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Last Epoch 1.0 - Release Patch Notes & Downtime Notice

Last Epoch is releasing Wednesday, February 21st, 2024, at 11:00am CT!


Welcome everyone to the patch notes for Last Epoch's Release!

It’s been an amazing road to this point, and it’s unreal to be writing patch notes without using the term “Beta Patch”. With this patch Last Epoch will officially be leaving Early Access. We couldn’t have made it to this point without all of you, our amazing community driving the world of Eterra alongside us. We can not say it enough, Thank you.

We also want to mention again here that to prepare the servers for our release on February 21st, we will be shutting down our servers 24 hours before the patch, starting: Tuesday, February 20st, 2024, at 11:00am CT

While the servers are down, authentication will not be possible. If you are already playing in offline mode before we take down the servers, you should be able to continue your play session, however offline will not be able to authenticate to log in once the servers are down. This is also a good point to note that one of the features being added with 1.0 is a true offline mode, which will prevent this kind of interference with offline mode in the future.


Last Epoch 1.0 will introduce:

  • Acolyte Mastery: Warlock
  • Rogue Mastery: Falconer
  • Item Factions: Circle of Fortune and Merchant's Guild
  • New Primalist Skill: Gathering Storm
  • Rework to Primalist's Skill: Tempest Strike
  • New Paladin Skill: Healing Hands
  • Resonances
  • Full Offline Mode
  • Scene Variant System & Lighting Improvements
  • New Cinematics
  • Full Controller Support
  • and more!


Check out the full patch notes here: Last Epoch 1.0 Patch Notes

New Items & Affixes | Coming to Last Epoch February 21st

Hello Travelers, and thank you for joining us for another pre-patch blog post! In today’s post we’re going to be taking a look at some of the new items and affixes you’ll find in Eterra with our release later this week!

We’re expanding the range of base items for Boots, Gloves, and Belts, and with the new Armor Sets coming in as we talked about on Thursday, those will get new item base effects as well. Further, we’ll take a look at a couple of new generic affixes, new mastery affixes, and a few of the new unique items you’ll be able to find February 21st!

New Item Bases


[h2]New Boots Bases[/h2]

Boots are receiving two new Base Item types, as well as implicit changes for two other bases. The two new boot bases are both endgame boots: Citadel Boots offering Reduced Bonus Damage Taken from Critical Strikes, and Vanguard Boots offering Effect of Haste on You.



[h2]New Gloves Bases[/h2]

Gloves have had three new base items added, and received changes to three existing implicits. Taking a look at two of the new implicits, the Ascetic Gloves offer cooldown Recovery Speed, while the Arcane Bracers will offer flat Mana, and Increased Mana Regen.



[h2]New Belt Bases[/h2]

Belts, previously lacking diversity of selection are receiving four new Base Items, as well as changes to four existing Implicits. Today we’re taking a look at three of the new Belts: The Divine Girdle, offering Increased Movement Speed, the Praetorian Belt offering high Armor, and the Chain Belt offering Ward Decay Threshold.



[h2]New Helm Bases[/h2]

New Armor sets means new Implicits! Taking a look at a few helms, first is the Mage’s new Tyrant Crown, offering Elemental Damage Leeched as Health — an often in-demand stat.

Next up, the Rogue’s Blood Visage Helm offers Increased Damage Over Time, and Bleed Duration provides a great option for the Rogue’s many DoT builds.

Lastly, the Acolyte’s Necropolis Helm offers Ward Decay Threshold and Ward Gain on Kill for stronger ward retention and some ward-generation while clearing.



[h2]New Body Armor Bases[/h2]

Along with the new Helm Base Items, the new Class specific Armor Sets also means new Body Armor Base Items! Today we’re looking at three of the upcoming base Body Armors as well.

First, the Apocalypse Plate offering Armor, Stun Avoidance, and Increased Echo Damage when a skill is Echoed offers a great option for the Void Knights out there.

Up second is the Primalist’s Beastmail providing Armor, Increased Movement Speed, and Health Regen offers a great body armor for Minion players who use mobility and regen to stay alive.

Finally, the Acolyte’s Coven Robes offer Armor, Increased Cast Speed, and Mana Regen, making for a well-rounded caster’s body armor.



New Affixes


February 21st will bring with it twelve new general weapon affixes. With several classes receiving new and updated skills, we’re also adding an additional 33 Idol, Body Armor, Helmet, and Relic affixes to find in Last Epoch.

[h2]Weapon Affixes[/h2]

One area of feedback we’ve received is the lack of effective stats on Weapons for some builds, and in particular Minion builds. To help address this, we’re adding a few new affixes.

Covering ten of the twelve new weapon affixes, we’re looking at two groups of suffixes you’ll be able to find on several weapon types.

Increased minion damage is a stat which is in fairly high supply in Last Epoch, where minion flat damage is quite rare. So to make the weapon affix feel more impactful, we’ve changed the minion damage suffixes to offer flat damage to minions instead of increased damage. These will come in three flavors: Minion Melee Damage and Minion Spell Damage, Minion Spell Damage and Minion Bow Damage, and Minion Melee Damage and Minion Bow Damage.

As a more general-purpose Affix, we’ve also added a new suffix which grants damage penetration to both yourself and your minions. This suffix is available for each of the seven damage types, though are rare, and can only be found on endgame items.



[h2]Class Specific Affixes[/h2]

With the new masteries and skills coming on the 21st, we’ll also be adding a number of relevant class-specific affixes. We’ve offered a selection of a number of these affixes you can look forward to below.

[h2]Warlock Affixes[/h2]

  • Idol: “Sickening” prefix - % Increased Damage Over Time while you have an Ailment Overload
  • Body Armor: % Increased Spirit Frequency with Chthonic Fissure
  • Helm: % Chance for 3 additional projectiles when you directly cast Chaos Bolts
  • Relic: +X to level of Profane Veil, % Increased Damage Over Time




[h2]Falconer Affixes[/h2]

  • Idol: “Scattering” Suffix - % Increased Area with Caltrops, % Chance to shred Armor on hit with Caltrops
  • Idol: “Winged” Prefix - % Chance to deal Double Damage with Falcon Strikes
  • Helm: % Increased Damage with Dive Bomb, % Increased Area with Dive Bomb
  • Body Armor: +X to level of Explosive Trap, %Increased Throwing Damage




[h2]Primalist - Gathering Storm Affixes[/h2]

  • Idol: Reckoning Prefix - % Increased Frequency of expending Storm Strikes
  • Body Armor: +X to level of Gathering Storm, % Increased Area for Area Skills
  • Helm: % chance to gain a Storm Stack when you use Gathering Storm and hit an enemy.




New Uniques


Lastly today, we’re taking a look at some of the new Unique Items to look forward to in just a few days with the release of Last Epoch.

[h2]Sigeon’s Reprisal[/h2]

This shield offers a new way to create a retaliation build by granting Shield Throw Throwing Damage based on your Damage Reflected, as well as a chance to retaliate with Shield Throw when you block.



[h2]Communion of the Erased[/h2]

A new Weaver’s Will item coming to Eterra, Communion of the Erased doubles all stats on the belt for one second after using a potion, as well as grants additional potion slots for each Weaver’s Will item you have equipped.



[h2]Falcon Fists[/h2]

Unarmed builds are always a common topic of discussion. While we don’t have any core mechanics for unarmed combat, the last Unarmed Unique we introduced has been quite popular. We felt the Falconer had a great opportunity to add another. Synergizing with Cinder Strike and your Falcon, this new unique allows you to punch your way to victory.



[h2]Spine of Malatros[/h2]

This two-handed sword designed for Warlocks not only changes mechanics, but also visuals. Spine of Malatros will replace your Chthonic Fissure’s Spirits with Flame Whips, and grants Flame Whips additional benefits.



[h2]Vial of Volatile Ice[/h2]

The last Item we’re having a look at today which also changes visuals, the Vial of Volatile Ice is a new unique Catalyst (Yes, Catalyst), for Rogues. This item will convert Acid Flask to Cold Damage, and grant it frostbite chance for a completely new way to build Acid Flask.



Closing


This brings us to a close for today’s pre-patch blog post on new Items and Affixes coming on February 21st. Continuing to build upon existing gearing options, we feel these additions help further itemization within Last Epoch bringing us up to our release standards. We hope the increased diversity of item options will help many builds flourish, as well as create completely new build options.

Make sure to join us again tomorrow as we’ll be wrapping up the series of pre-patch blog posts with the full Patch Notes for Last Epoch’s 1.0 Release!

Factions, Falconer, and Warlock | Coming to Last Epoch February 21st

Happy Saturday, Travelers!

For today’s pre-patch blog post, we’re taking a look at information regarding the three headlining features coming on February 21st: Trade Factions, the Warlock, and Falconer!

There have been a lot of new Travelers recently joining us in the final stretch to release, so for today’s post, we’re going to be covering all of the information regarding these three big features.

Item Factions


On January 11th, we released our deep dive into the Item Faction system. Item Factions is our answer to the eternal trade debate. Offering an option to players who want trade as part of their itemization experience, and those who don’t, without splitting the player base, and without being left behind the other.

To read the full deep dive, you can do so here: Trade & Item Factions. Our Game Director, Judd, also made a video overview of the Item Faction system, which you can watch it below.

[previewyoutube][/previewyoutube]

With Item Factions, you can either join the Merchant’s Guild, which grants access to the Bazaar to trade items with other players, or join the Circle of Fortune, which grants significant item drop bonuses.

We do want to mention one fairly large change to Merchant’s Guild we’ve made since the deep dive. From both the CT Program, and public discussions, there were concerns about item supply within the Bazaar. This concern stemmed from the ability to sell certain items being locked behind Reputation levels. This meant players would not be able to sell many items for some length of time, reducing selling participation.

To ensure a strong item supply within the Bazaar, there is no longer a Reputation level requirement to sell any class of item. Also to promote healthy item supply within the Bazaar, Favor costs for selling items are much lower than buying favor costs, so Merchant’s Guild members can be a bit more free with selling items.

Warlock




The Warlock makes its long awaited arrival on February 21st. With both existing Curse abilities and five new curses, the Warlock is a master of forbidden arts, twisting enemy minds and bodies.

With the Warlock, we wanted the class to focus around manipulation of souls and curses. This theming can be found across the mastery’s abilities: from the Mastery Skill - Chthonic Fissure cracking open the ground to spew out souls, to Profane Veil, converting yourself into soul-like ephemeral fog.

The Warlock is not concerned with distance or close range; they have many options at their disposal to choose the amount of risk they desire in their combat style. The Warlock focuses on debilitating their foes to enhance their own damage and combining curses, debilitations, and damage synergies to eradicate their enemies.

Abilities such as Chaos Bolts and Cthonic Fissure enable the Warlock to fight from range. Profane Form may be used as an escape skill or an aggressive skill by granting it synergies for passing through enemies, either applying or reacting to applied debuffs. Soul Feast functions well at mid-range.

Abilities such as Ghostflame and Profane Form enable the Warlock to enter close combat range, to apply debuffs and high-risk, high-reward levels of damage.

The Warlock is focused foremost on debilitating curses and debuffs, and while direct damage does exist in the class, it’s slightly more niche compared to their foil, the Sorcerer.

For the Warlock reveal, we partnered with the amazing people over at Icy-Veins.com , who released a number of articles detailing the various Warlock abilities and passives. We’ve compiled all of these information releases below:

Passive Tree Reveal: Last Epoch - Warlock Reveal: Passive Tree - News - Icy Veins Ghostflame: Last Epoch Warlock Mastery - Skill Reveal: Ghostflame - News - Icy Veins Soul Feast: Last Epoch Warlock Mastery - Skill Reveal: Soul Feast - News - Icy Veins Profane Veil: Last Epoch Warlock Mastery - Skill Reveal: Profane Veil - News - Icy Veins Chaos Bolts: Last Epoch Warlock Mastery - Skill Reveal: Chaos Bolts - News - Icy Veins Chthonic Fissure: Last Epoch Warlock Mastery - Skill Reveal: Chthonic Fissure - News - Icy Veins

Falconer




In the case of the Falconer, we wanted the mastery to offer an atypical minion playstyle. One where the Falcon is much more than a minion or companion but an extension of your own play.

The Falconer is designed to synergize with several playstyles: melee, bow, or throwing, creating a tie between the existing Bladedancer and Marksman masteries. As Throwing is a common focus for Rogues, we also offered extra synergy towards Throwing skills in passives and synergies, and even introduced the first Trap Skill to Last Epoch: Explosive Trap.

With Falconry & Falcon Strikes, the Mastery ability you gain upon becoming a Falconer, we created the very core of the mastery, the atypical minion: The Falcon. The Falcon is un-targetable, meaning it cannot take damage, scales strongly with many of your stats, and offers options to join in with your build style, be it ranged or melee. This means that, unlike many minion-type setups, the Falconer can build strongly for their own stats, with the Falcon growing in strength alongside you.

The Falconry & Falcon Strikes skill offers within its tree methods to build the Falcon, many of which will apply across all actions the Falcon takes. With Explosive Trap and Net, the Falconer can ensure an unfair fight by leading enemies to their end. Or perhaps, use Arial Assault to fly into the fray with the Falcon to cut down enemies alongside your avian ally. Alternatively, you can order the Falcon forth to Dive Bomb the enemy, plummeting into a group of enemies like a feathery meteorite.

The Falconer focuses on its unwavering bond with the Falcon. By sharing stats with the Falcons, the Falcon and Falconer granting buffs to each other, and coordinating their attacks together - the Falcon is far more than a minion.

For the Falconer Reveal, we worked closely with all the fantastic members over at Maxroll.gg, who created created a technical deep dive into the mastery with all the passives and skill trees, as well as skill overviews.

Check out the Falconer Reveal here: Falconer Reveal - Last Epoch Maxroll.gg

You can also find the Falconer available in their build planner here: Falconer Reveal - Last Epoch Maxroll.gg

Closing


Thank you again to both Maxroll.gg and Icy-Veins.com for working with us on these new Mastery Reveals! We’ve already started seeing a ton of great theorycrafting in the community for these masteries, and can’t wait for everyone to get their hands on them.

Join us for tomorrow’s pre-patch blog post when we’ll be going over New Items and Affixes you’ll be able to find on February 21st, including both new Implicits and Uniques!

Diablo 4 rival Last Epoch teams up with Stranger Things' David Harbour

Promising to be one of the biggest contenders to Diablo 4's throne, Last Epoch is almost here as the indie ARPG prepares for its 1.0 launch in just a few days. Ahead of that, however, a slightly surprising collaboration has been announced - although perhaps less so for those of us who've been watching the exploits of Stranger Things actor David Harbour closely. Harbour has previously been rather enthusiastic about his love for the early access indie RPG, and now developer Eleventh Hour Games announces a special gift to say thanks.


Read the rest of the story...


RELATED LINKS:

Diablo 4 rival Last Epoch reveals final class upgrade ahead of launch

Last Epoch system requirements

Diablo 4 rival sells a million copies before it's even fully launched

Healing Hands Skill Tree | Coming to Last Epoch February 21st

Hello Travelers, and welcome to day three of the pre-patch blog posts!

Healing Hands is a skill which has existed in the Paladin tree for quite some time, without being able to be specialized. There’s various reasons we waited to create a tree for this skill, one of the bigger reasons being that we wanted this type of skill to be able to support nodes which help cooperation with other players.

With our release of Last Epoch on February 21st, Healing Hands will finally be getting its long awaited skill tree. While Healing Hands at its core offers a large amount of support, focusing on healing, one should remember that the Paladin is not a back-line player. Healing to a Paladin means more than mending wounds, but also healing the world of its evils. As such, Healing Hands offers a great deal of customization for offensive ability as well, including multiple ways to make it a directly damaging ability.

Healing Hands


As a baseline, Healing hands is an ability which casts a medium sized area of effect which heals all allies, including yourself for an immediate burst, and applies a heal over time for three seconds.





Both heals from the ability scale with Increased Healing Effectiveness, as well as the nodes on the skill tree. This grants Healing Hands not only strong immediate recovery, but also provide a fairly strong heal over time to help keep yourself and allies nice and healthy. As a Paladin, Healing Hands can offer very strong competition to even Life Leech as a source of health sustain, in addition to its specialization options.

[h2]Cleric’s Hammer[/h2]

Cleric’s Hammer grants Healing Hands a chance to trigger on any melee attack, up to a 100% chance with the full four points assigned. This imbues all melee attacks to provide healing to all allies and yourself in the area. When combined with other options on the tree, this can also effectively convert any melee attack into an offensive spell melee attack, synergizing well with many of the Paladin’s hybrid melee and spell abilities.





[h2]Hand of Aurelus[/h2]

More favorable towards ranged damage? Hand of Aurelus allows Healing Hands to instead synergize with direct Smite casts, adding its own healing area to smites. Combined with Searing Light, adding Damage to Healing Hands’ area of effect, Healing Hands can further augment Smite builds with the additional hit damage.





[h2]Divine Bolt[/h2]

Healing Hands also adds support for Divine Bolts. By picking up the Divine Catalyst node, you will cast a number of Divine Bolts with every direct use of Healing Hands. Further, with just one point in this node, all sources of Divine Bolt will scale with the nodes in the Healing Hands tree.





[h2]Rahyeh’s Chariot[/h2]

Healing Hands can also be converted to a Traversal ability, charging to a target location casting Healing Hands upon arrival. This adds a 6 second cooldown to Healing Hands, however, unlike Lunge, Rahyeh’s Chariot does not require a target to move to.





[h2]Seraph Blade[/h2]

Prefer to channel your healing powers through your blade? Taking this node will convert Healing Hands into a Melee Attack. converting Spell Damage from the tree into Melee Damage. A heavy hitting melee attack which also provides strong healing, Seraph Blade embodies the strongest aspects of the Paladin Mastery.





[h2]Unbroken Prayer + Skyfall[/h2]

Who doesn’t like a good Sky Beam? By assigning Unbroken Prayer, converting Healing Hands into a channeled ability, you can further specialize it into Skyfall. By paying an additional mana cost each second, you will deal additional fire damage over time while channeling Healing Hands, scorching clear a path of righteousness.





Closing


Thank you for again joining us today in this coverage of the Paladin’s Healing Hands skill tree. Offering potential as both a support ability, a damaging ability, triggers, or direct casting, Healing Hands offers the Paladin a number of new ways to build. Healing Hands still remains available at 5 points invested into the Paladin Tree, meaning you can also pick up Healing Hands as either a Forge Guard or Void Knight should you theory-craft such a use.

Tomorrow we’ll be recapping the coverage of Item Factions, Falconer, and Warlock for all the Travelers just recently joining us, or who may have missed the previous information releases. Then on Sunday we’ll be covering some of the new Item bases, Item Affixes, and Unique Items coming with the release of Last Epoch on February 21st!