1. Last Epoch
  2. News

Last Epoch News

48 Hours till go live

Travelers,

In less than 48 hours, Last Epoch, Season 2 - Tombs of the Erased will be live!

Here is a quick recap of what is coming in Season 2, all the official announcements, and what to expect on Launch Day. Let's jump into it!

April 16th - 11 am CDT (GMT-5): 24 hours of downtime will commence while we deploy all of the changes coming in season 2. At this time, the online services will be unavailable. You will still have access to play Offline, and all of your Online progress will be preserved.

April 17th - 11 am CDT (GMT-5): Servers will go live. At that time, the supporter packs will unlock, and you will be able to purchase them from the Steam Store or your favorite creator's store (if they have them enabled). Twitch drops will go live for creators to begin streaming and their communities earning cosmetic rewards on the 17th at 00:01am UTC (16th at 07:01pm CDT). However, those cosmetics will not be active in Last Epoch until Season 2 launches.

While we are very confident in our launch day, once the season launches, the Last Epoch team will be prepped and ready to tackle issues if they arise. We will have a team on standby for hotfixes, and you can be assured that we will be paying attention to the community. We do that so that if there are issues, you can look to our official channels for updates and answers.

Forums - https://forum.lastepoch.com/c/announcements/37

Discord - https://discord.gg/lastepoch

Facebook - https://www.facebook.com/lastepochgame/

Twitter - https://x.com/LastEpoch

Blue Sky - https://bsky.app/profile/eleventhhour.games

Reddit - https://www.reddit.com/r/LastEpoch/


[hr][/hr]

[h3]If you missed any of our Hype Week Posts, you can find them all here: [/h3]

Day 1 - The Woven Faction & Monolith Updates

Day 2 - Sentinel Rework & Heartseeker

Day 3 - Endgame, Balance and Itemization Updates

Day 4 - Quality of Life, Dungeon & Other Improvements

Patch Notes - Link

[h3]Patch Notes Overview Video[/h3]
https://www.youtube.com/watch?v=t-1CB0p17WE

[h3]Podcast - Raxxanterax & Zizaran [/h3]
https://www.youtube.com/watch?v=zDKH0LIgpps

[h3]Podcast - Ghazzy[/h3]
https://www.youtube.com/watch?v=JwFHzzz6zBE

[h3]Podcast - TalkativeTri[/h3]
https://www.youtube.com/watch?v=pyNqI7qLup8

[h3]Podcast - AaronActionRPG & Frostylaroo[/h3]
https://www.youtube.com/watch?v=f0iz_-i8Guc



[hr][/hr]

Travelers, we have been watching all the amazing theorycrafting, build guides, and community growth over these last few weeks and we are humbled and thrilled to see you all having so much fun with the things we love so deeply. We look forward to seeing you in the world of Eterra, and know that we will be right there with you!

- Last Epoch Team

Last Epoch Season 2 patch notes make the Diablo rival's best systems even better

The Last Epoch Season 2 patch notes might be the most exciting ARPG news we've had in 2025 so far. Its launch in 2024 staked a claim as a serious challenger to the likes of Diablo 4 and Path of Exile, and developer Eleventh Hour Games has been hard at work building new features and polishing the aspects it already shined in. Now, the second season is imminent, and game director Judd Cobler talks us through the biggest upgrades coming with the new patch. From new crafting systems to a dramatic endgame expansion, there are a lot of reasons to be excited for Last Epoch Tombs of the Erased.


Read the rest of the story...


RELATED LINKS:

Last Epoch Season 2 delayed, and it's probably because of Path of Exile 2

Last Epoch Season 2 brings class rework and expanded endgame to the Diablo rival

Last Epoch is ready to fight for the ARPG crown as it dates Season 2 launch

Last Epoch: Tombs of the Erased Patch Notes & Downtime Notice

[h3]Tombs of the Erased is releasing Thursday, April 17th, at 11:00am CDT![/h3]

Check out the full patch notes here: Last Epoch: Tombs of the Erased Patch Notes

[hr][/hr]

Greetings, Travelers. Today is Season 2, Tombs of the Erased Patch Notes Day!

Once again, we bring you a patch notes day that has surpassed all others. Season 2 represents over 100 pages internally of patch notes and is officially our largest patch to date. We have showcased a LOT of information over the last few weeks, and we are very excited to bring you the full patch notes for Season 2.

We are also proud to bring you an especially huge Patch Overview video featuring our incredible Game Director, Judd! Be sure to grab a snack, tell your friends, and get a watch party going because this video is massive, clocking in at over 20 minutes.

[previewyoutube][/previewyoutube]Last Epoch Season 2 Overview by Game Director, Judd Cobler

What can you expect over the next few days before the launch? I’m glad you asked:

  • Later today at 3:00 PM CDT you can catch Judd, Ross, Mike, and Karv over on AaronActionRPG’s Twitch channel to talk about all things Season 2!
  • 48 Hours before the patch goes live, we will have a reminder post go out about the Season.
  • 24 hours before the patch goes live, we will have server maintenance in order to prepare for Season 2. At this time, the Online services will be unavailable.
    • Note: You will still have access to play Offline, but please note that Offline and Online are separate realms where progress is not shared.


Season 2 launches at 11 am CDT *(Eleventh Hour Games)*. At that time, the Supporter Packs will unlock, and you will be able to purchase them from the Steam Store or your favorite creator's store (if they have them enabled). Twitch drops will go live for creators to begin streaming and their communities earning cosmetic rewards on the 17th at Midnight UTC. However, those cosmetics will not be active in Last Epoch until Season 2 launches.

The whole team here at Eleventh Hour Games is overjoyed to bring you this incredible patch, and we sincerely look forward to seeing you all in the world of Eterra on April 17th! With that, enjoy the Patch notes for Last Epoch - Season 2 - Tombs of the Erased.

Check out the full patch notes here: Last Epoch: Tombs of the Erased patch Notes

Quality of Life, Dungeon & Other Improvements | Coming to Last Epoch April 17th

Hello Travelers,

Welcome to the final Pre-Patch Hype Week Blog Post! This is our last Hype Week post before The Patch Notes, and today, we’ll discuss some of the Quality of Life changes, as well as a few other game improvements, coming with Last Epoch Season 2: Tombs of the Erased on April 17th.

We’ll also expand on some features you may have already seen through our Announcement Trailer, Twitch Streams, Eterra Monthly Newsletters, or the recent Dev Podcasts and cover some new exciting features yet to be mentioned. So, let’s dive right in!

Mastery Respecialization



As a carefully kept secret until the Announcement Trailer, players will be able to respecialize their Mastery from Season 2 onwards - for a price, of course.

Chronomancer Lerinne is already adept at helping you respecialize your Passive Points, and you can now respecialize your Class Mastery at the end of time. Simply choose the ‘Respecialize Mastery’ option, and Lerinne will let you know how much Gold will be required. Be aware that selecting a new Mastery will reset all your Passive Points.



Eternity Cache Changes


Crafting is something Last Epoch is known for doing well, and we continue to improve and offer new ways for players to get creative and maximize their potential. With that, we took a look at the Eternity Cache crafting system. Taking that 2 or 3 Legendary Potential Unique and not getting the T7 Exalted Affix you’re after can be frustrating, especially if you already had a 1 Legendary Potential Unique that successfully took the same T7 Exalted affix, so we’ve introduced a quality of life change to ease that pain. However, for players wishing to truly leave their items in the hands of Eterra, that option will remain.



From Tier 2 and above in the Temporal Sanctum, players will be able to choose 1 affix to guarantee crafting on to their Unique when sealing, while the rest of the Exalted affixes will be decided by the Uniques LP level and Fate.

Speaking of fate, however, just like regular Forge crafting, there is now also a chance for a “Critical Success” when crafting via the Eternity Cache. This adds the potential to seal affixes past the Legendary Potential level of the Unique, so an item with 1 Legendary Potential that experiences a “Critical Success” will seal two affixes instead of one. The chance for Critical Success depends on the amount of Legendary Potential the item has and how powerful the Unique Item is, so it is very rare to see a “Critically Success” when creating Legendaries with Eternity Cache, and even more rare for powerful items.

Dungeon Changes


[h2]Dungeon Key Inventory[/h2]

You asked for a keyring to free up Inventory space, but we saw just how many keys you’d been saving and realised no one makes keyrings that big. Instead, Keys now have their own space in the Inventory UI, freeing up valuable gear space in your Stash Tabs. This allows you to also more easily see how many of each Key type you have gained, and have available to exchange, though only with a specific Vendor who’s services aren’t quite officially sanctioned in Maj’Elka.

[h2]Dungeon Key Charms and Vendor[/h2]



We are introducing two types of Dungeon Key Charms: Portal Charms and Scale Charms. You can only exchange your keys for Portal Charms at the Black Market Key Trader in Maj’Elka’s Upper District. Though for our loot lizard loving players, Scale Charms will instead only drop from mobs.

When used at the entrance to a Dungeon, a Scale Charm will greatly increase the amount of loot lizards that spawn during that Dungeon run. Similarly, the Portal Charm will let the player travel directly to the Dungeon Boss with a random set of floor modifiers based on the tier of the Dungeon selected. The modifiers apply as if you had fought through each of those floors, but now you can jump straight to the Boss and rewards.

Though for players that wish to reach the Boss the old fashioned way, or have prophecies to complete, we have made improvements to Dungeon zones based on your feedback. Dungeons are now smaller, with fewer blockers and a lower chance for dead ends. Though if you do find yourself pinned in and falling to a hoard of mobs, fret not, as there is now also another reason to pick up all those Keys you see.

[h2]Dungeon Respawn[/h2]



Dungeon Keys can now be spent to respawn IN the same Dungeon area where you died, or outside the Boss area if you fell while trying to defeat the Dungeon Boss. This should help make it easier to gain those Boss drops or access those unique dungeon mechanics repeatedly. Please be aware that for Hardcore Players, some specific terms and conditions will apply.*

*Hardcore Terms and Conditions:

Not available for you. You die, you die.

However, that’s not all we’ve updated for our Dungeons. For a while now, we’ve had a partial Campaign Skip via our Dungeons, which has allowed players to speed up or customize their progression through the Story at the cost of missing, and having to backtrack to, certain quests for Passive Points and Idol Slots.

From Season 2, new short quests have been added that reward 2 Passive Points and unlock 1 Idol Slot for defeating each Dungeon’s Boss. These quests will also direct players to the Alternate Dungeon Exits, bypassing parts of the Campaign.



Controller Targeting


Controller targeting has been significantly improved with a new “targeting paradigm" system, this means we can create custom behaviours for every skill based on the intended use of a skill while using a controller, such as - ‘Cast On Self’, ‘Cast Max Range Forwards’ and ‘Cast on Closest Enemy in Range’. ‘Cast On Enemy in Forward Facing Cone’ is the default behaviour. This also includes if a node or gear changes how a skill works, allowing us to create two-tiered behaviours, something far more specific that what was used before.

A good example of this is Ballista. By default, Ballista is a long-range, easily damaged minion that you summon and stick close to. However, with the right choices in the Skill Tree, you could turn it into an explosive you want to hurl at your enemies. Previously, the system only allowed for one action - stay or throw - to take place, and thus Ballistae were always thrown regardless of how your Skill Tree was specced into. Now the new two-tiered system lets summoned Ballistae stay safely at your side while explosive Ballistae are correctly thrown at the nearest enemy.

It is also now much easier to kite enemies without being required to turn and aim directly at them with most skills, and each ability has been updated to feel more intuitive and satisfying. This includes Puncture (Bow form), Ranged Projectiles that had a non-standard delay or targeting that didn’t work well in the older system, and Meteor, though we’re still making improvements on this one.

Auto-Storing


Shards, Runes, Glyphs, Keys, Woven Echoes… It’s a lot to track and loot and store, and something we have made some changes to with Auto-Storing! In Season 2 players will have more control over what stackable items move to their dedicated storage systems on looting and which move to the players Inventory, allowing the player to decide what happens to to those items next.



This feature will let players individually choose if Keys, Woven Echoes, Common Runes, Shards and Glyphs, and Rare Rune, Shards and Glyphs move to their Inventory or not. This setting will be enabled for everyone at the start of Season 2 and can be adjusted in the Settings Menu at any time.

Inventory Redesign


Inventory space is a premium resource, and with new Uniques, Gear and Items being added, that space needs to be used wisely. That’s why on top of auto-storing crafting materials, you might have noticed that you can also choose to auto-store Keys and Woven Echoes. That is because these items now also have their own Inventory tabs, along with an easier-to-access Gifting Tab.



Death Vacuum


Fate is not always kind, but it is fair.

Losing loot when you die is a staple of ARPGs, however it can feel particularly painful when that loot includes a rare Boss Unique. This was highlighted even more with the introduction of Harbingers, where defeating a Timeline Boss would then spawn in a Harbinger, forcing players to choose between grabbing the loot they could before they died or fighting to survive if they could.



A change being introduced with Season 2 is the Death Vacuum. Upon death inside the Monolith of Fate, it’s not just the Traveler that is moved to the Monolith Hub, the loot surrounding you gets ‘caught in the pull of your fate’ and will move there too.

Comparing Off-hand Feature


Two rings, two weapons…one compare tooltip. No more! Now when comparing items to your equipped gear, you will be able to press CTRL to compare rings or weapons in your main hand as usual and while holding CTRL then press and hold ALT to compare an item to the ring or weapon in the off-hand slot. You can see this in action below.



This can also be done on a controller by pressing and holding L3 (left stick), then pressing and holding R3 (right stick).

Other Changes


[h2]Faction Waypoints[/h2]

After successfully joining an Item Faction on a Character for the first time, players are able to then join an Item Faction from the Keeper’s Camp on Alt Characters, as long as that Character shares a Stash with the first.

From Season 2 onwards, joining an Item Faction in the Keepers Camp will also unlock the Waypoints for the Observatory and Bazaar. These will not act as ‘Campaign skips’ however, as players will not be able to travel back to Maj’Elka from these locations.



[h2]Shared Monolith Timeline Unlocks[/h2]

Another place we’ve heard a lot of feedback from our Alt-oholics is regarding repeatedly unlocking Empowered Monoliths. Even with the change introduced in the Harbingers update that required Alt characters to conquer just one Level 90 Normal Timeline to unlock Empowered Monoliths (as long as another character had conquered the three required Level 90 Timelines), they still needed to complete all of the Timelines leading up to those level 90 Timelines.

From Season 2, new characters will have access to all Normal Monoliths that have been unlocked by other characters who share that Stash. They will still need to conquer a single Level 90 Normal Monolith to unlock Empowered Monoliths.

This won’t retroactively apply to existing Legacy characters however, so players will need to unlock them at least once after Season 2 starts. This can be achieved by slaying a Timeline Boss with a character that had not yet defeated that Boss - For example, if a Legacy character slays the Emperor of Corpses in the Reign of Dragons Timeline for the first time, this will then unlock this progress for all other Legacy characters that have reached the End of Time and also share the same Stash.

[h2]Automatic potion drinking option[/h2]

When your build relies on maintaining low Health to maintain high Ward or boost any other stat, running over a potion can be a big blow to your offense or defense. Well going forwards, there will be an option in the Settings menu to control this. Players will be able to toggle on or off - 'Automatically drink health potions when belt is full’.

This can also be useful even if you’re not playing a build that relies on low Health. Automatically drinking potions when your Health dips even a tiny bit could be wasting a valuable potion you need later on, so this option provides a more strategic use of potions as it will require you to first pick up the potion, by having space on your potion belt, before drinking the potion manually.



Outro


That wraps up the last Pre-Patch Hype Week Blog Post. Thank you for joining us again. We look forward to sharing the Patch Notes with you tomorrow and seeing you realize the full scope of what’s coming in Season 2 with the Tombs of the Erased update.

Don’t miss EHG’s Founder and Game Director - Judd, Creative Director - Ross, and Senior Technical Game Designer Mike talking in depth about what’s coming in Season 2 with AaronActionRPG & Frostylaroo Friday at 3:00 PM CDT!

Thank you all once again, Travelers. Now that we’ve spent a whole post on the various types of vacuum we have added to Last Epoch, we hope these changes will make your journeys through Eterra even more fun and rewarding!

Endgame, Balance and Itemization Updates | Coming to Last Epoch April 17th

Hello Travelers,

Welcome to the third installment of Pre-Patch Hype Week Blog Posts! We’ve mentioned some of the new crafting options previously, and today’s Blog Post will dig into all the specifics on the Endgame Itemization potential waiting inside the new Tombs, Cemeteries, and Woven Echoes. We’ll also delve more into the balance changes beyond the Sentinel Overhaul and a few Uniques and Idols coming with Last Epoch Season 2: Tombs of the Erased on April 17th.

New Features


[h2]Endgame Crafting Additions[/h2]

We know players love our Forge, or more accurately our Crafting mechanic, and in Season 2 The Weaver has blessed us with SIX new Endgame Crafting methods to aid you on your journey through Eterra.

[h3]Set Shattering[/h3]

A battle with emboldened foes bolstered by barrages of burning projectiles rages as you break through barricades and beat back mobs to cross The Great Bridge. Once victory is yours and all enemies have been vanquished, you will find what they fought so hard to protect - The Forge of Shattering.



Here, you can shatter your Set items for Set Shards, which can then be used to create Reforged Set items. Each Set item will create a specific Set affix based on the Set item shattered - For example, shattering Vilatria’s Storm Downfall staff would provide 1-4 Vilatria’s Storm Downfall Reforged shards that can then be crafted onto a staff to turn it into Vilatria’s Storm Downfall Reforged.

As with normal affixes, Set affixes can be crafted up to Tier 5; however, using the new Rune of Havoc, which shuffles all tiers of non-sealed affixes, you have the potential of reaching a T6 or T7 Set affix.



‘But how will these items apply Set Bonuses?’ I hear you ask. When an item gains a Set affix - and items can only have 1 type of Set affix - it is considered a Set item for the purpose of the Set Bonus, with each Set affix providing 2 stats from that specific Set item.

Remember, like Set items, Reforged Set items are unique enough that they cannot be combined with an actual Unique in the Eternity Cache to create Legendary items.

[h3]Idol Enchanting[/h3]

After defeating the Boss in a Tomb or Cemetery, don’t just leave… In the final room you’ll find a Woven Enchanter, which allows you to enchant Class specific Idols - Adorned, Grand, Huge, Large, or Ornate - with new affixes, called Enchanted Affixes and some Weaver’s Touch. It can also be used to reroll the existing Enchanted Affix(es) and Weaver’s Touch for Memory Amber.

Weaver’s Touch is consumed like Weaver’s Will when slaying enemies to upgrade the Idol further; this can upgrade the existing Enchanted Affixes or add a new Enchanted Affix if there is an empty slot. Another unique property of the Enchanted Affixes is that these will come from a new pool of affixes that cannot be found on Idols elsewhere and, unlike standard Idol affixes, can reach Tier 7.



Tombs will allow you to use the Woven Enchanter once, Cemeteries twice, and some Woven Echoes may allow you to use it up to four times. This number applies to each Enchant and Re-enchant and can be used on different Idols. For example:

  • If an Altar has 3 uses, a player may choose to place an unenchanted Idol in and Enchant it, then re-enchant the same Idol for Memory Amber. This would count as two uses of the Woven Enchanter. The player could then place a different Idol in the Woven Enchanter and choose to Enchant or re-enchant it depending on their wishes; this would consume the third use of the Woven Enchanter available to them.


Once an Idol is Enchanted, however, re-enchanting it will remove any added Enchanted Affixes and unspent Weavers Touch, and grant the Idol a new Enchanted Affix and new Weavers Touch amount.



[h3]Attribute Swapping[/h3]

The Observer watches all timelines, and so does the Traveler. At Oerden’s Watch, protect the Relic of the Observer in the Divine Era from the Osprix encamped in the Abandoned Tower and reclaim the Refortified Lich’s Tower from Imperial forces in the Imperial Era. Time travel between the two towers to defeat both armies and take control of the Relic of the Observer, a powerful artifact that allows you to alter the attributes of your items.

Once claimed, you can use the Relic of The Observer to replace a non-sealed attribute affix - Intelligence, Strength, Dexterity, and Attunement - with a different attribute of your choosing. The tier and roll range of the replaced affix will be preserved on the new affix.



The Observer’s gaze may touch many domains, but life remains in the hands of Eterra. This is why you cannot replace or choose Vitality or the +All Attributes affixes.

[h3]Experimental Crafting[/h3]

The Weavers web has taken you to the Rune Prison Complex, a fortress from where the imprisoned Exiled Mages are temporally displaced across Eterra. As you infiltrate this complex and open the Rune Prisons, you will draw the ire of the Rune Wardens. Defeat them to unlock the very device Rune Mages used to create Experimental Items and craft your own.

Here you may wield the arcane knowledge that led to some Mages being imprisoned and exiled, and replace a prefix with an Experimental Affix on Belts, Boots, and Gloves. Any item you wish to craft must have at least two prefixes though the Thaumaturgy Device will not interfere with the work of other Mages, so your item must not have any Experimental Affixes.



Quality does not go unnoticed, either. The chance of higher tier Experimental Affix outcomes increases with the combined prefix tiers. If the prefixes are Exalted, Tiers 6 or 7, then they contribute much more to the chance for higher tier outcomes.

[h3]Rerolling Uniques[/h3]

Finally, the Unique you have always wanted drops, but fate has not been kind when it comes to the Implicits and Affixes attached to it. A feeling of strife washes over you. Why even bother taking this item now? It’s not the first time this has happened, either.

Fear not, Traveler. The Weaver provides it as long as you offer it first. Find yourself a Gauntlet of Strife Woven Echo and prove your worth by defeating a series of Bosses and their Champions in order to access the Sacrificial Altar.

Here, you can sacrifice one copy of any Unique, Legendary, Weaver’s Will, or Set item to re-roll all the Implicits and Affixes on a matching item. The sacrificed item must, at minimum, meet the potential of the item you wish to reroll - for example, to reroll a Unique with 2 Legendary Potential, the sacrificed item must either have at least 2 Legendary Potential or if offering a Legendary item instead, at least 2 different Legendary Affixes for it to be considered a worthy sacrifice.



Travelers should know that while the Legendary Potential or Weaver’s Will will be preserved, all affix ranges, including Unique, Implicit, and Legendary, are rerolled. This will not change the tier of Legendary Affixes, only reroll their ranges within the tiers they already have.

[h3]Legendary Crafting Potential[/h3]

See the turtle of enormous girth! On his shell he holds the earth!

Through Her web, find this legendary creature for a legendary crafting opportunity, though the open sea is filled with both wonder and danger.

Objects in the Farsight Turtle Concept Art may appear smaller than they are.



Once you place Unique items with at least 1 Legendary Potential into the Transmuting Gem, you can take your chances at re-rolling the amount of Legendary Potential each item has. For each item, the new Legendary Potential is rolled the same way as the Legendary Potential of a freshly dropped Unique of that type, so think carefully and pray The Weaver blesses you.

However, should The Weaver forsake you and fail to grant your item any additional Legendary Potential, all Legendary Potential on the item will be taken by Her. To thank you for your offering, the Weaver will gift you a Rare Shard for each Legendary Potential taken.

All is not lost, though, as Uniques with 0 Legendary Potential may be given to a Nemesis in the place of the Egg of the Forgotten to try and gain back that Legendary Potential.

[h2]New Crafting Materials[/h2]

[h3]Rune of Weaving[/h3]

We know that having the right gear can be an integral part of not just surviving all that Eterra throws at you but progressing on your path to save it, which is why unequipping that carefully crafted 2xT7 Exalted Weapon to see what The Weaver might bless you with can be a tough choice.

Enter the Rune of Weaving.


You will be able to place an item in to your Forge with this Rune, where it will take each swing of the hammer as a swing (or firing) of your weapon of choice and transform some amount of the current Weaver’s Will or Weaver’s Touch on your gear or Idols into additional affixes or upgrade existing affix tiers.

[h3]Rune of Havoc[/h3]

You finally see it. Your loot filter has even emphasized it because it has the affix you want! That Exalted item you’ve needed dropped, you pick it up… T5, T5, T6! T3, that one affix you wanted to be T6 or higher is T3, and you don’t have the shards to craft it. But what you do have is a few Runes of Havoc.



With this Rune, you can shuffle the tiers of non-sealed affixes on an item with each other, guaranteeing at least one changed tier. The rolls of the affixes within their tiers are preserved even if their tier doesn’t change. Also, to prevent the Rune from being wasted, you will not be able to use this Rune on an item if all non-sealed affixes share the same tier.

Another way to use this Rune is by taking that super rare affix you only have a few of, for example ‘Level of Meteor’, craft it as a Tier 1 onto an item with another Tier 7 affix, and then by using Rune of Havoc that Level of Meteor could very well turn to a Tier 7.

[h3]Rune of Redemption[/h3]

You pick up that Exalted item; it’s a triple T7. You have been blessed. Then you read the affixes. One of those three is decent, but the others? You wish they were anything else. After all, you really don’t need minion-focused affixes! If only you had a way to redeem this item…



Change the non-sealed Exalted affixes on an item while preserving the affix tiers and rolls within those tiers. The new affixes are randomly chosen from the same pool as those that can naturally spawn on that type of item when dropped from a regular enemy.

Balance Changes


[h2]Boss Ward[/h2]

The feedback we received on Boss Ward was substantial and divisive. While many players were in favor of the change from Dynamic Damage Reduction to Boss Ward, we also heard all of the feedback on how this change affected gameplay. We have been working on some adjustments to how the Boss Ward mechanic is applied and reducing the frequency that players will encounter it.

In Season 2, the initial decay rate of Boss Ward will be doubled, and it will be seen in far fewer enemies than before. It will only be found on Bosses that feel like they should have it. The most notable Bosses, such as Aberroth, Harbingers, Shades of Orobyss, and Timeline Bosses, will keep their Boss Ward; however, lesser enemies, such as Exiled Mages, Nemeses, or mini-bosses, will no longer have it. Bosses that have had their Boss Ward removed have been compensated by increasing their health.

[h2]Player Balance Changes[/h2]

The delicate balance of Health, Ward, Offense and Defense between Passives, Skills and items is an integral part of Last Epoch which is why we listen so closely to player feedback in these areas.

Often players find that specific classes or builds have an easier time scaling Health, while others excel more with Ward, and so whenever one of them is substantially better than the other, we’ll see the meta closely be tied around builds that can utilize whichever is better at the time.

In recent patches, Ward has been the more dominant meta for a few reasons:

  • The introduction of two new Masteries - Runemaster and Warlock
  • And a major buff to Sorcerer


These classes all had many good sources of Skills and Passives to invest in Ward generation as their primary defense. This, combined with Ward not being strongly tied to gear, made it very easy to obtain high amounts of Ward while Health required lots of itemization to compete.

In Season 2 we’re making a few changes to tighten the gap between these two defensive options and below are some details to tide you over while you wait for the Patch Notes with the full list of changes on April 11th.

[h2]Ward[/h2]

Part of what made Ward so powerful has been the Intelligence Attribute - It provides both damage scaling and Ward Retention, a very integral part of keeping the Ward you gain as high as possible. This, in combination with Passives and items that provide additional scaling for Intelligence, both in offense and defense, has made Intelligence the easy choice for players focusing on Ward builds.

[h3]Ward Retention[/h3]

To address this we have reduced Ward Retention offered by the Intelligence Attribute, to 2% per point from 4%. However due to how the Ward Decay formula works, seen below, this doesn’t just simply mean that the amount of Ward you maintain is cut in half.

0.00005 x (current ward - ward decay threshold)^2 + 0.2 x (current ward - ward decay threshold) / 1 + (0.5 x ward retention)


Some of this Ward Retention can be added back through new affixes exclusive to the Weaver Idols, as shown below, but the overall amount of Ward Retention obtainable in Season 2 will be lower than before.



[h3]Ward Decay Threshold[/h3]

We are also offsetting this by increasing the amount of other lesser scaling stats that help you increase your Ward pool through gear. These stats are Ward Per Second and Ward Decay Threshold.

A new craftable hybrid affix will spawn on Rings and Amulets and help increase not only the rate you generate Ward per Second but also raise your Ward Decay Threshold, which lets you have more Ward before it starts decaying.



[h3]Ward Per Second[/h3]

Alongside the new affixes, we’re also increasing the Ward per Second affix found on Off-Hand Catalysts and the Helmets and Body Armor for Mages and Acolytes, making it around 40% stronger across all tiers and making it a little more common to find in Eterra.



[h2]Health and Endurance[/h2]

In addition, Season 2 comes with some substantial buffs to Health Regeneration as well. This is mainly done by making Added Health Regeneration less of a scarce stat but also by slightly buffing the values of the Increased Health Regeneration affix (around 15% across all tiers).

[h3]Added Health[/h3]



The Added Health affix available on almost all equipment slots has been increased for Tiers 4 to 7, but most notably maximum value of Tier 5 by 20% (75 to 90) and Tier 7 by 12.5% (160 to 180).

[h3]Added Health and Added Health Regeneration[/h3]



Rings and Relics can now spawn with a new hybrid health affix - Added Health and Added Health Regeneration. This hybrid affix provides less Added Health than the standard Added Health affix but balances this by also providing Added Health Regen.

[h3]Increased Health Regen[/h3]

We’re also making some changes to the Increased Health Regen suffix. This suffix will spawn now on Helmets, Body Armor, Belts, Rings and Relics, but as of Season 2 it will no longer spawn on Gloves. For Legacy players, existing Gloves with this affix will remain as they are but will no longer be upgradable in the Forge.



We also have a few other changes related to Health which we’ve detailed below;

  • Extra Potion Slot And Potion Health
    • Health Gained on Potion Use is now increased by 50%
  • Potions now heal 50+10 per level, up from 50+5 per level.


[h3]Endurance Threshold[/h3]



Moving into Season 2, the Endurance Threshold suffix will only roll on Belts. This will free up suffix slots that previously competed with the Added Health suffix which will also increase your Endurance Threshold as this scales with your total Health. This change was made as in most cases Endurance Threshold needlessly complicated build crafting and diluted the pool of available affixes without having a meaningful positive impact, especially for new players, when increasing your Health with Added Health was the better option.

Items from previous Seasons - Helmets, Gloves, Rings and Relics - with the Endurance Threshold suffix will remain as they are.

[h2]Global Damage Over Time[/h2]

More Ward, more Health, more Crit Avoidance, more Dodge - those are all going to help when a mob or Boss hits you, but what about when an enemy lands an attack that’s not a Hit?

Damage over Time is another area players have let us know is a point they would like to see improved, especially in Empowered Monoliths as Corruption begins to build. To help with this, in Season 2 we are reducing the damage over time players take by 15% globally as well as halving the current damage over time bonus enemies receive from Corruption.

For example:
  • If it says “Enemies have 60% more health and damage” the actual effect is “Enemies have 60% more health, 60% more hit damage, and 30% more damage over time”.


[h2]Skills[/h2]

Just like other major updates, Season 2 comes with lots of changes to different Skills. While some Skills near the ceiling are being brought down a notch, such as:

  • Mana-stacking Static Orb.
  • Explosive Trap and Frost Claw excessive ailment cleansing and Ward generation.
  • Falcon builds, especially Dive Bomb
  • Potion Ballista


We’re also buffing a significant number of Skills that have been on the weaker side. As we prepare to release the full detailed breakdown with the patch notes on April 11th, we can still share some of them here with you today. Given we have already covered the majority of Sentinel changes in the Sentinel Rework & Heartseeker Blog Post, we’ve prepped a list of interesting changes to other Class Skills for this post instead.

Many abilities have received buffs to their damage and base functionalities, such as:

  • Black Hole’s base damage and damage effectiveness are doubled, the Time Dilation node provides 10% increased duration per point, and Singularity grants 100% more damage (previously 50%).
  • Flurry’s damage effectiveness has been increased from 60% to 80%.
  • Shuriken’s damage effectiveness has been increased from 100% to 125%.
  • Acid Flask’s damage effectiveness has been increased from 100% to 125% and Alchemical Proficiency node grants 8% more damage per point (previously 3%).
  • Tornado’s damage effectiveness has been increased from 75% to 125%.
  • Maelstrom’s damage effectiveness has been increased from 60% to 80%.
  • Ice Barrage’s damage and damage effectiveness are increased by 20%, Brightlance node now grants 30% more hit damage (it was 15% before and Nailed Shot now provides a 34% chance to pierce from 20%, meaning you only need 3 points instead of 5 to reach 100%.
  • Dread Shade no longer has a duration.
  • You can now hold 3 Black Arrows from 1, allowing you to pick up a few of them instead of needing to consume it every time before you can pick up another.
  • Movement skills are able to “shortcut” through corners and short gaps more than before. For example, skills like Fury Leap would normally allow you to traverse only 30 meters worth of walking, but that has been double to 60 meters, allowing you to jump bigger gaps than before.
  • Warcry’s Berserk buff’s duration has been increased from 1 second to 1.5 seconds.
  • Puncture’s Bleeding Fury stacks from Bloodthirst node now respect Puncture’s conversions. For example, if Puncture is converted to Poison or Cold, Bleeding Fury Stacks would grant Poison or Frostbite Chance instead of Bleed Chance.
  • Burning Dagger, a subskill available to some Rogue skills such as the upcoming Heartseeker, has received base damage and damage effectiveness increases to 30 and 150% (from 16 and 100%).
  • Disintegrate’s Laser Focus node now grants 40% less damage instead of 60% and no longer has 60% less ailment chance.
  • Summon Skeleton’s mana cost has been reduced to 9 (previously 15).
  • Summon Bone Golem’s mana cost has been reduced to 35 (previously 60).
  • Summon Skeletal Mage’s mana cost has been reduced to 21 (previously 27).
  • Manifest Armor and Wraithlord (from Wraithlord’s Harbour unique helmet) are now much more responsive at high movement speeds, reducing the instants of the minion struggling to move to its intended location and “skating” instead.
  • Summon Bear now gains 20 health per strength and per level (previously 18), and Forceful Swipes node now also grants +1 melee physical damage per 3 strength for the Bear. The Swipe from Forceful Swipes now also has a cooldown of 2 seconds (previously 5 seconds).


[h2]Uniques[/h2]

Balancing Uniques always goes hand in hand with Skills, and several Uniques have received updates to help make them more useful! Below, we’ve highlighted some we think you’d like to see.

[h3]Eye of Reen[/h3]

Eye of Reen no longer requires you to crit with a Direct Melee Attack in order to gain a stack of Reen’s Ire. This means it can once again be used with Warpath and other skills which hit with indirect attacks!



[h3]Bhuldar’s Wrath[/h3]

Bhuldar’s Wrath left their foes quaking in their boots, and now they are twice as angry! In Season 2, this Unique will have a 100% Chance to use Earthquake after using a Non-Channelled Movement Ability, up to 2 times every 5 seconds.



[h3]Eye of Storms[/h3]

Cloudy with a chance of Maelstrom? Not a chance anymore. From Season 2, the Eye of Storms Unique will now Cast Maelstrom every 3 seconds while also granting 6%-15% Increased Lightning Damage per Active Maelstrom (up from 6%-8%).
You can still increase the amount of Maelstrom cast every three seconds, though, by combining this Unique with the Maelstrom Cast chance found on Idols.



[h3]Storm Breaker[/h3]

Lighting rarely strikes twice, and in Season 2, instead of having a 36% chance to cast Lightning Strike when you use a Skill that costs at least 10 mana, players using the Storm Breaker Unique will gain a Storm Stack when they directly use a melee attack and hit at least one enemy.



New Uniques


Through Mike’s Streams, the Official Trailer, and the Tour of the Erased Podcasts, a fair few of the upcoming Uniques have been teased already. But not all of them! While we won’t be showing off the full armory, travelers can hope to find it in Season 2. We will be taking a look at two new Uniques and a closer look at one some of you may have seen already.

[h2]Tolmat’s Incorrect History of Eterra[/h2]

Sir Tolmat was one of the most well-regarded historians to document the history, flora, and fauna of Eterra, allowing us to view the world as they saw it, as very few get the chance to. That’s not to say the way they viewed the world was entirely correct.

This Off-hand Catalyst gives an off-piste look at the history of Eterra, summoning a historically ‘accurate’ minion from a random Era of Eterra to join you on your journey.



[h2]Elecoe’s Innovation[/h2]

Critical Strike Chance has always been important when dealing damage; now, with this innovative new Unique, it’s also important for recovering Health and Mana.



[h2]Brewmaster’s Buckle[/h2]

Buckle up and drink until your heart is content! While it provides 4 extra potion slots, a hearty +20% to Endurance, and a whopping +14 to Vitality, the Brewmaster still has a secret hidden up their sleeve, or more accurately, in this belt that you’ll only discover by wearing it.



Outro


Thank you for joining us today! We couldn’t have made Last Epoch what it is without each and every one of you, without your support, feedback, and love of ARPGS. We look forward to continuing on our journey to take Eterra to greater and brighter heights.

If you’re interested in hearing more about the Season 2 Itemization changes, you can watch EHG’s Founder and Game Director - Judd, Creative Director - Ross and Game Designer - Karv on TalkativeTri’s Podcast here - https://www.youtube.com/watch?v=pyNqI7qLup8

We’ve still got plenty to come this week, though, so keep your eyes out for the Quality of Life, Dungeon Improvements & More post, followed by the one we know you’re all waiting for, the full Patch Notes for Season 2: Tombs of the Erased on April 11th!

You can also catch several of EHG’s team on an upcoming Podcast with AaronActionRPG & Frostylaroo on April 11, 2025 at 3:00 PM CDT, where they’ll be talking in-depth about what’s coming in Season 2!

Thank you once again, Travelers, and safe journeys through Eterra!