You are an Exile, struggling to survive on the dark continent of Wraeclast, as you fight to earn power that will allow you to exact your revenge against those who wronged you. Created by hardcore gamers, Path of Exile is an online Action RPG set in a dark fantasy world.
Recent Reviews:
Mostly Positive (1,093) - 78% of the 1,093 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (78,950) - 91% of the 78,950 user reviews for this game are positive.
Release Date:
Oct 23, 2013

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June 13

Designing the Legion Jewels - Part One

In Path of Exile: Legion, we introduced five new jewels that can alter the keystones on your Passive Skill Tree in powerful and interesting ways. One of our game designers, Hrishi, spent a lot of time developing these jewels and has shared his thoughts about this process with us in a three part news series. We hope you enjoy this first entry! We'll share entry two next week.

Hrishi's Introduction
I love keystones. They might be among my favourite things in Path of Exile. To me, they represent one of the strongest aspects of Path of Exile's build diversity. Being stunned by the possibilities they offered is one of my earliest memories of this game as a player, long before I started working with Grinding Gear Games. I can still remember loading up the wiki while my game was downloading back in beta, navigating to the Chaos Inoculation page and saying "Wait, it does what?". I was instantly sold on this game after checking out a few others such as Blood Magic which also blew my mind with possibilities.

While this write-up isn't so much about the Legion Jewels themselves, I'll have to give a little background to them, in order to understand how the legion keystones came to be.

Crazy Jewels
The idea for the Legion Jewels goes all the way back to the development of the Incursion, when I was originally coming up with concepts for unique items for the league. I was talking to Mark, one of our senior gameplay programmers, about random ideas for what we could do, and I asked if it was possible to change a notable into something else within a unique jewel's radius. "Should be possible.", he said, which sounded great, except this meant I'd need to come up with a 'corrupted' version of every single notable on the tree, and forever keep this up to date whenever we added notables to the tree. Well, that's not ideal at all.

Then, Mark had the idea of storing a seed number on the jewel itself and having that determine what the passive skills within a jewel radius corrupt into. This would mean we'd only need to create a list of possible outcomes to choose from, and would naturally work whenever we updated the tree. Still, this means it would be a fair bit of work but this is a lot more manageable and doesn't have the overhead of needing to update this every single time we update the tree.

Ultimately, we decided not to go with this idea and stick with more traditional unique items for Incursion, but the idea was there, waiting to be used one day.

It's almost a year after Incursion, and we've just finished our launch of Synthesis, which means it was time for me to start thinking of concepts and ideas for the upcoming league's unique items. Since it was immediately after Synthesis' launch, we didn't quite know what the next league's theme was going to be yet, which complicates unique design a fair bit!

After some discussion, it emerged that the league's theme was potentially going to be Vaal-themed. That certainly helped speed up the unique design process. While pitching random ideas, I remember this old jewel idea we had for Incursion and wondered if we could make it work this time around. So I started working out the details on what this would mean.

From a design perspective, the act of corrupting small passive skills and notables into something else entirely was somewhat straightforward. It just meant I had to make a set of 'corrupted passive skills' to pick from, using existing stats in the game that are themed around the Vaal. Keystones, however, were difficult. What happened if a keystone was in range of this jewel? Well, the obvious answer is it corrupts them. But what does that mean, exactly?

Corrupting Keystones
So in order to figure out if these jewels were even going to work, I had to plan what happens to keystones when they became 'corrupted'. Simple enough, I told myself, you get the corrupted version of the existing keystone! Except, it's not simple at all.

I talked to a few others and started listing out possible corrupted versions of all keystones on the tree. Yes, every single one, so everything from Vaal Acrobatics to Vaal Zealot's Oath was in this document.

It didn't take long after a design meeting for us to realise that there was no way we were going to have the resources or time to develop 20+ compelling and balanced keystones while they were tied to the ones on the tree. Also, what happens if we change one on the tree, does the corrupted version also change? What about keystones that we just want to change in the future? So many questions and it was getting way too complicated for a single unique item that we had to make the call that we couldn't really do this.

Not the end of the world though, we simply took the same logic we used for small passive skills and notables, and reasoned that we only really needed to develop a few keystones and have them replace the existing ones based on the seed number specified by the jewel. This seemed a lot more reasonable, so I set out to make five really compelling keystones that were heavily Vaal-themed.

However, we eventually realised the league wasn't going to be Vaal-focused at all. Sure, the Vaal were there, but the focus was more on the five different legions that you were going to encounter.

Okay, don't panic, Hrishi, this can still work. We simply need to make keystones for every legion, and figure out a way to make 5 variants of the jewel such that they worked differently for each legion. Of course, we'd need a small list of keystones per legion so there was enough variance, so maybe three per legion? This meant we needed to come up with 15 keystones.

... Uh oh.
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June 12

3.7.1 Patch Notes

The team has nearly finished work on the 3.7.1 patch with improvements to the Legion League, including a visual indicator for when Incubators are about to drop their item, fixes for many skills as well as various other smaller changes. We're expecting to deploy this update by the end of this working week, although potentially sooner. In the meantime, we've prepared its patch notes for you to check out.

Please note that the patch notes listed below may be changed prior to the release of this update.

Legion Improvements
  • Added an indicator that will display when Incubators are nearing their kill requirement threshold.
  • Added 3D art for Sign of the Sin Eater.
  • Increased the amount of currency shards dropped by the Foreboding Incubator.
  • Fixed a visual issue where monsters in the Domain of Timeless Conflict could be facing the wrong direction when revived.
  • Fixed a bug with Aukuna, the Black Sekhema's Screech Snipe skill where it would not be visible if you had left and rejoined the area during the attack.
  • Fixed a bug where the "Socket Colours - 1 or 2" portion of "Obtain these Crafting Recipes" challenge was not obtainable. If you have already obtained this crafting recipe, please type /recheck_achievements in-game.
  • Reduced the damage of the Bloodblessed Conqueror's "Red Wave" skill.
  • Reduced the damage and area of effect of the Bloodblessed Conqueror's targeted ground explosion skill.
  • Reduced the overall amount of damage that the Ritemaster Decapitators deal with all of their skills.
  • Reduced the overall amount of damage that the Roc Sentinels deal with all of their skills.
  • Reduced the damage of the Roc Sentinel's Decelerating Projectiles and the subsequent explosions.
Skill Fixes
  • Added audio when gaining the Berserker's Blitz buff.
  • Re-enabled the explosions from Asenath's Gentle Touch unique gloves. These explosions no longer damage friendly characters.
  • Fixed a bug where skills could deal the wrong amount of damage when dealing extremely large amounts of damage in a single hit. This affected very few people as the hit needed to be at least approximately 40,000,000 damage.
  • Fixed various issues where skills could be queued twice from a single skill use if you had very high attack speed.
  • Fixed a bug where Totems which were channelling skills would have their actions cancelled if you were holding down the Move Only keybind.
  • Fixed a bug where Movement skills could queue their usage multiple times, resulting in, for example, the unintentional consumption of multiple Flame Dash charges.
  • Fixed a bug where removing your shield while using Shield Charge wouldn't visibly stop your character from charging. This could cause desync.
  • Fixed a bug where Flame Dash could cause desync when used.
  • Fixed a bug where various support gems were unable to support Frostblink.
  • Fixed a bug where Divine Ire did not fire its beam if it was cancelled during the channel.
  • Fixed a bug where Cyclone and Bladestorm could not gain more than one charge (such as via Power Charge on Crit Support) while channelling or per use respectively.
  • Fixed a bug where Scourge Arrow gained stages much faster than intended.
  • Fixed a bug where Sweep would not deal damage on repeated swings, such as when using Multistrike.
  • Fixed a bug where Static Strike supported by Ancestral Call would only generate a single buff, regardless of how many monsters it hit.
  • Fixed a bug where Area Damage modifiers did not apply to Perforate.
  • Fixed a bug where Righteous Fire did not split its self-damage between life and mana correctly when using Mind over Matter.
  • Fixed a bug where Minion support gems were not gaining levels when socketed into an item that granted +X to Level to Socketed Minion Gems.
  • Fixed a bug where Essence Monoliths could not be interacted with if you had a Movement skill on your left mouse keybind.
Miscellaneous Fixes
  • Fixed a bug where the "Critical Strikes with Daggers have a 40% chance to Poison the Enemy" passive skill was not properly converted to work with Bows when using the Lioneye's Fall unique jewel.
  • Fixed a bug where pressing Control + Enter did not always set the correct whisper target.
  • Fixed a bug where some minion modifiers wouldn't update on existing minions if the players maximum life changed.
  • Fixed a bug where the exit from the boss room in a Glacier Map would be permanently disabled if the Map was occupied by the Elder or an Elder Guardian.
  • Fixed a bug where The Eradicator's skill visuals could become muddled, and it would appear as if he were summoning hundreds of Lightning Orbs.
  • Fixed a bug where a filled Divine Vessel could generate in a map device slot that wasn't visible, causing some players to be unable to open new Maps.
  • Fixed a bug where Leyline Map could not spawn Shrines.
  • Fixed a bug where The Cavern of Wrath and The Cavern of Anger would sometimes fail to generate.
Crash Fixes
  • Fixed another client crash that could happen during Legion encounters.
  • Fixed a common client crash that could occur while changing areas.
  • Fixed a client crash that could happen while using The Dancing Dervish.
  • Fixed a client crash occurring in the Fields Map boss encounter.

Thank you for all your feedback and patience!
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“PC Game of the Year 2013”
9 – Gamespot

“Path of Exile was a great game in 2013, but a slew of free expansions have only made it better. It’s one of the best ARPGs out there, and absolutely the best value.”
9 – PC Gamer (2018)

About This Game

You are an Exile, struggling to survive on the dark continent of Wraeclast, as you fight to earn power that will allow you to exact your revenge against those who wronged you. Created by hardcore gamers, Path of Exile is an online Action RPG set in a dark fantasy world. With a focus on visceral action combat, powerful items and deep character customization, Path of Exile is completely free and will never be pay-to-win.

Key Features

  • Freedom. Power. Revenge.
    Banished for your misdeeds to the dark, brutal world of Wraeclast, you play as the Duelist, Witch, Ranger, Templar, Marauder, Shadow or the Scion class. From forsaken shores through to the ruined city of Sarn, explore Wraeclast and uncover the ancient secrets waiting for you.
  • Unlimited Character Customization
    Create and customize hundreds of unique skill combinations from tradable itemized gems and our gigantic passive skill tree. Combine skill gems, support gems and trigger gems to create your own unique combination of power, defense and destruction.
  • Deadly Missions
    The Forsaken Masters each have their own style of mission and each of these missions has many variations. As you explore deeper into Wraeclast, the pool of available variations increases to challenge you in new ways. All of the Missions and their variations can occur anywhere in the game, including within end-game Maps.
  • Dressed to Kill
    Path of Exile is all about items. Find, collect and trade magic, rare and unique items with arcane properties, then customize your character build around the deadliest combinations you possess.
  • Brutal Competitive Play
    Battle in PvP tournaments seasons and Capture the Flag events for worldwide recognition. Compete in Daily Leagues and Race Events that run as separate game worlds with their own ladders and economies to win valuable prizes.
  • Customise Your Hideout
    ​In their extensive travels throughout Wraeclast, the Forsaken Masters have discovered ideal locations for an Exile to use as their own secret Hideout. Once you've earned a Master's trust, you may be taken to a Hideout, where you can create your own personalised town. Masters residing in your Hideout offer you daily Missions and train you in advanced crafting options. Use your Hideout as a quiet place to craft after battle, or expand it and use it as a personalised Guild Hall with hundreds of decorations.
  • Fair-To-Play. Never Pay-To-Win.
    We're committed to creating a fair playing field for all players. You cannot gain gameplay advantage by spending real money in Path of Exile.

Mature Content Description

The developers describe the content like this:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Nudity or Sexual Content, Frequent Violence or Gore, General Mature Content

System Requirements

    • OS: Windows 7 SP1/Windows 8
    • Processor: x86-compatible 2.6GHz or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA® GeForce® GTX 650 Ti or ATI Radeon™ HD 7850 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • OS: Windows 7 SP1/Windows 10
    • Processor: x64-compatible, quad core, 3.2GHz or better
    • Memory: 8 GB RAM
    • Graphics: NVIDIA® GeForce® GTX 1050 Ti or ATI Radeon™ RX560 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: Solid state storage is recommended

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