1. Last Epoch
  2. News

Last Epoch News

Visual Improvements Coming in Our Next Patch

Want to get more involved with the community? Join us on the official forum!



[h2]Visual Improvements Coming in Our Next Patch[/h2]

Our next update, Patch 0.7.10, includes a number of changes which will improve the appearance of the game world. We’re focusing our efforts on touching up some of the oldest areas in the game so that they reach the standard of our more recent content such as Chapter 8.

The zones featured below are presented in the order in which you encounter them as you play through the game. The first four are from Chapter 2, while the last is from Chapter 6.

Each screenshot is in 2560x1440 resolution.



[h2]Last Refuge Outskirts[/h2]

[h3]Current Appearance[/h3]




[h3]Updated Appearance[/h3]






[h2]Upper District[/h2]

[h3]Current Appearance[/h3]




[h3]Updated Appearance[/h3]





[h2]The Armoury[/h2]

[h3]Current Appearance[/h3]




[h3]Updated Appearance[/h3]





[h2] The Lower District[/h2]

[h3]Current Appearance[/h3]




[h3]Updated Appearance[/h3]





[h2]The Upper Necropolis[/h2]

[h3]Current Appearance[/h3]




[h3]Updated Appearance[/h3]

Shield Bash: New Sentinel Skill Coming in Patch 0.7.10

Want to get more involved with the community? Join us on the official forum!



Our next content update, Patch 0.7.10, includes a new Sentinel skill!



[h2]Default Functionality[/h2]



Shield Bash’s unspecialized tooltip



[h2]The Specialization Tree[/h2]

Here’s some examples of nodes from Shield Bash’s tree!


Double Bash (0/1)
You gain an additional charge of Shield Bash, but it has a longer cooldown.

Fusillade (0/1)
Using Shield Bash consumes all charges and deals significantly more damage per charge consume (multiplicative with other modifiers).



Hindrance (0/3)
Shield Bash now also slows enemies on hit.

Staggering Punch (0/3)
Shield Bash now also knocks enemies back, if Shield Bash has a cooldown.



Rebounding (0/1)
Your next Shield Throw can ricochet 5 additional times after using Shield Bash.

Conjurer (0/1)
Shield Bash has a chance to cause one enemy to drop a potion if Shield Bash has a cooldown.



Dazed (0/5)
Stuns caused by Shield Bash last longer.

Wall of Shields (0/1)
If Shield Bash is used while Ring of Shields is active, the shields form a wall which increases the width of Shield Bash, based on the number of active shields.



[h2]Media[/h2]



Shield Bash’s default visual effect





Shield Bash specialized with the Wall of Shields node

Crafting Changes We're Exploring

Want to get more involved with the community? Join us on the official forum!



We are considering a number of potential changes to crafting. Please note that these are being discussed at an early stage of development, and there is consequently a greater than normal likelihood and scope for these changes to be revised prior to their inclusion in a patch. We also plan to introduce new Runes and Glyphs, however these will not be in Patch 0.7.10.


[h2]Fractures[/h2]

Since the core of Last Epoch's crafting system was implemented in Patch 0.4 in January 2018, items in Last Epoch have changed dramatically. We've added several new rarities: Unique Items in Patch 0.4.1, Set Items in Patch 0.6, and Exalted Items in Patch 0.7.9. Set Affixes for regular items were also added in Patch 0.6, and as we've created content for higher level characters we have been creating more powerful Unique Items with higher level requirements.




The game calling out that a fracture has occurred.


Minor, Damaging, and Destructive Fractures were implemented in Patch 0.4, and were intended to prolong the item hunt by introducing an element of risk on player's journey to the holy grail... which at the time was four Tier 5 non-set affixes on a piece of equipment.

As higher-end equipment options become available, the need to gate access to less powerful items diminishes. We are currently experimenting with making some adjustments to both Damaging Fractures and Destructive Fractures, but not Minor Fractures.


Current Functionality

  • Damaging Fracture
    • Item can no longer be crafted on.
    • All affixes are reduced by 1-5 tiers.
      • Affixes reduced below Tier 1 are removed.
  • Destructive Fracture
    • Item can no longer be crafted on.
    • All affixes are removed.



Potential New Functionality

  • Damaging Fracture
    • Item can no longer be crafted on.
    • One affix has its tier reduced by 1-2.
      • This cannot bring an affix below Tier 1.
  • Destructive Fracture
    • Item can no longer be crafted on.
    • Between two and four affixes have their tiers reduced by 1-2.
      • This cannot bring an affix below Tier 1.



We'll be looking at Glyphs after making these changes.



[h2]Critical Success[/h2]

An issue with crafting we wish to address is that fractures inherently highlight a craft going particularly poorly, however there is no equivalent for a craft going spectacularly well. This leads to crafting feeling worse, as there is undue focus on the potential for being unlucky.




A mockup of a callout for the 'critical success' feature.


We are thus experimenting with the addition of a counterpoint for fractures, which we are tentatively terming a 'critical success'. A critical success will be called out similarly to a fracture, and will cause an affix to be upgraded to a higher tier. This is most likely, but not guaranteed, to be the affix you had been crafting at the time. Please note that a critical success cannot raise an affix above Tier 5, which is the highest tier that can be crafted.

A critical success cannot occur if it would raise an item's level requirement above your current level. We're still discussing how much instability (if any) a critical success will add.

Skill Quality of Life Improvements

Want to get more involved with the community? Join us on the official forum!



Skill Quality of Life Improvements


We’re revamping the Skills window to implement a range of quality of life improvements!




Fury Leap has the Lightning Damage icon active as we’ve taken the Lagon’s Wrath node.


[h2]Skill Unlocks[/h2]

The improved Skills window will list all skills available to your base class and each of its mastery classes. Skills not yet unlocked will show how they are unlocked for convenience - so you know if you need to reach character level 30, or spend more points in Druid passives.


[h2]Previewing Trees[/h2]

We’ve performed significant code refactoring so that skills unlocked by spending points in class passives can have their specialization trees viewed prior to being unlocked.


[h2]Damage Types[/h2]

Additionally, icons beneath each skill are shown to represent damage types. Active damage types will be displayed in color while other available damage types will be grayed out.

Refining Skill Respecs in Patch 0.7.10

Want to get more involved with the community? Join us on the official forum!



Refining Skill Respecs in Patch 0.7.10


We plan to polish skill respecs in our next update.

In the current version of the game, it is possible to either remove individual points from a skill’s specialization tree or to completely delevel the skill and start over from scratch - usually with a different skill entirely. While we will be retaining the current respec system, there are a couple of pain points with the current implementation that we plan to address.




Any skill placed in the slot on the left will immediately be set to level 7.


Currently, despecialized skills placed in a specialization slot are always set to level 1. Starting with Patch 0.7.10, this minimum skill level will scale with character level. This is intended to make respecs feel less punishing, while still preventing hot swapping of skills.

We are also looking at skills taking longer to respec for lower level characters than higher level characters, which is something we have always wanted to change. We believe the opportunity cost of respeccing skills should be greatest for high level characters, and so we are exploring various potential changes we can make to have skill respecs be less punishing at lower levels.