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Path of Exile

Path of Exile

Path of Exile – 3.19 Patch Notes | The Kalandra League

Challenge leagues are an excellent way to get a fresh start in a new economy. All of your old characters and items are still available in the Standard and Hardcore leagues, but you are encouraged to join the new leagues, complete challenges, and show off your Path of Exile mastery!
You will travel to the mirrored lake that granted Kalandra her powers of reflection in the Kalandra Challenge league. Her Lake has the ability to reflect entire encounters from other parts of Wraeclast. These reflections emerge from the Lake’s mirrored surface as you explore it.

As you progress through the league, you’ll come across a set of columns protruding from the ground, each with a mirrored tablet on top. This tablet invites you to create your own set of encounters at the Lake of Kalandra, offering a variety of different reflections to arrange however you see fit. Each of these reflections represents an encounter that you must overcome the next time you visit the Lake.
As you venture further out into the Lake’s shrouded waters, each encounter becomes more difficult, but also more rewarding. This difficulty value increases by one for each location away from the encounter’s entrance.

Furthermore, as you progress through the league, you will be able to unlock special abilities that will allow you to manipulate the options available on each tablet. If you don’t like any of the options, you can earn the ability to skip selecting one entirely. The next ability is even more powerful: it allows you to reroll the list of options and choose another one right away. Finally, you can earn the ability to completely exile a choice. That option will no longer be available for the remainder of this tablet.
You’ll be able to itemise your Mirrored Tablets once you reach maps, so they don’t have to be played right away. They can be saved and traded with other players.

Among the many rewards available at the lake is a chance to obtain a new variation of rare jewelry. Some reflecting mist offers you two rings or amulets that are exact mirror copies of each other, except that a set of mods is completely negated on each item, having a negative impact on your character. All of these items’ mods have been scaled up to much higher values than they would normally be. You may only take one of these items from the lake.
A more rare version of this reward is also available, allowing you to bring your own ring or amulet and distort and reflect it using the same crafting process.

With 3.19.0, the Lake of Kalandra challenge league is available in Standard, Hardcore, and Solo Self-Found variations. They share core mechanics and items. You can make private league versions of these leagues with difficulty mods.
The new challenge league features 40 new challenges with microtransaction rewards for completion. These rewards are only available in this league and will be announced in a future news post.

New Content and Features

  • Added a new Intelligence Skill Gem – Galvanic Field: Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
  • Added a new Intelligence Skill Gem – Lightning Conduit: Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell cascade or Unleash.
  • Added a new Intelligence Support Gem – Overcharge: Supports any skill that hits enemies, granting them a chance to shock but causing them to deal less damage. Supported skills shock enemies as though dealing more damage.
  • Added a new Dexterity Skill Gem – Alchemist’s Mark: Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
  • Added 14 new Unique Items, including 1 designed by a winner of the Siege of the Atlas Boss Kill Event, and 1 designed by a supporter.
  • Added 15 new Divination Cards, 12 of which were designed by our supporters, with 3 designed by winners of the Siege of the Atlas Boss Kill Event.
  • Added 5 new ring base types, available in The Lake of Kalandra.
  • Introduced Atlas Memories as a new core game mechanic. In maps, you’ll very rarely find a Memory item, which represents a set of memories that an NPC has about their past. Each successive map in the sequence gets more difficult and rewarding as the memories intensify.
  • Introduced extremely rare foil versions of Pinnacle Unique Items. These are functionally equivalent to the regular versions, just shiny.
  • The Trialmaster has returned! The Trialmaster boss fight can be accessed through the newly introduced Tower of Ordeals Unique Map.
  • Introduced the Reflective Oil, which can be used to anoint Mirrored items.
  • When buying items from a vendor or using a crafting bench, currency items are now taken from your character’s inventory and any stash tabs you have opened in the current instance, followed by the first of: your stash tab with the Currency Affinity set, your Currency Stash Tab, your leftmost non-specialised stash tab.
  • Continued to incrementally improve the sound, art, effects and environments.

League Content Reworks


  • We have been re-examining what role rare and magic monsters have in Path of Exile, regarding how often you should encounter rare and magic monsters, how difficult they should be to kill and how rewarding their deaths should be.
  • Previously, league content made fights hard by spawning a lot of rare monsters. In some cases, six to eight times the normal rate of rare monsters. Now that we have better mods available to make fights against rare monsters individually challenging, we have gone through the whole game and normalised the rate that rare monsters are spawned. Some leagues had quite large reductions in spawn rate. You won’t encounter situations with dozens of rare monsters on screen at once anymore. Where necessary, we have rebalanced rewards to compensate.
  • In addition, Archnemesis modifiers have had their rewards reviewed. The number of mods directly correlates to increased item drop bonuses, and powerful modifiers that show up in the third and fourth mod slot use a new reward conversion system that stacks with the other drop bonuses and with player item rarity and quantity.


  • Lowered the number of Rare and Magic Monsters encountered through various League encounters.
  • Lowered the number of Rare Monsters spawned in the Summit, Gardens and Basilica Map Boss encounters.
  • Lowered the number of Rare Monsters spawned in Doryani’s Machinarium, and the number of Rare and Magic Monsters spawned in The Coward’s Trial.
  • Assembled Metamorphs no longer summon minions at various life thresholds.
  • The Ritual Tribute from sacrificing Rare Monsters has been increased, to compensate for the reduced number of Rare Monsters now spawned.
  • The Immune Response Atlas Notable Passive Skill now causes Blight Encounters in your Maps to spawn 50% more Non-Unique Monsters (previously 100%), and causes Blight Monsters in your Maps to spawn 100% faster (previously 150%).
  • The Abyssal Army Atlas Notable Passive Skill now causes Abysses in your Maps to spawn 50% increased monsters (previously 100%).
  • The Unspeakable Offensive Atlas Notable Passive Skill no longer causes Harbingers in your Maps to summon 60% more Minions.
  • The Flash Breach Atlas Notable Passive Skill now causes Breaches in your Maps to have 20% increased Area of Effect (previously 30%), and 20% increased Monster density (previously 30%).
  • During the campaign, Rare Monsters you encounter will only have one or two modifiers.
  • In Maps, you’ll stop encountering Rare Monsters with one modifier, and will mostly encounter Rare Monsters with two or three modifiers. It is also possible to encounter Rare Monsters with four modifiers again.
  • Some of the more powerful Monster modifiers now use a special reward conversion system. For example, if you defeat a monster with the Corrupter mod, all of its drops become corrupted. The Solaris-touched mod converts all of its item drops to maps. The Kitava-touched mod will cause the rarity of its drops to be upgraded by one tier, so magic becomes rare, rare becomes unique, etc). If you’re lucky, you can find these conversion modifiers on both the third and fourth mod of a rare monster. This causes them to stack together. So if you kill a four-mod rare monster with both the Entangler and Kitava-touched mods on it, its heavily juiced drops will also be converted to jewels with their rarity upgraded by a tier. Due to the high amount of inherent item rarity that four-mod monsters have, this may result in several unique jewels. This conversion system is fully compatible with your item rarity and quantity bonuses, as well as the drop bonuses from all other archnemesis mods.
  • The Valley of Darkness Atlas Keystone Passive Skill has been removed as a result of these changes to Rare Monster modifiers. The Stream of Consciousness Keystone has taken up Valley Of Darkness’s position on the Atlas Tree.
  • Magic monsters have a restricted list of archnemesis modifiers compared to rare monsters, but this list still includes many modifiers which can spawn threats external to the monsters themselves, such as ground effects or volatile orbs. These external threats can feel overwhelming due to magic monsters being more numerous than rare monsters.
  • We have toned down the modifiers that can spawn on magic monsters so that more of them are stat-based bonuses that aren’t too spammy. All monsters in an instance that are the same or very similar will have the same magic monster modifier, rather than rolling a different Archnemesis modifier for each monster.

The following Archnemesis modifiers have been renamed to make their function slightly more clear from their name:

  • Evocationist has been renamed to Prismatic.
  • Dynamo has been renamed to Electrocuting.
  • Problem: Monsters with block chance generally take a small percentage of incoming damage when they block rather than no damage at all, to prevent blocking feeling too punishing for players. However, Archnemesis modifiers that grant block chance prevent 100% of blocked damage.
  • Solution: Monsters with the Sentinel and Benevolent Guardian Archnemesis modifiers now take 20% of damage from hits they block.
  • Problem: Multiple Archnemesis modifiers provide stun immunity to monsters. This is too high a concentration of stun immunity for stun-focused builds.
  • Solution: Change two of the three Archnemesis modifiers that grant stun immunity to instead grant increased stun threshold.
  • The Steel-Infused and Bonebreaker Archnemesis modifiers now grant monsters 250% increased Stun Threshold instead of Cannot be Stunned. The Juggernaut modifier still grants Cannot be Stunned.


  • Beyond had several issues. Firstly, its art was eight years old and outdated. Secondly, the number of magic and rare monsters spawned was so much higher than the rest of the game that it provided a gigantic amount of experience and items to players who stacked it heavily, and was mostly irrelevant to everyone else. The number of rares spawned also caused problems with Archnemesis modifiers.
  • The Scourge have taken over the realm of the Beyond demons. Summoning monsters from Beyond will now summon Scourge monsters and bosses. We have completely rebalanced the rate that Beyond monsters and bosses spawn at, so that it’s appropriate for modern Path of Exile. The new Beyond monsters can now occasionally drop the Scourge league’s Tainted currency items that allow you to modify corrupted items.


  • Beyond portals now spawn Scourge demons instead of the old Beyond bandits. Demons are still divided into three factions, and only one faction will spawn in any single instance.
  • The base chance for a Beyond portal to spawn when you kill a monster is now fixed at 15%. This means that multiple sources of the Beyond mechanic no longer stack.
  • Spawning a Beyond boss no longer requires killing many Beyond demons close together. Instead, once a substantial number of Beyond demons have spawned in the instance, each pack spawned grants a stacking chance for the next pack in that area to be replaced by a boss. Only one Beyond boss can spawn per instance. Once a boss has spawned, Beyond portals will no longer spawn in that instance.
  • Beyond demons will occasionally drop Tainted Currency items, and Beyond bosses are guaranteed to drop multiple Tainted Currency. Adjustments have been made to the outcome odds for the Tainted Orb of Fusing, Tainted Jeweller’s Orb and Tainted Mythic Orb in order for these items to be suitable for core availability.
  • All Tainted Currency items now have dedicated slots in the Exotic section of the Currency Stash Tab.
  • Sextant modifiers that grant Beyond portal chance now grant increased Beyond monster pack size instead of a chance for an additional Beyond monster to spawn.
  • New Beyond monsters do not drop Scourged items.

The following changes have been made to the Atlas Passive Tree as a result:

  • The Fiendish Opulence Notable now causes Rare Beyond Demons in your Maps to drop an additional Basic Currency Item (previously a 25% chance). The three small nodes prior that granted 8% increased Quantity of Items dropped by Beyond Demons in your Maps now instead provide 5% increased Quantity of Tainted Currency dropped by Beyond Demons in your Maps.
  • The Scent of Blood Notable no longer grants “Slaying Enemies close together in your Maps has a 3% chance to attract monsters from Beyond”. Instead, it now grants 10% chance for your Maps to attract Beyond Demons.
  • The Torn Veil Notable no longer grants “Powerful Beyond Demons require 1 fewer Portal to summon in your Maps”. Instead, it now grants “Beyond Portals in your Maps have 30% increased chance to spawn a Unique Boss”. The small nodes in the cluster that previously granted “Beyond Portals in your Maps have 5% chance to spawn an additional Beyond Demon” now instead grant “Slaying Enemies in your Maps has a 15% increased chance to spawn a Beyond Portal”.


  • Rather than being presented with a selection of crafting options that must be used immediately, you now receive itemised, tradeable lifeforce of the appropriate colour. This lifeforce can be used later, in your own time, at the horticrafting bench in your hideout. Its crafting options are now priced in terms of this itemised lifeforce currency.
  • Tier 4 bosses are now encountered much more frequently and can drop a key to fight Oshabi. She yields special lifeforce that can be used for a specific set of crafts.
  • We have rebalanced all Harvest crafts for the new system and have removed a bunch of filler crafts and some ones with deterministic outcomes that were incredibly RNG-gated before. Some crafts that provided access to exclusive content, like the special Offerings to the Goddess, have been removed because these items can now be found in more appropriate locations elsewhere in the game.
  • The result of these changes is that when you complete a harvest, you aren’t presented with 30 crafts which must be either used immediately or unsafely traded to some player you’ve found on a community discord server. It also means that every bit of lifeforce you receive is going towards a craft that you actually want to use on one of your items, when you’re ready to use it. Your interaction with the sacred grove is now far simpler as well. Just enter, pick your plots, defeat the monsters and get on with your mapping.
  • Like with Archnemesis and Beyond, we have also addressed the monster composition of Harvest’s fights, so that it doesn’t contain too many rare monster mods and so that it is of appropriate difficulty for its rewards. In addition, the rewards for Harvest now scale with map quantity and pack size, incentivising you to juice your maps. Previously the crafts you received were not scaled up at all if you played a harder map.


  • Harvest monsters are no longer associated with specific crafting options and do not grant uses of crafting options on death. Instead, monsters defeated now drop a stack of lifeforce.
  • Lifeforce are tradable currency items which come in three types, Primal, Wild and Vivid, matching the three types of Harvest monster. Slots for these items have been added to the Currency Stash Tab.
  • Lifeforce can be used at the Horticrafting Station, which has been reworked, in your hideout. Instead of functioning as a way to store crafts for later use, the Horticrafting Station is now similar to the Crafting Bench, providing a list of every Harvest crafting option to choose from.
  • Each craft costs a certain amount of lifeforce to use. They can be used as many times as you like, as long as you have the necessary lifeforce.
  • Harvest Bosses, including Oshabi, Avatar of the Grove, are now encountered more frequently.
  • Oshabi, Avatar of the Grove, no longer drops Infused Beachheads, Dedication, Gift and Tribute to the Goddess, Lures, Infused Engineer’s Orbs, or Facetor’s Lenses. She now has a chance to drop Crystallised Lifeforce, which can be used for a specific set of crafting options.
  • The Harvest crafting options have been overhauled. Many have been rebalanced and tweaked, while others have been removed or found new homes.
  • Harvest crafting options currently stored in Horticrafting Stations will be deleted upon the release of 3.19.0. Use them before you lose them!
  • Dedication, Gift and Tribute to the Goddess now have a chance to drop from reward chests at the end of the Eternal Labyrinth.
  • Infused Beachhead Unique Maps now have a chance to drop from the Tier 15 The Beachhead Unique Map Boss encounter.
  • Lures and Infused Engineer’s Orbs can no longer be obtained.
  • The Bumper Crop Notable Atlas Passive no longer grants “The Sacred Grove in your Maps contains an additional Harvest”. Instead, it now grants “The Sacred Grove in your Maps has 50% chance to contain an additional Harvest”.
  • The Heart of the Grove Notable Atlas Passive no longer grants “Harvest Bosses in your Maps always drop a Sacred Blossom”. Instead, it now grants “Harvest Crops in your maps have 60% increased chance to contain a Tier 4 Plant”.
  • The Bountiful Harvest Notable Atlass Passive now grants Harvested Plants in your Maps have 10% chance to spawn an additional Monster (previously 50%).
  • The small Harvest Atlas Passives that granted “Plants Harvested in your Maps have 3% chance to give an additional Crafting option” now provide “Harvest Monsters in your Maps drop 3% increased quantity of Lifeforce”.
  • The Harvest Sextant modifiers that granted “Plants Harvested in your Maps are more likely to give less common Crafting Options” has been replaced with a modifier that causes Lifeforce dropped by Harvest Monsters in your Maps to be duplicated.
  • Leo’s Betrayal Research Safehouse crafting bench rewards have been replaced. They no longer Randomise the numeric values of the Implicit Modifiers of an item, randomise the numeric values of the Random Modifiers of an item, or Augment a Rare item with a new Random Modifier. Instead, they now Reforge the colours of, number of, or links between sockets on an item 50 times, using the outcome with the greatest number of less-common socket colours, sockets, or linked sockets respectively.

Exalted and Divine Orbs

  • Divine Orbs and Exalted Orbs actually have the same drop rate, but Exalted Orbs are worth so much more in trade value because there’s no easy vendor recipe for them and because they’re consumed when you craft certain meta-mods onto items.
  • Out of these two currency items, we would actually prefer the Divine Orb effect to be rarer, so that unique items with good rolls matter more, and so that players can exalt-craft their items more frequently.
  • We are making two changes that will impact this. Firstly, we are changing the cost of crafting metamods so that they cost Divine Orbs rather than Exalted Orbs. Secondly, we are changing the 6-link vendor recipe to grant 20 Orbs of Fusing rather than a Divine Orb.


  • The “Prefixes cannot be Changed”, “Suffixes cannot be Changed”, and “Can have up to 3 Crafted Modifiers” crafts now have a cost of 2 Divine Orbs (previously 2 Exalted Orbs).
  • The “Cannot roll Attack Mods” craft now has a cost of 1 Divine Orb (previously 1 Exalted Orb).
  • The “Cannot roll Caster Mods” craft now has a cost of 1 Divine Orb (previously 5 Blessed Orbs).
  • Veiled Modifiers that had a Divine Orb cost when crafted now have an Exalted Orb or Chaos Orb cost instead.
  • Divine Orbs sold by Tujen, the Haggler or found as a Ritual Reward now have the same cost as Exalted Orbs.
  • The Heist Trinket modifiers that provide a chance for Regal Orbs to drop as Divine Orbs instead in Heists now provide up to 4% at the highest tier (previously 5%), to match Trinket modifiers that provide a chance for Regal Orbs to drop as Exalted Orbs.
  • These Heist Trinket modifiers and the Trinket modifier that provides a chance for Chaos Orbs to drop as Divine Orbs have had their levels adjusted to match similar modifiers that provide a chance for Regal Orbs or Chaos Orbs to drop as Exalted Orbs.
  • The drop rate of Forbidden Shako, Judging Voices, Ventor’s Gamble and The Risk has also been increased as a result of these changes.
  • The Bestiary recipe that rerolls the numeric values of all modifiers of a Rare item has been changed. It now transforms a Gilded Scarab to a Winged Scarab of the same type.
  • Selling an item with 6 Linked Sockets to a vendor now yields 20 Orbs of Fusing, instead of a Divine Orb.

Rebalance of Unique Items

  • Problem: Many of Path of Exile’s unique items are quite underwhelming when you find them. Over the years this has led to the amount of unique items dropped being raised so that finding an exciting unique item is still an occasional possibility, but this also further devalues the average case of finding a unique item on the ground.
  • Solution: Reduce the number of unique items dropped throughout the game. Rebalance a large number of unique items to make them much more distinctive and exciting, at least for the level at which you can first obtain them. This set of changes focuses on unique items available during the campaign, but we will consider changes to higher level unique items for future expansions.

Fated Uniques

  • Problem: When Prophecy was removed from the game in 3.17, some fated unique items were discontinued or merged with their normal version, and the remainder were moved to occasionally drop from map bosses. However, this drop method was always intended to be a temporary measure.
  • Solution: The original plan was to develop a new method of making fated unique items to properly replace Prophecy. However, with a second round of fated uniques merged with their base versions by the changes listed above, it became clear that there were not enough remaining fated unique items to support such a system. We are instead just disabling fated unique items from dropping.

As a result of this, the Fated Uniques Atlas Passive Cluster, and the Rare cluster opposite it, have been removed and replaced with skills that make it more likely to find specific Master Missions:

  • The Fated Conflict Atlas Notable Passive Skill and the three small Map Boss Rarity Atlas Passive Skills leading to it have been removed from the Atlas Passive Tree.
  • The Spoils of War Atlas Notable Passive Skill and the three small Rare Monster Duplication Atlas Passive Skills leading to it have been removed from the Atlas Passive Tree.
  • Added a new Atlas Notable Passive Skill, Mining Partnership, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Niko, and Master Missions from completing your Maps to have a 100% increased chance to be Niko.
  • Added a new Atlas Notable Passive Skill, Covert Stakeouts, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Jun, and Master Missions from completing your Maps to have a 100% increased chance to be Jun.
  • Added a new Atlas Notable Passive Skill, Hunting Season, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Einhar, and Master Missions from completing your Maps to have a 100% increased chance to be Einhar.
  • Added a new Atlas Notable Passive Skill, Archaeology Tour, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Alva, and Master Missions from completing your Maps to have a 100% increased chance to be Alva.

Defence Balance

The substantial changes to character defences contained in the 3.16 expansion had the desired effect of encouraging players to invest more heavily in character defences besides life stacking. We’re happy with this direction, but will be making further changes aimed at making some of the most powerful defensive layers require more investment and improving diversity in defensive options. We are making a set of changes with this goal in 3.19, but are also considering further changes for future expansions and will be refining these plans based on discussion and your feedback.

  • Problem: Spell Suppression is intended to be mostly accessible to characters on the right side of the passive skill tree. However, spell suppression values on item modifiers are high enough that any character can reasonably reach 100% spell suppression chance through items alone, and passive skills that grant suppression are relatively weak in comparison. This results in capped spell suppression feeling like a mandatory pickup for most characters that want strong defences, rather than mostly an option to complement evasion-focused builds.
  • Solution: Reduce the values of spell suppression granted by item modifiers. Increase the amount of spell suppression granted by passive skills and a few other sources.
  • Problem: Arctic Armour does not grant enough defensive power to compete with other defensive reservation skills, particularly since the majority of its protection is only granted when the player is standing still.
  • Solution: Substantially increase the amount of damage reduction while stationary provided by Arctic Armour. We will likely continue to explore more efficient defensive options for characters that spend a lot of time standing still in future content updates.
  • Problem: Flesh and Stone is not powerful enough to warrant 25% mana reservation. Slight improvements to Blind investment outlined below will naturally help it to some extent, but just a little more power is needed to make it a competitive option.
  • Solution: Increase the damage reduction from distant enemies that Flesh and Stone provides when in Sand Stance.
  • Problem: Defiance Banner provides a substantial percentage increase to armour and evasion, on top of other benefits for a low investment. It therefore grants all characters a way to further scale the large amounts of armour and evasion granted by the Determination and Grace skills. It also disproportionately benefits characters that do not have easy access to armour and evasion scaling on the passive skill tree, and when combined with Determination and Grace allows these characters to use aura effect to scale armour and evasion almost as effectively as characters directly investing into armour and evasion bonuses. This has led to the combination of Defiance Banner, Determination and Grace feeling near mandatory for characters in hardcore leagues, and very attractive elsewhere.
  • Solution: Substantially reduce the armour and evasion granted by Defiance Banner.
  • Problem: The Wind Dancer keystone’s drawback of taking 20% more attack damage if you’ve been hit by an attack recently is too risky to make the keystone feel like a worthwhile trade, even for characters with substantial investment in evasion, as it is too likely that you will be hit again during that time.
  • Solution: Change Wind Dancer to be less risky for characters with large amounts of evasion by allowing a high evasion rating to more effectively mitigate its drawback.
  • Problem: The Arrow Dancing keystone’s penalty to melee evasion chance feels too punishing, even for characters with substantial investment in evasion.
  • Solution: Change Arrow Dancing to provide a less extreme penalty to melee evasion but a less extreme bonus to projectile evasion.
  • Problem: Ward is a relatively niche defensive mechanic, but currently is mainly strong when paired with the Olroth’s Resolve unique flask, and not worth investing in otherwise.
  • Solution: Reduce the base ward restoration time, which is already bypassed by Olroth’s Resolve but a limiting factor for ward’s usefulness in other cases. Allow builds to invest further in faster ward restoration if they so desire.
  • Problem: The Grasping Mail modifier that provides 100% increased global defences provides too much value to a build heavily investing in defences for a single mod slot.
  • Solution: The prefix modifier that can roll on Grasping Mails which provides increased Global Defences now has a value of 50% (previously 100%). Existing items can be made worse with a Divine Orb.
  • Problem: The Gravicius Veiled Modifier on body armour that grants a percentage of your maximum life as energy shield adds a huge amount of survivability to many builds for the low investment of a single bench-crafted modifier. Granting energy shield to life-based builds was often not valuable in the past as those builds would not have a sensible way to recover energy shield in combat, but the recent addition of Ghost Dance and Divine Shield, among other changes, have made obtaining a relatively small amount of energy shield on a life-based build very valuable. The Gravicius modifier trivialises this.
  • Solution: Rework the Gravicius’ Veiled Modifier to instead grant a percentage of Physical Damage taken as Fire and Lightning Damage.
  • Problem: Passive skills that grant blind effect do not adequately reward investment in them.
  • Solution: Increase the values of blind effect found on the passive tree.
  • Problem: Mind over Matter, and builds that heavily invest in mana in general, have been left in an underpowered state by various balance changes and the increased power of investing in reservation skills.
  • Solution: As a first step, improve the base power of Mind over Matter and pull that power out of body armour mods. We’re aware that this change does not solve all problems currently facing mana builds, and are considering exactly what further changes to make for future expansions.
  • Problem: Fortification is too difficult to gain for some melee builds, and too frustrating to use for many others.
  • Solution: Make fortification easier to gain and longer lasting.

Minion Balance

Path of Exile is a game about finding items to improve your character. Minion builds historically got most of their power from their gems, and didn’t have as many strong options to benefit from finding better items. The overall goal of these changes is to improve the variety of viable minion builds, but also make minion builds more reliant on items.

  • Problem: There are limited options to invest in minion-related stats on player gear, meaning that their base stats have to be inflated to compensate. This leads to most minion builds caring too little about itemisation, and also limits the potential to scale high-end minion builds with better items.
  • Solution: Lower minion base life and damage, but provide more ways for players to invest into minions on their own gear, allowing minion damage and survivability to each be higher than previously possible for a character with strong items.


  • Problem: Some minion skills are clear outliers in terms of inherent power, so become the default choice for many minion-focused builds.
  • Solution: Reduce the power of a couple of overperforming minion skills, and increase the power of others, with the goal of providing more minion options that feel good to play. These changes are in addition to the global minion changes detailed above.
  • Problem: Because minions are monsters, they inherit some stats from monsters that can significantly affect build choices and power. As these stats are not detailed anywhere in-game, they are a cause of confusion for a lot of players (as well as rendering minion ailment builds near-impossible except for minions specifically designed around them). The large damage bonuses granted to minions by frenzy and power charges also crowd out alternative options, especially for shield itemisation with Necromantic Aegis and utility-focused spectres.
  • Solution: Split potentially-confusing monster stats into minion and non-minion versions so that minions can behave in the manner players would naturally expect.
  • Problem: Investing in minion critical strikes has been possible in a very niche manner for some time now, but has never been a fully-supported build option. Additionally, the removal of a large amount of potential critical strike chance from power charges in the above change would render critical minion builds near-impossible without further changes.
  • Solution: Add more sources of minion critical strike investment. These changes are not intended to fully compensate for the lost critical strike chance from power charges, but instead to more than make up for the lost damage via the addition of multiple sources of minion critical strike multiplier.
  • Problem: The Necromancer’s Unnatural Strength notable passive skill is extremely strong for almost all minion builds due to how well minion skills scale with gem level. This skill makes it hard to justify using other ascendancy classes for minion builds.
  • Solution: Change Unnatural Strength to provide a less universally applicable stat, and allow more access to minion gem levels on items instead (as detailed above).
  • Problem: When reviewing support for critical minion builds, a small number of monster skills were found to have unintended very high base critical strike chance. This makes monsters using these skills more threatening to players than they are meant to be, and extremely strong when raised as spectres for summoners invested in minion critical strikes.
  • Solution: Lower the critical strike chance of monster skills with unusually high base critical strike chance.

Miscellaneous Skill and Support Gem Balance

Corpse Explosion Skills

  • Problem: Skills that cause corpse explosions (especially those that scale ignite damage) are currently able to deal significantly more damage than intended, due to an oversight that caused Auric Champion and Auric Colossus corpses to have approximately 60% more life than any other corpse that can be spawned by the Desecrate skill.
  • Solution: Reduce the life of Auric Champion and Auric Colossus corpses to be equal to that of other high life corpses, such as Kitava’s Heralds.
  • Problem: Skills that cause corpse explosions derive much of their damage scaling from increased maximum corpse life, mostly from skills on the passive skill tree. This pressures builds utilising these skills to choose the Necromancer ascendancy class as it provides a large value of this stat, and means that corpses of enemies you kill are not useful for damage compared to corpses you spawn yourself. Additionally, since the percentage of corpse life dealt as damage by these skills does not scale with skill levels, there is not sufficient incentive to level them up (especially for builds scaling ignite damage).
  • Solution: Remove the increased maximum corpse life stat from the Necromancer ascendancy and reduce the values available elsewhere. Increase the percentage of corpse life dealt as damage for all corpse explosion skills to offset this substantial damage loss, and have this percentage scale with the level of the skill.

Fire Trap

  • Problem: When Fire Trap’s hit damage was buffed in 3.17.0, the damage over time of its burning ground was also unintentionally buffed.
  • Solution: Reduce the damage of Fire Trap’s burning ground to pre-3.17.0 levels.

Trap Cooldown and Duration

  • Problem: Cooldown-based traps are balanced around being mostly a single target damage supplement, with potential to use them more frequently for builds heavily invested in doing so. However, trap builds currently have extremely efficient access to increased trap cooldown recovery rate and increased trap duration, making it easier than intended to rely on these traps as a main source of damage and making their damage uptime over a long-duration fight very high. This issue is most obvious with Seismic Trap in the current state of the game, but also applies to other cooldown trap skills.
  • Solution: Trim the availability of trap cooldown and duration. Compensate the damage of cooldown trap skills that are underperforming as a result.

Seismic Trap

  • Problem: Seismic Trap’s damage potential is too high even with the above changes accounted for.
  • Solution: Seismic Trap now deals approximately 30% less damage at all gem levels.

Explosive Arrow

  • Problem: Explosive Arrow currently has a single stat for hit and ailment damage per arrow stuck in the target, but this makes it impossible to reduce the damage of overperforming ignite builds without also affecting underperforming hit-based builds.
  • Solution: Split the hit and ailment damage bonus for stacking arrows on a target into two stats. Reduce ailment damage and slightly increase hit damage.

Cast on Death Support

  • Problem: When spell base damage values were dramatically increased in 3.17.0 and methods of triggering spells had their power reduced in compensation, Cast when Damage Taken Support and Cast on Death Support were omitted.
  • Solution: Increase the damage penalty of Cast when Damage Taken Support and reduce the damage bonus of Cast on Death Support to match the changes made to other trigger mechanisms in 3.17.0.

Blessing Skills

  • Problem: Divine Blessing Support is intended to allow characters who do not wish to reserve much of their mana to still use an aura by casting the aura for a normal mana cost every few seconds. The cost of the supported aura is calculated based on that aura’s original reservation requirement, and therefore usually requires spending a large portion of your maximum mana. However, due to technical limitations, the cost is still calculated based on the size of your mana pool if it paid using life. This allows players who are reserving most of their mana to support an aura with both Divine Blessing Support and Lifetap Support, and occasionally spend a few thousand life to gain an extra aura beyond the amount they would otherwise be able to run.
  • Solution: Prevent Lifetap Support from supporting Blessing skills, to match its counterpart Arrogance Support. Provide slight compensation for this change on Divine Blessing Support, and update Eternal Blessing Support to match.

Sniper’s Mark

  • Problem: Sniper’s Mark provides a large amount of power to projectile builds, but also provides powerful flask charge generation. Generating life flask charges in particular provides a lot of mostly hidden power for builds utilising Sniper’s Mark, even though it is rarely a consideration when deciding whether or not to use the skill in a build. The combination of projectile stats and flask charge generation put the skill into a state that is too powerful compared to other mark skills.
  • Solution: Remove the life and mana flask charge generation from Sniper’s Mark.


  • Problem: Hydrosphere was previously commonly used to provide an extra target to hit, allowing many skills to benefit from extra damage splashing, projectile chain and so on against single targets. A cooldown was added to being able to hit Hydrosphere in patch 3.17.0, but this cooldown is necessarily per entity, meaning that Hydrosphere still provides an enormous damage bonus in cases where many different entities are hitting it (most notably minion builds).
  • Solution: Only allow Hydrosphere to be hit by the entity that cast it.

Underperforming Skills

  • Problem: Due to Path of Exile’s constant evolution, there are sometimes skill and support gems that are left feeling underwhelming to use.
  • Solution: Carry out a routine balance pass on a selection of underperforming skill and support gems, with the aim of making them more attractive options.

Vaal Clarity

  • Problem: Vaal Clarity’s relatively low soul cost allows you to consistently bypass the mana costs of skills with high costs but long durations with proper timing while clearing areas. It is currently too easy to achieve this.
  • Solution: Increase the soul cost of Vaal Clarity and slightly increase its duration.

Awakened Hextouch

  • Problem: The stat granted by Awakened Hextouch Support that grants a chance for Hexes to bypass Hexproof was not working as expected. Attempting to reapply a Curse to a Hexproof monster using this stat but failing would still remove the existing Curse on that monster, as if it was overwritten by the new Curse
  • Solution: Failing to apply a Curse to a Hexproof enemy will no longer remove Curses on that enemy.

Blood Sacrament

  • Problem: The Blood Sacrament skill is exclusively granted by the Relic of the Pact unique wand. This wand was only available in Ultimatum League (and subsequently in Standard League through trading). Because it has been a legacy item for the past few leagues, the Blood Sacrament skill hasn’t received balance adjustments when changes impacting it have been made. Additionally, Blood Sacrament’s very short cast time is necessary for the skill to function but also encourages trying to spam it as fast as possible while reserving as much life as possible, which is not a healthy playstyle for the game to support to this extent.
  • Solution: Adjust Blood Sacrament to account for the rework to reservation mechanics, changes to support gem cost multipliers, and various self-cast spell buffs that have occurred since it was last available. Add a very short cooldown to Blood Sacrament to prevent spamming it as fast as possible being the optimal usage strategy.

Ascendancy Balance


  • Problem: The Trickster ascendancy class has caused multiple balance issues over the years, but changes to the class have increasingly left it lacking a compelling identity or sufficient power.
  • Solution: Rework the Trickster ascendancy, focusing more tightly on thematically-appropriate defences and speed.
  • The Ascendant’s Trickster Ascendancy Passive Skill has been changed as a result of the Trickster Ascendancy rework. It now grants prevent +6% of Suppressed Spell Damage while on Full Energy Shield, 2% more Damage for each different type of Mastery you have Allocated, 2% of Damage Leeched as Energy Shield, and Nearby Enemy Monster’s Action Speed is at most 92% of base value.

Existing Forbidden Flame and Forbidden Flesh Unique Jewels that provided Trickster Notables that have been removed have been updated as follows:

  • Jewels that allocated Weave the Arcane now allocate One Step Ahead.
  • Jewels that allocated Patient Reaper now allocate Polymath.
  • Jewels that allocated Prolonged Pain now allocate Spellbreaker.
  • The variation of Forbidden Flame and Forbidden Flesh that allocated Soul Drinker now allocates Harness the Void.


  • Problem: Juggernaut’s Unbreakable skill is overly complicated and therefore requires each stat granted to be watered down, meaning that Juggernaut players aren’t able to focus on the stats they want from the skill.
  • Solution: Split Unbreakable into two narrower but more powerful skills.


  • Problem: Chieftain’s Tawhoa, Forest’s Strength skill doesn’t provide enough damage to be attractive to slam-based builds, especially when it has to compensate for not being exertable and not synergising with Fist of War Support.
  • Solution: Slams used by Tawhoa’s Chosen now deal 100% more damage (previously 50%).


  • Problem: Pathfinder’s Master Alchemist skill is quite weak, which also causes Pathfinder to be pushed mostly towards chaos-based builds as non-chaos builds do not have enough compelling ascendancy skills to choose from.
  • Solution: Add more power to Master Alchemist. Partially compensate by removing extraneous power from the much stronger Nature’s Boon.

Unique Item Balance

Crystallised Omniscience

  • Problem: Crystallised Omniscience and Ashes of the Stars are powerful unique amulets that have both been adopted by a wide variety of builds since their introduction in Siege of the Atlas. However, while Ashes of the Stars is a relatively standalone item that enhances the individual strengths of a build, Crystallised Omniscience encourages players to devote a substantial portion of their build towards stacking attributes. It also makes it easy to do so by providing the elemental resistances which would otherwise compete for space with attributes on your items. This reduces the diversity of itemisation across a wide variety of elemental builds.
  • Solution: Lower the amount of elemental penetration and resistances granted by Crystallised Omniscience, with the aim of it still being powerful but not the ideal choice for such a large variety of builds.

Melding of the Flesh

  • Problem: Melding of the Flesh is a unique jewel that transfers your highest maximum elemental resistance to your other elemental resistances. Though it comes with a substantial penalty to your base resistances, it is an extremely powerful item that has outcompeted other forms of elemental damage mitigation for well-itemised builds.
  • Solution: Add a penalty to maximum elemental resistances to Melding of the Flesh, forcing builds that want to reach 90% in all elemental resistances to commit more of their build to reaching it.

Effect of Shock

  • Problem: Having all sources of maximum shock effect override your maximum rather than add to it prevents investment in multiple sources of maximum shock effect, which becomes less reasonable as more sources are added. However, changing this in isolation may cause attack-focussed unique weapons with shock-related stats to become best-in-slot for the newly added shock spells, which would be an undesirable outcome.
  • Solution: Make sources of maximum shock effect additive with each other. Tweak shock application stats on Voltaxic Rift and Brain Rattler to only apply to shocks with weapon damage.

Miscellaneous Character and Item Balance

Brittle Ailment

  • Problem: The base critical strike chance provided by the Brittle ailment serves as an enormous effective damage boost to builds focused on it. As more and more methods of investing in alternate ailments are added to the game, Brittle has begun to overshadow other ailments.
  • Solution: Reduce the amount of critical strike chance provided by Brittle to make it more comparable to Scorch and Shock.

Reservation Efficiency

  • Problem: The introduction of reservation efficiency has encouraged a much larger range of builds to invest in reservation skills to a small or moderate degree. This is not a problem in itself, but currently the options for doing so are similar for every build, and provide slightly too much generic power relative to the investment required. Reservation mastery options are the biggest outliers in power, as they provide larger amounts of power than entire notable passive skills.
  • Solution: Remove the mana reservation efficiency mastery and reduce the power of the aura effect and life reservation efficiency masteries.

Flask charges when Hit modifiers

  • Problem: The line of flask modifiers that grant flask charges when you are hit by an enemy make it too easy to keep your flasks active permanently for most non-boss content.
  • Solution: Lower the values of flask modifiers that grant charges when you are hit by an enemy.

Non-Aura Skills Cost no Mana or Life while Focused Veiled modifier

  • Problem: The Veiled and Crafted Modifiers that cause Skills to cost no Mana or Life while Focused undermine the importance of skill costs and constrain design space. As mentioned in the 3.17.0 Patch Notes, we originally planned to disable them in 3.18.0, but this was pushed back due to the freeze on character balance in 3.18.0.
  • Solution: Non-Aura Skills Cost no Mana or Life while Focused can no longer appear as a veiled modifier on Amulets, and the crafted version is no longer available.


  • Problem: The timeless jewel-exclusive Chainbreaker keystone is too difficult to properly use, while also limiting the potential to provide other sources of rage regeneration.
  • Solution: Rework Chainbreaker to lean into rage as a resource in a more extreme manner, and remove potentially unwanted interactions with other sources of rage regeneration.

Damage taken recouped as Life

  • Problem: Damage taken recouped as life is a relatively new recovery option, and there are not currently enough sources of it available for players who wish to invest heavily in it.
  • Solution: Incrementally improve the availability of this stat by adding it to the jewel modifier pool.

Passive Skill Tree Sources of Lightning Damage

  • Problem: Lightning Damage has fewer passive tree clusters than other elemental damage types.
  • Solution: Split out a generic Lightning Mastery stat into a new passive skill tree cluster focused on Lightning Damage and Critical Strikes. Replace the Lightning Mastery option.

Ailment Duration while Focused mod

  • Problem: The Veiled modifier that grants Ailment Duration while Focused provides an overwhelming amount of single target damage to poison-based builds for the cost of a single modifier slot, even in long-duration fights where its inconsistent uptime is taken into account.
  • Solution: Roughly halve the values of this modifier.

Avoid being Stunned Flask modifier

  • Problem: The crafted version of the Veiled modifier on flasks that grants chance to avoid being stunned has higher values than the highest tier of the similar non-crafted modifier family. Bench-crafted modifiers should never be the highest available value of a given modifier.
  • Solution: Buff the values of randomly rolled stun avoidance chance on flasks such that the values of the highest tier are higher than the bench-crafted version.

Wrecking Ball

  • Problem: The two small passive skills prior to the Wrecking Ball Notable provide differing amounts of hit and ailment damage.
  • Solution: The two small Passive Skills prior to the Wrecking Ball Notable now provide “Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments” (previously 10%), to match the increased Physical Damage with Two Handed Weapons also provided.

Reduced Trap Duration

  • Problem: Sources of reduced Trap duration are currently only useful when combined with the Sunblast unique belt. However, changes to Sunblast make some of them too powerful for this use case.
  • Solution: Change sources of reduced Trap duration to instead grant other stats, avoiding the Sunblast abuse case but making them slightly more powerful for other builds.

Molten Shell Buff Effect Enchant

  • Problem: Labyrinth-enchanted helmets can grant increased Molten Shell buff effect. A player could reasonably assume that buff effect in this context applies to the amount of armour granted, the percentage of damage absorbed by the buff, and the maximum amount of damage absorbed by the buff. In reality, however, it only affects the amount of armour granted. This makes the Molten Shell buff effect helmet enchants quite misleading, as well as underpowered.
  • Solution: Disable these helmet enchantments.

Vaal Breach

  • Problem: Due to a technical limitation, Vaal Breach is not able to be obtained through corrupting Portal Gems.
  • Solution: Vaal Breach now has a chance to drop from killing Breachlords in areas opened from Flawless Breachstones.


  • Problem: The use of Recombinators on Mirrored items can allow players to modify Mirrored items with a fairly high degree of control, causing some unintentionally powerful results when clever crafting methods are used. It would also allow transfer of the extremely powerful modifiers available on Mirrored items in the Kalandra League, which are intended to be balanced by only appearing on items that can’t be modified.
  • Solution: Existing Recombinators in permanent leagues can no longer be used on Mirrored items.

Adrenaline Buff

  • Problem: The Adrenaline buff is intended to not be possible to gain while you already have Adrenaline. However, some sources of the buff do not have this restriction.
  • Solution: Adrenaline now inherently cannot be gained while you already have Adrenaline.

Monster Changes

  • Monsters are now unable to evade reflected damage.
  • Chilled ground from the Permafrost Archnemesis modifier now counts as Vortex ground, and can no longer stack with other sources of Vortex ground.
  • Unstable Wetas now leave Vortex ground effect on death, instead of Cold Snap ground, and cannot stack with other sources of Vortex ground effect.
  • The Beachhead Boss Fight no longer drops normal rarity weapons throughout the fight, as Animate Weapon no longer requires them.
  • Fixed a bug where buffs that alternate to provide different stats, such as more and reduced damage taken buffs on monsters with the Loathing Essence modifier, were not working. As a result, the following changes have been made for Essence Monsters: Reduced the amount of Attack, Cast and Movement Speed granted by Zeal Essence modifiers on Monsters; reduced the amount of reduced Damage Taken granted by Loathing Essence modifiers on Monsters; Scorn Essence modifiers now grant 75% reduced extra Damage Taken from Critical Strikes to the affected Monster, instead of Cannot be Critically Struck.
  • Rogue Exiles now have ~20% more Life in Tier 1 Maps, scaling up to ~400% more Life in Tier 16 Maps. The life of Rogue Exiles found during the campaign and Rogue Exile Map Bosses, such as those found in the Precinct and Courthouse Maps, are unaffected by this change. The Life of Rogue Exiles found in Delve has been lowered to compensate for these Life buffs.
  • Baracus Phraxisanct’s Dark Pact damage has been lowered to compensate for the above change.
  • As a result of these Rogue Exile changes, the Royal Guard Notable Atlas Passive Skill now causes Rogue Exile Bodyguards to take 50% less damage, and have additional Rewards (previously 80%).

Divination Card Changes

  • Crimson, Viridian, Cobalt and Abyss Jewels are now potential reward outcomes when turning in a stack of Magnum Opus Divination Cards.

Atlas Changes

  • The following Maps have been added back to the Atlas: Ancient City, Arachnid Nest, Arachnid Tomb, Belfry, Castle Ruins, Chateau, Colosseum, Crater, Defiled Cathedral, Dig, Excavation, Forking River, Ghetto, Leyline, Pen, Phantasmagoria, Pier, Plateau, Racecourse, Shrine, Silo, Stagnation, Sulphur Vents, Vault, and Waterways.
  • The following Maps have been removed from the Atlas: Basilica, Bazaar, Beach, Burial Chambers, Cage, City Square, Core, Courtyard, Crystal Ore, Desert Spring, Fields, Glacier, Infested Valley, Ivory Temple, Lookout, Mineral Pools, Palace, Pit, Reef, Sepulchre, Sunken City, Tower, Toxic Sewer, Tropical Island, and Volcano.
  • 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 are now found within other Maps currently on the Atlas.
  • Some Divination Cards have found new homes as a result of these Atlas Changes:
  • A Sea of Blue can now be found in the Grotto Map.
  • Desperate Crusade can now be found in the Residence Map.
  • Parasitic Passengers can now be found in the Arachnid Tomb Map.
  • Scholar of the Seas can now be found in the Strand Map and the Whakawhairua Tuahu Unique Map.
  • The Bear Woman can now be found in the Barrows Map.
  • The Deep Ones can now be found in the Strand Map and the Whakawhairua Tuahu Unique Map.
  • The Formless Sea can now be found in the Strand Map and the Whakawhairua Tuahu Unique Map.
  • The Golden Era can now be found in the Residence Map.
  • The Innocent can now be found in the Defiled Cathedral Map.
  • The Jeweller’s Boon can now be found in the Grotto Map.
  • The additional Sergeants in your Legion Encounters from the Chain of Command Atlas Passive Skill are now split between the two Legion factions.
  • The Sextant modifier that causes your Maps to be inhabited by an additional Invasion Boss can no longer be obtained.

Kirac League Mods Available During 3.19.0

  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Essence (costs 2 Chaos Orbs): Area contains 2 additional Essences.
  • Abyss (costs 3 Chaos Orbs): Area contains 2 additional Abysses.
  • Ambush (costs 4 Chaos Orbs): Area contains 4 additional Strongboxes.
  • Heist (costs 6 Chaos Orbs): Area contains 2 additional Smuggler’s Caches.
  • Legion (costs 6 Chaos Orbs): Area contains an additional Legion Encounter.
  • Blight (costs 8 Chaos Orbs): Area contains a Blight Encounter.
  • Expedition (costs 12 Chaos Orbs): Area contains an Expedition Encounter.

Quest Changes

  • Overcharge Support is now offered to the Witch for completing Sharp and Cruel, and can be purchased from Yeena by the Templar, Witch, Shadow and Ranger.
  • Galvanic Field is now offered to the Witch for completing Intruders in Black, and can be purchased from Yeena by the Templar, Witch, and Shadow.
  • Alchemist’s Mark is now offered to the Ranger for completing Lost in Love, and can be purchased from Clarissa by the Shadow, Ranger, and Scion.
  • Lightning Conduit is now offered to the Witch for completing Sever the Right Hand, and can be purchased from Clarissa by the Templar, Witch and Shadow.
  • Removed the Explosive Archaeology Expedition quest.

User Interface Changes

  • The Map Device now remembers which Map Crafting option you last used, and is automatically selected if it is available and you have the relevant currency.
  • Highlighting a mastery on the passive skill tree now highlights all masteries of the same type.
  • Added the ability to select which microtransaction tier to display as the maximum tier for relevant equipped microtransactions. For example, you can choose to have a semi-jacked Maroider as the highest displayed tier, rather than absolutely jacked Maroider.
  • The ‘SetTextColor’ Alpha value in Item Filters now also affects the transparency of Sockets on dropped items.
  • More user interface changes and quality-of-life improvements will be revealed in upcoming news posts.

Trade Website Changes

  • Accessing the Path of Exile: Trade website now requires you to be logged in.

Bug Fixes

  • Fixed a bug where debuffs that prevent Life and Energy Shield Recovery, such as Maven’s Punishment, did not prevent some sources of instant Life or Energy Shield Recovery.
  • Fixed an issue where the Eater of World’s “Inescapable Doom” skill would not be interrupted if you were to leave the Boss Arena as the skill started.
  • Fixed a bug in the Uber Shaper Boss Fight where Shaper could wander around aimlessly while his clones were attacking. He now has a low chance to use skills his clones are also using.
  • Fixed a bug where the Redeemer Influence Suffix modifier on Helmets and Amulets that provides increased Mana Reservation Efficiency had a lower required item level than intended. It now has a required item level of 75 (previously 68).
  • Fixed a bug where Suffix modifiers on Weapons that grant increased Damage with Poison and chance to Poison on Hit were granting a global version of the chance to Poison on Hit stat, rather than a local version. Existing items have been updated to the local version.
  • Fixed a bug where Flasks that had an Enkindling Orb applied to them were able to gain charges if it was switched to another flask slot during its effect.
  • Fixed a bug where Recombinators were ignoring modifier families in certain situations.
  • Fixed a bug where stats that made your stun threshold be based on a value other than Life would do nothing if the value to be used was zero, such as having zero maximum Energy Shield while using the Valyrium Unique Ring.
  • Fixed a bug where the Maim debuff applied by monsters with the Bloodletter modifier was not affected by sources of “Cannot be Maimed”.
  • Fixed a longstanding bug where being frozen prevented any other action speed modifiers applying to you.
  • Fixed a bug where proliferating ailments couldn’t be removed by things that remove ailments.
  • Fixed a bug where Ward from equipped Armour was affected twice by modifiers to Energy Shield from the Faithguard Unique Helmet stat that causes increases and reductions to maximum Energy Shield to instead apply to Ward.
  • Fixed an issue where the effects of Brittle and Sapped ground were not affected by Ailment effect.
  • Fixed a bug where the maximum more Physical Damage taken value for Enemies within your Pride Aura for 4 seconds was not affected by Aura Effect.
  • Fixed a bug where the overkill burning damage from Herald of Ash was not affected by modifiers to Damage over Time multiplier.
  • Fixed a bug where Crackling Lance’s Beam Width per Intensity did not work correctly unless you repeated the skill.
  • Fixed a bug where taking self-damage from Boneshatter would always critically strike if hits against you had additional critical strike chance, such as being affected by Brittle.
  • Fixed a bug where Signal Prey from Predator Support would cause all Minions to always target the prey if possible, rather than only Minions summoned by the Skill supported by Predator.
  • Fixed a bug where Lightning Strike could hit a single target twice from one attack.
  • Fixed a bug where Aura Effect was affecting the Maim debuff applied by Flesh and Stone while in Blood Stance.
  • Fixed a bug where Shocks you had applied could sometimes be overwritten by a weaker Shock.
  • Fixed a bug where the Aura of Banner Skills could sometimes remain active if their reservation was removed.
  • Fixed a bug where damage dealt by Brandsurge was not considered to be area damage.
  • Fixed a bug where Cremation did not roll for critical strikes for each projectile.
  • Fixed a bug where Cannibal Fire-Eaters in The Ledge, and spectred versions of this Monster, would not use their Firebreath skill.
  • Fixed a bug where the Map modifier that causes Monsters to Avoid Elemental Ailments was not working correctly with the Scorched, Brittle and Sapped Elemental Ailments.
  • Fixed a bug where Rogue Exiles, including Rogue Exile Map Bosses, were not correctly affected by modifiers to Map Monster Life and Map Boss Life.
  • Fixed a rare bug where some players were unable to use the percentage increased “quantity of items found” Map Device crafting option.
  • Fixed a bug where Soul Eater gained by the Soulthirst Unique Belt was not removed if the Belt was unequipped.
  • Fixed a bug where Unbound Ailments Support was unable to support the Shock Ground skill granted by the Ylfeban’s Trickery Unique Helmet.
  • Fixed an inaccurate description with Charged Dash where it did not specify the final wave modifier applied only to Hits.
  • Fixed a bug where Manifest Dancing Dervishes could be supported by gems that only support Strike skills.
  • Fixed a bug where Cruelty Support was able to support the skills of Minions, despite the Cruelty buff not applying to damage dealt by supported Minions.
  • Fixed a bug where you could ‘share’ spectre types with other players in PvP arenas.
  • Fixed a visual bug where paths on the Subterranean Chart could fail to load correctly.
  • Fixed an issue where Hangul characters could be used in combination with non-Hangul characters for character names.
  • Fixed a few wonky microtransaction interactions between the Deathnotch Bow and some weapon effects.
  • Fixed a bug where the Crusader Hood microtransaction would cause characters faces to disappear.
  • Fixed a wonky microtransaction interaction between the Delirium Wings and Demonic Withering Step.
  • Fixed an issue where the Divergence, Golden and Astral Character Effect microtransactions were not applying to some Back Attachment microtransactions.
  • Fixed a client crash that could occur in Controller input mode.
  • Fixed two uncommon client crashes.
  • Fixed a rare instance crash.

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