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Path of Exile News

Delirium Ends Soon - Get a Free Mystery Box When You Spend Points

[h2]Delirium Ends Soon[/h2]
The Delirium League on PC ends on Monday June 15th at 3pm PDT, so you have only this weekend left to complete your unfinished challenges!

When the league ends, its exclusive Brimmed Hat will leave the store forever. Check it out, If you've been enjoying Delirium!

If you haven't played Delirium, don't worry about missing out on the content of the league! The Strange Voice and its realm of horrors will become a part of Path of Exile's core in the upcoming Harvest expansion. You will start encountering the Delirium content from the Torched Courts in Act Five. Once you reach endgame maps, you will be able to increase the chance of Delirium encounters by adding other league mechanics to your maps. As for Cluster Jewels, you'll now have a greater chance of finding them through Delirium encounters, tied to the number of rewards you earn during that encounter.

[h2]50 Point Sale[/h2]
We're running a 50 Point Sale with a huge selection of cosmetic effects available for only 50 points or less, including Skill Effects, Pets, Hideout Decorations and many more. Check out the full list of specials by pressing M in game.

The 50 Point Sale will run from the time of this post until 9PM June 15th (PDT).

In case you need points for this sale, we recommend checking out our new Harvest Supporter Packs!

[h2]Get a Free Thaumaturgy Mystery Box When You Spend Points[/h2]
Until the launch of Harvest we're offering one free Thaumaturgy Mystery Box when you spend any amount of points in the store. This means you can purchase a discounted cosmetic effect or any other microtransaction and receive one Thaumaturgy Mystery Box as a gift from us. The offer is available on both PC and Consoles.

Please note: it's only possible to get one free Thaumaturgy Mystery Box from this promotion. Making additional microtransaction purchases will not grant additional mystery boxes. Purchasing a supporter pack will not grant a free Mystery Box but spending points from a supporter pack can grant a free Mystery Box.

This offer will end at 1PM June 19th (PDT).

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[h2]What to Expect Next Week[/h2]
Next week we'll continue to reveal more information and exciting teasers about the upcoming Harvest expansion up to the launch day. With the Harvest challenge rewards being already revealed, our usual pre-launch news schedule has been slightly changed. Check it out below (this schedule follows New Zealand's Monday to Friday work days, but in other countries might be Sunday to Thursday):
  • Mon: TBC
  • Tue: Balance Manifesto.
  • Wed: 3.11.0 Patch Notes, Passive Tree and Item Filter Information.
  • Thu: Showcase of the new and reworked gems (at Level 20 with 20% Quality).
  • Fri: A full list of the Harvest crafting mods.
  • Fri: What to expect when Harvest launches and possibly a torrent pre-download for the patch.



Thank you so much for your support! See you next week!


Harvest Challenge Rewards

The Harvest League introduces 40 new challenges. Upon completing them you will earn exclusive microtransaction rewards, such as the Harvest Footprints, Harvest Cloak and Harvest Portal (at 12, 24 and 36 challenges respectively). Completing challenges also grants you pieces of the Harvest Totem Pole Hideout decoration.

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You'll be able to check out the full list of challenges to complete for these rewards when Path of Exile: Harvest launches on PC on June 19th!

New and Changed Slam Skills in Path of Exile: Harvest

In Path of Exile: Harvest, we've created a new category of skills called 'Slams'. We've introduced one new support and one new slam skill while several existing skills have been recategorised as Slams. Today's news post reveals which skills are now considered slams, how they've been improved and information about the new Slam called Earthshatter!

In general, we're looking to provide more support for two-handed playstyles and builds that hit slower but hit harder. These changes come alongside improvements to two-handed base types, more passive skill tree support, improvements to Warcries and more.

[h3]The Fist of War Support[/h3]
Alongside our announcement of Harvest, we revealed the new Fist of War Support that works with all slams except Vaal Slams and Ancestral Warchief. Every few seconds an ancestor appears above your character and performs your slam in unison with you, creating a supercharged slam dealing much more damage with an increased Area of Effect.

The following slam skills can be used with the Fist of War support.
  • Ground Slam
  • Tectonic Slam
  • Earthquake
  • Earthshatter (New)
  • Sunder
  • Ice Crash
  • Consecrated Path
  • Perforate
  • Leap Slam
  • Doryani's Touch (from the Doryani's Fist unique item)


[h3]Earthshatter[/h3]
Earthshatter is a new level 12 slam attack that sends out five damaging fissures in all directions when you slam the ground. At the end of each fissure, a spike bursts from the ground and remains for a short time. If these spikes are in the area of another Slam or Warcry used by you or an allied player, the spikes will explode, dealing damage in an area around them. The range of the fissures combined with the area of the exploding spikes ends up spreading damage over a large area, with explosions overlapping near the location you slammed.

You can alternate between slamming with Earthshatter and using a Warcry, letting you kill enemies around you by detonating your spikes while simultaneously preparing to exert your next use of the skill. You can also easily Leap Slam onto your spikes to trigger them while you move. Any exploding spike can detonate other spikes near it, so you can leave a trail of spikes with repeated slams then set them off by leaping onto one of them.

[h3]Tectonic Slam[/h3]
Tectonic Slam has received an impressive new visual effect and no longer uses 'charged slams'; it instead counts Endurance Charges to grant more Area of Effect and additional damaging cracks in the ground. This improves the reward for investing in Endurance Charges by providing both a larger and more consistent Area of Effect. It now consumes an Endurance Charge every three Slams, rather than at a random 35% chance. The additional cracks that Endurance Charges generate can spread out further from the base impact and are more deterministic.

Enchantments that previously granted a chance for a Charged Slam now grant an additional chance for cracks.

[h3]Perforate[/h3]
Perforate now provides flat physical damage that scales as the gem levels. The distribution of its spikes in Blood Stance has been made more consistent. A higher percentage of its spikes should hit a small target and investment in Area of Effect and/or the number of spikes should keep this percentage of spikes hitting consistent.

Sand Stance's base area starts off slightly smaller but increases as the gem levels. Perforate also provides one additional spike at all levels and also grants two additional spikes if you've changed stance recently.

The issue with Perforate in the past was that in Sand Stance, there were large gaps between Spikes which meant that enemies within those gaps would be missed. The extra spikes it now provides and additional Area of Effect vastly improve the number of targets that can be hit by a single Slam.

In Blood Stance, increased Area of Effect used to result in a loss to single target damage and the extra Spikes from the Perforate enchantment would be placed outside of the range of most small enemies and therefore wouldn't contribute any damage to single targets.

These changes to Perforate improve its ability to hit enemies more reliably and with a better spread of damage.

[h3]Sunder[/h3]
As part of our effort to encourage slower and heavier-hitting Slams, Sunder has become a much wider and longer but slower cascade. Using Sunder while one cascade is still in motion will cause the existing cascade to end prematurely. These cascades will always travel a minimum length, so you can still use Sunder effectively with Multistrike and fast hitting weapons when close to enemies.

It still releases Shockwaves which can overlap when they hit enemies. Leveling the gem no longer scales its radius but instead scales its Area of Effect. Overall it now provides a better Area of Effect for slower hitting weapons.

[h3]Earthquake, Ground Slam and Ice Crash[/h3]
These skills are receiving numerical changes which will be revealed closer to launch. In general, the idea is to make them generally stronger.

[h3]Other Slam Skills[/h3]
The other skills that are now categorised as slams are mostly unchanged but have had their visual effects improved and can be used with the Fist of War support.

Check out the new slams in action in this video here!

[previewyoutube][/previewyoutube]

Oh, before you go you should also know that Ground Slam, Sunder and Earthquake can also be used unarmed. Enjoy!

Preview of Harvest Crafting Options

In Path of Exile: Harvest, you'll cultivate your Sacred Grove, grow dangerous monsters and slay them to use their Lifeforce as a valuable crafting resource. The potential of Harvest crafts is immense and should open up powerful options for leveling and end-game players alike. Today's news post reveals a preview of some of the possible new crafting options.


There are over 200 new crafts introduced in Harvest - these are just a few of the more exotic ones! Note that the Lifeforce values here are placeholder and arbitrary.





You can find out more about crafting in our FAQ here.

Preview of Rebalanced Unique Items in Path of Exile: Harvest

In Path of Exile: Harvest, we're rebalancing over 50 unique items. Some have received numerical buffs, while others have received new mods and mechanics. We're really excited about the possibilities that many of these unlock. While we plan to reveal more of these over time, we're prepared a preview of 10 rebalanced uniques to whet your appetite.

[h3]Rigwald's Savagery & Rigwald's Command[/h3]


Rigwald’s Savagery no longer grants increased attack speed with swords or chance to bleed, but now has a new mod that increases your maximum Rage by 25 while wielding a Sword. Rigwald’s Command no longer grants increased physical damage with axes or chance to gain a Frenzy Charge on kill, but now grants a multiplier to your bleeding damage equal to the amount of Rage you have while wielding an axe.

Originally these weapons were only available as a rare drop from the Rigwald encounter and they've lost their edge as time has passed. We’ve sharpened their rage-fuelled identities with new mods that synergise with each other (though of course you’re also free to use them separately) and evoke the Rigwald fight.

[h3]Broken Faith[/h3]


Broken Faith now has its original -10% block chance mod instead of +5% block chance. It now grants Unholy Might while you have no energy shield, instead of temporarily when you block. While holding it you now create Profane Ground instead of Consecrated Ground. This new ground effect reduces all enemy resistances as well as making them more likely to be critically hit, but does not provide the life regeneration that Consecrated Ground does.

The first version of Broken Faith added to the game had below-average defensive stats for a shield in exchange for access to powerful damage. We’re trying to return it to that role with new mods that offer large amounts of damage, but the weak block chance of the original. Profane Ground also has all-new visual effects that echo the theme of the item.

[h3]Ungil's Harmony[/h3]


Ungil’s Harmony now causes your critical strikes to deal no extra damage at all instead of -25% to critical strike multiplier, but provides up to 350% increased critical strike chance instead of the old 100%.

We’ve doubled down on the existing stats of this item, giving it an unparalleled amount of critical strike chance but now making your crits deal no extra damage at all. Builds that care only about dealing critical strikes now have a way to do so much more consistently, even at quite low levels.

[h3]The Blood Dance[/h3]


The Blood Dance now gives 0.8% life regeneration per Frenzy Charge (from 0.5%), and up to 30% increased damage against enemies on low life per Frenzy Charge (instead of 6%). In exchange, it now reduces the attack and cast speed granted by Frenzy Charges by 4% (up from 3%).

The frenzy-charge-transforming nature of these boots has found uses over the years, but more than ever they now turn you into a blood-crazed fiend. The life regeneration per frenzy charge has been substantially increased, and with investment you can receive a massive amount of damage against enemies who are near death. They even make your frenzy charges themselves drip blood now!

[h3]Wildfire[/h3]


Wildfire no longer grants Molten Strike additional projectiles or area of effect. Instead, it now allows Molten Strike projectiles to chain and gives them +1 chain, but halves the number of projectiles created.

Some of Path of Exile’s “threshold jewels” encourage different playstyles for the skills they interact with. Others just buff the skill. We’re slowly moving towards the former type, making changes to existing threshold jewels that feel mandatory for their skill. Wildfire used to provide a large, almost-free boost to Molten Strike’s damage. It has now been completely redesigned to create a new playstyle for Molten Strike, covering much more area with bouncing magma balls but dealing lower single target damage. Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire. The distance travelled by its projectiles also properly scales with projectile speed now, letting you control their spread as much as you like.

[h3]Uul-Netol's Embrace[/h3]


The Bone Nova skill granted by Uul-Netol’s Embrace now triggers on hitting a bleeding enemy instead of killing a bleeding enemy.

A Breach-exclusive unique upgraded by defeating the mighty Breachlord Uul-Netol should be suitably intimidating, but the build-around potential of Uul-Netol’s Embrace was always hampered by not being able to trigger its signature Bone Nova against strong enemies. So we've changed it so that it now also triggers at the location of the enemy you hit, instead of firing from the player’s location (and will still hit the enemy you triggered it from!).

[h3]Hotfooted[/h3]


The movement speed while ignited granted by Hotfooted has been increased from 10–15% to 10–20%, and attack and cast speed mods added with matching values.

Builds that set themselves on fire have been around for a while, but they’ve never exactly broken the meta. We want to give pyromaniac exiles all the help they can get.

[h3]Brain Rattler[/h3]


Brain Rattler now grants 50% chance to shock enemies instead of 15%, and shocks as if inflicting 300% more damage in order to cause stronger shocks.

Another boss-exclusive weapon that has never quite seemed to live up to the fantasy it offers, Brain Rattler is a weapon for people who want to go all-in on shocks with a melee build, as opposed to the spellcasters who traditionally invest in shock. We’ve powered up its shocking capability so that it can appropriately reward these builds.

[h3]The Dark Seer[/h3]


The Dark Seer’s global damage bonus has been increased from 30–50% to 40–60%, its chance to blind enemies on hit has been increased from 7% to 10%, it now prevents blind from lowering your accuracy rather than making you completely immune to blind, and it lets you inflict the powerful Malediction debuff on enemies if you blind them while you, the player, are blind yourself. How are you going to blind yourself? That’s for you to work out!