Path of Exile: Crucible – All Informations About New Season 3.21

March 30, 2023

The new Season 3.21 has been officially announced - Path of Exile: Crucible introduces many Quality of Life changes, and also the very unique Crucible League mechanic. Read more..

The Crucible Challenge League

  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you’re encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • In the Crucible Challenge League, you’ll learn about the ancient titans who once shaped the primordial surface of Wraeclast. If you’re powerful enough, you will earn the ability to forge their power onto your weapons.
  • Crucible Forges are scattered throughout Wraeclast. When you find one, select one of your weapons and channel the power of the ancient titans to spawn a challenging encounter. The longer you channel for, the more the molten monsters merge together to form more fearsome foes. You’re in control of the difficulty and reward of these encounters.
  • In an iconically Path of Exile way, your weapons can now be imbued with powerful Passive Skill Trees of their own. Encounters at Crucible Forges grant you experience that lets you uncover the tree on a weapon and gradually progress through its skills. You can only allocate one skill from each tier, so choose your path through each Crucible Passive Tree carefully. If you’re lucky, you’ll find certain skills that, when allocated, are worth valuable currency or unique items when sold to a vendor.
  • Crucible’s endgame takes place in The Forge of the Titans, a dangerous area harbouring an ancient power: the ability to melt a weapon down, merging its Crucible Passive Tree with that of another weapon. This process produces unpredictable results, incorporating elements of each tree as well as random upgrades, downgrades and changes. Through careful use of the Forge, it’s possible to craft some incredibly powerful skill trees on your weapons.
  • For more information about this expansion, check out pathofexile.com/crucible
  • With 3.21.0, there are Standard, Hardcore, Solo Self-Found and Ruthless variations of the Crucible challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new Crucible challenge league includes a set of 40 new challenges, and 8 new challenges in Ruthless Crucible. There are microtransaction rewards for completing challenges that are only obtainable in this league. These rewards will be revealed in an upcoming news post.

New Content and Features

  • Introduced 9 new Vaal Skill Gems: Vaal Absolution, Vaal Animate Weapon, Vaal Arctic Armour, Vaal Domination, Vaal Firestorm, Vaal Ice Shot, Vaal Lightning Arrow, Vaal Reap, and Vaal Rejuvenation Totem.
  • Introduced 3 pairs of Atlas Gateways to the Atlas Passive Skill Tree. Allocating an Atlas Gateway allows you to allocate its connected Gateway on the other side of the Atlas, and then any Atlas Passive Skills connected from there.
  • Added a new Dexterity Skill Gem – Snipe: Channel to charge up your bow, gaining stages. Release to trigger one supported bow skill for each stage gained. If there are no supported skills, but at least one stage was gained, this skill will fire its own arrow instead. Cannot be used by Totems.
  • Added a new Dexterity/Intelligence Support Gem – Manaforged Arrows: Supports bow attack skills, causing them to trigger when you’ve spent an amount of total mana on other bow attacks based on the supported skill’s mana cost. Supported skills deal more damage based on their mana cost. Cannot modify the skills of minions.
  • Added a new Intelligence Support Gem – Prismatic Burst: Supports attacks, causing them to trigger the Prismatic Burst spell. Cannot support triggered attacks or attacks used by things other than you. Cannot modify the skills of minions. Prismatic Burst chooses an element at random and deals damage of that type in an area. Having higher strength makes it more likely to choose fire, higher dexterity makes it more likely to choose cold, and higher intelligence makes it more likely to choose lightning.
  • Added a new Dexterity/Strength Support Gem – Momentum: Supports attack skills that aren’t triggered. Using those skills will grant Momentum, which is lost when you move (including teleporting).
  • Added over 10 new Unique Items.
  • Added 5 new Divination Cards, designed by our supporters.
  • The following currencies now have a stack size of 20: Orb of Alchemy, Vaal Orb, Chaos Orb, Tainted Chaos Orb, Eldritch Chaos Orb, and Veiled Chaos Orb.
  • Items now persist in a Vendors’ shops for multiple levels, so that you have a chance to buy them before they vanish. Each time you level up, the oldest items are removed and some new ones are added. You can also now rarely find Rare items at Vendors.
  • Continued to incrementally improve the sound, art, effects and environments.

League Revamps

In this expansion, we’ve targeted a couple of endgame leagues that have fallen behind other leagues on the Atlas Tree: Breach and Abyss.

The changes outlined below should ensure that you can play a wider variety of leagues in the endgame, both through being able to access them more easily and because Breach and Abyss now feel far more modern and competitive with other popular league content.

Breach

  • The pacing of Breach encounters has been improved. They now feel dense with monsters throughout the Breach, leaning more on the side of it feeling overwhelming towards the end. We’ve also reduced the duration of Breaches so that there is constant monster pressure and you can get on with your mapping sooner.
  • The number of Breach Splinters dropped are now affected by increases and reductions to item quantity.
  • The experience gained from killing Breach Monsters in your Maps has been reduced and the number of Breach Splinters dropped from Monsters has been rebalanced, as you’re now encountering more of them.
  • The number of Breach Splinters dropped by Breach Bosses in your Map has been reduced.
  • Charged, Enriched and Pure Breachstones have been removed. Existing items will be converted to regular Breachstones upon logging in after the launch of 3.21.0.
  • Xoph’s, Tul’s and Esh’s Breachstones now have a Monster Level of 81 (previously 70). Uul-Netol’s Breachstone now has a Monster Level of 82 (previously 75), with Chayula’s Breachstone having a Monster Level of 83 (previously 80).
  • Breach Blessings can now be used to upgrade a regular Breachstone into the Flawless version of that Breachstone. Breach Blessings are now rarer as a result.
  • Flawless Breachstone Bosses can no longer drop Breach Blessings or un-upgraded Breach Uniques. They now have a chance to drop upgraded Breach Uniques.
  • Flawless Breachstones no longer drop from Maven Invitations.
  • Normal Breachstones are now the only kind of Breachstones offered by Kirac upon using an Otherworldly Scouting Report, and are only offered as a red Kirac Mission.
  • The Harvest Crafting Option for Breach Splinters and Breachstones has been updated to “Change a stack of Breach Splinters or a normal or Flawless Breachstone into Splinters or a Breachstone of another type”.
  • Breachstones now have their own item class. It’s Breachstone, who would have guessed!
  • It that Fled’s Betrayal Research Safehouse rewards are now Map Device Crafting Options that can be used on Breachstones.
  • The Enchanted Map modifier for defeating It that Fled on Fortification duty in Mastermind’s Lair now has “Map contains 4 additional Breaches” (previously 5).
  • The number of Breach Splinters obtained from other league content, such as Incursion or Heist, has been reduced.
  • The rate at which Breaches open and close in the Breach Containment Chamber and House of the Others Incursion rooms has been reduced.
  • The rate at which Breaches open and close in Niko’s Memory of Grasping Hands has been reduced.
  • The Otherworldly Artefacts Notable Atlas Passive no longer has “Rare Breach Monsters in your Maps have 0.5% chance to drop an additional Breach Blessing”. Instead, it now has “Breaches in your Maps have 20% increased Monster density”. It also now causes Breach Monsters in your Maps to have 50% increased chance to drop a Breach Unique item (previously 100%).
  • The Within Their Grasp Notable Atlas Passive no longer provides chances for Breachstones dropped by Breach Bosses in your Maps to be Charged, Enriched or Pure. Instead, it now causes Breachstones dropped by Breach Bosses in your Maps to have a 5% chance to be Flawless. It also now causes Breach Bosses Defeated in your Maps to have 4% chance to drop a Breachstone (previously 12%).
  • The Flash Breach Notable Atlas Passive no longer causes Breaches in your Maps to have increased Monster density or Area of Effect. It now causes Breaches in your maps to open and close 10% faster (previously 50%).
  • We’ve also added a new Heavy Breach Notable Atlas Passive next to Flash Breach. Heavy Breach causes Breaches in your maps to open and close 30% slower.
  • The two small Atlas Passives between Probing for Weakness and Evolving Hives now cause Breaches in your Maps to open and close 4% faster (previously 8%).
  • The Gatekeepers Notable Atlas Passive now causes Breaches in your Maps to have 20% increased chance to contain a Boss (previously 70%), and Breach Boss in your Maps to have 20% chance to drop double Breach Splinters (previously 100%).
  • The Power Struggle Notable Atlas Passive no longer causes Breaches in your maps to contain 2 additional Breach Boss’ Clasped Hands. Instead, it now causes Breaches in your Maps to have 100% increased chance to contain a Breach Boss’ Clasped Hand. It also now causes Breach Boss’ Clasped Hands in your Maps to have 4% chance to spawn a Breach Boss when opened (previously 5%).
  • The Tortured Dreams Notable Atlas Passive now causes Chayula, Who Dreamt in your Maps to have a 50% chance to be Duplicated (previously 100%).
  • The Freed from the Flesh Notable Atlas Passive now causes Uul-Netol, Unburdened Flesh in your Maps to have a 50% chance to be Duplicated (previously 100%).
  • The Quartered Thoughts Notable Atlas Passive now causes Esh, Forked Thought in your Maps to have a 50% chance to be Duplicated (previously 100%).
  • The Flaring Embers Notable Atlas Passive now causes Xoph, Dark Embers in your Maps to have a 50% chance to be Duplicated (previously 100%).
  • The Unstoppable Avalanche Notable Atlas Passive now causes Tul, Creeping Avalanche in your Maps to have a 50% chance to be Duplicated (previously 100%).
  • The Bargain and The Eye of Terror Divination Cards have been temporarily disabled, and existing cards cannot be turned in currently.
  • Breach Scarabs have been reviewed to account for these changes, here’s what they now provide:
  • Rusted Breach Scarabs cause an Area to contain an additional Breach.
  • Polished Breach Scarabs cause an Area to contain an additional Breach, and cause Breaches in the Area to contain an additional Breach Boss’ Clasped Hand.
  • Gilded Breach Scarabs cause an Area to contain an additional Breach, cause Breaches in Area to contain an additional Breach Boss’ Clasped Hand, and Breach Hands in Area to drop double Breach Splinters.
  • Winged Breach Scarabs cause an Area to contain 2 additional Breaches, cause Breaches in Area to contain an additional Breach Boss’ Clasped Hand, and Breach Hands in Area to drop double Breach Splinters.

We’ve also revamped many Breach Uniques:
  • The Red Dream Unique Jewel now has “Gain 6-10% of Fire Damage as Extra Chaos Damage” (previously 5%). Existing versions of this Unique can be updated using a Divine Orb.
  • The Red Nightmare Unique Jewel now has “Gain 6-10% of Fire Damage as Extra Chaos Damage” (previously 5%), and “Passives granting Fire Resistance or all Elemental Resistances in Radius also grant chance to to Block Attack Damage at 50% of its value (previously 35%). It no longer has “Passives granting Fire Resistance or all Elemental Resistances in Radius also grant an equal chance to gain an Endurance Charge on Kill”. Existing versions of this Unique can be updated using a Divine Orb.
  • The Green Dream Unique Jewel now has “Gain 6-10% of Cold Damage as Extra Chaos Damage” (previously 5%). Existing versions of this Unique can be updated using a Divine Orb.
  • The Green Nightmare Unique Jewel now has “Gain 6-10% of Cold Damage as Extra Chaos Damage” (previously 5%), and “Passives granting Cold Resistance or all Elemental Resistances in Radius also grant Chance to Suppress Spell Damage at 70% of its value” (previously 50%). It no longer has “Passives granting Cold Resistance or all Elemental Resistances in Radius also grant an equal chance to gain a Frenzy Charge on Kill”. Existing versions of this Unique can be updated using a Divine Orb.
  • The Blue Dream Unique Jewel now has “Gain 6-10% of Lightning Damage as Extra Chaos Damage” (previously 5%). Existing versions of this Unique can be updated using a Divine Orb.
  • The Blue Nightmare Unique Jewel now has “Gain 6-10% of Lightning Damage as Extra Chaos Damage”, and “Passives granting Lightning Resistance or all Elemental Resistances in Radius also grant Chance to Block Spell Damage at 50% of its value” (previously 35%). It no longer has “Passives granting Lightning Resistance or all Elemental Resistances in Radius also grant an equal chance to gain a Power Charge on Kill”. Existing versions of this Unique can be updated using a Divine Orb.
  • The Severed in Sleep Unique Sword no longer has +10-20 to all Attributes, Minions Deal 20-30% increased Damage, Minions have 60% chance to Poison Enemies on Hit, or Minions Recover 20% of Life on Killing a Poisoned Enemy. It now provides Minions have +29% Chaos Resistance, Grants level 25 Envy Skill, Minions have 60% chance to inflict Withered on Hit, and Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy.
  • The United in Dream Unique Sword no longer has Minions deal 60-80% increased Damage, or Minions Leech 5% of Damage as Life against Poisoned Enemies. Instead, it now has Minions Recover 10% of Life on Killing a Poisoned Enemy.
  • The Anticipation Unique Shield now has 100% increased Armour (previously 120-160%), and +1500-3000 Armour if you’ve Blocked Recently (previously +1000). Existing versions of this Unique can be updated using a Divine Orb.
  • The Surrender Unique Shield now has 165-205% increased Armour (previously 130-170%), and Recover 250-500 Life when you Block (previously 250). It no longer provides +1500 Armour if you’ve Blocked Recently. Existing versions of this Unique can be updated using a Divine Orb.
  • The Infinite Pursuit Unique Boots are now found on the Titan Greaves basetype (previously Goliath Greaves). It no longer has +30-60 to Maximum Life, and now provides 20% increased Movement Speed while Bleeding (previously 15%). It now provides “Bleeding on you expires 75% slower while Moving”, “Cannot be Stunned while Bleeding”, and “Cannot be Poisoned while Bleeding”.
  • The Red Trail Unique Boots now have 60-100% increased Armour (previously 60-80%) and +60-100 to Maximum Life (previously +60-70). It no longer provides 15% increased Movement Speed while Bleeding, and instead now provides 30% increased Movement Speed.
  • The Uul-Netol’s Kiss Unique Axe is now found as a Vaal Axe basetype (previously Labrys). It now provides 230-270% increased Physical Damage (previously 140-170%) and 100% chance to Curse Enemies with Vulnerability on Hit (previously 25%). It no longer has “Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies”. Instead, it now provides Exerted Attacks deal 200% increased Damage, and Exerted Attacks always Knockback.
  • The Uul-Netol’s Embrace Unique Axe no longer has “Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies”, and now has 25% chance to inflict Bleeding.
  • The Xoph’s Inception Unique Bow is now found as Citadel Bow basetype (previously Bone Bow). It now provides “Gain 200-300 Life per Ignited Enemy Killed” (previously 20-30) and has 160-190% increased Physical Damage (previously 70-90%). It also now has Projectiles Pierce all Burning Enemies, and Arrows deal 30 to 50 Added Fire Damage for each time they’ve Pierced.
  • The Formless Flame Unique Helmet is now found on the Royal Burgonet basetype (previously Siege Helmet). It no longer provides +40-50 to Maximum Life, or +100-120 to Armour. It now has -100 to -200 Fire Damage taken from Hits (previously -20), 80-120% increased Armour, and -30% to Fire Resistance.
  • The Formless Inferno Unique Helmet no longer has “8% of Physical Damage from hits taken as Fire Damage”, “Armour is increased by Overcapped Fire Resistance”, or 80-120% increased Armour. It now has +60-100 to Maximum Life (previously 40-50), Minion Life is increased by Overcapped Fire Resistance and Socketed Skills are supported by level 30 Infernal Legion.
  • The Xoph’s Heart Unique Amulet no longer has “Cover Enemies in Ash when they Hit you”. Instead, it now has “Nearby Enemies are Covered in Ash”.
  • The Tulborn Unique Wand is now found on the Opal Wand basetype (previously Spiraled Wand). It no longer has 10-15% increased Cast Speed, or Added 10 to 20 Cold Damage to Spells per Power Charge. It now adds 120-140 to 150-170 Cold Damage to Spells, and has “Cold Exposure you inflict applies an extra -12% to Cold Resistance”.
  • The Tulfall Unique Wand is now found on the Opal Wand basetype (previously Tornado Wand). It now has 10-20% increased Cast Speed (previously 10-15%). It no longer has 15-20% increased Cold Damage per Frenzy Charge. Instead, it now Adds 50-70 Cold Damage to Spells per Power Charge.
  • The Snowblind Grace Unique Body Armour is now found as a Zodiac Leather basetype (previously Coronal Leather). It no longer has “Evasion Rating is increased by Overcapped Cold Resistance”, +30-40 to Dexterity, or +20% chance to Suppress Spell Damage. Instead, it now has 10-15% increased Dexterity, 50% increased Arctic Armour Buff Effect (previously 25%), and Arctic Armour has no Reservation.
  • The Perfect Form Unique Body Armour no longer has 10-15% increased Dexterity, Arctic Armour has no Reservation, or +70-100 to Maximum Life. It now has 150-200% increased Evasion Rating (previously 80-100%), and +50% chance to Suppress Spell Damage.
  • The Halcyon Unique Amulet no longer has 10-20% increased Cold Damage, and instead now has “Freezes you inflict spread to other Enemies with a Radius of 12”.
  • The Hand of Thought and Motion Unique Claw is now found on the Imperial Claw basetype (previously Blinder). It no longer Adds 1 to 50-60 Lightning Damage or Adds 1 to 5 Lightning Damage to Attacks with this Weapon per 10 Intelligence. It also no longer has 20-25% increased Elemental Damage with Attack Skills or 10-15% increased Attack Speed. Instead, it now provides 8-12% increased Dexterity, 8-12% increased Intelligence, and Adds 1 to 10 Lightning Damage to Attacks with this Weapon per 10 Dexterity. It also provides 5% increased Critical Strike Chance per 25 Intelligence, and has “Recover 1% of Life on Kill”.
  • The Hand of Wisdom and Action Unique Claw no longer provides 25-30% increased Elemental Damage with Attack Skills. Instead, it now has 1% of Attack Damage Leeched as Life.
  • The Esh’s Mirror Unique Shield is now found on the Vaal Spirit Shield basetype (previously Thorium Spirit Shield). It no longer has +70-100 to Maximum Life, or provides Shock Reflection. It now has 170-230% increased Energy Shield (previously 80-100%), and “Shocks you inflict spread to other Enemies within a Radius of 12”.
  • The Voice of the Storm Unique Amulet no longer Triggers Level 12 Lightning Bolt when you deal a Critical Strike, or has “Critical Strike Chance is increased by Overcapped Lightning Resistance”. Instead, it now has 50% increased Lightning Damage and “Lightning Damage with Non-Critical Strikes is Lucky”.
  • The Choir of the Storm Unique Amulet no longer has 50% increased Lightning Damage, and now Triggers Level 30 Lightning Bolt when you deal a Critical Strike.

Abyss

  • Abyssal Depths now always contain a Lich. Because the rate of encountering Abyssal Liches is unchanged, Abyssal Depths are rarer than before.
  • It is now possible for a Stygian Spire to spawn in the place of an Abyssal Trove at the end of an Abyss, which will drop all of the jewels and other items you would normally receive as well as a Stygian Vise.
  • Abyssal Depths can now only appear in level 78 or above areas (previously 70 or above).
  • Abyssal Depths now always spawn at the fourth hole, if they were going to spawn at all, instead of immediately after a single hole.
  • Ulaman, Sovereign of the Well has had their life increased, and can now use their Cleave skill from further away. The speed of the projectiles from their spirit-spending ability has been reduced, though their damage has been increased. They now spawn more geysers, which have had both their damage and duration increased also.
  • Amanamu, Liege of the Lightless’ has had their life increased, and is now more likely to use their Thrust attack, and Mortar Projectiles summoned during the fight now last longer. Amanamu’s channelled projectile attack now deals more damage, though their turn speed when channelling this has been reduced. The health of Stygian Spires and Stygian Hearts spawned in this fight has been increased.
  • Stygian Spires no longer gain a reduced Damage Taken buff upon using their skills. Instead, they now spawn with a reduced Damage Taken buff which tapers off over 5 seconds, and their life has been increased. The thresholds they spawn minions has also been adjusted.
  • The Awakened Depths Atlas Notable Passive no longer causes Abyssal Depths in your Maps to have 100% increased chance to contain a Lich (as that would be silly), and now causes Abysses in your Maps to have 100% increased chance to lead to an Abyssal Depths (previously 50%). This is still a 50% chance in Ruthless.
  • The Lightless Legion Atlas Notable Passive has been renamed to Inspired Darkness. It no longer grants Monster Level, increased number of Magic and Rare Monsters, or increased Pack Size for Abyssal Depths in your Maps. Instead, it now provides “Stygian Spires in your Maps drop Items with +1 to Item Level”.
  • The two small Atlas Passives prior to Inspired Darkness no longer grant “Abyssal Depths in your Maps have 15% increased Pack Size”. Instead, they now provide “Abysses in your Maps that do not lead to an Abyssal Depths have 10% increased chance to lead to a Stygian Spire”.
  • The two small Atlas Passives following Inspired Darkness no longer grant 10% increased Quantity of Items dropped in Abyssal Depths in your Maps. Instead, they now provide “Abysses in your maps have 5% increased chance to lead to an Abyssal Depths” and “Abysses in your Maps that do not lead to an Abyssal Depths have 5% increased chance to lead to a Stygian Spire”.

We’ve also taken the opportunity to revisit Abyss Unique Items, and have made the following changes:
  • The Shroud of the Lightless Unique Body Armour no longer has 6-10% increased maximum Life, 9-15% increased maximum Mana, or “Socketed Gems are supported by level 25 Elemental Penetration. Instead, it now has 3% increased maximum Life per Abyss Jewel affecting you, 3% increased maximum Mana per Abyss Jewel affecting you, and Penetrate 4% Elemental Resistances per Abyss Jewel affecting you. There are also now 2- and 3-Abyssal Socket variations of Shroud of the Lightless.
  • The Tombfist Unique Gloves no longer provides 4-6% increased maximum Life. It now has 5-10% increased Attack Speed. It can also now roll 2 random modifiers that require a specific Abyss Jewel socketed, from a pool of 6 modifiers (previously 2 set modifiers).
  • The Lightpoacher Unique Helmet no longer has Recover 4% of Life when you lose a Spirit Charge. It now has 100% chance to gain a Spirit Charge on Kill (previously 15-20%), and Gain 5% of Physical Damage as Extra Damage of each Element per Spirit Charge.
  • The Darkness Enthroned Unique Belt now has 50-100% increased Effect of Socketed Abyss Jewels (previously 75%).
  • The Bubonic Trail Unique Boots no longer provide 30% increased Movement Speed, 4-6% increased maximum Life, or 10% increased Damage for each type of Abyss Jewel affecting you. Instead, it now has 24-32% increased Movement Speed while affected by a Magic Abyss Jewel”, 40-60% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel, and 16-24% increased Reservation Efficiency while affected by a Unique Abyss Jewel.
  • The Tecrod’s Gaze Unique Jewel now has “40% increased Main Hand Critical Strike Chance per Murderous Eye Jewel affecting you, up to a maximum of 200%” (previously 20%, up to a maximum of 100%) and “+20% to Off Hand Critical Strike Multiplier per Murderous Eye Jewel affecting you, up to a maximum of +100%” (previously +10%, up to a maximum of +50%).
  • Abyss Scarabs have been reviewed to account for these changes, here’s what they now provide:
  • Rusted Abyss Scarabs cause an Area to contain an additional Abyss.
  • Polished Abyss Scarabs cause an Area to contain an additional Abyss, and cause Abysses in Area to spawn 50% increased Monsters.
  • Gilded Abyss Scarabs cause an Area to contain an additional Abyss, cause Abysses in Area to spawn 50% increased Monsters, and Abysses in area that do not lead to an Abyssal Depths to lead to a Stygian Spire.
  • Winged Abyss Scarabs case an Area to contain 2 additional Abysses, cause Abysses in Area to spawn 50% increased Monsters, and Abysses in area that do not lead to an Abyssal Depths to lead to a Stygian Spire.

Atlas Changes

  • The following Maps have been added back to the Atlas: Arid Lake, Armoury, Barrows, Beach, Belfry, Cells, Chateau, Conservatory, Core, Crystal Ore, Desert Spring, Dig, Excavation, Fields, Flooded Mine, Fungal Hollow, Geode, Jungle Valley, Lighthouse, Malformation, Marshes, Pit, Racecourse, Ramparts, Relic Chambers, Scriptorium, Siege, Stagnation, Tower, Tropical Island, Waste Pool, and Wharf.
  • The following Maps have been removed from the Atlas: Academy, Acid Caverns, Ancient City, Ashen Wood, Bazaar, Bog, Burial Chambers, Cage, Carcass, Channel, Courthouse, Dark Forest, Desert, Estuary, Forking River, Gardens, Ghetto, Grave Trough, Graveyard, Haunted Mansion, Iceberg, Ivory Temple, Lava Lake, Lookout, Mausoleum, Mesa, Peninsula, Sepulchre, Spider Forest, Spider Lair, Sunken City, and Villa.
  • Map tiers and locations have been shuffled (though the ‘pin’ locations for maps has not changed). Most maps are now initially found at a different tier.
  • Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes.
  • Crafting Recipes that were previously unlocked in Maps that have been removed from the Atlas are now found within other Maps currently on the Atlas.
  • Some Divination Cards have found new homes as a result of these Atlas Changes:
  • Arrogance of the Vaal can now be found in the Vaal Pyramid Map.
  • Broken Promises can now be found in the Core Map.
  • Immortal Resolve can now be found in the Crystal Ore Map.
  • The Brawny Battle Mage, The Doctor, The Incantation, and The Witch can now be found in the The Putrid Cloister, Sepulchre, Waste Pool, and Phantasmagoria Maps.
  • The Conduit, The Dapper Prodigy, and The Sephirot can now be found in the Residence Map.
  • The Wedding Gift can now be found in the Overgrown Ruin Map.

Endgame Changes

  • Added a series of new “Profane” modifiers that can roll on Maps, Logbooks, Delve Biomes, and Heist Contracts. These modifiers cause Monsters to deal extra Physical Damage as Chaos and cause Monsters to Inflict Withered for 2 seconds on Hit.
  • The Eldritch Altar modifier that causes you to have reduced Cooldown Recovery Rate per Power Charge has been replaced with one that causes you to have reduced Critical Strike Multiplier per Power Charge.
  • The Maven Invitation Item Quantity Atlas Passives no longer each provide 3% increased Quantity of Items found in The Maven’s Crucible. They now each provide “Final Map Boss in each map has 8% increased chance to drop a Maven’s Invitation (Tier 14+)”. The number of Crescent Splinters dropped from Maven Invitations has been slightly increased to account for this change.
  • The Harvest Crafting Option that applies an Enchantment to a non-Unique Map causing it to not consume Sextant charges has been replaced with an Enchantment for non-Unique Maps that provides a 50% chance to not consume Sextant Uses.
  • Replica Unique Item rewards in Grand Heists no longer have a higher chance than normal to spawn with a high number of sockets and/or links.

Divination Card and Voidborn Reliquary Changes

  • Balance of Terror can no longer be obtained from the Voidborn Reliquary. It was enabled by mistake.
  • The Iron Bard Divination card has been re-enabled, and is now called The Rusted Bard. It now awards 4x Tainted Mythic Orbs.

Passive Skill Tree Mastery Changes

Looking at the masteries Path of Exile’s passive skill tree, we realised that a lot of the choices were rather bland and could be a lot more exciting.

We have reviewed each mastery one by one, and tried to come up with as many interesting stats as we could, ignoring what was currently available. Once we had a shortlist of high-quality stats, we added in the existing ones that used to be on each mastery and picked the six best. All of the leftover ones have been saved for later or used in other places like unique items.

This process was performed on approximately half of the masteries on the tree, initially targeting the ones that needed the attention the most. Previously, some masteries only had four options, so we have tried to increase as many as possible to six options.

We have also added new Stun and Recovery mastery types, to fill gaps we felt were missing:
  • Introduced a new Recovery Mastery, which replaces the Life Mastery in the Vampirism, Infused Flesh, and Hearty passive clusters.
  • Introduced a new Stun Mastery, which replaces the Attack Mastery in the Goliath passive cluster, the Life Mastery in the Unfaltering passive cluster, and is also found on in the new Trial of the Faith, Conjured Barrier and Perfectionist passive clusters.

We’ve compiled a list of the mastery types that have received changes in Path of Exile: Crucible, highlighting the new options. Below this list is a spoilered section containing the masteries that have been removed, for your reference.

Accuracy Masteries
  • 40% increased Accuracy Rating against Unique Enemies
  • (New) Gain Accuracy Rating equal to your Intelligence
  • Dexterity’s Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
  • (New) Minion’s Accuracy Rating is equal to yours
  • (New) 50% increased Accuracy Rating at Close Range
  • (New) +500 to Accuracy Rating, -2 to Accuracy per Level

Armour Masteries
  • (New) +1 Armour per 2 Strength
  • You take 30% reduced Extra Damage from Critical Strikes
  • 20% chance to Defend with 200% of Armour
  • (New) +1% to all maximum Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
  • (New) 20% increased Armour per second you’ve been stationary, up to a maximum of 100%
  • (New) 100% increased Armour from Equipped Boots and Gloves

Armour and Energy Shield Masteries
  • (New) 2% chance per 5% missing Energy Shield to Defend with 150% of Armour
  • (New) Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
  • (New) 10% of Armour also applies to Chaos Damage taken from Hits
  • Increases and Reductions to Armour also apply to Energy Shield Recharge Rate at 20% of their value
  • (New) 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Gloves, Helmet and Boots all have Armour and Energy Shield
  • (New) 10% of Physical Damage from Hits taken as Chaos Damage

Armour and Evasion Masteries
  • (New) Defend with 120% of Armour against Projectile Attacks, 5% more chance to Evade Melee Attacks
  • 8% increased Armour per Endurance Charge, 8% increased Evasion Rating per Frenzy Charge
  • (New) 80% increased Stun and Block Recovery
  • (New) Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second
  • (New) 40% increased Evasion Rating if you have been Hit Recently, 40% increased Armour if you haven’t been Hit Recently
  • (New) Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour, Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating

Attack Masteries
  • +3 to Melee Strike Range
  • (New) Non-Vaal Strike Skills target 1 additional nearby Enemy
  • (New) Gain Adrenaline for 1 second when you change Stance
  • (New) Monsters cannot Block your Attacks
  • (New) 5% increased Attack Speed per Enemy in Close Range
  • (New) Nearby Enemies are Intimidated while you have Rage

Caster Masteries
  • Final Repeat of Spells has 30% increased Area of Effect
  • (New) 25% more Spell Damage if you’ve been Stunned while Casting Recently
  • (New) 6% increased Cast Speed for each different Non-Instant Spell you’ve Cast Recently
  • Spells which can gain Intensity have +1 to maximum Intensity
  • Skills supported by Unleash have +1 to maximum number of Seals
  • (New) 25% chance to open nearby Chests when you Cast a Spell

Chaos Masteries
  • (New) Recover 1% of Life per Withered Debuff on each Enemy you Kill
  • +1 to Level of all Chaos Skill Gems, Lose 10% of Life and Energy Shield when you use a Chaos Skill
  • (New) +1% to maximum Chaos Resistance
  • 40% of Physical Damage Converted to Chaos Damage
  • (New) Deal 10% more Chaos Damage to enemies which have Energy Shield
  • (New) 5% chance when you inflict Withered to inflict up to 15 Withered Debuffs instead

Claw Masteries
  • (New) Gain 25 Life per Enemy Hit with Main Hand Claw Attacks, Gain 25 Mana per Enemy Hit with Off Hand Claw Attacks
  • (New) Inherent Attack Speed bonus from Dual Wielding is doubled while wielding two Claws
  • (New) 60% increased Damage with Claws against Enemies that are on Low Life
  • (New) 10% of Leech is Instant per Equipped Claw
  • (New) 50% increased Stealth if you’ve Hit with a Claw Recently
  • Skills Supported by Nightblade have 40% increased Effect of Elusive

Cold Masteries
  • 40% of Physical Damage Converted to Cold Damage
  • (New) 10% Chance to Inflict Cold Exposure on Hit with Cold Damage
  • (New) Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds
  • (New) +1% to maximum Cold Resistance
  • (New) Chills from your Hits always reduce Action Speed by at least 10%
  • (New) Enemies permanently take 5% increased Damage for each second they’ve ever been Frozen by you, up to a maximum 50%

Dagger Masteries
  • +100% to Critical Strike Multiplier against Enemies that are on Full Life
  • Critical Strikes have Culling Strike
  • +10% chance to Suppress Spell Damage for each Dagger you’re Wielding
  • 8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons
  • (New) 50% increased Projectile Speed while wielding a Dagger
  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade

Elemental Masteries
  • Exposure you inflict applies at least -18% to the affected Resistance
  • 60% reduced Reflected Elemental Damage taken
  • (New) 50% reduced effect of Exposure on you
  • (New) Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
  • (New) Critical Strikes against you do not inherently inflict Elemental Ailments
  • (New) 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element

Energy Shield Masteries
  • 30% increased Light Radius, Light Radius is based on Energy Shield instead of Life
  • (New) 10% less Physical Damage Taken while on Full Energy Shield
  • Stun Threshold is based on 60% of your Energy Shield instead of Life (previously 50%)
  • Regenerate 2% of Energy Shield per second
  • (New) 30% of Chaos Damage taken does not bypass Energy Shield
  • (New) 100% increased Energy Shield from Equipped Helmet

Evasion Masteries
  • Cannot be Stunned if you haven’t been Hit Recently
  • 40% increased Evasion Rating if you have been Hit Recently
  • 10% increased Movement Speed if you haven’t taken Damage Recently
  • 30% chance to Avoid being Poisoned, 30% chance to Avoid Bleeding, 30% chance to Avoid being Impaled
  • (New) +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
  • 100% increased Evasion Rating from Equipped Body Armour

Evasion and Energy Shield Masteries
  • 30% increased Evasion Rating while you have Energy Shield
  • 20% increased Energy Shield Recovery Rate if you haven’t been Hit Recently
  • (New) 20% increased Maximum Energy Shield if both Equipped Rings have Evasion Modifiers, 40% increased Energy Shield Recharge Rate if Equipped Amulet has an Evasion Modifier
  • (New) 100% increased Evasion Rating if Energy Shield Recharge has started in the past 2 seconds
  • (New) 1% increased Evasion Rating per 5 Intelligence, Dexterity provides no inherent bonus to Evasion Rating
  • (New) Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second

Fire Masteries
  • Fire Exposure you inflict applies an extra -5% to Fire Resistance
  • 40% of Physical Damage Converted to Fire Damage
  • (New) Burning Enemies you kill have a 3% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
  • (New) 50% chance to refresh Ignite Duration on Critical Strike
  • (New) Regenerates 1 Life per second for each 1% Uncapped Fire Resistance
  • (New) Critical Strikes do not inherently Ignite, 100% increased Damage with Hits against Ignited Enemies

Flask Masteries
  • Life Flasks gain 1 Charge every 3 seconds, Mana Flasks gain 1 Charge every 3 seconds
  • Remove a random Elemental Ailment when you use a Mana Flask
  • Remove a random Non-Elemental Ailment when you use a Life Flask
  • (New) 25% chance to gain a Flask Charge when you deal a Critical Strike
  • (New) Enemies you Kill that are affected by Elemental Ailments grant 100% increased Flask Charges
  • (New) Recover 4% of Life when you use a Flask

Fortify Masteries
  • (New) Recover 100 Life for each Fortification lost
  • (New) Gain 20 Fortification on Melee Kill against a Rare or Unique Enemy
  • (New) 2% reduced Duration of Ailments inflicted on you per Fortification
  • (New) 4% increased Stun and Block Recovery per Fortification
  • Melee Hits Fortify, -3 to maximum Fortification
  • 10% reduced Damage over Time Taken while you have at least 20 Fortification

Impale Masteries
  • (New) 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
  • Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction
  • Call of Steel deals Reflected Damage with 40% increased Area of Effect, Call of Steel has 40% increased Use Speed
  • Call of Steel has +4 to maximum Steel Shards, Call of Steel causes 10% increased Reflected Damage
  • 20% increased Effect of Impales you inflict on non-Impaled Enemies
  • (New) 20% chance on Hit to remove all Impales from Enemy, Impales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left

Leech Masteries
  • (New) 10% of Leech is Instant
  • (New) 40% increased Armour and Evasion Rating while Leeching
  • (New) 25% more Damage with Hits against Enemies that cannot have Life Leeched from them
  • (New) 25% of Damage taken Recouped as Life if Leech was removed by Filling Unreserved Life Recently
  • 100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
  • (New) 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech

Lightning Masteries
  • 40% of Physical Damage Converted to Lightning Damage
  • (New) 60% increased Critical Strike Chance against enemies with Lightning Exposure
  • +15% to Maximum Effect of Shock
  • Shocks you inflict spread to other Enemies within a Radius of 10
  • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
  • (New) Lightning Damage of Enemies Hitting you while you’re Shocked is Unlucky

Life Masteries
  • (New) 10% more Maximum Life if you have at least 6 Life Masteries allocated
  • (New) 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
  • +50 to maximum Life
  • (New) You count as on Low Life while at 55% of maximum Life or below
  • (New) You count as on Full Life while at 90% of maximum Life or above
  • (New) Skills cost Life instead of 30% of Mana Cost

Link Masteries
  • Elemental Ailments are inflicted on you instead of Linked targets
  • Enemies near your Linked targets have Fire, Cold and Lightning Exposure
  • (New) Links take twice as long to break
  • (New) Link Skills Link to 1 additional random target
  • (New) Linked targets share Endurance, Frenzy and Power Charges with you
  • (New) Your Movement Speed is equal to the highest Movement Speed among Linked Players

Mana Masteries
  • (New) Regenerate 5 Mana per second
  • Recover 10% of Mana over 1 second when you use a Guard Skill
  • 10% of Damage taken Recouped as Mana
  • 10% reduced Mana Cost of Skills
  • 10% chance to recover 10% of Mana when you use a skill
  • (New) 12% increased Mana Reservation Efficiency of Skills

Mine Masteries
  • Each Mine applies 2% increased Damage taken to Enemies near it, up to 10%
  • Each Mins applies 2% reduced Damage dealt to Enemies near it, up to 10%
  • 30% increased Effect of Auras from Mines
  • (New) You gain 5% increased Area of Effect for each Mine
  • Mines cannot be Damaged
  • Regenerate 2.5% of Life per Second if you’ve Detonated a Mine Recently

Mark Masteries
  • (New) Marked Enemy cannot Regenerate Life
  • Enemies near your Marked Enemy are Blinded
  • 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
  • (New) Marked Enemy cannot deal Critical Strikes
  • (New) Your Mark Transfers to another Enemy when Marked Enemy dies
  • (New) 50% increased Accuracy Rating against Marked Enemy

Physical Masteries
  • 60% reduced Reflected Physical Damage taken
  • (New) 10% more Maximum Physical Attack Damage
  • (New) Cannot be Stunned by Hits that deal only Physical Damage
  • (New) Hits have 40% chance to ignore Enemy Monster Physical Damage Reduction
  • 40% increased Physical Damage with Skills that Cost Life
  • (New) +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy

Poison Masteries
  • Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
  • Poisons you inflict deal Damage 20% faster
  • +12% to Damage over Time Multiplier for Poison you inflict on Bleeding enemies
  • (New) Enemies Poisoned by you cannot deal Critical Strikes
  • Recover 3% of Life on Killing a Poisoned Enemy
  • Plague Bearer has 20% increased Maximum Plague Value

Protection Masteries (previously Resistance and Ailment Protection)
  • (New) 65% reduced effect of Withered on you
  • (New) Your Elemental Resistances cannot be lowered by Curses
  • Corrupted Blood cannot be inflicted on you
  • You cannot be Maimed, You cannot be Hindered
  • You cannot be Impaled
  • (New) Damaging Ailments cannot be inflicted on you while you already have one, Non-Damaging Ailments cannot be inflicted on you while you already have one

(New) Recovery Masteries
  • 3% chance to Recover all Life when you Kill an Enemy
  • Life Recoup Effects instead occur over 3 seconds
  • Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life
  • Nearby Enemies have 50% reduced Life Regeneration Rate
  • Life Recovery from Regeneration is not applied, Every 4 seconds, Recover 1 Life for every 0.1 Life Recovery per second from Regeneration
  • Regenerate 50 Life per second

Reservation Masteries
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
  • (New) +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
  • 20% increased Life Reservation Efficiency of Skills
  • 30% increased Area of Effect of Aura Skills
  • Auras from your Skills have 10% increased Effect on you
  • Non-Curse Aura Skills have 50% increased Duration

Spell Suppression Masteries
  • Prevent +3% of Suppressed Spell Damage
  • (New) Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage
  • (New) Prevent +1% of Suppressed Spell Damage per Hit Suppressed Recently, -2% chance to Suppress Spell Damage per Hit Suppressed Recently
  • (New) Suppressed Spell Damage cannot inflict Elemental Ailments on you
  • (New) You have Phasing if you have Suppressed Spell Damage Recently, +8% chance to Suppress Spell Damage while Phasing
  • (New) Chance to Suppress Spell Damage is Lucky

(New) Stun Masteries
  • 100% increased Enemy Stun Threshold, 200% increased Stun Duration on Enemies
  • 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit
  • +50% to Critical Strike Multiplier against Stunned Enemies
  • Hits against you Cannot be Critical Strikes if you’ve been Stunned Recently
  • 25% chance to deal a Stunning Hit to Nearby Enemy Monsters when you’re Stunned
  • Gain Adrenaline when Stunned, for 2 seconds per 100ms of Stun Duration

Trap Masteries
  • 5% chance to throw up to 4 additional Traps
  • (New) 8% chance for Traps to Trigger an additional time
  • Can have up to 5 additional Traps placed at a time
  • 60% increased Trap Trigger Area of Effect
  • Recover 30 Life when your Trap is triggered by an Enemy
  • Traps cannot be Damaged

Two Hand Masteries
  • 3% chance to deal Triple Damage
  • 40% increased Damage with Hits against Rare and Unique Enemies
  • 10% increased Armour per Red Socket on Main Hand Weapon, 10% increased Evasion Rating per Green Socket on Main Hand Weapon
  • 15% more Stun Duration with Two Handed Weapons
  • Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments, 10% reduced Attack Speed
  • (New) Ruthless Hits Intimidate Enemies for 4 seconds

Warcry Masteries
  • (New) Warcries cannot Exert Travel Skills
  • Recover 15% of Life when you use a Warcry
  • Warcries have a minimum of 10 Power
  • Warcries Debilitate Enemies for 1 second
  • (New) Remove all Damaging Ailments when you Warcry
  • (New) Warcries have 10% chance to Exert 3 additional Attacks


Removed Masteries

Passive Skill Tree Cluster Changes

While looking at masteries, we noticed that there were some mechanics that didn’t have enough passive tree support, so we decided to add more options and passive skill choices for those mechanics.

We also wanted to grant more access to certain types of masteries in specific parts of the passive skill tree. For example, in order to allow more access to the Attack Mastery, we’ve added an attack cluster by the Templar, and one between the Ranger and Shadow.

We wanted to create more access to other forms of recovery such as Regen and Recoup, so we’ve added some new passive skill clusters

The addition of the Stun Mastery introduced some interesting mechanics that we want to provide more interaction with. We’ve introduced three new stun clusters to the passive tree, and tweaked some existing ones, to provide more ways to build upon stun other than stun and block recovery or reduced stun chance.

Attack Clusters

  • A new Righteous Fury cluster has been added to the southwest of the Templar’s starting location. Righteous Fury grants “10% chance to create Consecrated Ground on Melee Kill, lasting 4 seconds”, and “40% increased Melee Damage with Hits at Close Range”.
  • The Powerful Bond cluster has moved location on the Passive Tree to make space for this new Righteous Fury cluster.
  • A new Multishot cluster has been added to the northeast of the Ranger’s starting location. Multishot grants “Attacks fire an additional Projectile”.
  • The Careful Conservationist cluster has slightly moved location on the Passive Tree to make space for this new Multishot cluster.

Bow Clusters

  • The Master Fletcher Notable Passive Skill no longer provides 15% increased Attack Speed with Bows, 20% increased Accuracy Rating with Bows, or 20% increased Projectile Speed. It now has “Bow Attacks fire an additional Arrow”.
  • The three small Passive Skills prior no longer each provide 10% increased Damage with Bows, 4% increased Attack Speed with Bows, or 10% increased Damage Over Time with Bow Skills. Instead, they now each provide 5% increased Attack Speed with Bows.
  • The entry small Passive Skill for the Master Fletcher cluster no longer provides 6% increased Accuracy Rating with Bows. It now provides 12% increased Damage with Bows (previously 10%), and 12% increased Damage Over Time with Bow Skills (previously 10%).

Cold Clusters

  • A new Winter’s Embrace and Glacial Cage cluster has been added to the northeast of the Witch’s starting location. Winter’s Embrace provides 60% increased Freeze Duration on Enemies and 30% increased Damage if you’ve Shattered an Enemy Recently, while Glacial Cage provides “Enemies permanently take 1% increased Damage for each second they’ve ever been Chilled by you, up to a maximum of 10%”.
  • The small entry Passive Skill in the Season of Ice cluster now provides +4% to Cold Damage over Time Multiplier (previously +5%), with the small Passive Skill prior to Season of Ice now providing +6% to Cold Damage over Time Multiplier (previously +5%).
  • We’ve also added a third small Passive Skill to the Season of Ice cluster, which provides 20% increased Effect of Chill.
  • The Breath of Rime Notable Passive Skill no longer has 50% increased Effect of Cold Ailments. Instead, it now has 50% increased Duration of Cold Ailments.
  • The two small Passive Skills in the Breath of Rime cluster that provide Cold Damage over Time Multiplier now have values of +5% (previously +6%).
  • The Fingers of Frost Notable Passive Skill no longer provides 30% increased Duration of Cold Ailments or 30% increased Effect of Cold Ailments. Instead, it now has “Enemies Become Chilled as they Unfreeze, causing 30% reduced Action Speed”.
  • The small Passive Skill in the Fingers of Frost cluster that provided 20% increased Effect of Cold Ailments now instead provides 20% increased Effect of Chill.

Fortify Clusters

  • The Rampart Notable Passive Skill no longer provides “40% increased Damage with Attack Skills while you have at least 20 Fortification”. It instead now provides 30% increased Armour and Evasion Rating while Fortified.
  • The two small Passive Skills in the Rampart cluster that provided 14% and 16% increased Damage with Attack Skills while Fortified both now instead provide “Melee Hits which Stun have 10% chance to Fortify”.
  • The Steadfast Notable Passive Skill now provides +3 to maximum Fortification (previously +4), and also now has “Regenerate 0.1% of Life per second per Fortification”.
  • The entry small Passive Skill in the Steadfast cluster no longer provides “Fortifying Hits grant 30% increased Fortification”, and instead provides “+1 to maximum Fortification”.

Link Clusters

  • A new Empowered Bond cluster has been added to the northwest of the Witch’s starting location. Empowered Bond provides +2 to Level of all Link Skill Gems.
  • Zealot’s Oath has moved location on the tree to make space for the new Empowered Bonds cluster. It is now located closer to the Templar’s starting location.
  • The Inspiring Bond Notable Passive Skill has been renamed to Potent Connections. It no longer provides 10% reduced mana Cost of Link Skills or causes Your Linked targets to deal 30% increased Damage. Instead, it now provides 25% increased Defences while you have at least four Linked targets, and 10% increased Movement Speed while you have at least two Linked targets. The small Passive Skill prior no longer grants “Link Skills have 10% increased Cast Speed”.
  • A new Inspiring Bond cluster has been added to the west of the Scion’s starting location. This new Inspiring Bond provides “10% chance for Energy Shield Recharge to start when you Link to a target” and “Link Skills have 20% increased Buff Effect if you have Linked to a target Recently”.
  • The Powerful Bond Notable Passive Skill no longer provides “Link Skills have 20% increased Buff Effect” or “Link Skills have 10% increased Skill Effect Duration”. Instead, it now provides “Curses are inflicted on you instead of Linked targets” and “20% increased Buff Effect of your Links for which 50% of Link Duration has Expired”. The two small Passive Skills in this cluster now both provide “Link Skills have 15% increased Skill Effect Duration” (previously 10%), the small Passive Skill prior to Powerful Bond no longer provides “Link Skills have 10% increased Cast Speed”.

Mark Clusters

  • A new Relentless Pursuit cluster has been added to the southeast of the Ranger’s starting location. Relentless Pursuit grants 10% increased Attack Speed if you’ve cast a Mark Spell Recently, and 10% increased Movement Speed if you’ve cast a Mark Spell Recently.
  • A new Expert Hunter cluster has been added to the southeast of the Ranger’s starting location. Expert Hunter grants 20% increased Effect of your Marks.
  • The Mark the Prey cluster has been moved to the location of the Arcing Blows cluster. Mark the Prey no longer provides Marked Enemy grants 30% increased Flask Charges to you. Instead, it now provides “Marked Enemy has 10% reduced Accuracy Rating”. The three small Passive Skills prior have been replaced with two that each provide 20% increased Damage with Hits and Ailments against Marked Enemy.
  • The Arcing Blows cluster has moved location on the Passive Tree, it now resides above the Ghost Dance Keystone.
  • The two small Passive Skills prior to Marked for Death no longer provide 20% increased Damage with Hits and Ailments against Marked Enemy or 10% increased Effect of your Marks. Instead, they now each provide Marked Enemy grants 20% increased Flask Charges to you.

Poison Clusters

  • The small Passive Skill in the Adder’s Touch cluster that provides Dagger Critical Strike Multiplier and Poison Duration now provides 5% increased Poison Duration (previously 10%).
  • The small Passive Skill in the Fatal Toxins cluster that provides Poison Chance and Duration now provides 5% increased Poison Duration (previously 10%).
  • The two small Passive Skills in the Swift Venoms cluster that provide Attack Speed and Poison Duration now provide 5% increased Poison Duration (previously 10%).

Recovery Clusters

  • A new Surge of Vigour cluster has been added to the northwest of the Templar’s starting location. Surge of Vigour provides “Every 4 seconds, Regenerate 15% of Life over one second”.
  • A new Brink of Death cluster has been added to southwest of the Duelist’s starting location. Brink of Death provides Regenerate 4% of Life per second while on Low Life.
  • A new Circle of Life cluster has been added to the east of the Shadow’s starting location. Circle of Life provides “Gain 10 Life per Enemy Hit with Attacks” and “12% of Damage taken Recouped as Life”.
  • A new Excess Sustenance cluster has been added to the northeast of the Ranger’s starting location. Excess Sustenance provides 15% chance to gain 200 Life on Hit with Attacks.
  • The Master Sapper cluster has moved location on the passive tree, to make space for this new Excess Sustenance cluster.
  • The Taste for Blood Notable Passive Skill no longer provides “Gain 10 Life per Enemy Hit with Attacks”. It now grants 0.6% of Attack Damage Leeched as Life (previously 0.5%), and 20% increased Maximum total Life Recovery per second from Leech (previously 10%). The small Passive Skill prior now provides 0.4% of Attack Damage Leeched as Life (previously Gain 5 Life per Enemy Hit with Attacks).
  • The Devotion Notable Passive Skill no longer provides 5% increased effect of Non-Curse Auras from your Skills. It instead now provides 25% increased Effect of Consecrated Ground you create.

Stance Clusters

  • A new Dance of Blades cluster has been added to the southeast of the Duelist’s starting location. Dance of Blades grants “You have Onslaught if you’ve changed Stance Recently”.
  • A new Seasoned Swordplay cluster has been added to the southwest of the Duelist’s starting location. Seasoned Swordplay grants 50% increased Mana Reservation Efficiency of Stance Skills.

Stun Avoidance Clusters

  • The Arcane Sanctuary Notable Passive Skill no longer has 25% chance to Avoid Elemental Ailments while holding a Shield, or 25% chance to Avoid being Stunned while holding a Shield. It now has 30% reduced Elemental Ailment Duration on you while holding a Shield.
  • The Unfaltering Notable Passive Skill no longer provides 50% reduced Stun Duration on you, or Regenerate 2% of Life per second while stationary. It now provides 10% of Damage taken from Stunning Hits is Recovered as Life, and 50% increased Stun Threshold (previously 30%). The two small Passive Skills prior no longer provide “Regenerate 0.5% of Life per second”.
  • The Tolerance Notable Passive Skill no longer has 30% chance to Avoid being Stunned. Instead it now has +19% to Chaos Resistance.
  • The small Passive Skill at the entrance of the Tolerance cluster no longer provides 10% chance to Avoid being Stunned. Instead, it now provides +7% to Chaos Resistance.
  • The small Passive Skill in the Tolerance cluster that provided 20% chance to Avoid being Stunned now provides +13% to Chaos Resistance.
  • The Goliath Notable Passive Skill no longer has 30% increased Stun and Block Recovery.
  • A new Conjured Barrier cluster has been added to the northwest of the Witch’s starting location. Conjured Barrier provides 30% chance to Avoid interruption from Stuns while Casting, 50% increased Stun and Block Recovery, and 30% increased Mana Regeneration Rate while stationary.
  • A new Trial of the Faith cluster has been added to the northwest of the Templar’s starting location. Trial of the Faith provides 50% increased Stun and Block Recovery, Regenerate 5% of Energy Shield over 1 second when Stunned, Regenerate 5% of Life over 1 second when Stunned.
  • The Successive Detonations cluster has moved location on the Passive Tree to make space for this new Conjured Barrier cluster.
  • A new Perfectionist cluster has been added to the northeast of the Ranger’s starting location. Perfectionist grants 5% increased Movement Speed, 30% chance to Avoid being Stunned and 50% increased Stun and Block Recovery.
  • The One with Evil Notable Passive Skill and the two small Passive Skills prior have been removed from the Passive Skill Tree.

While reviewing these clusters we also decided to make the following changes to Cast when Stunned Support:
  • The Cast when Stunned Support now has a cooldown of 0.1 seconds at all gem levels (previously 0.25). Quality now provides 0-20% chance to Trigger Supported Spells when you are Stunned, or Block a Stunning Hit (previously Supported Skills deal 0-10% increased Damage).
  • Quality on the Divergent Cast when Stunned Support now provides Supported Skills deal 0-10% increased Damage (previously 0-20% chance to Trigger Supported Spells when you are Stunned, or Block a Stunning Hit).

Warcry Clusters

  • Added a second notable to the Natural Authority cluster, Escalation, which provides 10% increased Melee Damage for each second you’ve been affected by a Warcry Buff, up to a maximum of 60%.
  • Natural Authority now provides 20% increased Warcry Buff Effect (previously 30%), and causes Enemies Taunted by your Warcries to take 8% increased Damage (previously 6%).
  • The small Passive Skills in this cluster have been changed. The entry passive now provides 10% increased Warcry Duration and 5% increased Warcry Buff Effect. The two small passives prior to Natural Authority provide 8% increased Warcry Buff Effect, while the two small passives prior to Escalation provide 15% increased Warcry Duration. We’ve also added two small passives between Natural Authority and Escalation which provide 15% increased Warcry Cooldown Recovery Rate and Warcry Skills have 15% increased Area of Effect.
  • The Admonisher Notable Passive Skill no longer provides 20% increased Warcry Cooldown Recovery Rate. Instead, it now provides 15% increased Damage for each time you’ve Warcried Recently. The small Passive Skill prior no longer provides 12% increased Warcry Cooldown Recovery Rate.
  • The three small Passive Skills in the Deep Breaths cluster now provide 15% increased Warcry Cooldown Recovery Rate (previously 12%).
  • We’ve also adjusted the values provided by Quality on Intimidating, Seismic, Ancestral and General’s Cry:
  • Quality on Intimidating Cry now provides 0-20% increased Cooldown Recovery Rate (previously 0-10%).
  • Quality on Seismic Cry now provides 0-20% increased Cooldown Recovery Rate (previously 0-10%).
  • Quality on Ancestral Cry now provides 0-20% increased Cooldown Recovery Rate (previously 0-10%).
  • Quality on General’s Cry now provides 0-20% increased Cooldown Recovery Rate (previously 0-10%).

Ascendancy Changes

While going through Ascendancy Classes, we identified two that needed work: the Saboteur and the Pathfinder. Both have been significantly changed in Path of Exile: Crucible. These changes reinforce their respective identities while adding some new options to build around.

Saboteur

The Saboteur is definitely the Ascendancy most aligned with traps and mines, but the previous version of Saboteur made it difficult to play anything but traps or mines. This new version has more builds available, including a whole new specialisation: Triggers. There are two notable passives that help with this, Like Clockwork and Perfect Crime.

Like Clockwork grants you increased Cooldown Recovery rate, while Perfect Crime summons two Triggerbots, which override the location of where a triggered spell is being cast, and instead causes it to trigger twice, once from each of their locations.

The layout for the Saboteur’s trap and mine ascendency passives has changed so that there aren’t separate four-pointers for traps and mines. Now each one has a two-pointer that is connected to the same shared four-pointer.

Here’s a list of the full changes:
  • A new Like Clockwork Notable has been added, it provides “30% increased Cooldown Recovery Rate” and “Nearby Enemies have 10% reduced Cooldown Recovery Rate”. The small passive prior provides 4% increased Movement Speed and 8% increased Area of Effect.
  • Bomb Specialist no longer provides “You gain 5% increased Area of Effect for each Mine”, “25% increased Mine Throwing Speed if you Detonated Mines Recently” or “Mines have 25% increased Detonation Speed”. It now provides “Hits have 20% chance to deal 50% more Area Damage” and “20% chance to take 50% less Area Damage from Hits”. The small passive prior no longer provides 10% increased Trap and Mine Damage or 5% increased Mine Throwing Speed. Instead, it now provides 8% increased Area of Effect and 10% increased Area Damage.
  • Demolitions Specialist now causes Mines to Hinder Enemies near them for 2 seconds when they Land, reducing Movement Speed by 30% (previously 40%). No longer requires Like Clockwork (which replaces Bomb Specialist). The small passive prior no longer provides 10% increased Trap and Mine Damage, it now provides 8% increased Area of Effect.
  • Pyromaniac now requires Demolitions Specialist or Chain Reaction. The small passive after Demolitions Specialist provides 8% increased Area of Effect and 5% increased Mine Throwing Speed. The small passive after Chain Reaction provides 8% increased Area of Effect and 5% increased Trap Throwing Speed.
  • Perfect Crime no longer grants “You gain 10% increased Damage for each Trap”, 25% Chance for Traps to Trigger an additional time, or 25% reduced Cost of Skills that throw Traps. Instead, it now Triggers Level 20 Summon Triggerbots when Allocated, and provides 35% less Damage with Triggered Spells. The small passive prior no longer provides 10% increased Trap and Mine Damage, or 5% increased Trap Throwing Speed. It now provides 4% increased Movement Speed and 8% increased Area of Effect.
  • Chain Reaction no longer provides 50% increased Cooldown Recovery Rate for throwing Traps. No longer requires Perfect Crime. The small passive prior no longer provides 10% increased Trap and Mine Damage. It instead now provides 8% increased Area of Effect.
  • The small passive prior to Explosives Expert no longer provides 10% increased Trap and Mine Damage. It instead now provides 8% increased Area of Effect.
  • The small passive prior to Born in the Shadows no longer provides 10% increased Trap and Mine Damage or 4% Movement Speed. Instead, it now provides 8% increased Area of Effect and 15% increased Blind Effect.

Pathfinder

The Pathfinder has been overdue for some attention, especially with recent features such as Concoction skills that she could get the ability to specialise in. We also wanted the flask-themed Ascendancy to have a proactive way of improving life flask usage.

Master Distiller is a new notable which allows you to turn most of your skills into Concoction-like abilities, while the new version of Master Surgeon effectively gives all your Life Flasks the “Enduring” effect, previously only found on mana flasks.

In addition, both major Flask-themed branches now have some form of flask charge recovery.

Here’s a list of the full changes:
  • Nature’s Reprisal: No longer grants 40% of Physical Damage Converted to Chaos Damage, 15% more Chaos Damage with Attack Skills, or Chaos Skills have 30% increased Area of Effect. It instead now grants 25% chance to inflict Withered for 2 seconds on Hit, and 50% increased Effect of Withered.
  • Nature’s Adrenaline: No longer grants 15% increased Movement Speed during any Flask Effect or 20% increased Attack Speed during any Flask Effect. Instead, it now causes Flasks to gain 3 Charges every 3 seconds.
  • Master Surgeon: No longer grants “Removes Bleeding when you use a Flask”, “Removes Corrupted Blood when you use a Flask”, “Gain a Flask Charge when you deal a Critical Strike”, or “Recover 6% of Life when you use a Flask”. Instead, it now grants “Life Flasks are not removed when Unreserved Life is Filled”, “Life Flasks do not Queue”, and “50% less Life Recovery from Flasks”.
  • Nature’s Boon: No longer causes Flasks to gain 3 Charges every 3 seconds, and no longer grants 20% chance for Flasks you use to not consume Charges. Instead, it now causes Magic Utility Flasks applied to you to have 30% increased Effect.
  • Master Alchemist: No longer causes Magic Utility Flasks applied to you to have 20% increased Effect. Instead, it now provides 50% chance for Flasks you use to not consume Charges.
  • Veteran Bowyer has been replaced by a new notable – Master Distiller: Grant bonuses to Non-Channelling Skills you use by consuming 3 Charges from a Flask of each of the following types, if possible:
  • If Diamond Flask Charges are consumed, 150% increased Critical Strike Chance
  • If Bismuth Flask Charges are consumed, Penetrate 20% Elemental Resistance
  • If Amethyst Flask Charges are consumed, 25% of Physical Damage as Extra Chaos Damage

Ascendant

  • The Ascendant’s Pathfinder and Saboteur Ascendancy Passive Skills have been changed as a result of these reworks.
  • The Pathfinder Notable Passive Skill no longer provides Recover 4% of Life when you use a Flask. Now provides 25% chance for Flasks you use to not consume Charges (previously 15%). It also now provides “Removes Bleeding when you use a Flask”.
  • The Saboteur Notable Passive Skill no longer provides “Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second” or “Regenerate 2% of Life per second for each Trap Triggered Recently, up to 10% per second”. Instead, it now provides 15% increased Cooldown Recovery Rate and Hits have 15% chance to deal 50% more Area Damage.

Early-game Changes

New Gems

We’ve added three new Support Gems in this patch. These Support Gems are all given out in Act One, and supplement the early game of some archetypes as well as introducing players to interesting Path of Exile mechanics early on, such as gems triggering other gems, in a relatively simple manner. To give another single target option for bows, we’ve also created a standalone version of the Snipe Skill Gem, which previously was only available through the unique helmet Assailum.
  • Manaforged Arrows Support is now offered the Ranger for completing The Caged Brute, and can be purchased from Nessa by the Shadow and Scion
  • Prismatic Burst Support is now purchasable from Nessa by the Templar, Shadow, Witch and Scion upon completing Enemy at the Gate.
  • The Large Chest on Twilight Strand now contains Prismatic Burst Support for Scion (previously Onslaught Support).
  • As the three Combat Focus Unique Jewels are able to interact with this new Prismatic Burst Support, they now provide 10-15% increased Elemental Damage instead of 10-15% increased Elemental Damage with Attack Skills.
  • The Large Chest on Twilight Strand now contains Momentum Support for Ranger (previously Pierce Support).
  • Momentum Support is now purchasable from Nessa by the Ranger and Scion for completing Enemy at the Gate.
  • Momentum Support is now offered to the Marauder, Templar, Duelist and Shadow for completing Mercy Mission, and can be purchased from Nessa.
  • Pierce Support is now offered to the Ranger for completing Mercy Mission, in addition to Shadow, Duelist and Scion, and can be purchased from Nessa.
  • Snipe is now offered to the Ranger for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Duelist, Shadow and Scion.

Skill Balance

A number of specific changes primarily to skills acquired in the early game have been made to even the playing field between levelling options. The majority of skills changed here have either been buffed, or have received nerfs to early game power while compensating at higher levels. A few gems which were overperforming overall have had adjustments both to early and endgame power.
  • Melee Splash Support now has Supported Skills deal 40% less Damage to surrounding targets at all gem levels (previously 50% at gem level 1, and 41% at gem level 20).
  • Awakened Melee Splash Support now has Supported Skills deal 39% less Damage to surrounding targets at gem level 1 (previously 40%), with a value of 37% at gem level 5 (previously 38%).
  • Blight now has a base duration of 2.00 seconds at all gem levels (previously 2.50 seconds). It now deals 3.9 Base Chaos Damage per second at gem level 1 (previously 3.1), scaling up to 284 at gem level 20 (previously 257.4).
  • Explosive Trap now causes 3 smaller explosions at gem level 1 (previously 4), scaling up to 7 at gem level 20 (unchanged).
  • Shattering Steel now has 5 to 7 Added Attack Physical Damage at gem level 1 (previously 8 to 12), scaling up to 123 to 185 at gem level 20 (previously 113 to 169). It also now has “Projectiles deal up to 50% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering the bonus as they travel farther” at gem level 1, scaling up to 110% at gem level 20 (previously 100% at all gem levels).
  • Splitting Steel now has 70% effectiveness of Added Damage at gem level 1 (previously 100%), scaling up to 210% at gem level 20 (unchanged). It now has 1 to 2 Added Attack Physical Damage at gem level 1 (previously 2 to 3), scaling up to 101 to 151 at gem level 20 (previously 75 to 113). Projectiles now Split towards 2 targets at gem level 1 (unchanged), and 5 targets at gem level 20 (previously 4). It no longer has 50% less Area of Effect after Splitting. Splitting Steel projectiles can now only travel 45 units before splitting.
  • The base projectile speed of Spark has been reduced. It now fires 3 additional Projectiles at gem level 1 (previously 4), and 7 at gem level 20 (unchanged).
  • The timer that prevents Spectral Throw from hitting the same target again after a hit has been reduced from 300ms to 225ms. This means it can hit the same target more often than before.
  • Lightning Tendrils now deals 1 to 6 Lightning Damage at gem level 1 (previously 1 to 4), scaling up to 75 to 1420 at gem level 20 (previously 55 to 1052). Stronger Pulses no longer deal 200% more Damage with Hits, instead Stronger Pulses always Critically Strike. Now releases a Stronger Pulse every 3 Pulses (previously every 4).
  • Explosive Concoction now Consumes 1 Charge per Projectile Fired from 1 Flask of each valid type, if possible, instead of 3 Charges from 1 Flask of Each type. It now Deals 37 to 57 Added Cold Damage if Charges were consumed from a Sapphire Flask at gem level 1 (previously 29 to 43), scaling up to 389 to 589 at gem level 20 (previously 301 to 451). It now Deals 8 to 87 Added Lightning Damage if Charges were consumed from a Topaz Flask at gem level 1 (previously 6 to 66), scaling up to 88 to 903 at gem level 20 (previously 63 to 690).
  • Poisonous Concoction now Consumes 1 Charge per Projectile Fired from 1 Life Flask, if possible, instead of 2 Charges from 1 Life Flask. It now provides Added Chaos Damage equal to 3% of Flask’s Recovery Amount if Charges were consumed from a Life Flask at gem level 1 (unchanged), scaling up to 11% at gem level 20 (previously 9%).

Onslaught Support

In an effort to make a wider variety of builds competitive for levelling, we initially considered broadening the use cases for Onslaught Support in order to allow more builds to use it. This would result in Onslaught becoming a mandatory link for almost every build to level faster. This would still mean that the few remaining builds that could not make use of Onslaught Support would be at a speed disadvantage in the early game.

This eventually led to the conclusion that the removal of the support gem, and the addition of a number of new support gems to support more interesting early playstyles was the correct route to try to broaden the playing field. This does lower the early game movement speed potential of some builds, placing more reliance on gear and passive tree choices to invest into movement speed.
  • Onslaught Support has been removed. A new Momentum Support gem has been added in its place.
  • Items that previously granted Onslaught Support, such as the Forbidden Shako and Hungry Loop Unique Items, now instead grant Momentum Support.

Attack and Bow-based Levelling

In order to better support early attack and bow based levelling, Faster Attacks Support and various Mark skills have had their level lowered, adjusting their values to be appropriate for their new levels. These gems still scale to the same or very similar values in the endgame.
  • Faster Attacks Support now has a level requirement of 8 at gem level 1 (previously 18), and scales like other Support Gems that start with a level requirement of 8. It now provides Supported Skills 20% increased Attack Speed at gem level 1 (previously 25%), up to 44% at gem level 20 (unchanged).
  • Faster Attacks Support is now offered to the Marauder, Duelist, Ranger, Shadow and Scion for completing The Caged Brute, and can be purchased from Nessa.
  • Faster Attacks Support is no longer offered to the Marauder, Duelist, Ranger, Shadow or Scion for completing Sharp and Cruel, and can no longer be purchased from Yeena by the Templar.
  • As a result of these changes, the Ornament of the East Unique Claw now has “Socketed Gems are Supported by Level 15 Faster Attacks” (previously 10).
  • Sniper’s Mark now has a level requirement of 4 at gem level 1 (previously 24) and scales like other Skill Gems that start with a level requirement of 4. Cursed Enemies now take 10% increased Damage from Projectile Hits at gem level 1 (previously 16%), up to 35% at gem level 20 (unchanged). Projectiles which Hit Cursed Enemies now Split towards 2 additional targets at gem level 1 (previously 3), up to 4 at gem level 20 (unchanged).
  • Sniper’s Mark is now offered to the Duelist and Ranger for completing Breaking Some Eggs, and can be purchased from Nessa by the Shadow and Scion.
  • Sniper’s Mark is no longer offered to the Duelist or Ranger for completing Lost in Love, and can no longer be purchased from Clarissa by the Shadow or Scion.
  • Assassin’s Mark now has a level requirement of 16 at gem level 1 (previously 24).
  • Assassin’s Mark is now offered to the Shadow for completing Intruders in Black, and can be purchased from Yeena by the Duelist, Ranger and Scion.
  • Assassin’s Mark is no longer offered to the Shadow or Ranger for completing Lost in Love, and can no longer be purchased from Clarissa by the Duelist or Scion.
  • Warlord’s Mark now has a level requirement of 16 at gem level 1 (previously 24) and scales like other Skill Gems that start with a level requirement of 16.
  • Warlord’s Mark is now offered to the Marauder and Duelist for completing Intruders in Black, and can be purchased from Yeena by the Ranger and Scion.
  • Warlord’s Mark is no longer offered to the Marauder or Duelist for completing Lost in Love, and can no longer be purchased from Clarissa by the Ranger or Scion.
  • Poacher’s Mark now has a level requirement of 16 at gem level 1 (previously 24) and scales like other Skill Gems that start with a level requirement of 16. Now adds 3 to 4 Physical Damage to Hits against Cursed Enemies at gem level 1 (previously 6 to 9), up to 30 to 45 at gem level 20 (unchanged).
  • Poacher’s Mark is now offered to the Duelist and Ranger for completing Intruders in Black, and can be purchased from Yeena by the Shadow and Scion.
  • Poacher’s Mark is no longer offered to the Duelist or Ranger for completing Lost in Love, and can no longer be purchased from Clarissa by the Shadow or Scion.

Sceptres

As Sceptres are meant to be more caster-oriented than their One-Handed Mace counterparts, it didn’t make sense that many early game Sceptre bases had significantly faster Attack Speeds than One-Handed Maces. These Sceptre bases have had their base attack speed values lowered, and physical damage values buffed to compensate.
  • Driftwood Sceptre: Base attacks per second is now 1.20 (previously 1.55), Base Physical Damage is now 8-11 (previously 5-8).
  • Darkwood Sceptre: Base attacks per second is now 1.20 (previously, 1.50), Base Physical Damage is now 11-17 (previously 8-12).
  • Bronze Sceptre: Base attacks per second is now 1.10 (previously 1.40), Base Physical Damage is now 15-29 (previously 10-19).
  • Quartz Sceptre: Base attacks per second is now 1.10 (previously 1.40), Base Physical Damage is now 21-32 (previously 14-22).
  • Iron Sceptre: Base attacks per second is now 1.10 (previously 1.40), Base Physical Damage is now 27-40 (previously 18-27).
  • Ochre Sceptre: Base attacks per second is now 1.15 (previously 1.45), Base Physical Damage is now 24-45 (previously 17-31).

Wand and Vendor Recipe changes

The Vendor Recipe granting flat Elemental Damage to Spells no longer exists. Weapons created using this recipe in the first few acts were powerful enough sources of damage to not need to be replaced until players reached even the final few acts of the campaign, which is not ideal. Players should be actively considering weapon replacements as they progress through the levelling process, an aspect of levelling which was undercut by the existence of this vendor recipe. This also gave spellcasters a significant damage advantage in early acts.

We have also changed the implicit modifiers of many Wands. These changed wands now have a new implicit which grants specific flat Elemental Damage to Spells and Attacks. This means that it will still be feasible (through these bases as well as explicit modifiers) to obtain flat Elemental Damage early on, while adding some more consistent early flat damage for wand attackers to take advantage of. There are also endgame variants of these base types, which adds more variety to wand bases.

The following Wands have received new Implicit modifiers:
  • Goat’s Horn: Adds 1-2 to 3-4 Fire Damage to Spells and Attacks (previously 10-14% increased Spell Damage).
  • Quartz Wand: Adds 2-3 to 4-7 Cold Damage to Spells and Attacks (previously 18-22% increased Spell Damage).
  • Spiraled Wand: Adds 1-2 to 9-11 Lightning Damage to Spells and Attacks (previously 15-19% increased Spell Damage).
  • Faun’s Horn: Adds 5-10 to 11-13 Fire Damage to Spells and Attacks (previously 20-24% increased Spell Damage).
  • Crystal Wand: Adds 4-8 to 10-12 Cold Damage to Spells and Attacks (previously 29-33% increased Spell Damage).
  • Coiled Wand (previously Serpent Wand): Adds 1-2 to 22-24 Lightning Damage to Spells and Attacks (previously 26-30% increased Spell Damage).
  • Demon’s Horn: Adds 18-36 to 53-59 Fire Damage to Spells and Attacks (previously 31-35% increased Spell Damage).
  • Opal Wand: Adds 14-29 to 42-47 Cold Damage to Spells and Attacks (previously 38-42% increased Spell Damage).
  • Tornado Wand: Adds 3-5 to 70-82 Lightning Damage to Spells and Attacks (previously 35-39% increased Spell Damage).

Some Unique Wands are found on new basetypes as a result of the above changes:
  • Piscator’s Vigil is now an Imbued Wand (previously Tornado Wand).
  • Apep’s Rage is now an Omen Wand (previously Opal Wand).
  • Obliteration is now an Imbued Wand (previously Demon’s Horn).
  • Eclipse Solaris is now an Engraved Wand (previously Crystal Wand).
  • Ashcaller is now a Carved Wand (previously Quartz Wand).
  • Tulborn is now an Opal Wand (previously Spiraled Wand).
  • Tulfall and Replica Tulfall are now Opal Wands (previously Tornado Wands).
  • Relic of the Pact is now a Sage Wand (previously Spiraled Wand).
  • Storm Prison is now a Spiraled Wand (previously Carved Wand).

Arcane Surge

In an effort to have Cast Speed still available early for casters who want to invest into it in their support links, Arcane Surge now grants Cast Speed instead of More Spell Damage. Changes to Hierophant and Ascendant, as well as minor changes to Arcane Surge related passives on the tree, have been made to account for this.

  • Arcane Surge Support no longer causes Arcane Surge to grant more Spell Damage. Instead, it now causes Arcane Surge to grant 10% increased Cast Speed at gem level 1, scaling up to 20% at gem level 20. Supported Skills also now deal 10% more Spell Damage while you have Arcane Surge at gem level 1 (unchanged), up to 25% at gem level 20 (previously 19%).
  • Hierophant’s Arcane Blessing Ascendancy Passive Skill no longer provides 50% increased Effect of Arcane Surge on you. Instead, it now provides “Arcane Surge grants 20% more Spell Damage to you”.
  • The small passives prior to Arcane Blessing and Illuminated Devotion both now provide 20% increased Effect of Arcane Surge on you (previously 10%).
  • The Ascendant’s Hierophant Ascendancy Passive Skill no longer provides 25% increased Effect of Arcane Surge on you. Instead, it now provides “Arcane Surge grants 10% more Spell Damage to you”.
  • The small Passive Skill prior to the Arcane Capacitor Notable Passive Skill that provides Mana and Arcane Surge Effect now provides 20% increased Effect of Arcane Surge on you (previously 10%). The entry small Passive Skill for this cluster also now has 20% increased Effect of Arcane Surge on you.


Miscellaneous Player Balance

Stunning enemies has become too trivial with the amount of hit damage the majority of players regularly deal. To combat this, we’ve made it harder to stun enemies with hits for almost all skills – however, since Melee relies on stuns more than other archetypes for survivability, the ability for Melee Attacks to stun enemies has remained untouched.

Molten Shell currently outperforms other Guard Skills without much investment. We’ve reduced the amount of damage the Buff provided by Molten Shell can take, to bring this skill more in line with other Guard Skills:
  • Molten Shell now has “Buff can take Damage equal to 10% of your Armour, up to a maximum of 5000” at all gem levels (previously 20% of your Armour, up to a maximum of 10000).
  • Vaal Molten Shell now has “Buff can take Damage equal to 20% of your Armour, up to a maximum of 10000” at all gem levels (previously 30% of your Armour, up to 30000).

  • Animated Weapons no longer randomly pause when moving or attacking. As a result of this change we’ve adjusted the attack speed and damage provided by the Animate Weapon Gem, this should be a net neutral change in terms of damage dealt but result in more consistent damage and clearing. Animate Weapon now grants Minions deal 0% more Damage at gem level 1 (previously 10%), scaling up to 38% at gem level 20 (previously 48%). It also now grants Minions have 0% more Attack Speed at gem level 1 (previously 10%), scaling up to 38% at gem level 20 (previously 48%).
  • Any Trigger Skills on items that come from a skill gem (such as Rain of Arrows from Lioneye’s Paws) now share the same cooldown group, so using the gem version of the skill should put the triggered version on cooldown or vice versa.
  • Simplified projectile returning. Previously some effects that caused projectiles to return specified they only did so at the end of their flight, others only from a final target, and a few from either case. Now all effects that cause projectiles to return do so in any case that they can.
  • Projectiles which explode or otherwise destroy themselves only when they cannot move further, such as fireball, which return will now consistently not do so until after they have returned, just like they don’t do so before piercing, forking, or chaining if they have those behaviours. Previously this was inconsistent. As a general rule, if a projectile wouldn’t do something when it pierces or chains from an enemy and continues on, it also won’t do that when it hits an enemy and returns from them.
  • Projectiles from skills which force them to explode or otherwise destroy the projectile before checking for other behaviours, such as the Concoction skills, will now consistently prevent returning, just like this prevents other projectile behaviours.
  • Projectiles which initially fire at a specific location rather than in a direction, such as Caustic Arrow, now ignore this when returning, so they will continue past you until they hit something.
  • Vaal Strike Skills can no longer be supported by Ancestral Call, and are no longer affected by stats that cause strike skills to target additional enemies.
  • Power Charges now provide 50% increased Critical Strike Chance per Power Charge for players and minions (previously 40%).
  • The Corruption Notable Passive Skill provided too high of a damage boost than is reasonable for a single Notable. We’ve change this so it now provides 20% increased Effect of Withered (previously 35%).
  • Phantasmal Decoy Totem explode on death can now be affected by the players stats, such as modifiers to damage and area of effect.
  • A previous change in 3.19.0 doubled the values of the aura from the Shaper’s Seed unique, but this was done incorrectly, and only changed the displayed values on the item, not the actual values granted. This has now been fixed so the values of life and mana regeneration granted to allies will always match what is displayed on the items. Shaper’s Seeds from before 3.19 which have not yet been updated with a Divine Orb can still have this done, and this will now update the actual function of the item as well as the displayed values.
  • Totems spawned by players are now killed upon player death.
  • The modifier on the Torchoak Step Unique Boots that causes Totems to Reflect 100% of their maximum Life as Fire Damage to nearby Enemies now has a greater radius.
  • Withering Step is now able to be supported by Spell Totem.

Item Balance

  • The “Bow Attacks fire an additional Arrow” Synthesis Implicit modifier can no longer roll on Bows and Quivers.
  • The Elder’s, Hunter’s, Veiled and crafted belt modifiers that provided a chance for Flasks you use to not consume Charges can no longer roll.
  • Increased the level at which Surveyor’s Compasses can appear, as they were dropping well before Awakened Sextants could appear.
  • You can no longer create Books of Regression. Existing unused Books of Regression will be destroyed when 3.21 is deployed.

Monster Balance

  • The Unique Item drop chances for Catarina, Master of Undeath have been rebalanced.
  • The Powerful Minions Monster modifier has been split into two different modifiers. Powerful Minions, which buffs the life and damage of minions, and Constantly Revives Minions, which well, constantly revives minions.
  • Kitava’s Heralds in the Lava Lake Boss Arena now spawn as Magic, instead of Rare.
  • The Rare Monster modifier that triggers purple crystals when the monster is hit now has larger crystals, and the crystals have a slightly longer delay before exploding after the monster dies. The crystals now deal Chaos Damage instead of Elemental Damage, and have had their damage lowered.
  • Curses applied by Necromancers are no longer removed upon their death.

Ruthless-specific Changes

  • Voidstones now upgrade Maps in Ruthless, though the number of Tiers they upgrade Maps by is less than the base game.
  • Eternal Orbs have been added to the core drop pool in Ruthless.
  • Ruthless no longer has alternative levels for when you start finding four, five, and six socket items.
  • The Time Dilation Notable Atlas Passive in Ruthless no longer causes Incursions in your Maps to have 33% chance for all Monsters to be at least Magic.
  • The Shaping the Seas, Shaping the Mountains, Shaping the Valley and Shaping the Skies Atlas Passives were somewhat necessary to progress your Atlas in Ruthless. We’ve increased the base drop chance for Maps in Ruthless, and changed these Atlas Passive so they now provide Maps found have 8% chance to be 1 tier higher (previously 10%).
  • The Otherworldly Artefacts Notable Atlas Passive in Ruthless now provides “Breaches in your Maps have 20% increased Monster density”, instead of “Rare Breach Monsters in your Maps have 0.2% chance to drop an additional Breach Blessing”.
  • Reduced the chances for Kirac to offer Unique or Synthesised Maps as an available mission in Ruthless.
  • Rogue Exiles in Ruthless only drop jewellery, instead of an item for each equippable slot.
  • Chests in Heist Blueprints in Ruthless now have appropriate minimap icons.
  • Non-Unique Monsters in Delve now drop 50% less items in Ruthless.
  • Special Expedition Logbook Remnants in Ruthless can now have upsides.
  • The area level for the Temple of Atzoatl in Ruthless is now the average level of all your Incursions.
  • The number of chests in the Temple of Atzoatl in Ruthless has been very slightly reduced.
  • It that Fled’s Betrayal Research Safehouse reward in Ruthless is now a Jewel Crafting Spree.
  • The price of some items offered by Tujen in Ruthless has been reduced.
  • The drop chance for Primordial Jewels in Ruthless has been slightly increased.
  • The drop chance for Vaal Orbs in Ruthless has been increased.
  • Fixed an issue in Ruthless where Map chests in Logbook areas were only capable of dropping Tier 1 Maps.
  • Fixed an issue where Hillock was providing an incorrect reward on Research duty in Ruthless.

Kirac League Mods Available During 3.21.0

  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Abyss (costs 2 Chaos Orbs): Area contains an additional Abyss.
  • Essence (costs 3 Chaos Orbs): Area contains 3 additional Essences.
  • Ambush (costs 4 Chaos Orbs): Area contains 4 additional Strongboxes.
  • Metamorph (costs 5 Chaos Orbs): Area contains Metamorph Monsters.
  • Heist (costs 6 Chaos Orbs): Area contains 2 additional Smuggler’s Caches.
  • Expedition (costs 10 Chaos Orbs): Area contains an Expedition Encounter.
  • Harvest (costs 12 Chaos Orbs): Area contains The Sacred Grove.

User Interface Changes

  • Added an option to hide your account’s email address on the Path of Exile login screen. This can be found in the UI Options menu.
  • Added an option to disable tutorials for characters you access. This can be found in the Game Options menu.
  • The Oils required for Anointing a Passive Skill are now also displayed in text at the bottom of the Passive Skill hover when holding the Highlight Items and Objects keybind.
  • Both Lilly Roth and Siosa’s shop tabs are now colour-coded.
  • Added the ability to release captured Beasts through the Bestiary panel.

Item Filter Changes

  • Added a new HasImplicitMod Condition for item filters, which can be used to filter by items that have at least one implicit modifier.

Bug Fixes

  • Fixed a bug where the Corpsewalker Unique Boots were always spawning level 100 corpses. The maximum level of corpses spawned is now capped by the area level, like Desecrate.
  • Fixed a bug where it was possible to curse yourself with self-damage through the Ylfeban’s Trickery Unique Helmet.
  • Fixed a bug where Empower Support would show a support letter on skills granted as a secondary effect of a Support Gem, despite not actually applying to them because it’s limited to active skill gems.
  • Fixed a bug where item modifiers granting level of socketed skill gems were raising the level of skills granted by support gems in some cases.
  • Fixed a bug where Fractured modifiers on Fractured Amulets would become non-Fractured modifiers if the Amulet was transformed into a Talisman.
  • Fixed a bug where Claw projectiles from Cobra Lash had a lower base projectile speed than those from Daggers.
  • Fixed a bug where Riposte could sometimes fail to perform a counter-attack if you were facing away from your attacker.
  • Fixed a bug where Frostblink’s chilled ground wasn’t counted as “Your Chilling Area” if the chill from Frostblink’s hit was more powerful than that of the chilled ground.
  • Fixed a bug where it was possible to snapshot flask effect using Mageblood.
  • Fixed a bug where Infernal Legion Support did not cause supported skills to count as dealing damage over time for the purposes of other support effects (such as Efficacy Support or the Essence “Socketed gems deal X% more Damage over Time” modifier).
  • Fixed a bug where damage dealt through summoned Stormbind Totems could be reflected back to the player, instead of the Totem that dealt the damage.
  • Fixed a bug where the Rain of Arrows Skill triggered by the Lioneye’s Paws Unique Boots was dealing roughly 18% less damage than it should.
  • Fixed a bug where Offerings cast by Totems, Traps or Mines were being removed if the player summoned new Minions.
  • Fixed an issue where both modifier tiers for the Abyssal Jewel modifiers which provide chances to avoid being Ignited, Frozen, Shocked, Poisoned, Bleeding or being Stunned had the same modifier name.
  • Fixed a bug where attacks repeated through Multistrike Support could target enemies not in range of the attack that was repeated.
  • Fixed a bug where Sentinels of Absolution would sometimes pause and play a taunt animation when not on full life.
  • Fixed a bug with the Summon Raging Spirit skill granted by the Ashcaller Unique Wand where the damage and mana cost was lower than intended, and the skill could taunt enemies.
  • Fixed a bug where cast speed applied to attack speed from Wilma’s Requital and Anomalous Kinetic Bolt stacked with each other. Only the higher value effect now applies.
  • Fixed a bug where Vaal Cleave’s Buff that provides more Cleave Damage with Hits and Ailments to Enemies that are on Low Life was not working correctly.
  • Fixed a bug where the Searing Exarch Eldritch Altar modifier which provided increased Quantity and Rarity of Items found in the Area had an incorrect increased Quantity value range. It has been updated to 10-20% (previously 10-30%), to match the Eater of Worlds Eldritch Altar modifier.
  • Fixed a bug where empty Favoured Map Slots were counted as a “different Map” when you had the Shadow Shaping Keystone Atlas Passive allocated.
  • Fixed a bug where Ravenous Digester’s pustules were not dealing damage or creating ground effects when popped. I’d rather have not even learnt of this mechanic.
  • Fixed a bug where the Entropic Devastation Unique did not have Shaper-influence.
  • Fixed a bug where notables revealed only when you equip an item Anointed with them would not display on the Passive Skill Tree until you changed areas.
  • Fixed a bug where corruption outcomes that transform a Unique, such as the Tear of Purity Unique Amulet, did not transfer Influence.
  • Fixed a bug where items with an Enchantment that modified sockets, such as All Sockets are Green, could be overwritten if the item was double-corrupted.
  • Fixed a bug in party play where Heist Quest Contracts could drop for players that had not encountered the relevant Heist Rogue.
  • Fixed a bug where the Grasping Vines skill used by the Foundry Map Boss and Metamorph versions of the Bramble Valley Map Boss disabled travel skills.
  • Fixed a bug where Sandspitters would still spawn from Shield Crabs if you shattered, exploded or otherwise destroyed the Shield Crab.
  • Fixed an issue with the character panel display where sources of Block Recovery were not additive with sources of Stun and Block Recovery.
  • Fixed a description issue where the Enduring Influence Atlas Passive Skill was not clear that it did not apply to modifiers applied to Voidstones through Surveyor’s Compasses. The description has been updated to clarify it affects Sextants you apply to your Voidstones.
  • Fixed an issue where the reminder text for Profane Ground incorrectly stated hits against enemies have +1% to Critical Strike Chance, when it is really 100% increased Critical Strike Chance. This is not a functional change.
  • Fixed a bug where the Animate Weapon Skill Gem description incorrectly stated it was possible to animate 6-socket weapons if specifically targeted, it is unable to animate 6-socket weapons.
  • Fixed an issue where Charged Dash’s description did not mention it requires a Melee Weapon to use.
  • Fixed a bug where the Rational Doctrine Unique Jewel was missing reminder text for Consecrated and Profane Ground.
  • Fixed an outdated buff description for the Blood of the Karui Unique Flask.
  • Fixed a bug where Hex Bloom Support indicated it could support Mark skills and Bane.
  • Fixed a visual bug where Hydrospheres would pop out of existence.
  • Fixed a bug where proliferating ailments did not show proliferation visuals when you had the Torturer’s Gloves microtransaction equipped.
  • Fixed a wonky interaction between the floor of the Atlas Hideout and certain Map Device microtransactions.
  • Fixed a visual bug with the Summon Statue microtransaction when used in combination with the Bismuth-plated Summoner’s Amulet.
  • Fixed a wonky interaction between the Divergence Dash microtransaction, Phasing and Cat’s Stealth buff visual effects.
  • Fixed two client crashes.

We really hope you enjoy Path of Exile: Crucible. Thanks for your support!

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