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Runes of Power Update - Beta Patch 0.9.2 Patch Notes



Runes of Power, Patch 0.9.2, is coming Thursday, Sept 7th, 2023 at 11:00 AM CT!

Welcome everyone to the Patch Notes for Beta Patch 0.9.2 Runes of Power! Over the last week we’ve been going over some of the major features to expect in this patch including the new Runemaster Mastery, Localization, Frost Claw, Item Caches, and Rune Prisons. This update brings with it a whole new way to play with the Runemaster, alongside new content with random encounters, and many more improvements!

Last Epoch Beta Patch 0.9.2 - Runes of Power will introduce:

  • Mage Mastery: Runemaster, including 5 new skills!
  • New Base Mage Class Ability: Frost Claw
  • One-shot Caches, and Lost Caches
  • Localization
  • Monolith Improvements
  • In-game Bug Reporting
  • New Models and Animations
  • Twenty-one new Unique Items
  • Balance Changes and Bug Fixes
  • And more!


Check out the full Patch Notes here!

One-shot and Lost Caches

Welcome to the final Pre-Patch Blog Post before the release of the full Patch Notes for Runes of Power!

Today we’re going to be looking at another new encounter mechanic we’re adding to Last Epoch in just three days! As mentioned in the Rune Prisons blog post, we wanted to improve the moment- to-moment feeling within the Campaign, as well as within Echoes. To bolster this, we’re adding two types of caches to the game: One-shot Caches, which can be found during the Campaign, and Lost Caches, which can be found within the Monolith of Fate.

One-shot Caches


Have you ever thought to yourself “I love exploring, but sometimes I wish there was something just a little bit more to find while exploring”? Well, we have, and so we’re introducing One-shot Caches!

These Caches are hidden throughout various Campaign zones. You won’t find them on the beaten path either, so if you want them, make sure to put your exploring boots on. When you begin to approach a One-shot Cache, you will be able to see the cache appear as an icon on your mini-map to let you know that treasure is near.



One-shot Caches, as the name implies, can only be opened for their specific rewards once per character, but when opened provide greater rewards than a normal chest and always have a guaranteed drop of either a Personal Item or other helpful leveling items. Personal Items are hand-crafted items which once belonged to another entity that left them behind. They have fixed stats on them, and boast special Personal Affixes. These Personal Affixes cannot drop naturally, define the name of the item, and can be identified by their pale yellow color. Personal Items also cannot be crafted, so you’ll need to find the cache that has the personal item for you.



To prevent missing out on One-shot Caches when playing in a party, the Cache will only be opened for you by another player if you are also nearby. If you’re further away, it will remain safely closed for you to explore it yourself when you’re ready.

You can always find the same One-shot Caches in every playthrough: so once you know where to find one, containing a particular item to help you through the campaign, you’ll know where to go. This also provides an opportunity for more experienced players to find different routes through the campaign for different characters, depending on which One-shot Caches they may want to nab.

Lost Caches


Lost Caches are similar to One-shot Caches, however these will randomly appear in Monolith Echoes and don’t have any limits on finding and opening them. Our goal here is to improve the feeling of each potential echo by adding random events where you can find fun little rewards - perhaps stumbling upon them, or for the avid explorers out there, a reward for your efforts. Do keep in mind, not all Echoes will contain a Lost Cache.



When found tucked away within Echoes, Lost Caches will grant a bunch of powerful items themed around the specific Lost Cache. There are many types of Lost Caches to find, as well as several Tiers of each type of Lost Cache. For example you may find an Explorer’s Cache which hoards keys, a Lost Thief’s Cache which contains jewelry, ranged weapons, and daggers, or perhaps a Thief Lord’s Cache which contains a greater version of the rewards from the Lost Thief’s Cache.

Monolith of Fate Improvements


Alongside adding new mechanics and things to find in Monoliths, we’re making some changes to Echoes themselves to improve the experience. Our goal here is to make Echoes feel more consistent in navigation, feel better when clearing, add a bit more variety, and reduce the feeling of “getting a bad map.”

With the performance improvements we’ve been making, we’re feeling confident about this first change being made: increasing mob density. On average, this works out to about a ten percent increase in mob density. However, in combination with adjusting mob spawner locations, we believe this can help with the feeling of density, without too much of a performance impact. This is just a first step towards better balanced endgame monster density and this will be an ongoing effort.



The second change we’re making is adding more possible player spawn locations. This was a quick change which can help to make maps feel more variable by creating different routes around the maps.

The third change we’re making is to maps with a lot of dead ends — either removing many of the dead ends, or adding additional connections to make these maps less punishing on path choice and reduce backtracking.

The final change is we’re reducing the sizes of some of the larger maps. This means Alpine Halls is now about one third the size it previously was.

Patch Notes Soon


Thank you everyone for joining us for the final Pre-Patch Blog Post for Beta Patch 0.9.2 Runes of Power! With One-shot Caches and Lost Caches providing more reward to exploration, and general Monolith of Fate Improvements keeping the feel-goods coming, we hope everyone enjoys Runes of Power and Runemaster as much as we’ve enjoyed creating it. So get your theory-crafting juices flowing, and your plans set, because Runes of Power releases in just three days on September 7th!

Keep your eyes open tomorrow for our final post before the patch, containing all of the juicy patch notes, coming soon!

Rune Prisons and Experimental Items

Happy Sunday, Travelers! Welcome to the 0.9.2 Pre-patch Blog Post covering the new Rune Prisons and Experimental Items coming this Thursday in Runes of Power!

An area we’ve felt is in need of improvement with respect to Last Epoch’s endgame system is the moment-to-moment gameplay of completing Echoes. This isn’t something we feel can be fixed by any single change, however we’re still looking to improve this aspect of gameplay piece by piece. By introducing more random events that can happen in an Echo, it can help to reduce the ‘sameness’ of each Echo, and feel like a much more dynamic experience. The first random encounter we’re introducing this Thursday is Rune Prisons.

Rune Prisons


Rune Prisons are a special type of encounter you can find in any Monolith Echo, as well as most campaign areas. While making your way through the world and Eras of Eterra, you may find yourself coming across a large floating prism held in place with chains. The intermittent shudders betray the power that lies within these prisons.



By clicking on a Rune Prison, you will unleash the Exiled Mage held within, who will become immediately hostile to both you and any enemies in the area. These Exiled Mages will spawn with a random set of abilities, so you never quite know exactly what you will be facing when you break them out - but always be ready for a fight.



If you manage to defeat this Exiled Mage, you will be rewarded with an Experimental item, and potentially, at higher levels, a Rune of Research.

Experimental Items


Experimental Items are a new class of items being introduced in Runes of Power. These are items which at first glance may appear to be a standard Magic, Unique, or Exalted item. However on closer inspection you’ll notice they come with a very special affix. These Experimental Affixes cannot by crafted or found through normal means, and are typically only found on items dropped by an Exiled Mage.



These experimental affixes can even roll exalted, as well as the potential for other affixes on the item to roll as Exalted. This means that yes, you can in fact craft a Legendary Item using Experimental Affixes!

At higher levels, you may also find a very special crafting item dropped by an Exiled Mage: a Rune of Research.

Experimental Crafting


Successfully defeating an Exiled Mage above level 70 has a chance to drop a Rune of Research. This Rune will seal an Experimental Affix on an Experimental item. This obeys normal Sealed Affix rules, in that an item can only have one Sealed Affix.



When sealing an experimental affix through the use of a Rune of Research, you have a chance to receive a particularly powerful crafting item, a Glyph of Insight. When this glyph is used to upgrade a normal affix, it will change it into an Experimental Affix. This process is deterministic based on the item.



This means if you have two of the exact same item, it will always produce the same Experimental Affix. Determining what exactly an item needs for each possible Experimental Affix however is something that may require a bit of… experimentation.



One-shot and Lost Caches


That’s all for today’s Pre-Patch Blog Post taking a look at Rune Prisons, and we hope everyone’s excited for this entirely new type of item and crafting mechanic coming in just four more days on September 7th.

Join us again tomorrow for a look into One-shot Caches, Lost Caches, and some general improvements for Monolith Echoes coming in Beta Patch 0.9.2 Runes of Power!

Updated Visuals, Quality of Life, and Items

Welcome Travelers to the third Pre-Patch Blog Post for Beta Patch 0.9.2 Runes of Power!

Today we’ll be taking a look at some of the new Unique Items, visual improvements, and quality of life features coming in Patch 0.9.2 on September 7th. This post is going to be quite a visual feast, so make sure you have your eyeballs ready for the images ahead!

Campaign Levels Visual Updates


With the recent complete overhaul of Chapter 1, we wanted to go back through some of the mid-game areas and apply our new tech and design principles. All zones in Chapter 6, most zones in Chapter 4, and several other hand-picked zones have had significant visual upgrades made to them.



Many of these areas have had completely new assets created for them such as siege weaponry for Osprix War Camps and new soul storage devices for the Immortal Empire. Many of these items not only improve the visuals of the area, but also work to create additional immersion as each of these custom crafted items also have a purpose and intent.



These changes help us bring Eterra as a whole up to our latest standards in preparation for 1.0. Our goal with many of these changes is not just to beautify these areas, but also to help bolster the unique distinctions between both different Eras and Zones. Time travel is a core part of Last Epoch, and so it’s even more important to have distinct visual traits and variety to help reinforce the difference between the Eras. These visual updates make many of these areas feel like entirely new maps to play through.





Enemy Updates


Alongside Zones, a number of enemies are getting visual updates as well in 0.9.2. For those that keep close track of our teasers on our weekly Dev Streams, we teased this duo’s art a while back, and they’ll be two of the new Enemy Models arriving in Runes of Power!

[h2]Soul Cage[/h2]



[h2]Soul Warden[/h2]



[h2]Don’t be so shy you two![/h2]



Quality of Life Updates


[h2]In-game Bug Reporting[/h2]

One of the most frequently requested quality of life features is a way to be able to quickly and easily report bugs and provide feedback in-game. As of September 7th, this ability will be added to the game! On the Character select screen, as well as in the main menu, you can find a new “Report a Bug” button.



When you submit any bugs or feedback through this feature, you can automatically include a screenshot of your current game view, as well as your log files, for comprehensive review. We’re quite happy to finally have this feature in players’ hands, both to make it easier and more friendly for you to report issues. We’re looking forward to receiving more info and feedback on a range of issues so we can address them more quickly and efficiently with this new tool!

[h2]Town Functionality[/h2]

Earlier this week we re-enabled Town functionality live on all servers, allowing players to encounter other Travelers throughout Eterra in Towns. With this Town functionality, you’re able to connect with other players, form parties, or socialize, show off your latest legendary, and talk shop.

To make interaction in Towns a bit smoother, with Patch 0.9.2 we’re also adding the ability to right click players in Town to be able to interact with them. Using this interact menu, you can start a direct conversation, add to your friends list, send them a message, or if the need arises, block them.



New Items


Beta patch 0.9.2 Runes of Power is going to be adding twenty-one new Uniques to Eterra! With a new Mastery coming in, many of these will be aimed to support the Runemaster, however we haven’t completely forgotten other characters for this patch. Here’s a look at a few of the new Unique Items coming in just five more days! You can also find a few more Unique teasers by keeping an eye on other news such as from our Dev Streams, and videos.



More to Come


With continuing visual enhancements across all of Last Epoch, as well as improving quality of life features, we’re making our way ever closer to 1.0. While still making sure we continue to add new ways to build and theory-craft in Last Epoch with an ever-expanding roster of Unique Items. In Last Epoch, gameplay, quality of life, and visual fidelity are held in balance to continue making the game as enjoyable as possible for everyone in our great community.

Thank you for joining us for Saturday’s Pre-Patch Blog Post for Beta Patch 0.9.2 - Runes of Power, and we’ll see you all again tomorrow to talk about Rune Prisons, Experimental Items, and Experimental Crafting!

Frost Claw

Hello Travelers, and welcome to the Pre-Patch Blog Post for Frost Claw!

Frost Claw is being added as a new skill for the base Mage class. This is in addition to the 5 Runemaster skills, meaning there will be a total of 6 new skills being introduced in Patch 0.9.2 - Runes of Power!

As we were developing Runemaster for the Mage, and began receiving early feedback, one of the most common responses was was the lack of a ‘spammable’ cold skill, particularly for use in generating Heo runes early. When we reviewed this feedback, we agreed that there needed to be an earlier access for the Runemaster to generate runes, as well as correcting the lack of a fast usage cold spell alongside Fireball and Lightning Blast. Because of this, we decided to address the gap within the Mage class in tandem with the release of Runemaster. Frost Claw helps to provide support for more elemental build options, supports all Mage Masteries, and is just plain fun.

Frost Claw




Unlocked at level 12 for all Mages, Frost Claw fires three piercing cold projectiles in an arc, dealing damage to any enemies they pass through, and converging on the targeted location to create a burst of area damage on impact. With Fireball’s focus on damaging single enemies, and Lightning Blast’s ability to target multiple enemies, this left a space in between for an area damage based ability. As such, not only does Frost Claw take up the missing element, it also fits the middle ground between playstyles, adding a greater element of accuracy rewarding picking the right spot to deal damage to a number of enemies.

With its versatile design and ability to be quickly cast at high speeds with low cost, Frost Claw offers opportunities to be used by any of the three masteries. It can be specialized into Fire or Lightning in addition to the base cold, it can gain Melee Damage as Spell Damage, and can even be triggered automatically by melee attacks — allowing even further spell synergy with the Spellblade. Depending on how Frost Claw is specialized, it can also be set up as a zero cost skill, making it useful as a generator for other abilities.



Let’s take a look at a couple of the Transformative Nodes you will find on the Frost Claw tree!

[h2]On Through the Snow[/h2]



With On Through the Snow, you will enable Frost Claw to recast from the target location a second time behind the targeted location. This recast can hit the same enemies hit by the first cast, producing both increased targeted damage, as well as expanding the total area of effect of the ability as the new projectiles can also hit any enemies along their path.



[h2]Volley of Glass[/h2]



Looking for greater single target damage out of Frost Claw? Volley of glass removes the Area of Effect blast damage at the target location, but staggers each of the projectiles, allowing a single enemy to be hit by each one. This also lends Frost Claw to some very exciting ailment builds, so options are very open here.



New Items and Visual Updates


Frost Claw is a perfect example of the importance and value of listening to feedback from the community. We want to provide a big thank you to everyone who helped us arrive at introducing Frost Claw to fill a much needed vacuum in the Mage Class, and provide an additional skill for everyone to enjoy in Patch 0.9.2 - Runes of Power! With a total of six new abilities, with five in a completely new mastery coming to Mage in just six more days, it should be a great patch for theory-crafting builds!

Join us again tomorrow we’ll be taking a look at some of the new Unique Items, continuing visual improvements, and quality of life updates coming to Last Epoch next week!