Passives granting Cold Resistance or all Elemental Resistances in Radius
    also grant an equal chance to gain a Frenzy Charge on Kill
    We take root in the dirt
    and strangle those who tread upon it.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    : Now causes Passives granting Cold Resistance or all Elemental Resistance to also grant Chance to Suppress Spell Damage at 50% of its value. This affects existing items, though they have a value of 35%. Existing items can be updated with a Divine Orb.
  • Timeless Passives that granted Spell Dodge now grant a chance to Suppress Spell Damage.
  • Small Cluster Jewels that granted 1% Dodge now grants 2% chance to Suppress Spell Damage.
  • Hit and Run Cluster Jewel Notable: Now grants 6% chance to Suppress Spell Damage if you've Hit an enemy recently.
  • Untouchable Cluster Jewel Notable: Now grants 6% chance to Suppress Spell Damage.
  • Elegant Form Cluster Jewel Notable: Now grants 6% chance to Suppress Spell Damage.
  • Darting Movement Cluster Jewel Notable: Now grants 8% chance to Suppress Spell Damage while moving.
  • Darkray VectorsDarkray Vectors
    Dragonscale Boots
    Armour: (169-236)
    Evasion: (169-236)
    Requires Level 65, 62 Str, 62 Dex(40-70)% increased Armour and Evasion
    +(20-40)% to Lightning Resistance
    5% increased Movement Speed per Frenzy Charge
    +1 to Maximum Frenzy Charges
    40% reduced Frenzy Charge Duration
    25% reduced Light Radius
    10% increased Evasion Rating per Frenzy Charge
    "Sirrius flew on wings of light, faster than wind, faster
    than thought. But try as he might to outrun the darkness,
    it was there, at every turn, waiting for him."
    - Azmerian legend
    : Now grant 10% increased Evasion Rating per Frenzy Charge. Existing items instead have 2% chance to Suppress Spell Damage per Frenzy Charge, and cannot be updated with a Divine Orb.
  • The Watcher’s Eye modifier which previously granted chance to Dodge Attack Hits while affected by Grace now provides 12-15% chance to Suppress Spell Damage while affected by Grace. Existing items can be updated with a Divine Orb.
  • The Watcher’s Eye modifier which previously granted chance to Dodge Spell Hits while affected by Haste now provides 5-8% chance to Suppress Spell Damage while affected by Haste. Existing items can be updated with a Divine Orb.
  • Quickening CovenantQuickening Covenant
    Viridian Jewel
    Limited to: 1
    Radius: Medium
    Minions have (12-16)% increased Attack Speed
    Minions have (12-16)% increased Cast Speed
    Minions have +(20-24)% chance to Suppress Spell Damage
    Notable Passive Skills in Radius are Transformed to
    instead grant: Minions have 25% reduced Movement Speed
    Lose that which you never had.
    Gain power you could not have grasped.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    : Now has 20-24% chance to Suppress Spell Damage.
  • Conqueror's LongevityConqueror's Longevity
    Viridian Jewel
    Limited to: 110% chance to Avoid Elemental Ailments
    10% increased Life Recovery from Flasks
    +3% chance to Suppress Spell Damage
    Victory is as simple as being the last one standing.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    : Now has 5% chance to Suppress Spell Damage[f] and 10% Life Recovery from Flasks (previously 8%). Existing items will have 3% chance to Suppress Spell Damage.[f] A Divine Orb can be used to update the Life Recovery value.
  • AssailumAssailum
    Sinner Tricorne
    Evasion: (719-925)Requires Level 64, 138 DexGrants Level 20 Snipe Skill
    Socketed Non-Channelling Bow Skills are Triggered by Snipe
    Socketed Triggered Bow Skills gain a 0.05 second Cooldown
    Socketed Triggered Bow Skills deal 40% less Damage
    +(350-500) to Accuracy Rating
    +(350-500) to Evasion Rating
    +(14-20)% chance to Suppress Spell Damage while Channelling
    A moment of calm before the battle can end the war.
    : Now grants 14-20% chance to Suppress Spell Damage while Channelling. This change affects existing items.
  • Hyrri's IreHyrri's Ire
    Zodiac Leather
    Evasion: (2049-3142)
    Movement Speed: -3%
    Requires Level 65, 197 Dex+(40-50) to Dexterity
    (140-220)% increased Evasion Rating
    25% increased Chill Duration on Enemies
    (105-145) to (160-200) Added Cold Damage with Bow Attacks
    +30% chance to Suppress Spell Damage
    Hyrri loosed a barrage of arrows,
    tipped with a poisoned hatred
    only oppression can ferment.
    : Now grants 30% chance to Suppress Spell Damage. This change affects existing items.
  • OskarmOskarm
    Nubuck Gloves
    Evasion: (109-122)Requires Level 52, 50 Dex(30-40)% increased Global Accuracy Rating
    +(40-50) to maximum Life
    -(20-10)% to Chaos Resistance
    +(10-12)% chance to Suppress Spell Damage
    Trigger Level 10 Assassin's Mark when you Hit a Rare or Unique Enemy and have no Mark
    2% increased Attack Critical Strike Chance per 200 Accuracy Rating
    Land and sea did not dissuade,
    nor did the Kelpie's maw;
    the wild beast crossed half the world
    to sate his hungry claw.
    : Now grants 10-12% chance to Suppress Spell Damage. This affects existing items, though they have values of 7-8%.
  • BloodbondBloodbond
    Bone Armour
    Evasion: (388-512)
    Energy Shield: (82-107)
    Movement Speed: -3%
    Requires Level 35, 53 Dex, 53 IntGrants Level 15 Blood Offering Skill
    (100-120)% increased Evasion and Energy Shield
    (15-25)% increased maximum Life
    Minions have (20-30)% increased maximum Life
    Regenerate 1% of Life per second
    Minions have +(12-15)% chance to Suppress Spell Damage
    What mother wouldn't give her life for that of her children?
    grants 12-15% chance for Minions to Suppress Spell Damage. This affects existing items, though they have values of 6-10%, which can be updated with a Divine Orb.
  • Quartz FlaskQuartz FlaskLasts 6.00 Seconds
    Consumes 30 of 60 Charges on use
    Phasing
    +10% chance to Suppress Spell Damage
    Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    : Now grants 10% chance to Suppress Spell Damage.
  • The Boot Enchant that granted a chance to Dodge Spell Hits if you’ve taken Spell Damage recently now grants a chance to Suppress Spell Damage if you’ve taken Spell Damage recently.
  • The Snowblind GraceThe Snowblind Grace
    Coronal Leather
    Evasion: (883-1158)
    Movement Speed: -3%
    Requires Level 49, 134 Dex+20% chance to Suppress Spell Damage
    +(30-40) to Dexterity
    (80-100)% increased Evasion Rating
    +(40-60) to maximum Life
    25% increased Arctic Armour Buff Effect
    Evasion Rating is increased by Overcapped Cold Resistance
    We dance in the white, like water,
    colliding as many and emerging as one.

    This item can be transformed with a Blessing of Tul
    : Now grants 20% chance to Suppress Spell Damage, and 80-100% increased Evasion Rating (previously 30-50%). Existing items will have the chance to Suppress Spell Damage, with a value of 10%.
  • Atziri's StepAtziri's Step
    Slink Boots
    Evasion: (688-792)Requires Level 69, 120 Dex+(20-26)% chance to Suppress Spell Damage
    180% increased Evasion Rating
    +(55-75) to maximum Life
    30% increased Movement Speed
    "Those who dance are considered insane
    by those who cannot hear the music."
    - Atziri, Queen of the Vaal
    : Now grants 20-26% chance to Suppress Spell Damage. This affects existing items, though they have values of 21-24%.
  • Evasion/Energy Shield base type Shields that had a 2% chance to Dodge Attacks or Spells now have a 3% chance to Suppress Spell Damage. A Blessed Orb can be used on existing items to obtain this new value.
  • Evasion/Energy Shield base type Shields that had a 4% chance to Dodge Attacks or Spells now have a 5% chance to Suppress Spell Damage. A Blessed Orb can be used on existing items to obtain this new value.
  • Hinekora's SightHinekora's Sight
    Onyx Amulet
    Requires Level 44+(10-16) to all AttributesPrevent +3% of Suppressed Spell Damage
    +(600-1000) to Accuracy Rating
    +(600-1000) to Evasion Rating
    Cannot be Blinded
    Remember the past, anticipate the future.
    : Now has 600-1000 Accuracy and Evasion, and prevents +3% of Suppressed Spell Damage. Existing items have a 12-20% chance to Suppress Spell Damage, and cannot be updated with a Divine Orb.
  • Incursion modifiers that provided Movement Speed and chance to Dodge Attack Hits/Spell Hits instead now grant Movement Speed and chance to Avoid Bleeding/Poison.
  • Ascent From FleshAscent From Flesh
    Chain Belt
    Requires Level 44+(9-20) to maximum Energy Shield+300 to Evasion Rating
    +(75-80) to maximum Energy Shield
    +(10-15)% to all Elemental Resistances
    You have Phasing if Energy Shield Recharge has started Recently
    30% increased Evasion Rating while Phasing
    10% increased Movement Speed while Phasing
    A single step forward
    Snap free from the prison
    Reborn into freedom eternal
    : Now grants 30% increased Evasion while Phasing. This affects existing items, though they have a value of 6%. Existing items can be updated with a Divine Orb.
  • Timeless Passives that granted Attack Dodge now grant a chance to Avoid Elemental Ailments.
  • Daresso's DefianceDaresso's Defiance
    Full Dragonscale
    Armour: (1316-1731)
    Evasion: (1044-1372)
    Movement Speed: -3%
    Requires Level 63, 115 Str, 94 Dex(180-220)% increased Armour and Evasion
    +(60-90) to maximum Life
    (0.4-0.6)% of Physical Attack Damage Leeched as Life
    You lose all Endurance Charges when Hit
    You gain an Endurance Charge on Kill
    You gain Onslaught for 5 seconds per Endurance Charge when Hit
    (60-100)% increased Onslaught Effect
    "When your back is against the wall,
    And your opponent is bleeding you dry,
    There is only one appropriate response:
    Unbridled, overwhelming violence."
    - Daresso, the Sword King
    : Now grants 180-220% increased Armour and Evasion (previously 160-200%). No longer grants Dodge, this affects existing items. Existing items can update the increased Armour and Evasion values using a Divine Orb.
  • The Blade FlurryBlade FlurryAttack, AoE, Channelling, Physical, Melee
    Level: (1-20)
    Cost: 4 Mana
    Attack Speed: 160% of base
    Attack Damage: (32-49)% of base
    Effectiveness of Added Damage: (32-49)%
    Radius: 14 / 17 / 19
    Requires Level 28Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Attack SpeedFinal Flurry has 1% increased Area of Effect2% increased Elemental Damage while Channelling20% more Damage with Hits and Ailments for each stage
    (14-75) to (20-113) Added Attack Physical Damage
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Blade Flurry skill icon.png
    Helmet Enchantment that granted chance to Dodge Attack Hits now grants +1 Maximum Stages. This affects existing items
  • The Charged DashCharged DashMovement, AoE, Channelling, Attack, Lightning, Melee
    Level: (1-20)
    Cost: 4 Mana
    Attack Speed: 160% of base
    Attack Damage: (95-121)% of base
    Effectiveness of Added Damage: (95-121)%
    Requires Level 28Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Attack Speed0.5% more Movement Speed1% increased travel distance50% of Physical Damage Converted to Lightning Damage
    Final wave deals 75% of Damage per stage
    Deals 150% more Damage while Channelling if Illusion has finished moving
    Illusion moves at 130% of your Movement Speed
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Charged Dash skill icon.png
    Helmet Enchantment that granted a chance to Dodge Attack Hits now grants +4/+6 to Radius if you have finished Channelling Charged Dash recently. This affects existing items.
  • The Boot Enchantment that granted a chance to Dodge Attack Hits if you’ve taken a Critical Strike recently now grants reduced Extra Damage taken from Critical Strikes if you’ve taken a Critical Strike recently.
  • Maraketh Swords now have 15%/20% chance to Maim on Hit, instead of 4%/6% Dodge. A Blessed Orb can be used on existing items to obtain this new value.
  • Saving Kraityn in the “Deal with the Bandits quest icon.png Deal with the Bandits” Quest now grants 10% chance to Avoid Elemental Ailments as a reward.
  • The Upgraded Soul of Lunaris Pantheon no longer grants 5% chance to Dodge Attack and Spell Hits if you've been Hit Recently. It now grants 6% reduced Elemental Damage Taken if Hit Recently.
  • Phase Acrobatics no longer exists.
  • Map Modifiers that granted increased Accuracy Rating to Monsters and made Player chance to Dodge Unlucky have been replaced with ones that reduce the amount of Suppressed Spell Damage Prevented by a percentage for Players.
  • Many other smaller changes on top of those noted above to improve specific items, Passives, and Skills.

Problem:

Due to Armour and Evasion not working effectively as primary defences previously, we've introduced a lot of mechanics over the years that either scale them too efficiently or scale off them too efficiently (or not well enough). The intention would be that the straightforward way of getting armour or evasion on your items is the best way to maximise its efficacy.

Solution:

Review all mechanics that scale off Armour/Evasion, and all mechanics that grant large values or increases to Armour and Evasion.

Specifics:

Spoiler [Expand]
  • Vaal Molten ShellVaal Molten ShellVaal, Spell, AoE, Duration, Fire, Physical, Guard
    Level: (1-20)
    Cooldown Time: 0.50 sec
    Can Store 1 Use(s)
    Souls Per Use: 50
    Can Store 1 Use(s)
    Soul Gain Prevention: 14 sec
    Cast Time: Instant
    Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.Per 1% Quality:1Superior1% increased Skill Effect DurationBase duration is 9 seconds
    Buff grants +(50-858) to Armour
    (35-39)% of Damage from Hits is taken from the Buff before your Life or Energy Shield
    Buff can take Damage equal to 30% of your Armour, up to a maximum of 30000
    Reflects (300-9000)% of Damage taken from Buff as Fire Damage each second,
    or when Buff expires or is depleted
    Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Molten Shell skill icon.png
    : Buff will now grant +50 Armour at gem level 1 (previously 25), up to +858 Armour at gem level 20 (previously 429). Buff no longer grants 20-29% more Armour. Now grants 35% of Damage from Hits is taken from the Buff before your Life or Energy Shield at gem level 1 (previously 30%), up to 40% at gem level 20 (previously 35%).
  • The Brass DomeThe Brass Dome
    Gladiator Plate
    Armour: (3321-4240)
    Movement Speed: -5%
    Requires Level 65, 177 Str(350-400)% increased Armour
    +(1-5)% to all maximum Elemental Resistances
    Strength provides no bonus to Maximum Life
    Take no Extra Damage from Critical Strikes
    The turtle's shell one day becomes its tomb.
    : Unique has been redesigned to more properly embrace its identity of a high Armour Body Armour, while not providing as extreme of a difference compared to a Rare Body Armour with top tier Armour modifiers. It no longer has "10% reduced Movement Speed", "50% increased Shock Duration on you", or "30% reduced chance to Block Attack and Spell Damage". Instead, it now has 350-400% increased Armour (previously 600-650%), “+1-2 to all maximum Resistances”, and “Gain no inherent bonuses from Strength".
  • Memory VaultMemory Vault
    Praetor Crown
    Armour: (161-185)
    Energy Shield: (181-218)
    Requires Level 68, 62 Str, 91 Int+(130-160) to maximum Energy Shield
    +(150-200) to maximum Mana
    (30-40)% increased Mana Regeneration Rate
    +(20-30)% to Fire Resistance
    20% reduced Reservation Efficiency of Skills
    1% increased Armour per 50 Reserved Mana
    Your memories are a bridge to the past. Let no one cross.
    : No longer grants “Gain Armour equal to your Reserved Mana”. Instead, it now grants “1% increased Armour per 50 Reserved Mana”.
  • The Formless FlameThe Formless Flame
    Siege Helmet
    Armour: (337-392)Requires Level 48, 101 Str+(100-120) to Armour
    +(40-50) to maximum Life
    -20 Fire Damage taken from Hits
    Armour is increased by Overcapped Fire Resistance
    Our skin turns to ash
    and we are swallowed by his brilliant red light.

    This item can be transformed with a Blessing of Xoph
    and The Formless InfernoThe Formless Inferno
    Royal Burgonet
    Armour: (678-954)Requires Level 65, 148 Str(80-120)% increased Armour
    +(40-50) to maximum Life
    -30% to Fire Resistance
    8% of Physical Damage from Hits taken as Fire Damage
    Armour is increased by Overcapped Fire Resistance
    He burns us to keep us from harm.
    : Now grant “Armour is increased by Overcapped Fire Resistance” (previously Uncapped Fire Resistance).
  • Craiceann's CarapaceCraiceann's Carapace
    Golden Plate
    Armour: (1677-2250)
    Movement Speed: -5%
    Requires Level 64, 152 StrGrants Level 20 Aspect of the Crab Skill
    (200-250)% increased Armour
    +(100-120) to maximum Life
    +(25-30)% to Fire and Cold Resistances
    Bleeding cannot be inflicted on you
    +5 to Maximum number of Crab Barriers
    The First of the Deep was the First of All. It was He who conquered the waves,
    who stood guard as land rose from sea.
    : Now grants 200-250% increased Armour (previously 300-350%). It provided just a bit too much Armour compared to Rares when considering all the other stats it provided.
  • Transcendence: Keystone Passive Skill now grants -15% to maximum Elemental Resistances (previously -5%).
  • Mask of the TribunalMask of the Tribunal
    Magistrate Crown
    Armour: (400-567)
    Energy Shield: (82-117)
    Requires Level 58, 64 Str, 64 Int<One to three random Synthesis implicit modifiers>+(25-30) to all Attributes
    (150-200)% increased Armour and Energy Shield
    Nearby Allies have (4-6)% increased Defences per 100 Strength you have
    Nearby Allies have +(6-8)% to Critical Strike Multiplier per 100 Dexterity you have
    Nearby Allies have (2-4)% increased Cast Speed per 100 Intelligence you have
    2% increased Mana Reservation Efficiency of Skills per 250 total Attributes
    The judge determines worthiness by comparison to the paragon: himself.
    : No longer grants “Nearby Allies have 4-6% increased Defences per 100 Strength you have”. Instead, it now grants “Nearby Allies have 1% chance to Block Attack Damage per 100 Strength you have”. Existing items are unaffected.
  • Font of ThunderFont of Thunder
    Mirrored Spiked Shield
    Chance to Block: 26%
    Evasion: (755-1044)
    Energy Shield: (155-210)
    Movement Speed: -3%
    Requires Level 66, 85 Dex, 85 Int+5% chance to Suppress Spell Damage(400-500)% increased Evasion and Energy Shield
    (25-40)% increased Mana Regeneration Rate
    +50% chance to be Shocked
    40% of Cold Damage taken as Lightning Damage
    40% of Fire Damage taken as Lightning Damage
    The lightning fears not the flame.
    : Now has 400-500% increased Evasion and Energy Shield (previously 500-600%). Existing items can be updated with a Divine Orb.
  • Rime GazeRime Gaze
    Mind Cage
    Energy Shield: (175-218)Requires Level 65, 138 IntSocketed Gems are Supported by Level 20 Concentrated Effect
    +(16-22)% to Cold Damage over Time Multiplier
    30% increased Cold Damage
    (140-160)% increased Energy Shield
    50% reduced Energy Shield Recharge Rate
    +(40-60) to maximum Mana
    The malice in her gaze froze blood and shattered bone.
    : Now has 140-160% increased Energy Shield (previously 180-200%). Existing items can be updated with a Divine Orb.
  • Doryani's Delusion: Now has 150-180% increased Evasion Rating (previously 180-220%). [sicSīc erat scriptum (Latin: “Thus it was written”) – This quote is reproduced faithfully from its source with the preceding errors.][g] Existing items can be updated with a Divine Orb.
  • Garukhan's FlightGarukhan's Flight
    Stealth Boots
    Evasion: (880-1113)Requires Level 62, 117 Dex+(30-40) to Dexterity
    (300-340)% increased Evasion Rating
    30% increased Movement Speed
    Immune to Burning Ground, Shocked Ground and Chilled Ground
    Regenerate 100 Life per second while moving
    +2 to Maximum Life per 10 Dexterity
    The higher you soar, the further you must fall.
    : Now has 300-340% increased Evasion Rating (previously 320-380%). Existing items can be updated with a Divine Orb.
  • Lioneye's RemorseLioneye's Remorse
    Pinnacle Tower Shield
    Chance to Block: 30%
    Armour: (1307-1718)
    Movement Speed: -3%
    Requires Level 70, 159 Str+(20-30) to maximum Life(180-220)% increased Armour
    20% increased Stun and Block Recovery
    +(160-180) to maximum Life
    5% reduced Movement Speed
    -25 Physical Damage taken from Projectile Attacks
    +5% Chance to Block
    Marceus' unblemished shield is a testament
    to his arrogance... and his fate.
    : Now has 180-220% increased Armour (previously 200-250%). Existing items can be updated with a Divine Orb.
  • Magna EclipsisMagna Eclipsis
    Pinnacle Tower Shield
    Chance to Block: 25%
    Armour: (1307-1718)
    Evasion: (80-100)
    Energy Shield: (80-100)
    Movement Speed: -3%
    Requires Level 70, 159 Str+(20-30) to maximum Life+2 to Level of Socketed Gems
    Triggers Level 20 Elemental Aegis when Equipped
    (180-220)% increased Armour
    +(60-80) to maximum Life
    +(80-100) to Evasion Rating and Energy Shield
    Lunaris crossed silently, shining and full,
    Softly night left her, alone and forlorn.
    Solaris rose to meet her, feeling her pull.
    'Neath the midday sun, the night was reborn.
    : Now has 180-220% increased Armour (previously 200-250%). Existing items can be updated with a Divine Orb.
  • Avatar of the Chase” Raider Notable Ascendancy Passive: No longer grants “35% more chance to Evade Melee Attacks during Onslaught” or “35% more chance to Evade Projectile Attacks during Onslaught”. Instead, it now grants “10% more chance to Evade Attacks during Onslaught”.
  • The Snowblind GraceThe Snowblind Grace
    Coronal Leather
    Evasion: (883-1158)
    Movement Speed: -3%
    Requires Level 49, 134 Dex+20% chance to Suppress Spell Damage
    +(30-40) to Dexterity
    (80-100)% increased Evasion Rating
    +(40-60) to maximum Life
    25% increased Arctic Armour Buff Effect
    Evasion Rating is increased by Overcapped Cold Resistance
    We dance in the white, like water,
    colliding as many and emerging as one.

    This item can be transformed with a Blessing of Tul
    and The Perfect FormThe Perfect Form
    Zodiac Leather
    Evasion: (1537-1964)
    Movement Speed: -3%
    Requires Level 65, 197 Dex(10-15)% increased Dexterity
    (80-100)% increased Evasion Rating
    +(70-100) to maximum Life
    -30% to Cold Resistance
    Arctic Armour has no Reservation
    Evasion Rating is increased by Overcapped Cold Resistance
    Acrobatics
    We share one space,
    speak one voice,
    act through one body.
    A flawless crystal.
    Brittle.
    : Now grant “Evasion Rating is increased by Overcapped Cold Resistance” (previously Uncapped Cold Resistance). They both now have 80-100% increased Evasion Rating (previously 30-50%), and The Perfect Form now has “10-15% increased Dexterity” (previously 5-10%).
  • WillowgiftWillowgift
    Jade Amulet
    Requires Level 52+(20-30) to Dexterity10% reduced Strength
    15% increased Dexterity
    -(30-20)% to Fire Resistance
    +(30-40)% to Cold Resistance
    You do not inherently take less Damage for having Fortification
    +4% chance to Suppress Spell Damage per Fortification
    (15-25)% increased Attack and Cast Speed while at maximum Fortification
    The storm cannot break that which bends.
    : No longer grants “Fortify Buffs you create instead grant 30% more Evasion Rating”. Instead, it now grants “4% chance to Suppress Spell Damage per Fortification”, but removes the less damage taken from Fortification. Existing items will no longer provide Evasion Rating while you have Fortify, though you will need to use a Divine Orb to obtain Spell Suppression from the item.

Problem:

Characters who rely solely on Armour are not protected against Elemental Damage.

Solution:

Add more Maximum Elemental Resistances to areas of the passive tree that have Armour in them.

Specifics:

Spoiler [Expand]

More access to maximum Elemental Resistances has been provided to Armour areas of the Passive Skill Tree in order to shore up the weaknesses of Armour-focused characters.

More information on Passive Skill Tree changes will be coming later.

First Problem:

The Veiled modifier that increases quality on equipment was required to maximise the Energy Shield from an item. This is a problem because you cannot pick up the best Energy Shield items off the ground.

Second Problem:

Stacking the "Energy from Naught" notable passive on Cluster Jewels was too efficient as a way to maximise your Energy Shield.

Solution:

Replace the Veiled modifier and lower the power on the Energy from Naught Notable. Compensate all characters for the loss of maximum energy shield by increasing the strength of all Energy Shield base types. Add more Energy Shield to the passive skill tree.

Specifics:

Spoiler [Expand]
  • Energy Shield provided by base types has been increased by 5% on average, and can now be an additional 15% higher than this on average, as part of a variable base type system detailed below.
  • The Veiled crafted modifier that provided Quality and Strength/Dexterity/Intelligence, no longer provides Quality. This is to keep the top end at about the same while bringing lower investment Energy Shield up. Instead, it now grants up to 25% chance to Avoid Ignite, Freeze, or Shock, depending on the Attribute, also providing another way to allow characters to solve their Ailment problems. This can no longer be crafted on Weapons.
  • The Energy from Naught Cluster Jewel Notable Passive Skill now grants +60 to maximum Energy Shield (previously 100).
  • Added new passives that grant Energy Shield to various locations on the tree that didn't have many Energy Shield passives.

Problem:

With the desire to increase Armour, Evasion and Energy Shield power across the board, we felt that the base values on items were too low. In addition, we feel that our item system needs more base type heterogeneity.

Solution:

Base Types are now generated with a random 0-15% (on average) higher base defence, as an inbuilt property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more.

Problem:

Energy Shield is most often used with leech and regeneration like Life, rather than embracing its unique recharge mechanic.

Solution:

Increase the base recovery rate of Energy Shield recharge. Rework the downside of the Wicked Ward Keystone. Move improvements to Energy Shield Recharge to the core modifier pool for Energy Shield gear, away from specialised item mechanics.

Specifics:

Spoiler [Expand]


  • Energy Shield now recharges at a base amount of 33% per second (previously 20%).
  • The Wicked Ward Keystone Passive Skill no longer grants “50% less Energy Shield Regeneration Rate” or “50% less Maximum total Energy Shield Recovery per Second from Leech”. Instead, it now grants “40% less Energy Shield Recharge Rate”. This brings the recharge rate with Wicked Ward down to 19.8% per second, while before it would have been 20% with or without the keystone. It also allows you to invest in other forms of Energy Shield recovery if you would like to, like including Energy Shield Leech in your build. Recharge also has more avenues of scaling as mentioned below. This combined with the faster natural recharge is almost entirely a buff.
  • The BlightwellBlightwell
    Clutching Talisman
    Talisman Tier: 2Requires Level 28(15-25)% increased Global Defences+(20-30) to maximum Energy Shield
    +(15-30)% to Fire Resistance
    +(15-30)% to Lightning Resistance
    50% slower start of Energy Shield Recharge during any Flask Effect
    (150-200)% increased Energy Shield Recharge Rate during any Flask Effect
    Corrupted
    Long ago, the ocean was a puddle where a golden fish dwelt,
    who lit the ocean from within and kept the water fresh.
    When the sky burned, the fish dived deep,
    never to return, and the waters turned sour.
    Unique Talisman now grants “50% slower start of Energy Shield Recharge during any Flask Effect” (previously 30%), and “150-200% increased Energy Shield Recharge Rate during any Flask Effect” (previously 400%).
  • New Suffix modifiers have been added to all Energy Shield-based Body Armours and Shields that provide up to 66% faster start of Energy Shield Recharge on each item slot.
  • Crafted and Influenced “faster start of Energy Shield Recharge” modifiers on Rings can no longer be obtained.
  • Faster start of Energy Shield Recharge has also been added to areas of the Passive Skill Tree where Energy Shield is found. Crafted modifiers have also been added.
  • New Suffix modifiers have been added to all Energy Shield-based Gloves, Helmets and Boots that provide up to 38% increased Energy Shield Recharge Rate. Crafted modifiers have also been added.
  • Percent Energy Shield Regeneration modifiers can no longer be obtained on Energy Shield-based Body Armours, and are no longer in the Influenced modifier pool.
  • The Ghost Reaver Keystone Passive Skill now prevents your Energy Shield from Recharging (previously 50% less Energy Shield Recharge Rate).
  • The Crusader modifier for Gloves that provides increased maximum total Energy Shield Recovery per second from Leech now provides 15% (previously 10%).
  • Increased maximum total Energy Shield Recovery per second from Leech has been improved on the Passive Skill Tree, so Energy Shield Leech is now stronger with investment.
  • Map Modifiers that prevent Mana or Life Leech from Monsters now also prevent Energy Shield Leech from Monsters.

Problem:

Builds wanting to invest in both Evasion and Energy Shield rely heavily on Ghost Dance, requiring them to be a Trickster.

Solution:

Give everyone access to Ghost Dance as a Keystone Passive.

Specifics:

Spoiler [Expand]

Every 2 seconds, gain a Ghost Shroud, up to a maximum of 3. When Hit, lose a Ghost Shroud and Recover Energy Shield equal to 3% of your Evasion Rating. Cannot Recover Energy Shield to above Evasion Rating.

The Trickster Ascendancy will be changed as it no longer grants Ghost Dance.

Problem:

Builds wanting to invest in both Armour and Energy Shield have no mechanic that gives a synergy between the two.

Solution:

Add a new Keystone Passive Skill, and add more hybrid Armour/Energy Shield Passives to the Templar section of the Passive Skill Tree.

Specifics:

Spoiler [Expand]

New Keystone Passive Skill called Divine Shield: 3% of Total Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second. Cannot Recover Energy Shield to above Armour.

Problem:

Some areas of the Passive Skill Tree, the Shadow area in particular, have no defence against (and very little life regeneration to overcome) Damage over Time effects.

Solution:

Improve Life Regeneration modifiers on gear, and add a new Keystone between the Witch and Shadow area on the Passive Skill Tree to heavily dampen the initial impact of Damage over Time.

Specifics:

Spoiler [Expand]

Greatly enhanced flat Life Regeneration modifiers on gear, to be closer to 2-3% of an expected character life at their level. Percentage based Life Regeneration has been removed from non-Unique equipment modifiers, and the Influenced modifier pool. This is now reserved for Uniques and the Passive Skill Tree.

New Keystone Passive Skill added to the Shadow Area called Lethe Shade: Take 50% less Damage over Time if you've started taking Damage over Time in the past second. 100% more Duration of Ailments on you.

Problem:

A few specific mechanics grant a lot of Life Regeneration, especially with Endurance Charge stacking, but for many other sources Life Regeneration is not very powerful.

Solution:

Remove various sources of Life Regeneration per Endurance Charge or lower their values, review effects that give Life Recovery Rate and high values of Life Regeneration. Add new passives in the Strength area of the tree that grant Life Regeneration and one source of increased Life Regeneration Rate.

Specifics:

Spoiler [Expand]
  • The Kaom's WayKaom's Way
    Coral Ring
    Requires Level 32+(20-30) to maximum Life+(10-20) to Strength
    Regenerate 0.2% of Life per second per Endurance Charge
    +(2-4) Life gained for each Enemy hit by your Attacks
    +1 to Maximum Endurance Charges
    2% increased Area of Effect per Endurance Charge
    Kaom guided his Karui across the sea
    and spilled their blood on foreign soil
    Unique Ring now has “Regenerate 0.2% of Life per second per Endurance Charge” (previously 0.4%). It also now has “2% increased Area of Effect per Endurance Charge”.
  • The Replica Atziri's FoibleReplica Atziri's Foible
    Paua Amulet
    Requires Level 16Regenerate (1-2)% of Life per second+100 to maximum Life
    (20-25)% increased Life Regeneration rate
    Items and Gems have 25% reduced Attribute Requirements
    "A rare unequivocal success, Prototype #11 causes wounds to heal so quickly
    the type Delta test subject actually survived the entire testing regimen."
    Unique Amulet now grants 20-25% increased Life Regeneration Rate (previously Life Recovery Rate).
  • The Flow UntetheredThe Flow Untethered
    Cloth Belt
    Requires Level 60(15-25)% increased Stun and Block RecoveryGrants Summon Harbinger of Time Skill
    (10-15)% increased Attack and Cast Speed
    (10-15)% increased Energy Shield Recovery rate
    (10-15)% increased Life Recovery rate
    (15-20)% increased Cooldown Recovery Rate
    Debuffs on you expire (15-20)% faster


    Unique Belt now grants 10-15% increased Life and Energy Shield Recovery Rate (previously 15-20%).
  • Influence modifiers on Belts which granted increased Life, Mana, or Energy Shield Recovery Rate now have values of 10-12% (previously 16-20%).
  • The Surging Vitality Cluster Jewel Notable Passive no longer grants “Regenerate 0.5% of Life per second”.
  • Consecrated Ground now causes you to regenerate 5% Life per second (previously 6%).

Problem:

Shadow attackers don't have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method.

Solution:

Add new passive skill clusters to the Shadow area of the Passive Skill Tree, allowing investment in a combination of Life on Hit, Life on Kill and Life Leech. This also includes a source of Maximum total Life Recovery per Second from Life Leech in the Shadow area of the passive tree.

Problem:

Witch and Shadow casters don't have an accessible form of Life Recovery.

Solution:

Add new passive skill clusters to the area of the Passive Skill Tree between Shadow and Witch, allowing investment in Life on Kill and recouping a portion of damage taken as Life. More information on Passive Skill Tree changes will be coming later.

Problem:

Block is a pretty fundamental form of defence available to characters, seeing as it is available on Shields, but the Gladiator Ascendancy is far more efficient for Block investment compared to any other class because of the Gladiator's "Versatile Combatant" notable skill that grants as much Spell Block as you have Attack Block.

Solution:

Give everyone access to a weaker form of Versatile Combatant as a Keystone Passive, and replace the Gladiator Ascendancy skill. Also improve how much Block chance and Spell Block chance you can get from other sources.

Specifics:

Spoiler [Expand]
  • Versatile Combatant is now a Keystone Passive on the Passive Skill Tree: Grants +2% Chance to Block Spell Damage for each 1% Overcapped Chance to Block Attack Damage. Also grants -25% to maximum Chance to Block Attack Damage, and -25% to maximum Chance to Block Spell Damage. This means that if you have a 75% chance to Block Attack Damage, allocating this Keystone Passive grants you a 50% chance to Block Attack Damage, as well as a 50% chance to Block Spell Damage.
  • More access to Spell Block has been added between the Templar and Witch sections of the Passive Skill Tree.
  • The Suffix modifiers that grant Attack Block and Spell Block on Shields have been improved, and new tiers have been added. These now grant up to 16% Attack Block and 15% Spell Block respectively at the highest tier.
  • The Shaper Suffix modifier on Shields which granted chances to Block Spell Damage can no longer roll.
  • The Gladiator's Block Ascendancy Passive Skills have been reworked, more information can be found below.
  • Bone OfferingBone OfferingMinion, Spell, Duration
    Level: (1-20)
    Cost: (16-33) Mana
    Cast Time: 1.00 sec
    Requires Level 12Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.Per 1% Quality:1Superior2Anomalous3DivergentGrants Minions 0.5% increased Cast Speed2% less Skill Effect Duration
    Minions recover 5 Life when they Block
    Grants Minions +0.1% Chance to Block Attack Damage
    Grants Minions +0.1% Chance to Block Spell Damage
    Base duration is 5 seconds
    Grants Minions +(25-35)% Chance to Block Attack Damage
    Grants Minions +(25-34)% Chance to Block Spell Damage
    Additional 1 seconds Base Duration per extra corpse Consumed
    Grants Minions 4% of Life Regenerated per Second if they have Blocked recently
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Bone Offering skill icon.png
    no longer causes Minions to recover Life when they Block. Instead, it now grants Minions 4% Life Regeneration if they've Blocked recently.
  • We've also made changes to Passive Skills.

Problem:

The pool of modifiers available on Shields includes some that have values that are too low or aren't relevant to shields. The power level of shield modifiers in general is also too low.

Solution:

Remove irrelevant modifiers from Shields and add some really powerful ones.

Specifics:

Spoiler [Expand]

Modifiers such as Chance to Block Projectile Attack Damage, Chance to Avoid Stun, Increased Global Physical Damage, Global Elemental Damage, Global Attack Damage, flat Mana gained on Block, percentage Life Regeneration, and Increased Cast Speed either felt out of place, or generally did not have impactful values. These can no longer be obtained on various Shields.

These changes are meant to make Shields feel more cohesive as a defensive piece of equipment, as well as to make their core modifiers more impactful. This will also make it easier to roll powerful Shields and obtain Shields with a specific modifier you’re after.

As mentioned above, modifiers such as Block Chance and Spell Block Chance were significantly improved and new tiers were added. Block Chance now goes up to +16% at its highest tier,[h] and Spell Block Chance goes up to +15% at its highest tier.

We have added a few impactful modifiers to specific Shield types:

  • Armour-based Shields can now roll high values of Reduced Extra Damage taken from Critical Strikes, the value going up to 60% at the highest tier.
  • Armour-based Shields can now roll up to 8% additional Physical Damage Reduction.
  • Armour-based Shields can all now roll up to 100 Life gained on Block. Previously only pure Armour Shields could roll Life gained on Block, but now this can also roll on Armour/Evasion and Armour/Energy Shield bases.
  • Evasion-based Shields can now roll high values of a chance to Suppress Spell Damage taken, up to 34% at its highest tier.
  • Evasion-based Shields can all now roll up to +480 Accuracy Rating. Previously only pure Evasion Shields could roll Accuracy Rating, but now this can also roll on both Armour/Evasion and Evasion/Energy Shield bases.
  • Energy Shield-based Shields can now roll higher values of Faster Start of Energy Shield Recharge, up to 66% at its highest tier.
  • Energy Shield-based Shields can all now roll increased Critical Strike Chance with Spells. Previously only pure Energy Shield Shields could roll increased Critical Strike Chance with Spells, but now this can also roll on both Armour/Energy Shield and Evasion/Energy Shield bases.

Problem:

As a defence, Blind was equivalent to an incredibly high level of evasion, with minimal character investment. It felt mandatory for all characters.

Solution:

Make Blind synergise with Evasion so that it's more powerful only if you have built a very evasive character. The power level of the new Blind is significantly lower than before, but has more opportunities for further investment if you want to specialise in it.

Specifics:

Spoiler [Expand]

Blinded now causes targets to have 20% less Accuracy Rating and Evasion Rating. This change makes it so Blind is of no defensive help to characters who have no Evasion, but helps if you do.

It also has an offensive component, like if you want to lower the Evasion Rating of Evasive monsters to make it easier to hit them.

Blind Effect is now available on the Passive Skill Tree if you want to invest in this further.

The Saboteur Ascendancy Notable Passive Skill that is tied to Blind is being reviewed, and Flesh and Stone is being changed as noted below.

Problem:

Because Flesh and StoneFlesh and StoneSpell, Aura, AoE, Stance
Level: (1-20)
Reservation: 25% Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 16Casts an aura that affects you and nearby enemies differently depending on your stance. Using the skill again alternates between Blood Stance and Sand Stance.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Cooldown Recovery RateBuff grants 0.5% increased Evasion Rating and ArmourBuff grants 1% increased Damage if you've changed Stance recentlyNearby Enemies are Blinded while in Sand Stance
You take (9-11)% less Damage from Attacks from Enemies that aren't nearby while in Sand Stance
Nearby Enemies are Maimed while in Blood Stance
Enemies Maimed by this Skill take (8-11)% increased Physical Damage
(0-50)% increased Cooldown Recovery Rate
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Flesh and Stone skill icon.png
blinded nearby enemies, it was incredibly popular. The changes to Blind have reduced its power, so now characters may be missing a low-cost defensive reservation effect.

Solution:

Reduce the cost of Flesh and Stone and change Tempest ShieldTempest ShieldSpell, Lightning, Chaining
Level: (1-20)
Reservation: 25% Mana
Cooldown Time: 1.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 220%
Requires Level 16Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.Per 1% Quality:1Superior2Anomalous3Divergent1% chance to Shock enemiesChains +0.1 TimesBuff grants +0.1% Chance to Block Spell Damage while holding a ShieldDeals (38-896) to (115-2688) Lightning Damage
Chains +1 Times
Buff grants +(18-25)% Chance to Block Spell Damage while holding a Shield
Buff grants Immunity to Shock
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Tempest Shield skill icon.png
so that it is a similarly powerful defensive reservation effect (alongside Arctic Armour and Flesh and Stone). The intent is that there are three competing defensive reservation effects that you are able to pick between, or use together.

Specifics:

Spoiler [Expand]
  • Flesh and Stone has been changed back to a 25% Reservation as a result of the changes made to Blind. It also now has “Enemies Maimed by this Skill take 8% increased Physical Damage” at gem level 1 (previously 13%), up to 11% at gem level 20 (previously 16%).
  • Tempest Shield has been reworked to become a 25% Reservation Effect that provides a large amount of Spell Block as well as an Immunity to Shock. It no longer has “+3% Chance to Block Attack Damage while holding a Shield”. It now has “+18% Chance to Block Spell Damage while holding a Shield” at gem level 1, up to +25% at gem level 20 (previously +3% at all gem levels). It still has the property of shooting out Lightning on Block, and the Damage has been significantly buffed: Now has “Deals 38 to 115 Lightning Damage” at gem level 1 (previously 24 to 26), up to 896 to 2688 at gem level 20 (previously 284 to 426).
  • Arctic ArmourArctic ArmourSpell, Duration, Cold
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 16Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Skill Effect Duration1% chance to Freeze Enemies for 350 ms when HitBuff grants 0.05% less Physical Damage taken from Hits while stationary
    Buff grants 0.05% less Fire Damage taken from Hits while stationary
    Chill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%
    Buff grants (8-13)% less Physical Damage taken from Hits while stationary
    Buff grants (8-12)% less Fire Damage taken from Hits while stationary
    Base duration is (2.5-4.4) seconds
    Buff grants Immunity to Freeze
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Arctic Armour skill icon.png
    was already buffed to provide an Immunity to Freeze.

Problem:

Fortify is intended as a defensive benefit for being a melee character, but can often be obtained by spellcasters using melee weapon types without engaging in melee combat.

Solution:

Change the Fortify mechanic so it is given as stacks of Fortification, which is gained based on how much melee damage you deal.

Specifics:

Spoiler [Expand]
  • Sources of Fortify now grant a number of stacks of Fortification based on the percentage of the enemy's ailment threshold dealt by the hit that applied Fortify to you, with a large bonus to fortification stack generation against rare and unique monsters. You have 1% less damage taken from hits for each stack of Fortification, and Fortification lasts 5 seconds by default. Fortification from multiple melee hits or different sources stacks, up to a default cap of 20 stacks. You can only gain Fortification stacks from one hit every 0.2 seconds.
  • The Fortify clusters on the Passive Skill Tree have been reworked to focus more on Fortify-related stats.
  • The Hardened Scars Passive now grants 25% less Damage over Time taken while Recovering Life from a Life Flask. It no longer grants Fortify while Recovering Life from a Life Flask.
  • The Champion’s Fortitude Notable Passive Skill now grants you 20 Fortification.
  • Dread BannerDread BannerAoE, Spell, Duration, Aura, Physical
    Level: (1-20)
    Reservation: 10% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 24Casting once reserves mana to carry a banner which makes nearby allies inflict impale with attacks, and lessens the accuracy of nearby enemies. Gain stages by impaling enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased effect of AuraNearby Enemies deal 0.1% less Damage
    3% less Skill Effect Duration
    You and nearby Allies have 0.25% chance to Impale Enemies on Hit with Attacks
    Base Duration of 10 seconds after being Placed
    Nearby Enemies have (15-21)% less Accuracy Rating
    You and nearby Allies have 20% chance to Impale Enemies on Hit with Attacks
    When placed, 8% increased Area of Effect per Stage
    When placed, 1% increased Aura effect per Stage
    +1 second to Base Placed Banner Duration per Stage
    Gain +10 to maximum Fortification for 0.05 seconds per Stage on Placing the Banner
    Gain 1 Stage when you Impale an Enemy while carrying the Banner, up to 5 per second
    You and nearby Allies have (0-19)% increased Impale Effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Dread Banner skill icon.png
    now grants +10 to maximum Fortification for 0.05 seconds per Stage when placed. It no longer grants 1% increased Fortify Effect per Stage.
  • Fortify SupportFortify SupportAttack, Support, Melee
    Icon: O
    Level: (1-20)
    Cost & Reservation Multiplier: 130%
    Requires Level 31Supports melee attack skills that are not triggered.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Attack DamageSupported Skills have 0.5% increased Fortification DurationHits from Supported Skills Overwhelm 0.25% of Physical Damage Reduction while at maximum FortificationMelee Hits from Supported Skills Fortify
    Supported Skills deal (10-19)% more Melee Damage
    Supported Skills deal (10-19)% more Damage with Ailments caused by Melee Hits
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    no longer has increased Fortify Duration, as the base duration has been increased and this stat is now more accessible on the Passive Skill Tree.
  • The Sorrow MaskSorrow MaskArmour: (42-49)
    Evasion: (42-49)
    Requires Level 15, 20 Str, 20 Dex+(2-3) to maximum Fortification
    You are Crushed
    -15% additional Physical Damage Reduction
    , Atonement MaskAtonement MaskArmour: (122-140)
    Evasion: (122-140)
    Requires Level 45, 51 Str, 51 Dex+(2-3) to maximum Fortification
    You are Crushed
    -15% additional Physical Damage Reduction
    and Penitent MaskPenitent MaskArmour: (185-212)
    Evasion: (185-212)
    Requires Level 75, 79 Str, 79 Dex+(2-3) to maximum Fortification
    You are Crushed
    -15% additional Physical Damage Reduction
    Helmet Implicit modifiers now grant +2-3 to maximum Fortification instead of 10-15% increased Fortify Effect.
  • Beacon of Madness now grants +15 to maximum Fortification while affected by Glorious Madness (previously 60% increased Fortify Effect while affected by Glorious Madness). This change affects existing items.
  • KingmakerKingmaker
    Despot Axe
    Two Handed Axe
    Physical Damage: (261-306) to (353.8-414.8)
    Critical Strike Chance: (6.50%-7.00%)
    Attacks per Second: (1.50-1.57)
    Weapon Range: 13
    Requires Level 66, 140 Str, 86 Dex(190-240)% increased Physical Damage
    (7-12)% increased Attack Speed
    (30-40)% increased Critical Strike Chance
    Nearby Allies have 30% increased Item Rarity
    Nearby Allies have Culling Strike
    Insufficient Mana doesn't prevent your Melee Attacks
    Nearby Allies have +50% to Critical Strike Multiplier
    Nearby Allies have +10 Fortification
    A King and his people are linked together
    like a soul and a beating heart.
    Both can be severed by a same edge,
    then forged anew.
    now grants nearly allies 10 Fortification (instead of Fortifying nearby Allies). It now has 190-200% increased Physical Damage (previously 170-200%). Existing items will be affected by the Fortify change, though a Divine Orb is required to update the Physical Damage values.
  • PerseverancePerseverance
    Vanguard Belt
    Requires Level 78+(260-320) to Armour and Evasion Rating(4-8)% increased maximum Life
    +(20-40)% to Cold Resistance
    1% increased Attack Damage per 200 of the lowest of Armour and Evasion Rating
    Melee Hits which Stun Fortify
    You have Onslaught while Fortified
    "Some blows must be evaded. Some blows must be endured.
    The trick is to tell them apart."
    - Daresso, the Sword King
    now grants "Melee Hits which Stun Fortify" instead of “14-20% chance to gain Fortify when you Stun an Enemy with Melee Damage”. Existing Items can update their chance to Fortify with a Divine Orb.
  • The Veiled modifier that previously granted 50% increased Fortify Effect while Focused now grants +10 to maximum Fortification while Focused. Crafted versions of this modifier have been adjusted accordingly. This change affects existing items.
  • Vigilant StrikeVigilant StrikeAttack, Melee, Strike
    Level: (1-20)
    Cost: 6 Mana
    Cooldown Time: 4.00 sec
    Can Store 1 Use(s)
    Attack Speed: 85% of base
    Attack Damage: (230-350)% of base
    Effectiveness of Added Damage: (230-350)%
    Attacks enemies with a powerful melee strike which grants Fortification, reducting damage you take from hits. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Damage2% increased Area of Effect0.5% increased Cooldown Recovery RateMelee Hits Fortify for 0.1 secondsMelee Hits Fortify for 8 seconds
    +2 to Melee Strike Range
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vigilant Strike skill icon.png
    no longer has “Can’t be Evaded”. It now has “Melee Hits Fortify for 8 seconds” at all gem levels (previously “Grants Fortify for 6 seconds on Melee Hit” at gem level 1, up to 11.7 seconds at gem level 20). Now deals 230% of base Attack Damage at gem level 1 (previously 222%), up to 350% gem level 20 (previously 325%). Now has 230% Effectiveness of Added Damage at gem level 1 (previously 222%), up to 350% at gem level 20 (previously 325%). Quality now grants 0-20% increased Damage (previously “Grants Fortify for 0-2 seconds on Melee Hit”).
  • Quality on the Phantasmal Vigilant Strike Skill now grants “Melee Hits Fortify for 0-2 seconds” (previously 0-20% increased Damage)
  • Quality on the Divergent Vigilant Strike Skill now grants 0-10% increased Cooldown Recovery Rate (previously 0-60%).
  • The VigilThe Vigil
    Crimson Jewel
    Limited to: 1
    Radius: Medium
    (10-15)% increased Armour
    With at least 40 Strength in Radius, Hits with Vigilant Strike Fortify you and Nearby Allies for 8 seconds
    When Voll took the throne,
    He swore to care for the empire with eyes open.
    And so he looked to the salvation of his people,
    Blind to the damnation in his hands.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    now causes Vigilant Strike to grant the same amount of Fortification to Allies as it grants to You.
  • The 5% increased Effect of Fortify granted to Notable Passive Skills by Lethal Pride has been replaced with +1 maximum Fortification.
  • WillowgiftWillowgift
    Jade Amulet
    Requires Level 52+(20-30) to Dexterity10% reduced Strength
    15% increased Dexterity
    -(30-20)% to Fire Resistance
    +(30-40)% to Cold Resistance
    You do not inherently take less Damage for having Fortification
    +4% chance to Suppress Spell Damage per Fortification
    (15-25)% increased Attack and Cast Speed while at maximum Fortification
    The storm cannot break that which bends.
    : No longer grants “Fortify Buffs you create instead grant 30% more Evasion Rating”. Instead, it now grants “4% chance to Suppress Spell Damage per Fortification”, but removes the less damage taken from Fortification. Existing items will no longer provide Evasion Rating while you have Fortify, though you will need to use a Divine Orb to obtain Spell Suppression from the item.
  • The Writhing Worms summoned by The Writhing JarThe Writhing Jar
    Hallowed Hybrid Flask
    Recovers (120-168) Mana over 5.00 seconds
    Recovers (435-609) Life over 5.00 seconds
    Consumes (16-18) of 40 Charges on use
    Requires Level 60Instant Recovery
    (75-65)% reduced Amount Recovered
    2 Enemy Writhing Worms escape the Flask when used
    Writhing Worms are destroyed when Hit
    (20-10)% reduced Charges per use
    To achieve godhood, they would cast off all that god has gifted us.
    Mortality, compassion, even the sanctity of flesh.
    - High Templar Voll
    Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
    Unique Flask were found to generate Fortification too easily with these changes. We have changed them so they now have an Ailment Threshold similar to that of a normal Monster in an Area Level 83 area.

Support characters - Auras and other Reservation Effects

Problem:

The Reduced Reservation stat provides very little benefit at low values, but becomes very powerful when heavily invested in. This allows players to run every Aura in the game. It also forces Reduced Reservation to be balanced around extreme levels of investment, limiting how useful it can be to characters that do not run enormous numbers of Reservation Skills. Finally, characters that heavily invested in Reduced Reservation in order to run more skills on Mana were also able to reserve Life extremely effectively as well with no further investment, rendering this the only sensible way to play most heavily reservation-focused builds.

Solution:

Replace "Reservation Reduction" with "Reservation Efficiency". When stacked, Reservation Efficiency does not allow for infinite Auras. This can be given out much more liberally as a result, letting characters run additional Reservation Effects with only a couple of sources of Reservation Efficiency. The average character benefits, but the top end of extreme reservation has been made significantly weaker.

Specifics:

Spoiler [Expand]

Modifiers to Reservation have been replaced with Reservation Efficiency. Reservation Efficiency works by dividing the cost of the Reservation Effect: 100% increased Reservation Efficiency would halve the cost of all Auras. 50% Reservation Efficiency cuts down costs enough to let you reserve an additional 50% Reservation Aura.

Passives and item modifiers with reduced Reservation have been replaced with increased Mana Reservation Efficiency, generally at double the value of the previous reduced Reservation value, but sometimes with different values for balance reasons. This means that a small amount of Reservation investment is more impactful than before, while high investment doesn’t allow as many Auras to be used. The vast majority of Reservation Efficiency offered is now Mana-specific in order to prevent reserving both Life and Mana being the default choice for a build heavily invested in Reservation. Generic Reservation Efficiency and Life Reservation Efficiency are still available on some item modifiers.

If not mentioned below, all sources that previously provided reduced reservation, including for specific skills or types of skills, now provide increased mana reservation efficiency at twice the value of the reduced reservation they used to give. Modifiers on existing items are affected by these changes.

  • Notable passive skills granted by cluster jewels that previously granted reduced reservation of a specific aura now grant 50% increased mana reservation efficiency of that skill for auras that have 50% base reservation, and 80% increased mana reservation efficiency of that skill for auras that have 35% base reservation.
  • The Hierophant’s Sanctuary of Thought Notable Passive Skill now provides 25% increased Mana Reservation Efficiency, instead of 10% less Mana Reservation.
  • Helmet enchantments that previously granted reduced reservation of a specific skill now grant the following values of increased mana reservation efficiency for that skill. Existing items will instead have twice the previous reduced reservation value (generally lower than the new values). Enchantments for skills that have 50% base reservation now grant 20/30% increased mana reservation efficiency, for Merciless and Eternal Labyrinth versions respectively. Enchantments for skills that have 35% base reservation now grant 30/45% increased mana reservation efficiency. Enchantments for skills that have 25% or flat base reservation now grant 50/75% increased mana reservation efficiency.
  • The Corrupted Implicit modifier on Jewels that previously provided 1% reduced Reservation now provides 2% increased Reservation Efficiency, not specific to mana.
  • SkyforthSkyforth
    Sorcerer Boots
    Energy Shield: (51-59)Requires Level 67, 123 Int+(60-120) to maximum Mana
    30% increased Movement Speed
    25% chance to gain a Power Charge on Critical Strike
    12% increased Reservation Efficiency of Skills
    You have no Life Regeneration
    Stun Threshold is based on 500% of your Mana instead of Life
    The quick die young, the brilliant go mad,
    and the powerful stand alone in a wasteland of their own creation.
    now grants 12% increased Reservation Efficiency (not specific to mana), instead of 6% reduced Reservation.
  • Hyrri's TruthHyrri's Truth
    Jade Amulet
    Requires Level 64+(20-30) to DexterityGrants Level 22 Precision Skill
    +(25-35) to Dexterity
    Adds (12-15) to (24-28) Physical Damage to Attacks
    Adds (11-15) to (23-28) Cold Damage to Attacks
    +(23-28)% to Global Critical Strike Multiplier
    (0.8-1)% of Physical Attack Damage Leeched as Life
    Precision has 100% increased Mana Reservation Efficiency
    Strike true, strike hard, and leave no survivors to retaliate.
    now grants “Precision has 100% increased Mana Reservation Efficiency”, instead of “Precision has 50% less Reservation”. This change applies to existing items.
  • Replica Hyrri's TruthReplica Hyrri's Truth
    Jade Amulet
    Requires Level 64+(20-30) to DexterityGrants Level 22 Hatred Skill
    +(25-35) to Dexterity
    Adds (12-15) to (24-28) Physical Damage to Attacks
    Adds (11-15) to (23-28) Cold Damage to Attacks
    +(23-28)% to Global Critical Strike Multiplier
    (0.8-1)% of Cold Damage Leeched as Life
    Hatred has 100% increased Mana Reservation Efficiency
    "The type Delta test subjects could have escaped with the power offered by
    Prototype #15, but they suddenly chose to murder each other instead..."
    now grants “Hatred has 100% increased Mana Reservation Efficiency”, instead of “Hatred has 50% less Reservation”. This change applies to existing items.
  • Essence WormEssence Worm
    Unset Ring
    Requires Level 38Has 1 Socket+2 to Level of Socketed Aura Gems
    Socketed Gems have no Reservation
    Your Blessing Skills are Disabled
    80% reduced Reservation Efficiency of Skills
    "This thing is not a pet. It is a parasite that feeds on the very will of its host.
    Like any part of nightmare, it has found a way to make its price... acceptable."
    - Malachai the Soulless
    now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation.
  • Memory VaultMemory Vault
    Praetor Crown
    Armour: (161-185)
    Energy Shield: (181-218)
    Requires Level 68, 62 Str, 91 Int+(130-160) to maximum Energy Shield
    +(150-200) to maximum Mana
    (30-40)% increased Mana Regeneration Rate
    +(20-30)% to Fire Resistance
    20% reduced Reservation Efficiency of Skills
    1% increased Armour per 50 Reserved Mana
    Your memories are a bridge to the past. Let no one cross.
    now grants 20% reduced Reservation Efficiency (not specific to mana), instead of 10% increased Reservation.
  • Unique items that previously granted a specific skill 100% reduced reservation now cause that skill to have no reservation. This change applies to existing items.
  • Items that previously caused socketed gems to have reduced reservation have been balanced separately to other reservation efficiency effects. They still provide generic reservation efficiency rather than mana reservation efficiency, but generally have values lower than double the amount of reservation reduction they used to provide. Existing items will be updated to the functionality and values stated below, but will still display the old values unless updated with a Divine Orb.
  • The Shaper and Hunter Influence Shield modifiers that previously granted 10/15% reduced Reservation of Socketed Gems now grants 15/20% increased Reservation Efficiency of Socketed Gems.
  • The Synthesised Implicit modifier that previously granted 10% reduced Reservation of Socketed Gems now grants 20% increased Reservation Efficiency of Socketed Gems.
  • Prism GuardianPrism Guardian
    Archon Kite Shield
    Chance to Block: 22%
    Armour: (156-179)
    Energy Shield: (32-37)
    Movement Speed: -3%
    Requires Level 68, 85 Str, 85 Int+12% to all Elemental Resistances+2 to Level of Socketed Aura Gems
    Socketed Gems Cost and Reserve Life instead of Mana
    Socketed Gems have 30% increased Reservation Efficiency
    +(20-30) to Dexterity
    +25% to all Elemental Resistances
    When blood is paid, the weak think twice.
    now grants “Socketed Gems have 30% increased Reservation Efficiency”, instead of “Socketed Gems have 25% reduced Reservation”.
  • Victario's InfluenceVictario's Influence
    Lacquered Garb
    Evasion: (629-822)
    Energy Shield: (129-170)
    Movement Speed: -3%
    Requires Level 52, 76 Dex, 76 Int+1 to Level of Socketed Aura Gems
    Socketed Gems are Supported by Level 30 Generosity
    Socketed Gems have 45% increased Reservation Efficiency
    (120-150)% increased Evasion and Energy Shield
    (20-40)% increased Area of Effect of Aura Skills
    (10-15)% increased effect of Non-Curse Auras from your Skills
    "Every life is a story.
    If you're not writing your own,
    you'd better know who's writing it for you!"
    - Victario, the People's Poet
    now grants “Socketed Gems have 45% increased Reservation Efficiency”, instead of “Socketed Gems have 30% reduced Reservation”.
  • The Devouring DiademThe Devouring Diadem
    Necromancer Circlet
    Energy Shield: (154-204)Requires Level 54, 112 Int+1 to Level of Socketed Gems
    Socketed Gems have 25% increased Reservation Efficiency
    Trigger Level 15 Feast of Flesh every 5 seconds
    (180-220)% increased Energy Shield
    10% chance for Energy Shield Recharge to start when you use a Skill
    Eldritch Battery
    Veiled Suffix
    The spirit hungers for the flesh.Take this item to Jun Ortoi to have her Unveil it.
    now grants “Socketed Gems have 25% increased Reservation Efficiency”, instead of “Socketed Gems have 20% reduced Reservation”.
  • VivinsectVivinsect
    Unset Ring
    Requires Level 45Has 1 Socket+5 to Level of Socketed Aura Gems
    Socketed Gems have 20% reduced Reservation Efficiency
    +(15-25) to all Attributes
    Regenerate 15 Life per second for each Uncorrupted Item Equipped
    -2 to Total Mana Cost of Skills for each Corrupted Item Equipped
    Veiled Suffix
    "Fusing the parasite with another ring has manifested unpredictable effects.
    I theorise the sacrificial vessel's level of anguish is a key variable.
    - Arzaak, Syndicate Researcher
    Take this item to Jun Ortoi to have her Unveil it.
    now grants “Socketed Gems have 20% reduced Reservation Efficiency”, instead of “Socketed Gems have 10% increased Reservation”.
  • Heretic's VeilHeretic's Veil
    Deicide Mask
    Evasion: (361-459)
    Energy Shield: (165-218)
    Requires Level 67, 73 Dex, 88 Int+1 to Level of Socketed Curse Gems
    Socketed Gems are Supported by Level 22 Blasphemy
    Socketed Curse Gems have 20% increased Reservation Efficiency
    (90-110)% increased Evasion and Energy Shield
    +(40-50) to maximum Energy Shield
    Branded a heretic for your beliefs,
    You stand alone against many.
    May the truth that fuels their anger,
    Carry your blade into their hearts.
    now grants “Socketed Curse Gems have 20% increased Reservation Efficiency”, instead of “Socketed Curse Gems have 12% reduced Reservation”.
  • Rotblood PromiseRotblood Promise
    Unset Ring
    Requires Level 56Has 1 SocketSocketed Gems are Supported by Level 20 Blasphemy
    Curse Auras from Socketed Skills also affect you
    Socketed Curse Gems have 80% increased Reservation Efficiency
    +(20-30) to Intelligence
    20% reduced Effect of Curses on you
    (15-25)% increased Damage with Hits and Ailments against Cursed Enemies
    Accept the infection, let it take hold.
    Then carry it far and wide.
    now grants “Socketed Curse Gems have 80% increased Reservation Efficiency”, instead of “Socketed Curse Gems have 50% reduced Reservation.
  • Essences of Loathing now provides increased Mana Reservation Efficiency of Skills for Body Armour and Helmets (previously chance to Dodge Attack Hits).

Problem:

Characters specialised in maximising the power of auras provide an absolutely insane amount of damage and defence to party members, making a party with an aura-specialised character so much more effective than one without.

Solution:

Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the "Effect of your Auras on You" for builds that are building Auras for their own power.

Specifics:

Spoiler [Expand]
  • The Aura Cluster Jewel type can now be found on Small Cluster Jewels, rather than Medium Cluster Jewels. This makes it more costly and less impactful to stack large numbers of Aura Cluster Jewels. The small Passives now grant 6% increased Mana Reservation Efficiency, instead of increased Aura Effect. This change does not affect existing Medium Cluster Jewels.
  • Aura Notables can no longer roll on Medium or Large Cluster Jewel base types.
  • Cluster Jewel Notable Passive Skills have all had Aura Effect removed. The increased Aura Effect of Auras on you from the Purposeful Harbinger Cluster Jewel Notable now only applies to your own Auras Effect on you.
  • The Replenishing Presence Cluster Jewel Notable Passive no longer has 6% increased Effect of Non-Curse Auras from your Skills. It now has Non-Curse Aura Skills have 20% increased Duration.
  • Master of Command now has 100% increased Mana Reservation Efficiency of Banner Skills (previously 50% reduced Reservation).
  • Pure Might now has 80% increased Mana Reservation Efficiency for Purity of FirePurity of FireAura, Spell, AoE, Fire
    Level: (1-20)
    Reservation: 35% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants fire resistance to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% chance to avoid being IgnitedYour and nearby Allies' Damage Penetrates 0.05% Fire ResistanceYou and nearby allies gain (22-41)% additional Fire Resistance
    +(0-19) to radius
    You and nearby allies gain (0-4)% additional maximum Fire Resistance
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Purity of Fire skill icon.png
    (previously 30% reduced Reservation).
  • Pure Guile now has 80% increased Mana Reservation Efficiency for Purity of IcePurity of IceAura, Spell, AoE, Cold
    Level: (1-20)
    Reservation: 35% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants cold resistance to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% chance to avoid being FrozenYour and nearby Allies' Damage Penetrates 0.05% Cold ResistanceYou and nearby allies gain (22-41)% additional Cold Resistance
    +(0-19) to radius
    You and nearby allies gain (0-4)% additional maximum Cold Resistance
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Purity of Ice skill icon.png
    (previously 30% reduced Reservation).
  • Pure Aptitude now has 80% increased Mana Reservation Efficiency for Purity of LightningPurity of LightningAura, Spell, AoE, Lightning
    Level: (1-20)
    Reservation: 35% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants lightning resistance to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% chance to avoid being ShockedYour and nearby Allies' Damage Penetrates 0.05% Lightning ResistanceYou and nearby allies gain (22-41)% additional Lightning Resistance
    +(0-19) to radius
    You and nearby allies gain (0-4)% additional maximum Lightning Resistance
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Purity of Lightning skill icon.png
    (previously 30% reduced Reservation). Now has 15% increased Energy Shield Recharge Rate instead of “Regenerate 1% of Energy Shield per second”.
  • Self-Control now has 80% increased Mana Reservation Efficiency for DisciplineDisciplineAura, Spell, AoE
    Level: (1-20)
    Reservation: 35% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants additional energy shield and increased energy shield recharge rate to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% increased Damage while on Full Energy ShieldYou and nearby Allies have 0.5% slower start of Energy Shield Recharge
    You and nearby Allies gain 0.5% increased Energy Shield Recharge rate
    You and nearby allies gain (60-217) additional Energy Shield
    You and nearby Allies gain 30% increased Energy Shield Recharge rate
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Discipline skill icon.png
    (previously 30% reduced Reservation). Now has 25% increased Mana Regeneration Rate (previously 15%).
  • Uncompromising now has 50% increased Mana Reservation Efficiency for DeterminationDeterminationAura, Spell, AoE, Physical
    Level: (1-20)
    Reservation: 50% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants armour to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% chance to Avoid being StunnedYou and nearby Allies gain 0.1% of Evasion Rating as Extra ArmourYou and nearby allies gain (40-49)% more Armour
    You and nearby allies gain (179-2051) additional Armour
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Determination skill icon.png
    (previously 30% reduced Reservation). Now has 20% increased Stun Threshold (previously 10%).
  • Sublime Form now has 50% increased Mana Reservation Efficiency for GraceGraceAura, Spell, AoE
    Level: (1-20)
    Reservation: 50% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 36
    Requires Level 24Casts an aura that grants evasion to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.1% chance to avoid Elemental AilmentsYou and nearby Allies have 0.05% chance to Avoid Chaos Damage from HitsYou and nearby allies gain (20-29)% more Evasion rating
    You and nearby allies gain (227-2575) additional Evasion Rating
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Grace skill icon.png
    (previously 30% reduced Reservation). Now has +10% to all Elemental Resistances (from +5%).
  • Added Cluster Jewel Notable Passives that grant high amounts of Reservation Efficiency to specific Auras, as well as some other small bonus. For example: ZealotryZealotryAura, Critical, Spell, AoE
    Level: (1-20)
    Reservation: 50% Mana
    Cooldown Time: 1.20 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 24Casts an aura that grants bonuses to damage and critical strike chance of spells to you and your allies, and gives a chance to create Consecrated Ground against stronger enemies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have +0.1% to Critical Strike MultiplierYou and nearby Allies Regenerate 0.01% of Life per secondYou and nearby allies deal (10-15)% more Spell Damage
    You and nearby allies have (20-39)% increased Spell Critical Strike Chance
    You and nearby Non-Minion Allies have a 10% chance to create Consecrated Ground on Hitting a Rare or Unique Enemy, lasting 8 seconds
    +(0-19) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Zealotry skill icon.png
    has 50% increased Reservation Efficiency, and 10% increased Effect of Consecrated Ground you Create.
  • The Pure Commander Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Electric Presence.
  • The Stalwart Commander Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Volatile Presence.
  • The Vengeful Commander Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Righteous Path.
  • The Summer Commander Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Modifying Aspect [sicSīc erat scriptum (Latin: “Thus it was written”) – This quote is reproduced faithfully from its source with the preceding errors.].
  • The Winter Commander Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Frantic Aspect.
  • The Grounded Commander Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Introspection.
  • The First Among Equals Cluster Jewel Notable Passive has been removed. Existing items will have this replaced with Spiteful Presence.
  • The Jinxed JujuThe Jinxed Juju
    Citrine Amulet
    Requires Level 48+(16-24) to Strength and Dexterity+(30-40) to Intelligence
    +(23-31)% to Chaos Resistance
    (5-10)% increased Effect of your Curses
    (5-10)% increased effect of Non-Curse Auras from your Skills
    10% of Damage from Hits is taken from your Spectres' Life before you
    Burned rhoa's eye and goatman's beard do demand:
    Leave behind those lazy bones;
    Dance, ye dead, at my command!
    Amulet now grants 5-10% increased Effect of your Curses (previously 10-15%), and 5-10% increased Effect of Non-Curse Auras from your Skills (previously 10-15%).
  • The Brutal RestraintBrutal Restraint
    Timeless Jewel
    Limited to: 1
    Radius: Large
    Denoted service of (500-8000) dekhara in the akhara of (Asenath-Balbala-Nasima)
    Passives in radius are Conquered by the Maraketh
    Historic
    They believed themselves the most ordered, but that tradition turned their forests to salt.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Timeless Jewel Notable additions now grant 8% Effect of Non-Curse Auras (previously 10%).
  • The Elegant HubrisElegant Hubris
    Timeless Jewel
    Limited to: 1
    Radius: Large
    Commissioned (2000-160000) coins to commemorate (Cadiro-Caspiro-Victario)
    Passives in radius are Conquered by the Eternal Empire
    Historic
    They believed themselves better than the past, but that confidence brought about nightmare.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Timeless Jewel Notable transformation now grants 12% Effect of Non-Curse Auras (previously 15%).
  • The Glorious VanityGlorious Vanity
    Timeless Jewel
    Limited to: 1
    Radius: Large
    Bathed in the blood of (100-8000) sacrificed in the name of (Ahuana-Doryani-Xibaqua)
    Passives in radius are Conquered by the Vaal
    Historic
    They believed themselves the pinnacle of civilisation, but that height toppled their empire.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Timeless Jewel Notable transformations now grant 7-10% Effect of Non-Curse Auras (previously 10-15%).
  • The Glorious VanityGlorious Vanity
    Timeless Jewel
    Limited to: 1
    Radius: Large
    Bathed in the blood of (100-8000) sacrificed in the name of (Ahuana-Doryani-Xibaqua)
    Passives in radius are Conquered by the Vaal
    Historic
    They believed themselves the pinnacle of civilisation, but that height toppled their empire.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Timeless Jewel Small node transformations now grant 2-4% Effect of Non-Curse Auras (previously 3-5%).

Support Characters - Curses

Problem:

Characters specialised in maximising the number and power of Curses provide far too much damage and defence to party members, making a party with a Curse-specialised character so much more effective than one without.

Solution:

Make Curse Cluster Jewels a Small Cluster Jewel, with many of the Notables reworked to benefit specific Curses significantly, greatly improving a regular character wanting to maximise their Curse of choice. Make significant changes to Doedre's Skin as it applies many Curses at almost no cost.

Specifics:

Spoiler [Expand]
  • The Curse Cluster Jewel type can now be found on Small Cluster Jewels, rather than Medium Cluster Jewels. This makes it more costly and less impactful to stack large numbers of Curse Cluster Jewels. This change does not affect existing Medium Cluster Jewels.
  • Curse Notables can no longer roll on Medium or Large Cluster Jewel base types.

To make these Jewels more useful for characters using only one or two Curses, we’ve greatly improved the Cluster Jewel Notables granting benefits to specific Curses as well as added new ones, however, they can no longer be found on Cluster Jewels other than Curse type ones.

List of Cluster Jewel Notable Passives changed:

Added new Curse Cluster Jewel Notable Passives that benefit Doom, Marks and Hexes that previously didn't have their own Notables (such as Punishment, Elemental Weakness, Temporal Chains and Enfeeble).

Doedre's SkinDoedre's Skin
Widowsilk Robe
Energy Shield: (361-452)
Movement Speed: -3%
Requires Level 65, 187 IntSocketed Gems are Supported by Level 20 Blasphemy
Grants Level 20 Summon Doedre's Effigy Skill
Socketed Hex Curse Skills are Triggered by Doedre's Effigy when Summoned
Hexes from Socketed Skills can apply 5 additional Curses
20% less Effect of Curses from Socketed Hex Skills
+(30-40) to Intelligence
(130-150)% increased Energy Shield
As she was sentenced to death, Doedre was silent.
As she was tied to the stake, Doedre was silent.
As the flames licked away her life, Doedre was silent.
But Wraeclast had not heard the last of her.
now grants “Hexes from Socketed Skills can apply 5 additional Curses”, it previously granted “Hexes from Socketed Skills ignore Curse Limit” (this is so Replica Doedre's DamningReplica Doedre's Damning
Paua Ring
+(20-30) to maximum Mana+(5-10) to Intelligence
+5% to all Elemental Resistances
+5 Mana gained on Kill
You can apply one fewer Curse
(15-25)% increased Effect of your Curses
"Prototype #8 makes it difficult to think negatively, but two fatalities
resulted when a lead researcher used an epithet in its presence."
has some downside with using it). Now grants “20% less Effect of your Curses” for all Skills, instead of reduced Curse Effect of Socketed Skills triggered with the Summon Doedre’s Effigy Skill. The Summon Doedre’s Effigy Skill now has a short Cast Time (previously Instant), its cooldown has been removed (previously 0.5 seconds), and now has a Mana cost. Existing items will be affected by this Curse Limit change, though they will only have 20% less Curse Effect of Curses triggered with Summon Doedre’s Effigy. Existing items cannot be updated with a Divine OrbDivine OrbStack Size: 10Randomises the numeric values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it.
Shift click to unstack.
.

Some other Uniques have been rebalanced:

  • The Replica Doedre's Damning Ring now grants 15-25% increased Effect of your Curses (previously 25-35%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Wheel of the StormsailWheel of the Stormsail
    Rotted Round Shield
    Chance to Block: 29%
    Armour: (18-28)
    Evasion: (13-18)
    Movement Speed: -3%
    Requires Level 560% increased Block Recovery+(5-10) to Armour
    (30-40)% increased Rarity of Items found
    100% increased Duration of Curses on you
    +5% Chance to Block
    Curse Skills have 100% increased Skill Effect Duration
    Doomed to plunder forever.
    Shield now grants “Curse Skills have 100% increased Skill Effect Duration” (previously 25%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Jinxed JujuThe Jinxed Juju
    Citrine Amulet
    Requires Level 48+(16-24) to Strength and Dexterity+(30-40) to Intelligence
    +(23-31)% to Chaos Resistance
    (5-10)% increased Effect of your Curses
    (5-10)% increased effect of Non-Curse Auras from your Skills
    10% of Damage from Hits is taken from your Spectres' Life before you
    Burned rhoa's eye and goatman's beard do demand:
    Leave behind those lazy bones;
    Dance, ye dead, at my command!
    Amulet now grants 5-10% increased Effect of your Curses (previously 10-15%), and 5-10% increased Effect of Non-Curse Auras from your Skills (previously 10-15%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Glorious Vanity Timeless Jewel Notable transformations now grant 7-10% Effect of your Curses (previously 10-15%).
  • The Glorious Vanity Timeless Jewel small node transformations now grant 2-4% Effect of your Curses (previously 3-5%).

Elemental Damage over Time

Problem:

The Elemental Damage over Time effects of Cold Damage over Time, Burning and Ignite are too dependent on Elemental Overload and Elemental Equilibrium. Ignites are too dependent on Ignite Damage Multipliers on skills, making skills without Ignite Multipliers too weak to use Ignite with.

Solution:

Greatly improve the base strength of Ignite, Burning and Cold Damage over Time, while making Elemental Overload and Elemental Equilibrium less powerful or require more investment with Damage over Time skills. Rebalance skills that could apply Ignite effects around the new base damage of Ignite and remove the Ignite Damage multipliers.

Specifics:

Spoiler [Expand]

Player Ignite now inherently deals 150% more Damage than before (previously 50% of base Damage over 4 seconds, now 125% of base Damage over 4 seconds). Cold Damage over Time Skills now deal more damage:

  • Creeping FrostCreeping FrostSpell, Projectile, Duration, AoE, Cold
    Level: (1-20)
    Cost: (7-20) Mana
    Cast Time: 0.60 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 120%
    Projectile Speed: 844
    Radius: 12
    Requires Level 12Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Area of Effect1% increased Skill Effect DurationFires an additional ProjectileChilling Area has 2% increased Movement SpeedBase duration is 5 seconds
    Deals (11-568) to (16-847) Cold Damage
    Can have up to 10 Chilling Areas
    Deals (18.4-2225.7) Base Cold Damage per second
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Creeping Frost skill icon.png
    now deals 18.4 Base Cold Damage per second at gem level 1 (previously 16.7), up to 2225.6 at gem level 20 (previously 1391.2). Its Hit Damage remains unchanged.
  • Wintertide BrandWintertide BrandSpell, AoE, Cold, Duration, Brand
    Level: (1-20)
    Cost: (6-16) Mana
    Cast Time: 0.70 sec
    Requires Level 12Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.Per 1% Quality:1Superior2Anomalous3Divergent+0.5% to Cold Damage over Time Multiplier0.5% increased Area of Effect2% increased Skill Effect Duration
    2% reduced Cast Speed
    Can be Attached for a total Duration of 2 seconds
    Your Skills can have an additional Brand Attached to an Enemy
    Can be Detached for a total Duration of 6 seconds
    Deals (13.7-261.2) Base Cold Damage per second
    Base Debuff Duration is 1 seconds
    Activates every 0.25 seconds while Attached
    Debuff deals 20% more Damage per Stage
    Maximum 20 Stages
    Can have an additional Brand Attached to an Enemy
    Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Wintertide Brand skill icon.png
    now deals 13.7 Base Cold Damage per second at gem level 1 (previously 12.5), up to 261.2 at gem level 20 (previously 164.6).
    • Cold SnapCold SnapSpell, AoE, Cold, Duration
      Level: (1-20)
      Cost: (11-28) Mana
      Cooldown Time: 3.00 sec
      Can Store 1 Use(s)
      Cast Time: 0.85 sec
      Critical Strike Chance: 6.00%
      Effectiveness of Added Damage: 320%
      Radius: 16
      Requires Level 16Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Area of Effect1% increased Effect of Chill2% increased Damage with Hits and AilmentsDeals (34-1440) to (51-2160) Cold Damage
      Base duration is 5 seconds
      Deals (28.7-1895.4) Base Cold Damage per second
      25% chance to gain a Frenzy Charge when an Enemy Dies while in this Skill's Area
      Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
      (0-19)% increased Effect of Chill
      Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
      Cold Snap skill icon.png
      now deals 34 to 52 Cold Damage at gem level 1 (previously 32 to 47), up to 1057 to 1586 at gem level 20 (previously 666 to 999). It also now deals 28.7 Base Cold Damage per second at gem level 1 (previously 26.3), up to 1894 at gem level 20 (previously 1193.2). It now has 240% Effectiveness of Added Damage at all gem levels (previously 140%).
  • Vaal Cold SnapVaal Cold SnapVaal, Spell, AoE, Duration, Cold
    Level: (1-20)
    Souls Per Use: 35
    Can Store 1 Use(s)
    Soul Gain Prevention: 6 sec
    Cast Time: 0.85 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 350%
    Requires Level 16Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.Per 1% Quality:1Superior0.5% increased Area of EffectDeals (46-1571) to (69-2356) Cold Damage
    Base duration is 4 seconds
    Always Freezes enemies
    Gain a Frenzy Charge when an Enemy Dies while in this Skill's Area
    Every second, gain a Frenzy Charge if an Enemy is in this Skill's Area
    Deals (37.8-2454.5) Base Cold Damage per second
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention
    (0-19)% increased Effect of Chill
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Cold Snap skill icon.png
    now deals 37.8 Base Cold Damage per second at gem level 1 (previously 34.3), up to 2454.4 at gem level 20 (previously 1532.7). Its Hit Damage remains unchanged.
  • VortexVortexSpell, AoE, Cold, Duration, Nova
    Level: (1-20)
    Cost: (11-20) Mana
    Cooldown Time: 1.80 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 270%
    Requires Level 28An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Area of Effect1% increased Cold Damage1% increased Cooldown Recovery Rate
    1% less Skill Effect Duration
    2% increased Damage when Cast on Frostbolt
    Deals (41-1209) to (62-1813) Cold Damage
    Base duration is 3 seconds
    Deals (116-2317.2) Base Cold Damage per second
    Can explode from up to 5 Frostbolt Projectiles
    20% less Area of Effect when Cast on Frostbolt
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    (0-76)% increased Cooldown Recovery Rate
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vortex skill icon.png
    now deals 42 to 63 Cold Damage at gem level 1 (previously 38 to 57), up to 833 to 1250 at gem level 20 (previously 524 to 787). It now deals 116.2 Base Cold Damage per second at gem level 1 (previously 106.5), up to 2315.1 at gem level 20 (previously 1456.9). It now has a Critical Strike Chance of 6% (previously 6.5%), and 180% Effectiveness of Added Damage at all gem levels (previously 100%).
  • Siphoning TrapSiphoning TrapTrap, Spell, Duration, AoE, Cold
    Level: (1-20)
    Cost: (7-24) Mana
    Cooldown Time: 4.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 10Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Effect of Cold Ailments1% increased Skill Effect DurationApplies beams to the closest 0.1 EnemiesRegenerate 0% of Energy Shield per second for each affected EnemyTrap lasts 4 seconds
    Base duration is 3 seconds
    Deals (16.9-760.7) Base Cold Damage per second
    Regenerate (1.3-32.4) Life per second for each affected Enemy
    Regenerate (0.3-1.7) Mana per second for each affected Enemy
    Applies beams to the closest 10 Enemies
    Regenerate (12.7-324.4) Life per second while any Enemy is affected
    Regenerate (2.9-17.2) Mana per second while any Enemy is affected
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Siphoning Trap skill icon.png
    now deals 16.9 Base Cold Damage per second at gem level 1 (previously 15.5), up to 760.7 at gem level 20 (previously 426.3).

Burning skills now deal more damage:

  • Searing BondSearing BondSpell, Totem, Fire
    Level: (1-20)
    Cost: (18-51) Mana
    Cast Time: 1.00 sec
    Requires Level 12Summons a totem that casts a beam of fire at you and each other totem you control, dealing burning damage to enemies caught in the beam. Enemies near either end of a beam also suffer burning damage.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased totem life2% increased Totem Duration1% increased Damage+0.1 to maximum number of Summoned TotemsTotem lasts 8 seconds
    Deals (32.1-3899.6) Base Fire Damage per second
    +1 to maximum number of Summoned Totems
    Summons a Totem which uses this Skill
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Searing Bond skill icon.png
    now deals 32.2 Base Fire Damage per second at gem level 1 (previously 29.4), up to 3899.6 at gem level 20 (previously 2459.5).
  • Scorching RayScorching RaySpell, Fire, Duration, Channelling
    Level: (1-20)
    Cost: (2-5) Mana
    Cast Time: 0.25 sec
    Requires Level 12Unleash a beam of fire that burns enemies it touches. Remaining in the beam intensifies the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam can turn.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased beam length1% increased Skill Effect Duration2% increased Cast Speed
    2% less Skill Effect Duration
    Deals (12.8-696.3) Base Fire Damage per second
    Base duration is 1.5 seconds
    Additional Debuff stages add 60% of Damage
    Burning Debuff can have a maximum of 8 stages
    Fire Exposure applies -25% to Fire Resistance
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Scorching Ray skill icon.png
    now deals 12.8 Base Fire Damage per second at gem level 1 (previously 11.7), up to 696.3 at gem level 20 (previously 439.4).
  • Righteous FireRighteous FireSpell, AoE, Fire
    Level: (1-20)
    Cooldown Time: 0.30 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Radius: 18
    Requires Level 16Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Burning Damage0.5% increased Area of EffectBuff Grants 1% increased Spell DamageGrants (20-39)% more Spell Damage
    Deals 35% of your Maximum Life as Base Fire Damage per second
    You Burn for 90% of your Maximum Life per second as Fire Damage
    Deals 35% of your Maximum Energy Shield as Base Fire Damage per second
    You Burn for 70% of your Maximum Energy Shield per second as Fire Damage
    Deals (39-2447.9) Base Fire Damage per second
    +(0-5) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Righteous Fire skill icon.png
    now deals 39 Base Fire Damage per second at gem level 1 (previously 35.8), up to 2447.9 at gem level 20 (previously 1541.8). It also now deals 35% of Life and Energy Shield as Base Fire Damage per second (previously 20%).
  • Vaal Righteous FireVaal Righteous FireVaal, Spell, AoE, Fire, Duration
    Level: (1-20)
    Cooldown Time: 0.50 sec
    Can Store 1 Use(s)
    Souls Per Use: 40
    Can Store 1 Use(s)
    Soul Gain Prevention: 6 sec
    Cast Time: Instant
    Requires Level 16Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect.Per 1% Quality:1Superior1% increased Burning DamageSacrifices 60% of your total Energy Shield and Life
    Deals (120-158)% of Sacrificed Energy Shield and Life as Fire Damage per second
    Base duration is 4 seconds
    Grants (10-19)% more Spell Damage
    Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Righteous Fire skill icon.png
    now deals 120% of Sacrificed Energy Shield and Life as Fire Damage per second at gem level 1 (previously 80%), up to 158% at gem level 20 (previously 99%).
  • Fire TrapFire TrapTrap, Spell, Duration, AoE, Fire
    Level: (1-20)
    Cost: (8-20) Mana
    Cast Time: 1.00 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 260%
    Radius: 15
    Requires Level 12Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Fire Damage1% increased Skill Effect Duration3% chance to Ignite enemies
    1% less Area of Effect
    Trap lasts 4 seconds
    Base duration is 1.75 seconds
    Deals (10-915) to (15-1373) Fire Damage
    Deals (30.9-4170.7) Base Fire Damage per second
    (3-286) to (5-429) added Fire Damage against Burning Enemies
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    +(0-8) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Fire Trap skill icon.png
    now deals 35.7 Base Fire Damage per second at gem level 1 (previously 32.5), up to 2934.9 at gem level 20 (previously 1833.6). Its Hit Damage remains unchanged.
  • Flame WallFlame WallSpell, AoE, Duration, Fire
    Level: (1-20)
    Cost: (4-16) Mana
    Cast Time: 0.50 sec
    Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Area of Effect+0.5% to Fire Damage over Time Multiplier
    1% reduced Skill Effect Duration
    2% increased Cast SpeedInflicts Fire Exposure for 4 seconds when Enemies enter the wall, applying -0.5% to their Fire Resistance
    Base duration is (3-4.9) seconds
    Deals (2.1-679.9) Base Fire Damage per second
    Secondary Debuff Deals (7.2-2266.4) Base Fire Damage per second
    Projectiles which pass through the wall deal (3-78) to (5-117) Added Fire Damage
    Base secondary duration is (1-2) seconds
    Maximum 3 Flame Walls at a time
    Wall will be (40-59) units long
    Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Flame Wall skill icon.png
    now deals 2.2 Base Fire Damage per second at gem level 1 (unchanged), up to 679.9 at gem level 20 (previously 456.3). Its secondary Debuff now deals 7.2 Base Fire Damage per second at gem level 1 (unchanged), up to 2266.4 at gem level 20 (previously 1520.9).
  • Infernal Legion SupportInfernal Legion SupportFire, AoE, Support, Minion
    Icon: O
    Level: (1-20)
    Cost & Reservation Multiplier: 120%
    Requires Level 8Supports skills which create Minions.Per 1% Quality:1Superior2Anomalous3DivergentMinions from Supported Skills take 1% reduced Fire DamageMinions from Supported Skills take 0.5% of their Maximum Life as Fire Damage per secondMinions from Supported Skills deal 1.5% increased Burning DamageMinions from Supported Skills deal (15.4-2092.6) Fire Damage per second to Enemies near them
    Minions from Supported Skills take 40% of their Maximum Life as Fire Damage per second
    Minions from Supported Skills have +(0-5) to Radius of their Burning Effect
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now has “Minions from Supported Skills Deal 15.4 Fire Damage per second to Enemies near them” at gem level 1 (previously 15.6), up to 2092.6 at gem level 20 (previously 1315.9).

Many Skills that had an Ignite Multiplier have had that Multiplier removed. The Skill has been balanced to compensate for this, if necessary. Certain Skills have been rebalanced due to the change to Base Ignite Damage, taking into account whether they're able to take full advantage of Elemental Overload now. Note that examples below do not include the effect of Elemental Overload or Elemental Equilibrium, hence why the Ignite value is much higher for many of the skills:

  • FireballFireballProjectile, Spell, AoE, Fire
    Level: (1-20)
    Cost: (6-25) Mana
    Cast Time: 0.75 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 370%
    Projectile Speed: 1040
    Radius: 9
    Unleashes a ball of fire towards a target which explodes, damaging nearby foes.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Projectile Speed2% reduced Projectile Speed
    3% increased Area of Effect
    3% increased Effect of non-Damaging Ailments on Enemies
    -2% more Damage with Ignite
    0.25% chance to Debilitate Enemies for 1 second on Hit
    Deals (9-1640) to (14-2460) Fire Damage
    25% chance to Ignite enemies
    Projectiles gain Radius as they travel farther, up to +(0-9) Radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Fireball skill icon.png
    no longer has 50-88% more Damage with Ignite. It now has 25% chance to Ignite at all gem levels (previously 20-39%). Because of base Ignite damage changes, Ignite with the skill is now 33.0% higher.
  • Vaal FireballVaal FireballVaal, Projectile, Spell, AoE, Fire
    Level: (1-20)
    Souls Per Use: 30
    Can Store 1 Use(s)
    Soul Gain Prevention: 4 sec
    Cast Time: 0.75 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 240%
    Launches a series of fireballs in a spiral around the caster.Per 1% Quality:1Superior1% increased Projectile SpeedDeals (9-1095) to (14-1643) Fire Damage
    Fires 32 Projectiles in a spiral
    25% chance to Ignite enemies
    Projectiles gain Radius as they travel farther, up to +(0-9) Radius
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Fireball skill icon.png
    no longer has 50-88% more Damage with Ignite. It now has 25% chance to Ignite at all gem levels (previously 20-39%). Because of base Ignite damage changes, Ignite with the skill is now 33.0% higher.
  • DischargeDischargeSpell, AoE, Fire, Cold, Lightning, Nova
    Level: (1-20)
    Cost: (13-25) Mana
    Cooldown Time: 2.00 sec
    Can Store 1 Use(s)
    Cast Time: 0.75 sec
    Critical Strike Chance: 7.00%
    Effectiveness of Added Damage: 600%
    Radius: 30
    Requires Level 28Discharge all the character's charges to deal elemental damage to all nearby monsters.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Elemental Damage2% increased Cast Speed0.5% chance to deal Damage without removing Charges2% increased Damage if three different Charge types removedDeals (69-639) to (206-1918) base Lightning Damage per Power Charge removed
    Deals (110-1023) to (165-1535) base Fire Damage per Endurance Charge removed
    Deals (110-1023) to (165-1535) base Cold Damage per Frenzy Charge removed
    20% increased Area of Effect per charge consumed
    60% less Damage with Ailments
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Discharge skill icon.png
    now has 55% less Damage with Ailments (previously 30%). Because of base Ignite damage changes, Ignite with the skill is now 60.7% higher.
  • FlameblastFlameblastSpell, AoE, Fire, Channelling
    Level: (1-20)
    Cost: (4-7) Mana
    Cast Time: 0.20 sec
    Critical Strike Chance: 5.00%
    Effectiveness of Added Damage: 90%
    Requires Level 28Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Damage2% of Fire Damage Converted to Chaos Damage
    1% chance to Poison on Hit
    0.1 maximum Stages
    1% less Cast Speed
    +0.5 to radius
    0.5% less Area of Effect per Stage
    Deals (31-405) to (46-608) Fire Damage
    165% more Spell Damage for each stage
    60% more Damage with Ailments for each stage
    50% chance to Ignite enemies
    +3 to Radius for each Stage
    10 maximum Stages
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Flameblast skill icon.png
    now has 60% more Damage with Ailments for each Stage (previously 90%). Because of base Ignite damage changes, Ignite with the skill is now 75.0% higher at 10 Stages.
  • Vaal FlameblastVaal FlameblastVaal, Spell, AoE, Fire, Channelling
    Level: (1-20)
    Souls Per Use: 30
    Can Store 1 Use(s)
    Soul Gain Prevention: 3 sec
    Cast Time: 0.50 sec
    Critical Strike Chance: 5.00%
    Effectiveness of Added Damage: 60%
    Requires Level 28Targets an area and builds up stages in that area based on cast speed. It explodes every 3 stages, until it reaches a maximum of 15. As it gains more stages, the area gets smaller but the damage gets higher.Per 1% Quality:1Superior1% increased DamageDeals (31-280) to (46-419) Fire Damage
    140% more Spell Damage for each stage
    110% more Damage with Ailments for each stage
    50% chance to Ignite enemies
    -2 to Radius for each Stage
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Flameblast skill icon.png
    now has 70% more Damage with Ailments for each Stage (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 81.8% higher at 10 Stages.
  • IncinerateIncinerateSpell, Fire, Channelling, AoE
    Level: (1-20)
    Cost: (2-4) Mana
    Cast Time: 0.20 sec
    Critical Strike Chance: 5.00%
    Effectiveness of Added Damage: 50%
    Requires Level 12Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Fire Damage0.5% increased Area of Effect0.2% more Damage with Hits and Ailments for each stage
    Final wave deals -10% more Damage with Hits
    Final wave deals -10% more Damage with Ignite
    Deals (3-207) to (5-311) Fire Damage
    8 maximum stages
    Final wave deals 250% more Damage with Ignite
    Final wave deals 500% more Damage with Hits
    25% more Damage with Hits and Ailments for each stage
    +(4-5) to radius per stage, up to +(15-19)
    100% increased angle per stage, up to 300%
    Final wave always Ignites
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Incinerate skill icon.png
    now has “Final wave deals 250% more Damage with Ignite” (previously 500%). Because of base Ignite damage changes, Ignite with the skill is now 45.8% higher. It received a harsher damage loss because it still works very well with Elemental Overload.
  • Quality on Anomalous FirestormFirestormSpell, AoE, Duration, Fire
    Level: (1-20)
    Cost: (13-25) Mana
    Cast Time: 0.75 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 80%
    Requires Level 28Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Damage0.5% chance to Ignite enemies1% reduced Enemy Stun ThresholdBase duration is 1.4 seconds
    Deals (23-361) to (35-541) Fire Damage
    One impact every 0.2 seconds
    First Impact deals 325% more Damage with Hits and Ailments
    First Impact has 100% more Area of Effect
    Maximum 3 Firestorms at a time
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Firestorm skill icon.png
    no longer grants “(0.00)-(-0.06) seconds to Base Duration”, or “First Impact deals 0-60% more Damage with Hits and Ailments”. Instead, it now grants 0-10% chance to Ignite Enemies. Because of base Ignite damage changes, Ignite with the skill is now 150% higher. If using the Anomalous quality, the Ignite is now 110% higher.
  • Fire Burst (Granted by the “Cast Level 20 Fire Burst on Hit” Essence Modifier) now deals 752 to 1127 Fire Damage at level 20 (previously 1122 to 1683). Now has a 1 second Cooldown (previously 1.5 seconds). It now has 170% Effectiveness of Added Damage (previously 250%). Because of base Ignite damage changes, Ignite with the skill is now 67.5% higher.
  • HexblastHexblastSpell, AoE, Chaos, Hex
    Level: (1-20)
    Cost: (10-20) Mana
    Cast Time: 0.60 sec
    Critical Strike Chance: 4.00%
    Effectiveness of Added Damage: 310%
    Requires Level 28Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. If a Hex was removed this way, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Area of Effect0.5% increased Cast Speed2% increased Damage with Ailments
    1% increased Effect of non-Damaging Ailments on Enemies
    Hexblast has 0.5% chance to not remove a Hex
    Deals (102-1397) to (153-2096) Chaos Damage
    40% more Damage with Hits per 5 Doom on Hex with most Doom
    Removes Hex with most Doom after Damaging
    15% more Damage with Ailments per 5 Doom on Hex with most Doom
    All Damage can Ignite
    All Damage can Freeze
    All Damage can Shock
    Chaos Damage with Hits is Resisted by lowest Resistance instead
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Hexblast skill icon.png
    now deals 103 to 155 Chaos Damage at gem level 1 (previously 74 to 110), up to 965 to 1447 at gem level 20 (previously 689 to 1034). It now has “40% more Damage with Hits per 5 Doom on Hex with most Doom” (previously 60%), and “15% more Damage with Ailments per 5 Doom on Hex with most Doom” (previously 40%). It now has 210% Effectiveness of Added Damage at all gem levels (previously 150%). Because of base Ignite damage changes, Ignite with the skill is now 95.6% higher at 30 Doom, and 83.3% higher at 40 doom.
  • Doom Blast (from Impending Doom SupportImpending Doom SupportSupport, Hex, Spell, AoE, Chaos, Trigger
    Icon: X
    Level: (1-20)
    Cast Time: 1.00 sec
    Requires Level 31Deals chaos damage in an area based on the amount of Doom on the triggering Hex.Trigger Doom Blast when a Hex from Supported Curse Skills ends
    Deals (54-868) to (81-1301) Chaos Damage
    40% more Damage with Hits per 5 Doom on Hex
    15% more Damage with Ailments per 5 Doom on Hex
    Trigger This Skill when a Hex from Supported Skills ends
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    Doom Blast skill icon.png
    ) now deals 54 to 81 Chaos Damage at gem level 1 (previously 39 to 58), up to 602 to 903 at gem level 20 (previously 430 to 645). It now has “40% more Damage with Hits per 5 Doom on Hex”, and “15% more Damage with Ailments per 5 Doom on Hex”. It no longer has “60% more Damage per 5 Doom on Hex”. It now has 140% Effectiveness of Added Damage at all gem levels (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 44.6% higher at 30 Doom, and 32.8% higher at 40 doom.
  • Divine IreDivine IreLightning, Spell, AoE, Channelling, Physical
    Level: (1-20)
    Cost: (3-5) Mana
    Cast Time: 0.22 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 45%
    Requires Level 28Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash a powerful burst of energy in a beam in front of you.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Area of Effect0.5% increased beam width1% of Physical Damage Converted to Cold DamageDeals (17-203) to (25-305) Physical Damage
    50% of Physical Damage Converted to Lightning Damage
    Beam deals 110% more Damage with Hits per Stage after the first
    Damages 5 nearby Enemies when you gain Stages
    40% chance to gain an additional Stage when Hitting a Normal or Magic Enemy
    Beam deals 30% more Damage with Ailments per Stage after the first
    50% less Damage while Channelling
    Gains an additional Stage when Hitting a Rare or Unique Enemy
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Divine Ire skill icon.png
    now has “Beam deals 30% more Damage with Ailments per Stage after the first” (previously 70%). Because of base Ignite damage changes, Ignite with the skill is now 7.1% higher at 20 Stages. It received a harsher damage loss because it still works very well with Elemental Overload, and was already one of the highest Ignite damage skills.
  • Penance BrandPenance BrandSpell, AoE, Physical, Lightning, Duration, Brand
    Level: (1-20)
    Cost: (15-27) Mana
    Cast Time: 0.75 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 40%
    Requires Level 28Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Area of Effect1% of Physical Damage Converted to Fire Damage1% chance to Shock enemiesCan be Attached for a total Duration of 2.5 seconds
    Your Skills can have an additional Brand Attached to an Enemy
    Activates every 0.5 seconds while Attached
    Can be Detached for a total Duration of 6 seconds
    Deals (18-170) to (27-254) Physical Damage
    Explosions deal 90% more Damage with Ailments per Energy after the first
    Explosions deal 150% more Damage with Hits per Energy after the first
    50% of Physical Damage Converted to Lightning Damage
    Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
    +1 to Explosion Radius per Energy
    Pulse deals 50% more Damage with Hits and Ailments
    Up to +(0-9) to Energy spread radius, scaled by distance from Brand
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Penance Brand skill icon.png
    now has “Explosions deal 60% more Damage with Ailments per Energy after the first” (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 54.8% higher.
  • Explosive ConcoctionExplosive ConcoctionAttack, AoE, Fire, Cold, Lightning, Projectile
    Level: (1-20)
    Cost: (7-9) Mana
    Attack Speed: 115% of base
    Requires Level 28Throws an explosive bottle that deals unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Area of Effect1% increased Duration of Elemental Ailments on Enemies1.5% increased Critical Strike Chance(96-1003) to (145-1505) Added Fire Damage
    Deals (29-301) to (43-451) Added Cold Damage if Charges were consumed from a Sapphire Flask
    Deals (6-63) to (66-690) Added Lightning Damage if Charges were consumed from a Topaz Flask
    +(60-98)% to Damage over Time Multiplier with Ignite if Charges were consumed from a Ruby Flask
    Can consume Charges from Ruby, Sapphire, and Topaz Flasks
    Consumes 3 Charges from 1 Flask of each valid type, if possible
    +6% to Critical Strike Chance
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Explosive Concoction skill icon.png
    no longer has “Deals 30-49% more Damage with Ignite if Charges were consumed from a Ruby Flask”. It now has “+40-78% to Damage over Time Multiplier with Ignite if Charges were consumed from a Ruby Flask”. Because of base Ignite damage changes, Ignite with the skill is now 155.0% higher if you had +50% to Fire Damage over Time Multiplier.
  • Armageddon BrandArmageddon BrandSpell, AoE, Fire, Duration, Brand
    Level: (1-20)
    Cost: (15-27) Mana
    Cast Time: 0.40 sec
    Critical Strike Chance: 5.00%
    Effectiveness of Added Damage: 200%
    Requires Level 28Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Cast Speed0.25% chance to deal Double Damage1% chance for Brands to Attach to a new Enemy each time they ActivateCan be Attached for a total Duration of 5 seconds
    Your Skills can have an additional Brand Attached to an Enemy
    Activates every 1.5 seconds while Attached
    Can be Detached for a total Duration of 6 seconds
    Deals (69-924) to (104-1386) Fire Damage
    Deals (10-29)% more Damage with Hits against Branded Enemy
    Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Armageddon Brand skill icon.png
    now deals 40 to 69 Fire Damage at gem level 1 (previously 34 to 51), up to 613 to 920 at gem level 20 (previously 398 to 597). It no longer has 120-250% more Damage with Ignite, or 25% chance to Ignite Enemies. It now activates every 1 second while Attached (previously 0.75 seconds), and has a base Critical Strike Chance of 5% (previously 6%). It now has “Deals 10% more hit Damage to Branded Enemy” at gem level 1, which scales up to 29% at gem level 20. It also now has 135% Effectiveness of Added Damage at all gem levels (previously 85%). Because of base Ignite damage changes, Ignite with the skill is now 10.1% higher. It received a harsher damage loss because it still works very well with Elemental Overload.
  • Shattering SteelShattering SteelAttack, Projectile, AoE, Physical
    Level: (1-20)
    Cost: (7-9) Mana
    Attack Speed: 85% of base
    Attack Damage: (100-159)% of base
    Effectiveness of Added Damage: (100-159)%
    Requires Level 12Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Impale Effect0.5% increased Area of Effect
    1% increased Projectile Speed
    Fires an additional Projectile1.5% increased Projectile Speed
    Base duration is 5 seconds
    40% chance to Impale Enemies on Hit
    Fires 2 additional Projectiles
    Projectiles deal up to 100% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther
    (8-113) to (12-169) Added Attack Physical Damage
    Consumes up to 2 Steel Shards
    Gain a Steel Ward if you have at least 2 Steel Shards, up to a maximum of 6
    Each Steel Ward grants +4% Chance to Block Projectile Attack Damage
    If you have no Steel Shards, only Fires 1 Projectile
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Shattering Steel skill icon.png
    now has “Projectiles deal up to 100% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther” (previously Hits and Ailments). Because of base Ignite damage changes, Ignite with the skill is now 16.7% lower when consuming 2 shards. This skill is not intended to work well with ignite so it doesn't justify having its own unique multiplier stat.
  • Explosive ArrowExplosive ArrowAttack, Projectile, AoE, Duration, Fire, Bow
    Level: (1-20)
    Cost: (8-10) Mana
    Projectile Speed: 3260
    Radius: 15
    Requires Level 28Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.Per 1% Quality:1Superior2Anomalous3Divergent1% chance to Ignite enemies
    1% increased Skill Effect Duration
    3% increased Critical Strike ChanceMaximum 0.2 Explosive Arrows stuck in an Enemy
    2% less Skill Effect Duration
    Base duration is 1 seconds
    +2 to Explosion Radius per Explosive Arrow on Target, up to +12
    Explosion will have (47-522) to (71-783) added Fire Damage
    Explosion deals 50% less Base Damage
    Explosion deals 5% more Damage with Hits and Ailments per Explosive Arrow on Target
    Maximum 20 Explosive Arrows stuck in an Enemy
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Explosive Arrow skill icon.png
    now has “Explosion deals 5% more Damage with Hits per Explosive Arrow on Target” (previously Hits and Ailments). Because of base Ignite damage changes, Ignite with the skill is now 66.7% higher with 10 arrows on the target. Ignite with the skill is now 25.0% higher with 20 arrows on the target.
  • Sentinels of Purity summoned with Herald of PurityHerald of PuritySpell, Herald, Minion, Duration, Physical
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 16Grants a buff which lets you deal more physical damage. When you kill an enemy while you have this buff, this skill will summon a Sentinel of Purity, or refresh the duration and life of an existing one instead if you have the maximum number of them. The Sentinels of Purity have a single-target melee attack and an area melee attack.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Movement SpeedMinions have 0.5% chance to Taunt on HitSummoned Sentinels have 1% increased Cooldown Recovery RateBase duration is 12 seconds
    Maximum 4 Summoned Sentinels of Purity
    20% chance to Summon a Sentinel of Purity when you Hit a Rare or Unique Enemy
    Buff grants (9-12)% more Physical Damage
    Summon a Sentinel of Purity when you Kill an Enemy
    Minions deal (0-95)% more Physical Damage
    Minions have (0-38)% more Maximum Life
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Herald of Purity skill icon.png
    now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet.
  • Frost BombFrost BombSpell, AoE, Duration, Cold, Orb
    Level: (1-20)
    Cost: (4-16) Mana
    Cooldown Time: 2.50 sec
    Can Store 1 Use(s)
    Cast Time: 0.50 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 310%
    Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Cold Damage0.5% chance to Freeze enemies1% increased Area of Effect1% less Skill Effect Duration
    1% increased Cooldown Recovery Rate
    Deals (9-1391) to (13-2086) Cold Damage
    Base duration is 2 seconds
    Base secondary duration is 5 seconds
    Cold Exposure applies -15% to Cold Resistance
    75% reduced Life Regeneration rate
    75% reduced Energy Shield Regeneration rate
    4% more Damage with Hits per 0.1 seconds Duration
    +(0-7) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Frost Bomb skill icon.png
    now deals 8 to 13 Cold Damage at gem level 1 (previously 14 to 21), up to 930 to 1395 at gem level 20 (previously 1336 to 2003). It no longer has 25% reduced Energy Shield Recharge Rate. It now has “4% more Damage with Hits per 0.1 seconds Duration”. It now has 210% Effectiveness of Added Damage at all gem levels (previously 300%). Because of base Ignite damage changes, Ignite with the skill is now 74.1% higher when it is able to ignite.
  • Purifying Flame: Now has "Deals 8 to 12 Physical Damage" at gem level 1 (previously 7 to 10), up to 884 to 1326 at gem level 20 (previously 803 to 1205). It now has 200% Effectiveness of Added Damage (previously 180%).

The Elemental Overload Keystone Passive Skill now gives more Hit and Ailment Elemental Damage to Skills if they crit in the last 8 seconds. This means that you can't use a second rapidly hitting skill, making a small amount of critical chance investment much more important to skills taking advantage of Elemental Overload.

The Elemental Equilibrium Keystone Passive Skill now applies 25% Exposure of the Elements not Hit with, removing Exposure of the Elements you Hit with. It's now an easy way to apply a strong Exposure effect rather than a huge damage boost that we balanced Elemental Damage over Time Skills around. Some other skills have been reviewed because of these changes.

  • The damage dealt by FlameSummon Flame GolemFire, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Flame Golem that grants you increased Damage. The Flame Golem can use a fire spray, a wave of fire damage, and an explosive arcing projectile.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems Grant (15-20)% increased Damage
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Flame Golem skill icon.png
    , IceSummon Ice GolemCritical, Cold, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning dash in addition to its melee attack.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems Grant (20-30)% increased Critical Strike Chance
    Golems Grant (20-30)% increased Accuracy
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Ice Golem skill icon.png
    and Lightning GolemsSummon Lightning GolemLightning, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Lightning Golem that grants you increased Attack and Cast speed. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems grant (6-9)% increased Attack and Cast Speed
    (30-68)% increased Minion Maximum Life
    (0-19)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Lightning Golem skill icon.png
    has been increased by roughly 30% at all gem levels.
  • Summoned Raging SpiritsSummon Raging SpiritSpell, Minion, Duration, Fire
    Level: (1-20)
    Cost: (4-12) Mana
    Cast Time: 0.50 sec
    Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly. Enemies will not directly engage these spirits, and can pass through them.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Minion Movement SpeedMinions have 1% increased DurationMaximum 0.1 Summoned Raging SpiritsMinions can't be Damaged for 0.1 seconds after being SummonedBase duration is 5 seconds
    Maximum 20 Summoned Raging Spirits
    Minions gain 15% less Added Damage
    Minions cannot Taunt Enemies
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Raging Spirit skill icon.png
    now convert all of their Damage to Fire Damage.
  • Moved the Elemental Equilibrium Keystone Passive to the Ranger section of the Passive Skill Tree, where there is much less existing access to Exposure for Elemental builds and access to Skills that rotate Elements, such as Wild StrikeWild StrikeAttack, Melee, Strike, Lightning, Cold, Fire, Projectile, AoE, Chaining, Prismatic
    Level: (1-20)
    Cost: 6 Mana
    Attack Damage: (160-231)% of base
    Effectiveness of Added Damage: (160-231)%
    Projectile Speed: 1800
    Requires Level 28Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Elemental Damage1% increased Area of EffectFires 0.1 additional Projectiles1% increased Chaining range100% of Physical Damage Converted to Fire, Cold or Lightning Damage
    Beams Chain (4-7) Times
    Fires 2 additional Projectiles
    Projectiles Pierce all Targets
    (0-19)% increased Area of Effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Wild Strike skill icon.png
    .

More scaling options have been added to Damage over Time builds on the Passive Skill Tree and items, raising the top end of damage over time for well geared characters.

  • There are now 5 tiers of the Global Damage over Time Multiplier Suffix modifier that rolls on all Weapons, going up to 26% on one-handed Weapons, and 45% on two-handed Weapons.
  • There are now 5 tiers of the Global Damage over Time Multiplier Suffix modifier that rolls on all Amulets as part of their base modifier pool, going up to 26%.
  • The Influence modifiers on Rings that had a chance to Ignite/Freeze/Shock as well as some flat Damage have been changed. They no longer provide a chance to apply the Ailment, but provide a lot more added Damage instead. The Fire version rolls up to 23-30 to 47-54 Fire Damage against Ignited Enemies, the Cold version rolls up to 20-26 to 41-48 Cold Damage against Chilled or Frozen Enemies, and the Lightning version rolls up to 4-8 to 82-86 Lightning Damage against Shocked Enemies.
  • Essence of DeliriumEssence of DeliriumStack Size: 9
    Essence Tier: 8
    Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
    Weapon: Your Hits inflict Decay, dealing 700 Chaos Damage per second for 8 seconds
    Gloves: Socketed Gems deal 30% more Damage over Time
    Boots: Cannot be Poisoned
    Body Armour: 25% reduced Chaos Damage taken over time
    Helmet: +2 to Level of Socketed Aura Gems
    Shield: +15% Chance to Block Spell Damage while on Low Life
    Quiver: 25% increased Effect of your Marks
    Amulet: Hexes you inflict have +10 to maximum Doom
    Ring: +(12-15)% to Damage over Time Multiplier
    Belt: +50% to Chaos Resistance during any Flask Effect
    Right click this item then left click a normal or rare item to apply it.
    Shift click to unstack.
    no longer rolls “Hexes you inflict have +5 to maximum Doom” on Rings, or +10% to Damage over Time Multiplier on Amulets. Instead, it now rolls +12-15% to Damage over Time Multiplier on Rings, and “Hexes you inflict have +10 to maximum Doom” on Amulets.
  • Fire, Cold, Physical, and Chaos Damage over Time Multiplier modifiers on Jewels now have values of +6-8% (previously +3-4%).
  • There is a new Global Damage over Time Multiplier Suffix modifier that can roll on all Jewels with a value of +4-6%.
  • All Jewels can now roll a Faster Damage of Ailments Prefix modifier, with a value of 4-6%.
  • The chance to Ignite/Freeze/Shock Suffix modifiers on Weapons now have multiple tiers, with their chances now 10%, 15%, and 20% respectively. Staves have a 20%, 25%, and 30% chance respectively.
  • Damage over Time Multiplier modifiers on Influenced Gloves and Amulets now roll values up to +16-20% at its highest tier (previously +13-16%).
  • Faster Ignite, Poison, and Bleed modifiers on Influenced Boots now roll up to 10-12% (previously 8-10%).
  • EmberwakeEmberwake
    Ruby Ring
    Requires Level 16+(20-30)% to Fire Resistance(30-40)% increased Fire Damage
    (5-10)% increased Cast Speed
    10% chance to Ignite
    40% less Burning Damage
    You can inflict an additional Ignite on an Enemy
    Leave the world in flames behind you.
    added a bit too much damage and crowded out any other options you could use with an Ignite build, and the downside has gotten weaker over time due to us adding more sources of Faster Ignite Damage. It no longer has “Ignited Enemies Burn 50-65% slower”, and it now has “40% less Burning Damage”. This change does not affect existing items.

Problem:

Burning ArrowBurning ArrowAttack, Projectile, Fire, Bow
Level: (1-20)
Cost: (7-12) Mana
Attack Speed: 70% of base
Attack Damage: (200-300)% of base
Effectiveness of Added Damage: (200-300)%
Projectile Speed: 3260
Fires a burning arrow that deals fire damage and has a chance to ignite.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Fire Damage3% increased Critical Strike ChanceProjectiles Pierce 0.1 additional Targets25% chance to Ignite enemies
100% of Physical Damage Converted to Fire Damage
Adds (3-201) to (4-302) Fire Damage to Attacks against Ignited Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Burning Arrow skill icon.png
is too complex for a level 1 skill.

Solution:

Redesign the skill without a secondary stacking burning effect, but with high added fire damage against Ignited enemies.

Specifics:

Spoiler [Expand]
  • No longer has a stacking Burning Effect. Now deals 150% base Damage at gem level 1 (unchanged), up to 214% at gem level 20 (previously 184%). Now adds 3 to 4 Fire Damage to Attacks against Ignited Enemies at gem level 1, up to 201 to 302 Fire Damage at gem level 20. Now has an Attack Speed of 90% of Base (previously 100%). Now has a 25% chance to Ignite (previously 50%).
  • Vaal Burning ArrowVaal Burning ArrowVaal, Attack, Projectile, AoE, Fire, Bow
    Level: (1-20)
    Souls Per Use: 15
    Can Store 3 Use(s)
    Soul Gain Prevention: 2 sec
    Attack Speed: 70% of base
    Attack Damage: (280-400)% of base
    Effectiveness of Added Damage: (280-400)%
    Projectile Speed: 3260
    Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.Per 1% Quality:1Superior+0.5% to Fire Damage over Time Multiplier50% chance to Ignite enemies
    100% of Physical Damage Converted to Fire Damage
    Projectiles Pierce 3 additional Targets
    Adds (3-201) to (4-302) Fire Damage to Attacks against Ignited Enemies
    Can't be Evaded
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Burning Arrow skill icon.png
    can now store 4 Uses (previously 3), and has a 2 second Soul Gain Prevention (previously 1 second). It no longer has a stacking Burning Effect, and now adds 3 to 4 Fire Damage to Attacks against Ignited Enemies at gem level 1, up to 201 to 302 Fire Damage at gem level 20. It now has an Attack Speed of 90% of Base (previously 100%), and deals 200% of base Attack Damage at gem level 1 (previously 160%), up to 284% at gem level 20 (previously 198%). It also now has 200% Effectiveness of Added Damage at gem level 1 (previously 160%), up to 284% at gem level 20 (previously 198%).
  • The Sudden Ignition Unique Jewels no longer has “With at least 40 Dexterity in Radius, Burning Arrow can inflict an additional Ignite on an Enemy and cannot apply its Burning Debuff”. Existing items now have “Ignited Enemies Killed by your Hits are destroyed”. Note, this item has not been obtainable since 3.9.0.
  • The Pitch DarknessPitch Darkness
    Viridian Jewel
    (10-15)% increased Fire Damage
    +10% to Fire Damage over Time Multiplier
    With a fire burning brash in his golden eye,
    Marceus fired his arrow into the pitch-dark sky,
    And seared the hope of surprise,
    From Kaom's skulking horde.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Unique Jewel no longer grants Burning Arrow chances to spread Burning Ground or Tar with at least 40 Dexterity in Radius. Existing Items now have “+10% to Fire Damage over Time Multiplier”. Note, this item has not been obtainable since 3.9.0.

Problem:

Ignite builds don't have a way to focus their damage on bosses, forcing balance to be the same for clear speed damage and boss damage.

Solution:

Change Flame Surge and introduce a new attack-based mechanic to be able to deal much more Burning damage to a targeted enemy.

Specifics:

Spoiler [Expand]
  • Flame Surge now creates a burning ground that deals damage equal to a percentage of that ignite if you hit an ignited enemy. Burning Ground can be created every 2 seconds, with a percentage of Ignite Damage on the enemy converted to Burning Ground.

Patch notes for balance changes that did not fall under these topics can be found below.

Passive Tree

The Passive Tree has changed so significantly that there is no way to concisely describe the full breadth of changes. Here is a selection of problems with the previous version of the passive tree and the solutions used to address them.

Problem

Clusters often have the exact same stats as other clusters, and some have niche stats that are wasted on many builds.

Solution

Make clusters more unique compared to each other as well as having a more clear identity. Remove niche or unneeded stats entirely, or shift them to Masteries. Improve many notables that have had secondary stats removed. Rework some clusters to perform another more useful function.

Problem

Damage over Time builds have fewer damage clusters available compared to hit builds, and those clusters often spread power between Damage over Time Multipliers and Increased Damage, devaluing other sources of Increased Damage for their build.

Solution

Improve existing Damage over Time clusters with a focus on Damage over Time Multiplier or other Damage over Time stats. Rework some clusters to be better for Damage over Time builds. Add new clusters for some forms of Damage over Time.

Problem

Life builds rely heavily on the life cluster near the Scion start area to maximise investment in life. Characters on the right side of the passive tree are at a disadvantage because of the long path to access the wheel.

Solution

Lower the total amount of Life granted by the Scion's Life cluster. Add life to other life clusters on the tree that aren't in starting areas or connected to the paths to the Scion area of the tree. 9% increased Life has been removed from the Scion's Life cluster, and improved Life clusters have gained 2-4% increased Life, meaning a character that took three outer Life clusters and the Scion life cluster together would have the same or more life, and a character taking four or more outer life clusters that wouldn't have taken the Scion life cluster has gained at least 10% additional increased life.

Problem

Many defensive mechanics have few ways to invest in them on the passive tree, outside of Life.

Solution

Add new clusters for Spell Block, Spell Suppression, Life Regeneration, Life Leech, Life on Hit, Life on Kill, Life Recoup, Energy Shield Recharge, Ailment Mitigation for every Ailment type, Curse Mitigation, Stun Mitigation, Life and Mana Flasks. The majority of clusters removed from the tree are offensive, while the majority of clusters added to the tree are defensive.

Problem

There is an uneven spread of Keystones across the tree. Certain areas have higher density than others. Some Keystones are out of place for the area of the tree they currently are.

Solution

Spread out Keystones throughout the tree, moving some to more appropriate locations.

Problem

Each passive Cluster can only have one mastery, but some existing clusters have multiple themes, like Trap and Mine clusters.

Solution

Split some clusters into two separate clusters. Some Clusters have been aligned with a specific Mastery, with an adjustment to stats to further solidify this theme. This may be based on the existing stat proportions or to help with a lack of that type of Mastery in that section of the tree, to allow access to specific useful Mastery effects.

Problem

The tree is very compact, making it hard to easily view and leaving little space for rearranging clusters.

Solution

Spread out the entirety of the passive tree, and increase the radius of small, medium, large and very-large jewels. This is done to give a relatively equivalent but not identical effect of radius jewels on the tree. This will have impacted all Radius jewels in different ways.

Problem

The Ranger's class start is very front-loaded with life and other beneficial stats, and has more costly pathing when leaving the passive tree than many other class starts.

Solution

Remove most of the maximum life from the Ranger's starting Evasion passives. Redistribute this between other passives in the Ranger start area, so that the total amount of increased maximum life is slightly higher than before. Rework some sections of the Ranger class start, including new notables and effects.

Problem

Certain percentage Modifiers from the first few starting passives of classes have little to no impact on characters at very early levels.

Solution

Change class starting nodes so most provide at least one flat modifier. For example, the Ranger now gets accuracy rating and projectile damage on one starting passive, and flat life and evasion rating on the other.

Problem

With the removal of dodge, some characters lost a way to mitigate monster abilities that always hit.

Solution

Reviewed monsters with abilities that alway hit. Removed always hit from all fodder monsters and some Boss abilities where appropriate.

Problem:

There are a few special benefits from some Cluster Jewel Notables that would be well-suited as Masteries.

Solution:

Move these stats to Masteries on the Passive Skill Tree, while providing compensation to the Notables that lost these stats.

Specifics:

Spoiler [Expand]
  • Holy Conquest: No longer has “Brands Attach to a new Enemy each time they Activate, no more than once every 0.3 seconds”, it now has 25% increased Brand Damage and Brands have 25% increased Area of Effect if 50% of Attached Duration expired.
  • Cry Wolf: No longer has “Warcries have a minimum of 10 Power”, it now has 20% increased Total Power Counted from Warcries, and Exerted Attacks deal 30% increased Damage (previously 25%).
  • Overshock: No longer has “Your Shocks can increase Damage taken by up to a maximum of 60%”. It now has “40% increased Effect of Lightning Ailments” (previously 30%).

Due to the sweeping changes made to the passive tree, existing Anointments that apply to a Notable that has been removed will now apply a different Notable. We've also taken this opportunity to review the Oil combinations required for Notables.

Ascendancy Changes

Problem:

Gladiator and Trickster have both had a notable from the Ascendancy moved onto the passive tree. Many Ascendancies have had the power of their notables affected by the changes to Defences.

Solution:

Grant new Ascendancy notables to the Gladiator and Trickster, and some existing notables have been reworked. Rebalance and rework affected Notables on the Chieftain, Inquisitor, Saboteur, and Raider. Change the Ascendant to have the Notables of the above classes match the effects found on their equivalent Ascendancies.

Chieftain

  • Tasalio, Cleansing Water: Now grants "20% of Physical Damage from Hits taken as Fire Damage" (previously 15%), and "20% increased Life Recovery Rate if you've taken Fire Damage from an Enemy Hit Recently" (previously 50%).

Gladiator

Passives with Block have been fully reworked:

  • Painforged: Now has +10% chance to Block Attack Damage, Cannot be Stunned by Hits you Block, and Counterattacks deal Double Damage
  • Added a new notable, which replaces Versatile Combatant, that has +10% to maximum Block Chance, +10 to Armour and Evasion Rating per 1% Block Chance.
  • Violent Retaliation: Now has Ignore Enemy Monster Physical Damage Reduction if you've blocked in the past 20 seconds, and Attack Damage is Lucky if you've Blocked in the past 20 seconds.

Inquisitor

  • Pious Path: Now grants "50% increased Effect of Consecrated Ground you create".

Raider

  • Quartz Infusion: No longer grants 15% chance to Dodge Attack Hits, or 15% chance to Dodge Spell Hits. Instead, it now grants +40% chance to Suppress Spell Damage.
  • Avatar of the Veil: No longer grants "Nearby Enemies have 20% less Accuracy Rating while you have Phasing".
  • Avatar of the Chase: No longer grants 35% more chance to Evade Melee Attacks during Onslaught or 35% more chance to Evade Projectile Attacks during Onslaught. Instead, it now grants 10% more chance to Evade Attacks during Onslaught.

Trickster

  • Patient Reaper: Now grants 50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently (previously 70%).
  • Escape Artist: No longer requires Ghost Dance (which has been replaced with a new Notable). No longer grants "5% increased Attack and Cast Speed per Ghost Shroud" or "Cannot be Stunned while you have Ghost Shrouds".
  • Added a new notable, which replaces Ghost Dance, that provides "Every 10 seconds, take no Damage over Time for 5 seconds."

Saboteur

  • Born in the Shadows: Now grants 15% reduced Damage taken from Blinded Enemies (previously 10%).

Ascendant

  • Trickster Passive Point: now has 50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently (previously 70%). No longer has "Cannot be Stunned if you haven't been Hit Recently", it now has 10% reduced Damage taken from Damage over Time.
  • Raider Passive Point: No longer has 10% chance to Dodge Attack Hits, it now has 20% chance to Suppress Spell Damage.
  • Gladiator Passive Point: Now has +5% to maximum Block (previously 3%), 10% chance to Block Attacks (previously 15%), and now has 20% more Physical Damage over Time (previously 25%). It no longer has "15% chance to Block Spells". It now has Ignore Enemy Monster Physical Damage Reduction if you've blocked in the past 20 seconds

Awakened Supports

Problem:

Many Awakened gems aren't significant improvements over their non-awakened versions. Some get an interesting bonus effect at level 5 and others have something interesting at all levels, while other awakened gems have very little increase in power over their non-Awakened versions.

Solution:

Change Awakened gems that only gave higher values of their normal scaling stats to have either an extra effect or a large boost in the values of their existing effects at gem level 5. Adjust values and scaling for awakened gems to ensure that a level 1 awakened gem is a clear upgrade to a level 20 non-awakened gem.

Specifics:

Spoiler [Expand]
  • Awakened Added Fire DamageAwakened Added Fire Damage SupportFire, Physical, Support
    Icon: F
    Level: (1-5)
    Cost & Reservation Multiplier: 120%
    Requires Level 72Supports any skill that hits enemies.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Fire DamageSupported Skills gain (40-44)% of Physical Damage as Extra Fire Damage
    +(0-1) to Level of Supported Physical Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Physical Skill Gems” at gem level 5 (previously “+1 to Level of Supported Fire Skill Gems”).
  • Awakened Arrow NovaAwakened Arrow Nova SupportBow, Attack, Support, Projectile
    Icon: G
    Level: (1-5)
    Cost & Reservation Multiplier: 150%
    Requires Level 72Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Projectile DamageSupported Skills fire 5 additional Projectiles
    Supported Skills deal (25-21)% less Projectile Damage
    Supported Skills Fire Projectiles in a circle
    Supported Skills fire a Payload Arrow into the air
    Projectiles from the Supported Skill Fire from where the Payload Arrow lands
    Supported Skills can only be used with Bows
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 25% less Projectile Damage” at gem level 1 (previously 30%), up to 21% less at gem level 5 (previously 26%).
  • Awakened BrutalityAwakened Brutality SupportPhysical, Support
    Icon: U
    Level: (1-5)
    Cost & Reservation Multiplier: 140%
    Requires Level 72Supports any skill that deals damage.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Physical DamageSupported Skills deal (40-44)% more Physical Damage
    Supported Skills deal no Elemental Damage
    Supported Skills deal no Chaos Damage
    Supported Skills have (0-10)% chance to Crush Enemies for 4 seconds on Hit
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 10% chance to Crush Enemies for 4 seconds on Hit” at gem level 5.
  • Awakened Burning DamageAwakened Burning Damage SupportFire, Support
    Icon: b
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports any skill that hits enemies, or can deal burning damage directly.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Burning DamageSupported Skills deal (35-39)% more Burning Damage
    +(0-1) to Level of Supported Fire Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Fire Skill Gems” at gem level 5.
  • Awakened Cast while ChannellingAwakened Cast While Channelling SupportSupport, Channelling, Spell, Trigger
    Icon: W
    Level: (1-5)
    Requires Level 72Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support skills used by totems, traps, or mines. Vaal skills and skills with a reservation cannot be triggered.Trigger a Supported Spell every (0.34-0.3) seconds while Channelling Supported Skills
    Avoid Interruption from Stuns While Using Supported Skills
    Supported Triggered Spells deal 30% less Damage
    You cannot Cast Supported Triggerable Spells directly
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Avoid Interruption from Stuns While Using Supported Skills” at gem level 5.
  • Awakened Cold PenetrationAwakened Cold Penetration SupportCold, Support
    Icon: V
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports any skill that hits enemies, making those hits penetrate enemy cold resistance.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Cold DamageSupported Skills Penetrate (35-39)% Cold Resistance
    Supported Skills have (0-10)% chance to inflict Cold Exposure on Hit
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 10% chance to inflict Cold Exposure on Hit” at gem level 5.
  • Awakened Controlled DestructionAwakened Controlled Destruction SupportSpell, Critical, Support
    Icon: C
    Level: (1-5)
    Cost & Reservation Multiplier: 140%
    Requires Level 72Supports attack skills, or spell skills that deal damage.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Spell DamageSupported Skills deal (40-44)% more Spell Damage
    Supported Skills have 80% less Critical Strike Chance
    Supported Skills have (0-10)% chance to Unnerve Enemies for 4 seconds on Hit
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 10% chance to Unnerve Enemies for 4 seconds on Hit” at gem level 5.
  • Awakened Deadly AilmentsAwakened Deadly Ailments SupportSupport
    Icon: i
    Level: (1-5)
    Cost & Reservation Multiplier: 140%
    Requires Level 72Supports any skill that hits enemies.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Damage over TimeSupported Skills deal (45-54)% more Damage with Ailments
    Supported Skills deal 80% less Damage with Hits
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 48% more Damage with Ailments” at gem level 4 (unchanged), up to 54% at gem level 5 (previously 49%).
  • Awakened Elemental Damage with AttacksAwakened Elemental Damage with Attacks SupportAttack, Support
    Icon: W
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports attack skills.Per 1% Quality:1Superior0.5% increased Elemental Damage with Attack SkillsSupported Attack Skills deal (35-39)% more Elemental Damage
    Elemental Damage from Supported Skills cannot be Reflected
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Elemental Damage from Supported Skills cannot be Reflected” at gem level 5.
  • Awakened Elemental FocusAwakened Elemental Focus SupportSupport
    Icon: F
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports any skill that hits or burns enemies, or inflicts elemental ailments.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Elemental DamageSupported Skills deal (35-39)% more Elemental Damage
    Supported Skills cannot inflict Elemental Ailments
    +(0-1) to Level of Supported Elemental Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Elemental Skill Gems” at gem level 5.
  • Awakened Fire PenetrationAwakened Fire Penetration SupportFire, Support
    Icon: V
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports any skill that hits enemies, making those hits penetrate enemy fire resistance.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Fire DamageSupported Skills Penetrate (35-39)% Fire Resistance
    Supported Skills have (0-10)% chance to inflict Fire Exposure on Hit
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 10% chance to inflict Fire Exposure on Hit” at gem level 5.
  • Awakened ForkAwakened Fork SupportSupport, Projectile
    Icon: Y
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports projectile skills, making their projectiles fork into two projectiles the first two times they hit an enemy and don't pierce it.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Projectile DamageProjectiles from Supported Skills Fork an additional Time
    Supported Skills deal (10-14)% more Projectile Damage
    Projectiles from Supported Skills Fork
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 10% more Projectile Damage” at gem level 1 (previously 0%), up to 14% more at gem level 5 (previously 9%).
  • Awakened Greater Multiple ProjectilesAwakened Greater Multiple Projectiles SupportSupport, Projectile
    Icon: P
    Level: (1-5)
    Cost & Reservation Multiplier: 150%
    Requires Level 72Supports projectile skills.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Projectile DamageSupported Skills fire 5 additional Projectiles
    Supported Skills deal (25-21)% less Projectile Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 25% less Projectile Damage” at gem level 1 (previously 30%), up to 21% less at gem level 5 (previously 26%).
  • Awakened HextouchAwakened Hextouch SupportSupport, Hex, Trigger
    Icon: &
    Level: (1-5)
    Requires Level 72Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.Supported Skills apply supported Curses on Hit
    Supported Skills have (10-2)% reduced Curse Duration
    Hexes applied by Supported Curse Skills have (10-18)% chance to affect Hexproof Enemies
    You cannot Cast Supported Curse Spells
    +(0-1) to Level of Supported Curse Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Curse Skill Gems” at gem level 5.
  • Awakened Lightning PenetrationAwakened Lightning Penetration SupportLightning, Support
    Icon: V
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports any skill that hits enemies, making those hits penetrate enemy lightning resistance.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Lightning DamageSupported Skills Penetrate (35-39)% Lightning Resistance
    Supported Skills have (0-10)% chance to inflict Lightning Exposure on Hit
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 10% chance to inflict Lightning Exposure on Hit” at gem level 5.
  • Awakened Melee Physical DamageAwakened Melee Physical Damage SupportMelee, Physical, Support, Attack
    Icon: M
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports melee attack skills.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Melee Physical DamageSupported Skills deal (50-54)% more Melee Physical Damage
    Supported Skills deal (50-54)% more Damage with Bleeding and Poison caused by Melee Hits
    Supported Skills have 10% less Attack Speed
    Supported Skills have (0-10)% chance to Intimidate Enemies for 4 seconds on Hit
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 10% chance to Intimidate Enemies for 4 seconds on Hit” at gem level 5.
  • Awakened Melee SplashAwakened Melee Splash SupportSupport, Melee, Attack, Strike, AoE
    Icon: S
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.Per 1% Quality:1SuperiorSupported Skills have 0.5% increased Area of EffectSupported Skills deal (40-38)% less Damage to surrounding targets
    Supported Skills have (60-72)% more Melee Splash Area of Effect
    Supported Skills deal Splash Damage to surrounding targets
    +(0-1) to Level of Supported Strike Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Strike Skill Gems” at gem level 5.
  • Awakened Minion DamageAwakened Minion Damage SupportSupport, Minion
    Icon: d
    Level: (1-5)
    Cost & Reservation Multiplier: 140%
    Requires Level 72Supports skills which create Minions.Per 1% Quality:1SuperiorMinions from Supported Skills deal 0.5% increased DamageMinions from Supported Skills deal (40-44)% more Damage
    Minions from Supported Skills have 25% less Maximum Life
    +(0-1) to Level of Supported Minion Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Minion Skill Gems” at gem level 5.
  • Awakened MultistrikeAwakened Multistrike SupportAttack, Melee, Support
    Icon: 3
    Level: (1-5)
    Cost & Reservation Multiplier: 150%
    Requires Level 72Supports melee attack skills, making them repeat three times when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills or triggered skills.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Melee Physical DamageSupported Skills Repeat 3 additional times
    Supported Skills have (45-47)% more Melee Attack Speed
    First Repeat of Supported Skills deals 22% more Damage
    Second Repeat of Supported Skills deals 44% more Damage
    Third Repeat of Supported Skills deals 66% more Damage
    Supported Skills deal 20% less Attack Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 20% less Attack Damage” (previously 25%).
  • Awakened Spell EchoAwakened Spell Echo SupportSpell, Support
    Icon: k
    Level: (1-5)
    Cost & Reservation Multiplier: 150%
    Requires Level 72Supports spell skills, making them repeat when cast. Cannot support Vaal skills, totem skills, channelling skills, triggered skills, instant skills, or skills with a reservation.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Spell DamageSupported Skills Repeat an additional time
    Supported Skills have (55-59)% more Cast Speed
    Supported Skills deal 10% less Damage
    Final Repeat of Supported Skills has 20% chance to deal Double Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 10% less Damage” (previously 20% less), and “Final Repeat of Supported Skills has 20% chance to deal Double Damage” (previously 25%).
  • Awakened Swift AfflictionAwakened Swift Affliction SupportSupport, Duration
    Icon: r
    Level: (1-5)
    Cost & Reservation Multiplier: 140%
    Requires Level 72Supports any skill that has a duration, or can hit enemies to inflict ailments on them.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Damage over TimeSupported Skills deal (40-49)% more Damage over Time
    25% less Duration of Supported Skills and Damaging Ailments they inflict
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 43% more Damage over Time” at gem level 4 (unchanged), up to 49% at gem level 5 (previously 44%).
  • Awakened Unbound AilmentsAwakened Unbound Ailments SupportSupport
    Icon: U
    Level: (1-5)
    Cost & Reservation Multiplier: 120%
    Requires Level 72Supports any skill that hits enemies or inflicts ailmentsPer 1% Quality:1SuperiorSupported Skills have 0.5% increased Duration of Ailments on EnemiesSupported Skills have (55-69)% increased Duration of Ailments on Enemies
    Supported Skills deal (20-22)% more Damage with Ailments
    Supported Skills have (55-69)% increased Effect of non-Damaging Ailments on Enemies
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills have 58% increased Duration of Ailments on Enemies” at gem level 4 (unchanged), up to 69% at gem level 5 (previously 59%). Now grants “Supported Skills have 58% increased Effect of non-Damaging Ailments on Enemies” at gem level 4 (unchanged), up to 69% at gem level 5 (previously 59%).
  • Awakened Vicious ProjectilesAwakened Vicious Projectiles SupportProjectile, Attack, Physical, Chaos, Support
    Icon: d
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports projectile attack skills.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Physical DamageSupported Skills deal (50-59)% more Physical Projectile Attack Damage
    Supported Skills have 10% less Projectile Attack Speed
    Supported Skills deal (50-59)% more Physical Damage over Time
    Supported Skills deal (50-59)% more Chaos Damage over Time
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “Supported Skills deal 53% more Chaos Damage over Time” at gem level 4 (unchanged), up to 59% at gem level 5 (previously 54%). Now grants “Supported Skills deal 53% more Physical Damage over Time” at gem level 4 (unchanged), up to 59% at gem level 5 (previously 54%). Now grants “Supported Skills deal 53% more Physical Projectile Attack Damage” at gem level 4 (unchanged), up to 59% at gem level 5 (previously 54%).
  • Awakened Void ManipulationAwakened Void Manipulation SupportChaos, Support
    Icon: v
    Level: (1-5)
    Cost & Reservation Multiplier: 130%
    Requires Level 72Supports any skill that deals damage.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Chaos DamageSupported Skills deal (35-39)% more Chaos Damage
    Supported Skills deal no Elemental Damage
    +(0-1) to Level of Supported Chaos Skill Gems
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants “+1 to Level of Supported Chaos Skill Gems” at gem level 5.
  • Awakened UnleashAwakened Unleash SupportSpell, Support
    Icon: q
    Level: (1-5)
    Cost & Reservation Multiplier: 150%
    Requires Level 72Supports spell skills, making their effect reoccur when cast. Cannot support skills with cooldowns, triggered skills, Brand skills, Vaal skills, channelling skills, skills with a reservation, or skills used by totems, traps, or mines. Cannot modify the skills of minions.Per 1% Quality:1SuperiorSupported Skills deal 0.5% increased Spell DamageSupported Spells gain a Seal every (0.7-0.66) seconds, to a maximum of (3-4) Seals
    Supported Spells are Unsealed when cast, and their effects Reoccur for each Seal lost
    Supported Skills deal (40-38)% less Damage when Reoccurring
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    now grants a maximum of 4 Seals at gem level 5 (previously a maximum of 3 Seals).

Melee Range

Problem:

Melee Range is given at very small values on many Strike Gems, and characters lack diverse ways to invest in Melee Range on the passive tree and gear.

Solution:

Remove Melee Range from some Strike Skill Gems, and add new sources of Melee Range to the passive tree.

Specifics:

Spoiler [Expand]
  • The following Skills no longer have “+0-2 to Melee Strike Range”: Dominating Blow, Double Strike, Vaal Double Strike, Dual Strike, Elemental Hit, Frenzy, Infernal Blow, Pestilent Strike, Puncture, Riposte, Static Strike, Smite, Viper Strike, and Wild Strike.
  • Boneshatter now has “+2 to Melee Strike Range” at all gem levels (previously +0 at gem level 1, up to +2 at gem level 20).
  • Glacial Hammer, Vaal Glacial Hammer, Heavy Strike and Vigilant Strike now have “+2 to Melee Strike Range” at all gem levels (previously +2 at gem level 1, up to +4 at gem level 20).
  • The Melee Strike Range Suffix modifier on Elder Gloves has been replaced with a new Suffix modifier that grants “13-16% increased Melee Damage” and “+2 to Melee Strike Range”. The Elevated version of this modifier grants “+3-4 to Melee Strike Range”. This change does not affect existing items.
  • The Veiled and Crafted modifiers on Helmets and Gloves that granted Level of Socketed Melee Gems and Melee Strike Range now grant “+2 to Melee Strike Range” (previously +1).
  • The Warlord’s Reach Unique Jewel now grants “10% increased Attack Damage” (previously 8%), and “+2 to Melee Strike Range” (previously +1). Existing items can be updated to these new values with a Divine Orb.

Shield Skills

Problem:

Shield Skills deal too much damage for how little investment is required and have had their damage unintentionally increased by the buffs to base armour defences in this expansion. Shield Charge also generates Fortification too easily without investment.

Solution:

Lower the flat added damage bonus on Shield based skills, and rebalance the added damage to slightly lower the damage of the skill in general. Shield Charge in particular has much lower base damage, but now gets more added damage based on the defences of your shield. Overall this is only a slight damage loss for players using a high defences shield.

Specifics:

Spoiler [Expand]
  • Shield Charge now has a base Attack Time of 0.5 seconds at all gem levels (previously 0.53-0.47 seconds). Now has 3 to 4 Added Physical Damage per 15 Armour or Evasion Rating on Shield at gem level 1 (unchanged), up to 5 to 7 at gem level 20 (previously 4 to 6). Now deals 12 to 18 Base Off Hand Physical Damage at gem level 1 (previously 16 to 25), up to 134 to 200 at gem level 20 (previously 350 to 525).
  • Shield Crush now has a base Attack Time of 0.8 seconds at all gem levels (previously 0.85-0.76 seconds). Now has 3 to 4 Added Physical Damage per 15 Armour or Evasion Rating on Shield at gem level 1 (unchanged), up to 5 to 7 at gem level 20 (previously 4 to 6). Now deals 4 to 6 Base Off Hand Physical Damage at gem level 1 (unchanged), up to 172 to 258 at gem level 20 (previously 286 to 429).
  • Spectral Shield Throw now has a base Attack Time of 0.65 seconds at all gem levels (previously 0.7-0.6 seconds). Now has 3 to 4 Added Physical Damage per 15 Armour or Evasion Rating on Shield at gem level 1 (previously 4 to 5), up to 5 to 7 at gem level 20 (previously 6 to 8). Now deals 47 to 70 Base Off Hand Physical Damage at gem level 1 (previously 58 to 86), up to 203 to 304 at gem level 20 (previously 399 to 599).
  • The Merciless Labyrinth Enchantment for Spectral Shield Throw now grants “Spectral Shield Throw Fires 2 additional projectiles” (previously 3). Existing items with this Enchantment are unaffected.
  • The Eternal Labyrinth Enchantment for Spectral Shield Throw now grants “Spectral Shield Throw Fires 3 additional projectiles” (previously 5). Existing items with this Enchantment are unaffected.
  • The Seething Fury Unique Jewel now grants “+0.15% to Off Hand Critical Strike Chance per 10 Maximum Energy Shield on Shield” (previously +0.2%). Existing items can be updated to these new values with a Divine Orb, and a temporary lapse in judgement.

Forbidden Rite and Totems

Problem:

Using Totems to cast Forbidden RiteForbidden RiteSpell, AoE, Chaos, Projectile
Level: (1-20)
Cost: (8-21) Mana
Cast Time: 0.75 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 110%
Requires Level 16Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Projectile SpeedFires extra Projectiles at up to 0.1 surrounding Enemies0.5% increased Area of EffectDeals (15-498) to (22-747) Chaos Damage
Fires extra Projectiles at up to (6-7) surrounding Enemies
Take 40% of maximum Life and 25% of maximum Energy Shield as Chaos Damage
Deals 12% of your maximum Life as base Chaos Damage
Deals 5% of your maximum Energy Shield as base Chaos Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Forbidden Rite skill icon.png
gets around the threat of self-damage on Forbidden Rite, making it much more efficient than the skill in other ways while still benefiting from high life-based damage.

Solution:

Change the way Totems mitigate damage so that they have much less total health, but take significantly less damage from enemy hits and damage over time, more than compensating for the health loss in normal situations. Adjust some sources of Totem Life and Totem Chaos Resistance. Rebalance Dark Pact to partially offset the changes to Totem Life when used on Totems while buffing the skill for casting yourself. Also rebalanced the unique Torchoak's StepTorchoak Step
Antique Greaves
Armour: (219-316)Requires Level 37, 67 Str(80-120)% increased Armour
(20-30)% increased Totem Life
25% increased Movement Speed
(30-50)% increased Totem Placement speed
Totems Reflect 100% of their maximum Life as Fire Damage to nearby Enemies when Hit
Centuries ago, there existed a unique grove imbued with ancestral fire.
As with all things, the Karui used its wood for war.
[sicSīc erat scriptum (Latin: “Thus it was written”) – This quote is reproduced faithfully from its source with the preceding errors.] to account for the life reduction on Totems.

Specifics:

Spoiler [Expand]
  • Character Totem Life has been reduced by approximately 60%. Totems now take 80% less Damage from enemies, but deal 400% more Damage to themselves (meaning they now take full Damage from themselves).
  • The Soul MantleSoul Mantle
    Spidersilk Robe
    Energy Shield: (202-257)
    Movement Speed: -3%
    Requires Level 49, 134 IntSocketed Gems are Supported by Level 20 Spell Totem
    (20-25)% increased Spell Damage
    (100-120)% increased Energy Shield
    (20-30)% increased Totem Life
    Inflicts a random Hex on you when your Totems die, with 80% more Effect
    The greatest mistakes cause suffering
    long after they have been made
    Unique Body Armour now grants 20-30% increased Totem Life (previously 50%). Existing items can be updated to these new (worse) values with a Divine Orb.
  • The Torchoak StepTorchoak Step
    Antique Greaves
    Armour: (219-316)Requires Level 37, 67 Str(80-120)% increased Armour
    (20-30)% increased Totem Life
    25% increased Movement Speed
    (30-50)% increased Totem Placement speed
    Totems Reflect 100% of their maximum Life as Fire Damage to nearby Enemies when Hit
    Centuries ago, there existed a unique grove imbued with ancestral fire.
    As with all things, the Karui used its wood for war.
    Unique Boots now grants 20-30% increased Totem Life (previously 30-50%). It also now has “Totems Reflect 100% of their Maximum Life as Fire Damage to nearby Enemies when Hit” (previously 25%). Existing items can be updated with a Divine OrbDivine OrbStack Size: 10Randomises the numeric values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it.
    Shift click to unstack.
    .
  • The Ancestral Might Cluster Jewel Notable no longer grants 20% increased Totem Damage. Instead, it now grants 15% increased Totem Life.
  • The Ancestral Preservation Cluster Jewel Notable no longer grants 30% increased Totem Life. Instead, it now grants “Totems gain +20% to all Elemental Resistances”, as well as “Totems have 15% additional Physical Damage Reduction” (previously 10%), and “Totems gain +25% to Chaos Resistance” (previously 40%).
  • Dark PactDark PactMinion, Spell, AoE, Chaining, Chaos, Nova
    Level: (1-20)
    Cost: (7-13) Mana
    Cast Time: 0.50 sec
    Critical Strike Chance: 5.00%
    Requires Level 28This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Area of EffectSacrifices 0.05% of Skeleton's Life to deal that much Chaos DamageMinions recover 0.1% of Life on HitSacrifices 8% of Skeleton's Life to deal that much Chaos Damage
    Deals (24-241) to (36-362) Chaos Damage
    Chains +2 Times
    (56-136)% more Damage with Hits and Ailments if using your Life
    Uses your Life if no Skeletons in range
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Dark Pact skill icon.png
    now sacrifices 8% of Skeleton’s Life to deal that much Chaos Damage (previously 6%). Now has “40% more Damage with Hits and Ailments if using your Life” at gem level 1 (previously 0%), up to 97% at gem level 20 (previously 76%).

3.15 Skills

Problem:

Some skills released in 3.15 are not as powerful as intended.

Solution:

Improve Voltaxic Burst, Explosive Concoction, Absolution and Ambush.

Specifics:

Spoiler [Expand]
  • Absolution now has +0 to radius at gem level 1, up to +4 at gem level 20.
  • Explosive Concoction now has 115% of base Attack Speed (previously 100%), and +6% to Critical Strike Chance (previously +5%).
  • Voltaxic Burst now has “1% more Damage with Hits and Ailments for each Cast of this Spell currently waiting” at all gem levels, and a base Critical Strike Chance of 6.5% (previously 5%).
  • Ambush no longer has “Exerted Attacks have 200-276% increased Critical Strike Chance”. Instead, it now has “Exerted Attacks have +25% to Critical Strike Chance”.
  • Quality on the Divergent Ambush Skill now grants “Exerted Attacks have +0-5% to Critical Strike Chance” (previously “Exerted Attacks have 0-40% increased Critical Strike Chance”).
  • Absolution now grants “25% chance to Summon a Sentinel of Absolution on Hitting a Rare or Unique Enemy” (previously only Hitting a Unique Enemy).
  • We’ve also tweaked the description on Dominating Blow to more accurately describe its functionality. It has been updated from “25% Chance to Summon a Normal Sentinel of Dominance when you Hit a Unique Monster” to “25% Chance to Summon a Normal Sentinel of Dominance on Hitting a Unique Monster”. This is not a functional change.

Cast on Trigger Mana Multipliers

Problem:

Cast on Melee Kill, Cast on Critical Strike, Awakened Cast on Critical Strike, Cast while Channelling, and Awakened Cast while Channelling have separate Cost and Reservation Multipliers for Attacks (140%) and Spells (100%), but this can't be communicated.

Solution:

Change these Supports to have the same Cost and Reservation Multiplier for both Attacks and Spells to 120%, adjusting the cost to not shift the combined mana cost significantly.

Specifics:

Spoiler [Expand]

The following Support Gems now have a 120% Cost and Reservation Multiplier (previously 140% for Attacks, and 100% for Spells): Cast on Melee Kill, Cast on Critical Strike, Awakened Cast on Critical Strike, Cast while Channelling, and Awakened Cast while Channelling.

Spectral Throw Mana Cost

Problem:

Spectral Throw has a higher mana cost compared with other starting skills, resulting in it being difficult to use in the early game without constantly running out of mana.

Solution:

Lower the Mana cost of Spectral Throw.

Specifics:

Spoiler [Expand]

Spectral Throw now has a base Mana cost of 5 at gem level 1 (previously 7), up to 8 at gem level 20 (previously 9).

Ward Strength

Problem:

Base Ward on items is too weak relative to the improved core defences.

Solution:

Increase base Ward on Expedition base types and adjust unique Expedition items that scale from ward.

Specifics:

Spoiler [Expand]
  • The Runic Helm base type now grants 41 base Ward (previously 34).
  • The Runic Crest base type now grants 97 base Ward (previously 81).
  • The Runic Crown base type now grants 164 base Ward (previously 137).
  • The Runic Greaves and Runic Gloves base types now grant 24 base Ward (previously 20).
  • The Runic Sollerets and Runic Gages base types now grant 62 base Ward (previously 52).
  • The Runic Sabatons and Runic Gauntlets base types now grant 102 base Ward (previously 85).
  • The Nightgrip Unique Gloves provided a bit too much Added Chaos from Ward. It now has “Gain Added Chaos Damage equal to 20% of Ward” (previously 25%). Existing items can be updated to these worse values using a Divine Orb.

Breach Unique Balance

Problem:

Some Breach Unique items are not as desirable as others.

Solution:

Change some Breach Uniques, giving more of a reason to engage with a wider variety of Breach encounters.

Specifics:

Spoiler [Expand]
  • The TulfallTulfall
    Tornado Wand
    Wand
    Physical Damage: 25-75
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.30
    Weapon Range: 120
    Requires Level 65, 212 Int(35-39)% increased Spell Damage(10-15)% increased Cast Speed
    Gain a Power Charge on Killing a Frozen Enemy
    Adds 15 to 25 Cold Damage to Spells per Power Charge
    Lose all Power Charges on reaching Maximum Power Charges
    Gain a Frenzy Charge on reaching Maximum Power Charges
    (15-20)% increased Cold Damage per Frenzy Charge
    We fracture and splinter.
    We pierce our sides.
    But in the great freeze we are forged anew.
    Unique Wand now has “Gain a Power Charge on Killing a Frozen Enemy” (previously 50% chance to gain a Power Charge on Killing a Frozen Enemy), and “15-20% increased Cold Damage per Frenzy Charge” (previously 10-15%). Existing items can be updated with a Divine OrbDivine OrbStack Size: 10Randomises the numeric values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it.
    Shift click to unstack.
    .
  • The Esh's VisageEsh's Visage
    Vaal Spirit Shield
    Chance to Block: 24%
    Energy Shield: (190-230)
    Movement Speed: -3%
    Requires Level 62, 159 Int(5-10)% increased Spell Damage(240-260)% increased Energy Shield
    +(70-100) to maximum Life
    +(30-40)% to Lightning Resistance
    +(17-29)% to Chaos Resistance
    Chaos Damage does not bypass Energy Shield while not on Low Life
    Reflect Shocks applied to you to all Nearby Enemies
    She could see what she was not;
    a silhouette wreathed in light.
    And she was still.
    Unique Shield now has “Chaos Damage does not bypass Energy Shield while not on Low Life” (previously Low Life or Low Mana), this change affects existing items. It also now has “+70-100 to maximum Life” (previously +40-70), existing items can be updated to these new values with a Divine Orb.
  • The United in DreamUnited in Dream
    Cutlass
    One Handed Sword
    Physical Damage: 13-53
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.55
    Weapon Range: 11
    Requires Level 69, 55 Str, 79 Dex40% increased Global Accuracy RatingGrants Level 25 Envy Skill
    Minions deal (60-80)% increased Damage
    Minions have +29% to Chaos Resistance
    Minions have 60% chance to Poison Enemies on Hit
    Minions Leech 5% of Damage as Life against Poisoned Enemies
    They grow fat and ripe in slumber.
    To be fed upon when he wakes.
    Unique Sword now grants Level 25 Envy skill icon.pngEnvy Skill (previously 15), this change affects existing items, though you will need to use a Divine Orb to fix the description on the item. It also now has “Minions deal 60-80% increased Damage” (previously 30-40%), existing items can be updated to these values with a Divine Orb.
  • The Skin of the LordsSkin of the Lords
    Simple Robe
    Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)
    Sockets cannot be modified
    +2 to Level of Socketed Gems
    100% increased Global Defences
    You can only Socket Corrupted Gems in this item
    Item has 6 Sockets and is fully linked (Hidden)
    <Random Keystone>
    Corrupted
    The Lords are chosen so carefully.
    Only they may grace His flesh.
    Unique Body Armour now grants “+2 to level of Socketed Gems” (previously +1). A Divine Orb would be able to update this on existing items, if they weren’t Corrupted already.
  • The following Keystones Passive Skills can also now appear on the Skin of the Lords Unique Body Armour: Divine Shield, Ghost Dance, Iron Will, Lethe Shade, Magebane, Solipsism and Versatile Combatant.
  • Voice of the StormVoice of the Storm
    Lapis Amulet
    Requires Level 40+(20-30) to IntelligenceTrigger Level 12 Lightning Bolt when you deal a Critical Strike
    +(10-15) to all Attributes
    (10-20)% increased maximum Mana
    Critical Strike Chance is increased by Overcapped Lightning Resistance
    When she of many mouths spoke,
    we bowed in awe and were crushed.

    This item can be transformed with a Blessing of Esh
    and Choir of the StormChoir of the Storm
    Lapis Amulet
    Requires Level 69+(20-30) to IntelligenceTrigger Level 20 Lightning Bolt when you deal a Critical Strike
    50% increased Lightning Damage
    (10-20)% increased maximum Mana
    -30% to Lightning Resistance
    Critical Strike Chance is increased by Overcapped Lightning Resistance
    But the fool did not bow.
    The fool stood and questioned.
    And the fool was unwritten.
    : Unique Amulets both now grant “Critical Strike Chance is increased by Overcapped Lightning Resistance” (previously Increased by Lightning Resistance). Choir of the Storm now has “-30% to Lightning Resistance”.

Critical Tag

Problem:

Skills that interact with Critical Strikes were not tagged in any way, which is required for a new Critical Mastery effect that applies to all Critical Support Gems.

Solution:

Added a new "Critical" Gem Tag. This applies to skills which positively affect your Critical Strikes, or provides effects on Critical Strikes.

Specifics:

Spoiler [Expand]
  • This tag can be found on the following Skill Gems: Ambush, Assassin’s Mark, Battlemage’s Cry, Bladefall, Blade Vortex, Vaal Blade Vortex, Cobra Lash, Destructive Link, Dual Strike, Frost Shield, Ice Spear, Icicle Mine, Lightning Spire Trap, Lightning Trap, Vaal Lightning Trap, Precision, Power Siphon, Vaal Power Siphon, Summon Ice Golem, and Zealotry.
  • The tag can also be found on the following Support Gems: Cast On Critical Strike, Awakened Cast On Critical Strike, Charged Mines, Charged Traps, Controlled Destruction, Awakened Controlled Destruction, Critical Strike Affliction, Increased Critical Damage, Increased Critical Strikes, Inspiration, Nightblade, and Power Charge on Critical.

Atziri Unique Drops

Problem:

Both The Apex of SacrificeThe Apex of SacrificeMap Level: 70Area does not contain Rogue Exiles (Hidden)Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once. and The Alluring AbyssThe Alluring AbyssMap Level: 80100% more Monster Life
60% increased Monster Damage
Area does not contain Rogue Exiles (Hidden)
Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.
Atziri encounters are not rewarding enough, and Atziri's DisfavourAtziri's Disfavour
Vaal Axe
Two Handed Axe
Physical Damage: (309-324) to (424-444)
Critical Strike Chance: 5.00%
Attacks per Second: (1.29-1.33)
Weapon Range: 15
Requires Level 75, 158 Str, 76 Dex25% chance to Maim on Hit+2 to Level of Socketed Support Gems
Adds (205-220) to (250-270) Physical Damage
(12-16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+2 to Weapon Range
"I do not believe in disguising my disappointment."
- Atziri, Queen of the Vaal
no longer fits the power level of a unique from The Alluring Abyss.

Solution:

Make Pledge of HandsPledge of Hands
Judgement Staff
Warstaff
Physical Damage: 73-136
Critical Strike Chance: 6.50%
Attacks per Second: 1.30
Weapon Range: 13
Requires Level 68, 113 Str, 113 Int+20% Chance to Block Spell Damage while wielding a StaffSocketed Gems are Supported by Level 30 Greater Spell Echo
(120-160)% increased Spell Damage
50% increased maximum Mana
"To shake a hand is to double your power."
- Jaetai, Queen's Advisor
drop from Atziri, Queen of the Vaal in The Alluring Abyss. Move Atziri's Disfavour to a drop from Atziri, Queen of the Vaal in the Apex of Sacrifice.

Specifics:

Spoiler [Expand]
  • Atziri’s Disfavour now drops from Atziri, Queen of the Vaal in The Apex of Sacrifice (previously in The Alluring Abyss).
  • Pledge of Hands is now exclusively obtained as a drop from Atziri, Queen of the Vaal in The Alluring Abyss, and through relevant Divination Cards. The Hollow PledgeThe Hollow PledgeGrasping blindly through a dark dream, a final pledge turns brittle flesh to dust.You will track down a powerful Tunneler in a map who will drop a unique item when slain.Right-click to add this prophecy to your character. Prophecy can no longer be obtained, though existing Prophecies can still be completed.
  • The Last One StandingThe Last One Standing10Atziri's DisfavourThe strongest emerge from suffering. The toughest bear the most scars. The sole survivor claims the greatest of rewards. Divination Card now has a chance to drop by killing Daresso in the Colosseum MapColosseum MapMap Level: 70
    Map Tier: 3
    Guild Character: ü
    Life means as little as a passing
    moment of entertainment.
    Let them rot.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    (previously from the Hall of GrandmastersHall of Grandmasters
    Promenade Map
    Map Level: 72
    Map Tier: 5
    Contains the Immortalised Grandmasters
    PvP damage scaling in effect
    The grandest and greatest ever to fight,
    Divine the champions stand tall.
    But match their power, best their might,
    And even the immortal may fall.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    Unique Promenade MapPromenade MapMap Level: 72
    Map Tier: 5
    Guild Character: ;
    Even the greatest achievements
    will eventually be abandoned.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    ).
  • The Atziri's AcuityAtziri's Acuity
    Vaal Gauntlets
    Armour: (696-851)Requires Level 63, 100 Str+(60-80) to Intelligence
    (40-60)% increased Global Critical Strike Chance
    (200-220)% increased Armour
    +(60-75) to maximum Life
    You have Vaal Pact if you've dealt a Critical Strike Recently
    "The heart is the herald.
    It will tell me when it is best to strike."
    - Atziri, Queen of the Vaal
    Unique Gloves now grants “40-60% increased Global Critical Strike Chance” (previously 25-35%). Existing items can be updated to these new values with a Divine Orb.

Clever Construction

Problem:

Traps and Mines are very vulnerable to some monster abilities without the Clever Construction passive notable giving them damage immunity when first placed.

Solution:

Give all Traps and Mines the damage immunity from the Clever Construction Notable Passive as a built-in effect, for a shorter time. Give a Trap and Mine Mastery option that gives your Traps or Mines full damage immunity.

Specifics:

Spoiler [Expand]

Character Traps and Mines are now invulnerable from taking damage for 2 seconds after they have been thrown.

Vaal Immortal Call

Problem:

Vaal Immortal CallVaal Immortal CallVaal, Spell, Duration, Guard
Level: (1-20)
Cooldown Time: 60.00 sec
Can Store 1 Use(s)
Souls Per Use: 100
Can Store 1 Use(s)
Soul Gain Prevention: 8 sec
Cast Time: Instant
Requires Level 34Discharges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended.Per 1% Quality:1Superior1% increased Skill Effect DurationBase duration is 0.4 seconds
(100-157)% increased Buff Duration per Endurance Charge removed
Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention
Buff expiry rate cannot be modified
Corrupted
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Vaal Immortal Call skill icon.png
can be kept active permanently by using legacy items in Permanent Leagues.

Solution:

Increase the cooldown time of Vaal Immortal Call significantly.

Specifics:

Spoiler [Expand]

Vaal Immortal Call now has a Cooldown Time of 60 seconds (previously 3 seconds).

Unwavering Focus

Problem:

The Unwavering Focus Cluster Jewel notable can be stacked to reduce the cost of Channelled Skills to 0, including non-mana costs. This isn't usually worth the opportunity cost, but has problematic interactions in some setups.

Solution:

Replace the Cost Reduction on Unwavering Focus with another effect.

Specifics:

Spoiler [Expand]

The Unwavering Focus Cluster Jewel Notable no longer grants “15% reduced Cost of Channelling Skills”. It now grants “50% chance to Avoid being Stunned while Channelling” (previously 40%), and “Channelling Skills deal 30% increased Damage” (previously 25%).

Unique Map Boss Ailment Threshold

Problem:

Some Unique Map Bosses have too high of an Ailment Threshold compared to other Bosses on an Atlas with all Watchstones active.

Solution:

Bring the Ailment Threshold of Bosses with very high Ailment Thresholds in-line with others.

Specifics:

Spoiler [Expand]

Lowered the Ailment Thresholds of the Putrid CloisterThe Putrid Cloister
Museum Map
Map Level: 69
Map Tier: 2
Item Quantity: +90%
Item Rarity: +45%
Players are Cursed with Vulnerability
Players are Cursed with Conductivity
Players are Cursed with Flammability
Players are Cursed with Frostbite
Players are Cursed with Despair
Unique Boss drops divination cards
Please take out your blades,
your whips, and your spikes.
Class is now in session.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
, Vinktar SquareThe Vinktar Square
Courtyard Map
Map Level: 72
Map Tier: 5
Item Quantity: (+100%-+150%)
Item Rarity: (+100%-+150%)
Monster Pack Size: (+30%-+50%)
20% more Monster Life
(30-50)% increased Pack size
Monsters cannot be Shocked
20% increased Monster Damage
+35% Monster Lightning Resistance
Monsters deal 35% extra Physical Damage as Lightning
To the east,
it cannot be seen.
To the west,
it cannot be touched.
To the south,
it cannot be remembered.
And to the north,
it cannot be contained.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
, Doryani's MachinariumDoryani's Machinarium
Maze Map
Map Level: 81
Map Tier: 14
Item Quantity: (+40%-+60%)
Item Rarity: (+40%-+60%)
(20-50)% increased Experience gain
Found Items have 10% chance to drop Corrupted in Area
Unique Boss is augmented by Player choices
We are ever the makers of our own undoing.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
, and Hallowed GroundHallowed Ground
Cemetery Map
Map Level: 71
Map Tier: 4
Item Quantity: +100%
Item Rarity: +100%
Unique Boss drops 3 additional Maps
Unique Boss gives 2000% increased Experience
0.5 Flask Charges recovered every 3 seconds
+(-2-2) to Monster Level of Area
Some dead have long envied the living.
When given the chance, they take from us what they can.
So we offer our suffrage.
In return, they give only suffering.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
Unique Bosses (as they were too far above other Bosses on a fully Watchstoned Atlas).

Delve/Prophecy/Incursion Crafts

Problem:

Socket Crafting unlocks and Meta Crafting Modifier Unlocks are found in specific content that a player might not engage with.

Solution:

Many crafting modifiers that were obtained from Delve, Prophecy and Incursion are now obtained in maps, including Meta Crafting Modifiers being found in unique maps.

Specifics:

Spoiler [Expand]

The crafts that allow Items to have mulitple Crafted Modifiers, prevent Item Prefixes or Suffixes from being changed, prevent Items from rolling Attack or Caster Modifiers, crafts that modify Socket Colours, Numbers or Links on an item, and all crafts previously found in the Incursion Temple can now be found in Maps.

Unveiling Crafting Modifiers

Problem:

Obtaining all Crafting Modifiers granted by Unveiling can be very time consuming, especially for modifiers with multiple tiers.

Solution:

Change Veiled Crafting Modifiers to unlock all tiers from a single Unveil.

Specifics:

Spoiler [Expand]
  • You now only have to craft a Veiled Crafting Modifier once when Unveiling items with Jun to unlock those Modifiers as Crafting options for all tiers.
  • We’ve also taken the opportunity to increase the chance of seeing some rarer Veiled Modifiers to make it easier to unlock them.

The Sacred Blossom

Problem:

The Sacred BlossomSacred BlossomIt isn't the twisted transformative power of corruption that makes it so dangerous.
It is its ability to hide in plain sight.
Can be used in a personal Map Device.
boss fight doesn't have a sufficiently valuable unique reward. The Forbidden ShakoForbidden Shako
Great Crown
Armour: (143-161)
Energy Shield: (29-33)
Requires Level 68, 59 Str, 59 IntSocketed Gems are Supported by Level (1-10) <random Support Gem>
Socketed Gems are Supported by Level (25-35) <random Support Gem>
+(25-30) to all Attributes
The Azmeri must never touch the Tears of Maji, lest Viridi weep.
unique that is intended to be this reward is outclassed by Replica Forbidden ShakoReplica Forbidden Shako
Great Crown
Armour: (143-161)
Energy Shield: (29-33)
Requires Level 68, 59 Str, 59 IntSocketed Gems are Supported by Level (1-10) <random Support Gem>
Socketed Gems are Supported by Level (25-35) <random Support Gem>
+(25-30) to all Attributes
"I believed I understood Prototype #112 quite fully, until a test subject with Azmeri ancestry donned it. I will be haunted by the results for the rest of my life."
- Researcher Graven
from Heist.

Solution:

  • Stop Replica Forbidden Shako dropping. Change Forbidden Shako to match the values of Replica Forbidden Shako.
  • The Forbidden Shako Unique Helmet now grants one Level 1-10 Support Gem that Supports Socketed Items, and one Level 25-35 Support Gem that Supports Socketed Items (previously two Level 15-25 Support Gems). Existing items can be updated with a Divine Orb.
  • The Replica Forbidden Shako Unique Helmet can no longer be obtained.

Added Damage on Quivers

Problem:

The Added Damage to Attacks modifiers on Quivers provide very small damage bonuses, while Quivers are intended to be a powerful source of damage for Bows.

Solution:

Add more tiers of Added Damage on Quivers and greatly increase their power.

Specifics:

Spoiler [Expand]

Modifiers on Quivers that granted added Elemental Damage to Attacks have been buffed, and now have a set of modifiers that can roll past level 29, capping out at level 77. Generally these modifiers have values that are 50% that of the corresponding added Elemental Damage modifier on Bows.

Examples of the new highest tier modifiers:

  • Adds 37-50 to 74-87 Fire Damage to Attacks
  • Adds 33-45 to 67-78 Cold Damage to Attacks
  • Adds 6-13 to 136-155 Lightning Damage to Attacks
  • Quivers now share the same modifier progression for Added Physical Damage to Attacks as those on Amulets - previously only being able to roll up to level 28 modifiers.
  • Example of the new highest tier modifier:
  • Adds 11-15 to 22-26 Physical Damage to Attacks
  • Note, the weighting of Added Damage to Attacks modifiers on Quivers has been adjusted such that the chance to roll other Prefix Modifiers like Maximum Life or Weapon Elemental Damage is similar to before.
  • Added Damage to Attacks Modifiers granted by Essences of Anguish, Suffering, Torment, Contempt and Envy for Quivers have been updated accordingly.
  • Added Damage with Bow Attacks Implicit Modifiers obtained through Corrupting Quivers have been buffed slightly. New Quiver Corruption Implicits for added Physical and added Chaos Damage with Bow Attacks have also been added.
  • The Essence of HorrorEssence of HorrorStack Size: 9
    Essence Tier: 8
    Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
    Weapon: 16% chance to gain a Power, Frenzy or Endurance Charge on Kill
    Gloves: Socketed Gems have +3.5% Critical Strike Chance
    Boots: 5% reduced Elemental Damage Taken while stationary
    Body Armour: 15% of Physical Damage from Hits taken as Cold Damage
    Helmet: Socketed Gems deal 30% more Elemental Damage
    Shield: Chill Nearby Enemies when you Block
    Quiver: 8 to 12 Added Cold Damage per Frenzy Charge
    Amulet: (15-25)% chance to Crush on Hit
    Ring: 4 to 7 Added Cold Damage per Frenzy Charge
    Belt: Gain Alchemist's Genius when you use a Flask
    Right click this item then left click a normal or rare item to apply it.
    Shift click to unstack.
    and Elder Quiver modifier that grants Cold Damage per Frenzy Charge now grants 6-8 to 12-13 added Cold Damage per Frenzy Charge (previously 3-4 to 6-7). This does not affect the similar Ring Modifier obtained through Essence of Horror.
  • Quivers now have their own Modifiers for added Cold, Lightning and Fire Damage to Attacks on the Crafting Bench (at much higher values than before). Quivers can now also craft Rank 2 added Physical Damage to Attacks, and added Chaos Damage to Attacks (previously only Rank 1).
  • It is now possible to craft Rank 1 added Cold, Lightning and Fire Damage to Attacks modifiers on Gloves at the Crafting Bench.
  • Hybrid elemental added Damage Modifiers on Quivers can now be Unveiled at the same values as those on Shields and Rings, and the Rank 2 and 3 versions of these Modifiers can now be crafted on Quivers at the Crafting Bench (previously only Rank 1).

Quivers on Unarmed Characters

Problem:

Quivers are intended both mechanically and thematically to only provide benefits while using a Bow.

Solution:

Disable Quivers while no Bow is equipped to prevent benefiting from them while Unarmed.

Specifics:

Spoiler [Expand]

It is no longer possible to equip a Quiver unless you have a Bow equipped. Unequipping a Bow will now cause equipped Quivers to be disabled.

Skill Gem Weapon Restrictions

Problem:

Some Skill Gem descriptions don't state what weapons they require.

Solution:

Correctly show all weapon restrictions on Skill Gems.

Specifics:

Spoiler [Expand]
  • Ancestral ProtectorAncestral ProtectorAttack, Totem, Melee, Strike
    Level: (1-20)
    Cost: 8 Mana
    Attack Damage: (90-180)% of base
    Effectiveness of Added Damage: (90-180)%
    Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Totem Damage2% increased Totem Placement speed2% increased Activation range1% increased Effect of Ancestor Totem BuffTotem lasts 12 seconds
    +(16-18) to Melee Strike Range
    50% increased Totem Placement speed
    (10-20)% more Attack Speed while Totem is Active
    Summons a Totem which uses this Skill
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Ancestral Protector skill icon.png
    , Ancestral WarchiefAncestral WarchiefAttack, Totem, AoE, Slam, Melee
    Level: (1-20)
    Cost: 10 Mana
    Attack Speed: 90% of base
    Attack Damage: (110-166)% of base
    Effectiveness of Added Damage: (110-166)%
    Requires Level 28Summons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Totem Damage2% increased Totem Placement speed2% increased Activation range2% increased Damage with AilmentsTotem lasts 12 seconds
    50% increased Totem Placement speed
    (8-18)% more Melee Damage while Totem is Active
    +10 to Melee Strike Range
    Summons a Totem which uses this Skill
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Ancestral Warchief skill icon.png
    and Vaal Ancestral WarchiefVaal Ancestral WarchiefVaal, Attack, Totem, AoE, Melee, Slam
    Level: (1-20)
    Souls Per Use: 20
    Can Store 2 Use(s)
    Soul Gain Prevention: 9 sec
    Attack Speed: 80% of base
    Attack Damage: (100-154)% of base
    Effectiveness of Added Damage: (100-154)%
    Requires Level 28Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.Per 1% Quality:1Superior1% increased Totem DamageTotem lasts 6 seconds
    50% increased Totem Placement speed
    32% more Melee Damage while Totem is Active
    +1 to maximum number of Summoned Totems
    Summons a Totem which uses this Skill
    Corrupted
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Vaal Ancestral Warchief skill icon.png
    now state they require a Melee Weapon or Unarmed.
  • Artillery BallistaArtillery BallistaAttack, Totem, AoE, Fire, Projectile, Bow
    Level: (1-20)
    Cost: (7-11) Mana
    Attack Speed: 50% of base
    Attack Damage: (44-57)% of base
    Effectiveness of Added Damage: (44-57)%
    Requires Level 28Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Fire Damage5% increased Burning DamageFires an additional ArrowTotem lasts 8 seconds
    Fires 5 additional Arrows
    +(2-3) to maximum number of Summoned Ballista Totems
    100% of Physical Damage Converted to Fire Damage
    Summons a Ballista Totem which uses this Skill
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Artillery Ballista skill icon.png
    , Siege BallistaSiege BallistaAttack, Projectile, Totem, Bow
    Level: (1-20)
    Cost: (6-11) Mana
    Attack Speed: 50% of base
    Attack Damage: (100-145)% of base
    Effectiveness of Added Damage: (100-145)%
    Projectile Speed: 3260
    Requires Level 12Summons a ballista totem that attacks with piercing arrows. Requires a Bow.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Projectile DamageFires 0.1 additional Projectiles
    1% reduced Attack Speed
    1% increased Projectile Speed1% chance to Impale Enemies on Hit
    Totem lasts 8 seconds
    +(2-3) to maximum number of Summoned Totems
    Arrows Pierce (6-9) additional Targets
    Summons a Ballista Totem which uses this Skill
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Siege Ballista skill icon.png
    and Shrapnel BallistaShrapnel BallistaAttack, Projectile, Totem, Physical, Bow
    Level: (1-20)
    Cost: (5-11) Mana
    Attack Speed: 50% of base
    Attack Damage: (38-44)% of base
    Effectiveness of Added Damage: (38-44)%
    Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Projectile SpeedChains +0.1 TimesProjectiles Pierce 0.1 additional Targets0.5% increased Attack SpeedTotem lasts 8 seconds
    Fires 2 additional Arrows
    +(2-3) to maximum number of Summoned Ballista Totems
    (2-56) to (3-85) Added Attack Physical Damage
    Summons a Ballista Totem which uses this Skill
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Shrapnel Ballista skill icon.png
    now state they require a Bow.

NOTE: Updated note regarding Ancestral Protector, Ancestral Warchief and Vaal Ancestral Warchief to also include Unarmed.

Trap Enchantments granting Cast Speed

Problem:

Some Trap Enchantments gave Cast Speed, which no longer inherently applies to Trap skills.

Solution:

Change these Enchantments to give Trap Throwing Speed.

Specifics:

Spoiler [Expand]
  • The Helmet Enchantments which granted 8% / 12% increased Cast Speed for Lightning Spire TrapLightning Spire TrapTrap, Critical, Spell, Duration, AoE, Lightning
    Level: (1-20)
    Cost: (13-25) Mana
    Cooldown Time: 8.00 sec
    Can Store 3 Use(s)
    Cast Time: 1.00 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 75%
    Requires Level 28Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. Modifiers to trap throwing speed will affect how frequently it strikes. Has a higher chance to critically strike Shocked enemies.Per 1% Quality:1Superior2Anomalous3Divergent1% chance to Shock enemies1% less Skill Effect Duration
    3% increased Cooldown Recovery Rate
    0.5% chance to Hinder Enemies on Hit
    Trap lasts 4 seconds
    Base duration is 3.5 seconds
    Deals (15-207) to (46-622) Lightning Damage
    (100-138)% increased Critical Strike Chance against Shocked Enemies
    Strikes every (0.55-0.36) seconds
    Strikes 3 Areas
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Lightning Spire Trap skill icon.png
    now grant 8% / 12% Lightning Spire Trap Throwing Speed.
  • The Helmet Enchantments which granted 8% / 12% increased Cast Speed for Flamethrower TrapFlamethrower TrapTrap, Spell, Duration, AoE, Fire
    Level: (1-20)
    Cost: (13-25) Mana
    Cooldown Time: 8.00 sec
    Can Store 3 Use(s)
    Cast Time: 1.00 sec
    Critical Strike Chance: 5.00%
    Effectiveness of Added Damage: 30%
    Requires Level 28Throws a trap that releases a number of flames in different directions around it when triggered. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Burning enemies are dealt more damage.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Fire Damage1% less Skill Effect Duration
    3% increased Cooldown Recovery Rate
    1% increased Trap Throwing Speed
    Trap lasts 4 seconds
    Base duration is 3.5 seconds
    Deals (5-211) to (8-319) Fire Damage
    25% more Damage against Burning Enemies
    Has 4 Flames
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Flamethrower Trap skill icon.png
    now grant 8% / 12% Flamethrower Trap Throwing Speed.

Golem Life Regen

Problem:

Without investing in Minion passives that gave minions Life Regeneration, a character using Golems for their buff effect will often have their golems die to slow damage attrition.

Solution:

Give all Golems Life Regeneration, and then further increase the inherent life regeneration of Stone Golems.

Specifics:

Spoiler [Expand]
  • Stone GolemsSummon Stone GolemMinion, Spell, Golem, Physical
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Stone Golem that grants you life regeneration. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    (30-68)% increased Minion Maximum Life
    Golems grant (33-105) Life Regenerated per second
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Stone Golem skill icon.png
    now regenerate 2% of their Life per second (previously 1%).
  • CarrionSummon Carrion GolemPhysical, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems grant (7-27) to (11-41) additional Physical Damage for Non-Golem Minions
    Golems deal 5% more Damage per Non-Golem Minion near them, up to 50%
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Carrion Golem skill icon.png
    , ChaosSummon Chaos GolemChaos, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Chaos Golem that grants you Physical Damage Reduction. The Chaos Golem can use a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems grant (3-4)% additional Physical Damage Reduction
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Chaos Golem skill icon.png
    , FlameSummon Flame GolemFire, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Flame Golem that grants you increased Damage. The Flame Golem can use a fire spray, a wave of fire damage, and an explosive arcing projectile.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems Grant (15-20)% increased Damage
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Flame Golem skill icon.png
    , IceSummon Ice GolemCritical, Cold, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning dash in addition to its melee attack.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems Grant (20-30)% increased Critical Strike Chance
    Golems Grant (20-30)% increased Accuracy
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Ice Golem skill icon.png
    and Lightning GolemsSummon Lightning GolemLightning, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Lightning Golem that grants you increased Attack and Cast speed. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems grant (6-9)% increased Attack and Cast Speed
    (30-68)% increased Minion Maximum Life
    (0-19)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Lightning Golem skill icon.png
    now regenerate 1% of their Life per second.

Harvest Craft Changes

Problem:

The Harvest crafts that upgrade a Normal or Magic item to a Rare item with a modifier of a certain type are close in function to their matching craft that reforge a Rare item, while being unable to be used on a single item repeatedly.

Solution:

Combine the two harvest crafts into a single craft that reforges a Normal, Magic or Rare item as a Rare item with new Modifiers.

Specifics:

Spoiler [Expand]
  • Crafts that previously reforged a Normal or Magic item to a Rare with a specific Modifier now reforge a Normal, Magic or Rare item into a Rare with a specific Modifier.
  • Crafts that previously reforged a Rare with a specific Modifier now reforge a Normal, Magic or Rare item into a Rare with a specific Modifier.
  • Crafts that previously reforged a Rare with a specific Modifier, and made that Modifier group more common, now reforge a Normal, Magic or Rare item into a Rare with a specific Modifier, and make that Modifier group more common.

Synthesis Map Mods

Problem:

Modifiers on Unique Synthesis Maps don't provide as much increased Pack Size, Item Quantity and Rarity when compared with other Map Areas.

Solution:

Update the values on these modifiers to match their Map counterparts.

Specifics:

Spoiler [Expand]
  • Modifiers on Unique Synthesis Maps that provide increased Pack Size, Item Quantity and Rarity have been buffed, bringing them up to values more in line with similar Modifiers for other Maps.
  • For example, the modifier for Unique Synthesis Maps that increases Rare Monsters and grants “Rare Monsters each have a Nemesis Mod” now provides +13% Item Quantity, +8% Item Rarity, and +5% Pack Size.

Triggered Marks

Problem:

Items that trigger Marks on hitting a Rare or Unique can trigger repeatedly in some situations, costing mana each time.

Solution:

Change Mark trigger modifiers to only trigger if you don't have a Marked target.

Specifics:

Spoiler [Expand]

Influence modifiers that Trigger Assassin'sAssassin's MarkCritical, Spell, Curse, Mark
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Requires Level 24Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.Per 1% Quality:1Superior2Anomalous3DivergentCursed Enemies have a 0.25% chance to grant a Power Charge when HitCursed enemies take 0.2% increased DamageHits against Cursed Enemies have +0.01% to Critical Strike ChanceHits against Cursed Enemies have +(30-49)% to Critical Strike Multiplier
Hits against Cursed Enemies have +1.5% to Critical Strike Chance
Cursed enemies grant (65-600) Life when Killed
Cursed enemies grant (25-80) Mana when Killed
Cursed enemies have a 100% chance to grant a Power Charge when slain
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Assassin's Mark skill icon.png
, Poacher’sPoacher's MarkSpell, Curse, Mark
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Requires Level 24Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.Per 1% Quality:1Superior2Anomalous3DivergentCursed Enemies have a 0.25% chance to grant a Frenzy Charge when HitCursed enemies take 0.2% increased DamageCursed enemies have -0.25% to Physical Damage ReductionAdds (6-30) to (9-45) Physical Damage to Hits against Cursed Enemies
Cursed enemies have -20% to Physical Damage Reduction
Cursed enemies grant (15-50) Life when Hit by Attacks
Cursed enemies grant (8-25) Mana when Hit by Attacks
Cursed enemies have a 100% chance to grant a Frenzy Charge when slain
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Poacher's Mark skill icon.png
or Warlord's MarkWarlord's MarkSpell, Curse, Mark
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Requires Level 24Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.Per 1% Quality:1Superior2Anomalous3DivergentCursed Enemies have a 0.25% chance to grant an Endurance Charge when HitCursed enemies take 0.2% increased DamageCursed Enemies grant 0.1 Rage Regenerated over 1 second when StunnedHits against Cursed Enemies have (40-59)% chance to double Stun Duration
Cursed Enemies grant 20 Rage Regenerated over 1 second when Stunned
Cursed enemies grant (2-2.95)% Life Leech when Hit by Attacks
Cursed enemies grant (2-2.95)% Mana Leech when Hit by Attacks
Cursed enemies have a 100% chance to grant an Endurance Charge when slain
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Warlord's Mark skill icon.png
when you Hit a Rare or Unique Enemy now only Trigger if you do not have a Mark applied to an enemy.

Two Tornado Skills

Problem:

The Saqawal's FlockSaqawal's Flock
Silken Hood
Evasion: (553-685)Requires Level 60, 138 DexTrigger Level 20 Twister when you gain Avian's Might or Avian's Flight
(60-80)% increased Evasion Rating
+(40-60) to maximum Life
+(30-40)% to Lightning Resistance
(10-15)% increased Movement Speed
Though we are individual, we share the same plight.
The First of the Sky teaches us that unity and selflessness, not division and greed, is what will carry us upwards.
Unique Helmet has a skill called Tornado, which is now the name of a new Skill Gem.

Solution:

The Tornado skill granted by the Saqawal's Flock Unique Helmet has been renamed to Twister skill icon.pngTwister.

Syndicate Operative Spectres

Problem:

Certain projectile abilities used by Incursion Architects, Syndicate Operatives and bosses based on Lunaris have a bug that causes them to hit a target multiple times simultaneously when firing additional projectiles. This is particularly powerful with Syndicate Operative Spectres that have been supported to fire multiple projectiles.

Solution:

Fix the skill, which will prevent players taking large bursts of damage in maps with additional projectiles. This will also bring Syndicate Operative Spectres more in-line with other Spectres.

Negative Resistances

Problem:

It's possible to obtain high amounts of negative resistance with the Scourge item system.

Solution:

Impose a cap for the amount of negative resistance a character can have.

Specifics:

Spoiler [Expand]

Resistances can no longer be lowered to below -200%

Zana League Mods Available During 3.16.0

Zana's map device options are now unlocked as you complete bonus objectives on your Atlas. These are the League Mods available during 3.16.0.

  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Breach (costs 2 Chaos Orbs): Area contains an additional Breach.
  • Essence (costs 3 Chaos Orbs): Area contains 3 additional Essences.
  • Bloodlines (costs 3 Chaos Orbs): Magic Monster Packs each have a Bloodline mod. Area contains 3 additional Magic Monster Packs.
  • Ambush (costs 4 Chaos Orbs): Area contains 4 additional Strongboxes.
  • Beyond (costs 5 Chaos Orbs): Slaying enemies close together has a chance to attract monsters from Beyond.
  • Legion (costs 6 Chaos Orbs): Area contains an additional Legion Encounter.
  • Blight (costs 8 Chaos Orbs): Area contains a Blight Encounter.

User Interface Improvements

  • Increased how far you can zoom in/out on the Passive Skill Tree.
  • Added a search field to the Expedition Locker to allow the filtering of stored Logbooks.
  • Pressing Ctrl + Click on Zana, Master Cartographer in your Hideout now brings up the Purchase Items interface, instead of the Atlas.
  • The Skill Bar has been tweaked to fit Skill Icons a bit more nicely.
  • The Skill Bar User Interface will now display if a Skill has dealt a Critical Strike when you have the Elemental Overload Keystone allocated.
  • Added a slot for the Sacred Orb to the Currency Stash Tab. The slot for Perandus Coins is now hidden until you add one of these coins.
  • Added slots for Breach Blessings, Flawless Breachstones, and Unrelenting Timeless Emblems to the Fragment Stash Tab.
  • Added designated slots for Delirious Maps to the Delirium Stash Tab.
  • Slots for Alchemical Resonators in the Delve Stash Tab are now hidden until you store one of these.

Quest Rewards

  • Poisonous Concoction is now offered to the Ranger for completing The Siren's Cadence quest icon.png The Siren's Cadence, and can be purchased from Nessa by the Duelist, Shadow and Scion.
  • Energy Blade is now offered to the Witch for completing Lost in Love quest icon.png Lost in Love, and can be purchased from Clarissa by the Templar, Shadow and Scion.
  • Summon Carrion GolemSummon Carrion GolemPhysical, Minion, Spell, Golem
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 6.00 sec
    Can Store 1 Use(s)
    Cast Time: 1.00 sec
    Requires Level 34Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Minion Maximum Life
    Minions deal 1% increased Damage
    1% increased Buff EffectSummoned Golems have 1% increased Cooldown Recovery Rate
    Maximum 1 Summoned Golem
    Golems grant (7-27) to (11-41) additional Physical Damage for Non-Golem Minions
    Golems deal 5% more Damage per Non-Golem Minion near them, up to 50%
    (30-68)% increased Minion Maximum Life
    (0-10)% increased Character Size
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Summon Carrion Golem skill icon.png
    is no longer offered to the Scion for completing Breaking the Seal quest icon.png Breaking the Seal.
  • HydrosphereHydrosphereSpell, AoE, Duration, Cold, Orb, Lightning, Physical
    Level: (1-20)
    Cost: (12-20) Mana
    Cast Time: 0.60 sec
    Critical Strike Chance: 5.00%
    Effectiveness of Added Damage: 110%
    Requires Level 34Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Pulse Frequency0.5% increased Cast Speed0.5% increased Area of EffectBase duration is 8 seconds
    Deals (37-510) to (56-765) Physical Damage
    Pulses every 0.4 seconds while Frozen, Shocked, Brittle or Sapped
    Base secondary duration is 4 seconds
    Drenched Enemies have Cold and Lightning Exposure, applying -10% to Resistances
    Can only be Hit once every 1 second
    100% of Physical Damage Converted to Cold Damage while Sphere has no Ailments
    100% of Physical Damage Converted to Lightning Damage while sphere is Shocked or Sapped
    100% of Physical Damage Converted to Cold Damage while Sphere is Frozen or Brittle
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Hydrosphere skill icon.png
    and Sigil of PowerSigil of PowerSpell, AoE, Duration, Lightning, Arcane
    Level: (1-20)
    Cost: (30-54) Mana
    Cooldown Time: 10.00 sec
    Can Store 1 Use(s)
    Cast Time: 0.50 sec
    Requires Level 34Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Area of Effect-0.05 to Maximum StagesBuff Grants 1% chance to Shock enemies0.5% reduced Mana Cost of your Skills while in Area
    Buff Grants 1% increased Spell Damage
    Base duration is 12 seconds
    Gains a Stage when you Spend a total of (72-400) Mana while in Area
    Maximum 4 Stages
    Buff grants (2-7) to (29-141) Added Lightning Damage per Stage
    Enemies in Area deal (10-19)% less Damage while at maximum Stages
    Minimum 1 second between Stages
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Sigil of Power skill icon.png
    are no longer offered to the Shadow for completing Breaking the Seal.
  • Temporal Rift is now offered to the Shadow for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Ranger, Witch and Scion.
  • Tornado is now offered to the Ranger and Shadow for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Scion.
  • Soul Link is now offered to the Scion for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Templar, Shadow and Witch.
  • Flame Link is now offered to the Scion for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Marauder, Duelist and Templar.
  • Intuitive Link is now offered to the Scion for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Duelist, Ranger and Shadow.
  • Protective Link can be purchased from Petarus and Vanja by the Marauder, Templar and Scion after completing Breaking the Seal.
  • Vampiric Link can be purchased from Petarus and Vanja by the Duelist, Ranger and Scion after completing Breaking the Seal.
  • Destructive Link can be purchased from Petarus and Vanja by the Shadow, Witch and Scion after completing Breaking the Seal.

PvP Changes

Note: These changes do not affect Path of Exile: Royale

  • It is no longer possible to create PvP-Only characters in Path of Exile.
  • Glacial HammerGlacial HammerAttack, Melee, Strike, Cold
    Level: (1-20)
    Cost: 5 Mana
    Attack Damage: (165-269)% of base
    Effectiveness of Added Damage: (165-269)%
    Hits enemies, converting some of your physical damage to cold damage. If an enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Duration of Cold Ailments0.5% increased Attack Speed1% increased Area of Effect100% of Physical Damage Converted to Cold Damage
    25% chance to Freeze enemies
    35% increased Duration of Cold Ailments
    (10-29)% increased Effect of Cold Ailments
    Every third successive strike Freezes enemies as though dealing (200-390)% more Damage
    Adds (2-75) to (3-113) Cold Damage against Chilled Enemies
    +2 to Melee Strike Range
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Glacial Hammer skill icon.png
    no longer has a 15% damage penalty against players.
  • Molten StrikeMolten StrikeAttack, Projectile, AoE, Melee, Strike, Fire
    Level: (1-20)
    Cost: 6 Mana
    Attack Damage: (110-185)% of base
    Effectiveness of Added Damage: (110-185)%
    Projectile Speed: 750
    Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will explode, causing AoE attack damage to enemies where they land.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Fire Damage1% increased Projectile Speed+0.1 to Melee Strike Range2% increased Damage over Time60% of Physical Damage Converted to Fire Damage
    Fires 3 additional Projectiles
    Projectiles deal 50% less Damage
    Damage Over Time caused by Projectiles deals 50% less Damage
    +(2-6) to Melee Strike Range
    (2-75) to (3-113) Added Fire Damage
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Molten Strike skill icon.png
    no longer has a 20% damage penalty against players.
  • Archmage SupportArchmage SupportLightning, Arcane, Support, Spell
    Icon: ^
    Level: (1-20)
    Requires Level 31Supports spell skills that deal damage with hits and have no reservation. Cannot support arcane skills, Vaal skills, or skills used by totems, traps or mines. Cannot modify the skills of minions.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills have 0.5% increased Mana CostSupported Skills gain Added Cold Damage equal to 2% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
    Supported Skills lose Added Lightning Damage equal to 2% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
    Supported Skills have 1% reduced Mana Cost
    Supported Skills have (1-7) to (15-134) added Lightning Damage
    Supported Skills have base Mana Cost equal to 5% of Unreserved Maximum Mana, if that value is higher
    Supported Skills gain Added Lightning Damage equal to 75% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    no longer has a 20% damage penalty against players to skills it supports.

Trade Website Improvements

  • Added support for the new Socket Notches. You can select which type of socket to display in the Trade website Settings page.

Bug Fixes

  • Fixed a bug where Magic and Rare Monsters in Area Level 85+ areas had half the Life they were supposed to.
  • Fixed a bug where a small number of Crafting Recipes usually unlocked by clicking on interactables in areas were instead always unlocked.
  • Fixed a bug where the Intelligence Gathering Atlas Passive Skill would grant Intelligence for a random Immortal Syndicate Safehouse to all players in the area. It now only grants Intelligence to the Map owner.
  • Fixed a bug where Flasks with Instilling OrbInstilling OrbStack Size: 10Adds an enchantment to a utility flask that will cause it to be used when certain conditions are met. Replaces any existing enchantment.Right click this item then left click a flask to apply it.
    Shift click to unstack.
    modifiers such as "Used when Charges reach full" would cancel Expedition Explosive placement.
  • Fixed a bug where SunderSunderAttack, AoE, Slam, Melee
    Level: (1-20)
    Cost: 8 Mana
    Attack Speed: 75% of base
    Attack Damage: (175-275)% of base
    Effectiveness of Added Damage: (175-275)%
    Requires Level 12Slams the ground, creating a slow wave of churnin