Last Epoch - Sarno
Monolith of Fate
  • Progress in the Monolith is now saved when you log out or switch characters, allowing you to continue a run at a later time.
  • Once you have conquered 10 timelines subsequent mod options become increasingly difficult with each timeline you conquer, causing the difficulty (and rewards) of the monolith to scale up infinitely.
  • Added two new zone layouts.
  • Added three new monolith modifiers.
  • There is now a reset monolith button that resets your number of timelines conquered to zero.
  • Increased monster density by about 10% in most zones.
  • Reduced distance between packs in The Serpentine Desert.
  • The crit chance mod adds 25% Critical Strike Chance to enemies (down from 30%)
  • The crit chance mod now gives more increased rarity and experience than before.

  • Two new unique items have been added.

  • Alchemist's Ladle
    • This item is no longer dramatically more rare than other unique items.
    • Chance to apply ailments increased to 15% from 5%.

  • Bone Harvester
    • Doubled the base health of Skeleton Harvesters.
    • Skeleton Harvesters now scale with Intelligence and level.

  • Added The Claw unique brass amulet as a low level version of The Fang.
    • Existing The Fang amulets will change into The Claw.

  • The Fang
    • Now grants 60 health (up from 50).
    • Now grants minions +12 melee physical damage.
    • Now grants minions stun immunity.
    • Changed to the Bone Amulet base type (which requires level 56).

  • Prism Wraps
    • Changed the leech effect from On Hit to On Crit.

  • Wing Guards
    • Adds 150 dodge rating (up from 120).
    • Now grants 5% chance to gain Haste for 1 second on hit.
    • No longer adds 40 health.

  • Yrun's Wisdom
    • Now grants 65 health (down from 100).[/li]

  • Added a new set of armor models for the Acolyte and Primalist.
  • Added the Noble Sash base type (requires level 32).
  • The Bronze Belt base type now requires level 44 (up from 35).
  • The Ranger's Belt base type requires level 60 (up from 42).
  • Reworked amulet base types
  • Added 4 new amulet base types.
  • Adjusted amulet level requirements (highest is now 76).
  • Added new art for all amulet base types.
  • Silver Amulets now grant a larger amount of Increased Critical Strike Chance.
  • Brass amulets now grant more lightning protection and also grant +% base spell damage.
  • Added new 2d art for some one-hand weapons.

  • The Health Regen and Elemental Protection affix is now a pure health regeneration prefix, and grants a larger amount of health regeneration.
  • Increased the maximum value of the Minion Health Regen prefix to 300% (from 150%).
  • Increased the Tier 4 and Tier 5 values of armour and protection suffixes.
  • Dexterity shards are now more common.
  • Increased Throwing Attack Damage shards are now more common.
  • Both types of glancing blow shard are now rarer.
  • Set affix shards are now rarer.
  • Reduced the value of attribute affixes (e.g. Strength, Intelligence...)
    • Max value on body armour is now 12 (from 15)
    • Max value on amulets is now 10 (down from 12)
    • Max value on other items is now 8 (from 10)
  • Reduced the max health on the health + glancing blow prefix to 20 (from 25)
  • Reduced the max value of the increased health suffix to 15% (from 18%)
  • The Throwing Attack Damage and Mana Cost prefix now reduces mana cost by 3 (down from 4). Hammer Throw's cost has decreased from 4 to 3, however.
  • Added some new loading screen hints for various mechanics.

  • Adjusted minion AI so that it is better at staying close to your character.
  • Unequipping The Fang or The Claw now unsummons extra wolves if you are above your maximum number of wolves without it.
  • Base health regeneration per second is now 6 + (0.14 per level), up from 6 + (0.08 per level).
    • Related affixes have also been buffed.
  • Potions now heal for a base of 50 + (2 per level) health, up from 50 + (1 per level).
  • Ward now decays at a base rate of 40% of current ward per second (from 20% per second).
  • Intelligence now grants 4% ward retention per point (down from 5%).

  • Rare Highland Bear
    • Avalanche
      • Now deals 11% less damage.
      • Now has a 19% increased delay,
      • Cooldown increased from 4 seconds to 5 seconds.

  • Aura of Decay
    • Now has a specialization tree.

  • Smite
    • Now has a specialization tree.

  • Bear Form
    • Ravage
      • Now has a minimum mana cost of 2.
      • Range no longer scales with weapon range.
      • The Stagger ailment that it inflicts no longer stacks.
      • Stagger now reduces armour by 100 (up from 30).
      • Stagger now increases damage taken by 10% (up from 3%).
    • Swipe
      • Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.

  • Black Hole
    • The Endless Maw node now grants 30% increased duration per point (from adding 1 second to duration per point)
    • The Scattered node requires 2 points in Endless Maw (up from 1)

  • Erasing Strike
    • Certain Erasure now grants +25% Critical Strike Multiplier per point (down from 40%).

  • Fire Shield
    • Now has a 20% chance to retaliate when hit, rather than retaliating whenever you take 30 damage. The previous scaling dates back to the pre-alpha, which was much shorter.
    • The retaliation spell is now referred to as Flame Bolt to help clarify that it doesn't scale with your Fireball tree.
    • The node that used to reduce the retaliation threshold now adds 5% chance to retaliate when hit per point.

  • Frenzy Totem
    • Now grants 20% attack and cast speed by default (down from 23%)
    • Buff now has 1% increased effect per point of Attunement.
    • Buff no longer flickers to twice its value repeatedly in character sheet.

  • Hammer Throw
    • Hammer Throw now costs 3 mana (down from 4)
    • Added a new node that grants a limited stacking buff that increases damage and critical strike chance.
    • Added a new node that causes the stacking buff to also grant ignite chance.
    • Steadfast Path grants 35% chance to deal double damage (up from 30%)
    • Catapult now adds 3 to mana cost per point, instead of reducing damage by 20% per point.
    • Disintegrating Aura now adds 12 to mana cost (up from 10).
    • Swapped the effects of Ballista and Zealot's Conviction. Now the cost reduction node is behind +projectiles, and the double damage chance node is behind spiral.
    • Zealot's Conviction now grants 13% chance to deal double damage per point and can have 5 points allocated (from 10% chance per point and a max of 3 points).
    • Avatar of the Spire (hammer nova) now also adds 4 base physical damage.
    • Shattering force grants 20% chance to shred armour per point (up from 15%).

  • Harvest
    • Removed the Slow Decay node which granted ward retention on hit.
    • Added a new node that increases the ward gained by your minions.
    • Ghost Conduit no longer requires points in Mirror Soul.
    • Mirror Soul can now have a maximum of 1 point allocated (down from 4).

  • Sacrifice
    • Reduced mana cost to 25 from 30.

  • Spriggan Form
    • Vale Bolt
      • Renamed to Vale Blast to better reflect that it is not a projectile.
      • Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
      • Now deals physical damage rather than lightning.
    • Summon Vines
      • Now costs 12 mana (down from 18).
      • Now summons 3 vines (down from 4).
      • Vines' damage and health now scale with Attunement.
  • Summon Skeleton
    • Summoned skeleton archers deal 20% more damage.
    • Summoned skeleton mages deal 30% more damage.
    • Summoned skeleton warriors deal 40% more damage.
  • Teleport
    • Now has a base cooldown of 4 seconds (up from 3).
    • Ether barrier grants 7 ward per point (down from 8).
    • Out of Body now converts 3% of health to ward (down from the 4% previously shown on the tooltip and the 10% it was actually giving).
  • Transplant
    • Now has a base cooldown of 4 seconds (up from 3).
  • Thorn Totem
    • Venom Tipped Thorns now grants 20% poison chance per point and can have up to 5 points allocated (from 14.3% chance and up to 7 points).
    • Lasting Affliction now grants 15% poison duration per point (down from 17%) and requires 4 points in Venom Tipped Thorns (down from 5).

  • The bonuses on transformation granted by the Druid nodes Primal Shifter and Restoration now last for 10 seconds (up from 4).

  • Shaman
    • Added several new nodes.
    • The Conflux node now has a clearer description and requires 3 points in either of the nodes that proc the lightning it improves.
    • The Conflux node now increases the lightning's damage by 20% per point (up from 15%) and can have 5 points allocated (up from 1).
    • Adjusted the positions and effects of many nodes.

  • Overkill damage no longer counts for leech. This means you can't leech for more than the damage it took to kill an enemy.
  • Sources of Damage Leeched as Health have been made approximately half as powerful as they were before.
  • The Hybrid Health Leech affix grants up to 40% increased health leech (down from 50%).
  • The Hybrid Health Leech affix can no longer spawn on gloves, but can now spawn on rings and relics. It can still spawn on amulets.
  • The Melee Damage Leeched as Health affix is now a prefix.

  • The fog of war on minimaps will no longer reset when your character leaves a zone.
    • Fog of war will not be saved inside the Monolith of Fate. This is primarily due to the fact that the Monolith of Fate will use procedural generation in future.
  • The locations of permanent minions are now shown on the minimap.
  • Unique items and set items now have icons on the minimap.
  • Replaced the item tooltip UI with a new design. This design shows an item's 2d art, clearly displays the hotkeys, and allows you to see the tier & range of affixes on the item.
  • Items you pick up are now highlighted until moused-over.
  • Several miscellaneous improvements to the chat window.
  • Time travel transitions now fade to loading screens instead of just staying on black.

  • Updated vertical lightning effects for Storm Totem, Fury Leap and some other skills.
  • Updated Lightning Blast's effect.
  • Updated Rive's effect.
  • Updated Warpath's effect.

New Sounds
  • Ephemeral Stance
  • Erasing Strike
  • Fireball
  • Glacier
  • Hammer Throw
  • Juggernaut Stance
  • Lightning Blast
  • Lunge
  • Manifest Weapon
  • Shield Rush
  • Snap Freeze
  • Teleport
  • Vengeance
  • Warpath

  • Adjusted the layout of the Shattered Valley and Welryn Outskirts.
  • Added a new sidequest to the Ruins of Welryn.
  • Added a training dummy to the End of Time.

  • Adjusted shadows, reflections and other graphical effects to improve performance while maintaining a quality standard.
  • Improved the performance of Poison and Ignite.
  • Improved the performance of effects that repeatedly apply in an area, such as Frenzy Totem.
  • Various miscellaneous improvements to calculations and reduced memory allocation.

Bug Fixes
  • Fixed the resolution being incorrect at character select screen & when the client starts.
  • Fixed a bug where Blood Tethers from Oculorum Mortis enemies would persist after they were supposed to end.
  • Fixed Chimaera's Essence Unique Amulet not dropping.
  • Fixed the Glancing Blow Chance and Health affix shard not dropping.
  • Added world map labels to zones that were missing them.
  • Fixed some item level requirements being lower than intended.
  • Fixed waypoint visuals applying to the Mage's new armour.
  • Fixed a bug where Ragnar was showing up in Gladiator's Rest.
  • Fixed the Sane Cultist not giving you a quest if you talked to them a second time, rather than accepting the first time.
  • Fixed a bug where taking any node that changed Black Hole's cooldown would approximately halve the cooldown.
  • Fixed Elemental Nova's Ascended Current granting half the increased shock effect it should.
  • Fixed the Spellblade's Mind Flame scaling off of Attunement rather than Intelligence.
  • Fixed the Beastmaster's Caustic Poisons granting added poison damage instead of increased.
  • Fixed some enemy and environment effects spamming log files.
  • Fixed a bug where you were immune during Reap's movement
  • Fixed a bug where the Wraith Feast node on the Harvest Tree wasn't working.
  • Fixed a bug where Storm Totem was not gaining stats from Attunement and levels.
  • Fixed a bug where in the Rip Blood tree the Marrow Drinker node overrode Arcane Fortress node.
  • Fixed many debuffs not affecting enemies correctly.
  • Fixed Avalanche having a one time cost instead of a channeled cost.
  • Fixed a bug where you could take a node that required 25 points without mastering in Shaman
  • Fixed a few later Shaman nodes requiring an incorrect number of mastery points.
  • Fixed the Forge Guard's Lethal Strikes node giving 10% increased Critical Strike Multiplier instead of +10% Critical Strike Multiplier.
  • Fixed a bug where Rainbow Edge was giving 20% shock, ignite, and chill chance instead of 25%.
  • Fixed a bug where an armour affix or elemental affix could occasionally not change value when upgraded from Tier 3 to Tier 4.
  • Fixed the "increased armour and protections" stat not being reflected in the character sheet correctly.
  • Fixed on-hit flash effects persisting in some cases.
  • Fixed a bug where Teleport's Stable Bubble was giving 4% increased ward retention, rather than 10% ward retention
  • Fixed a bug where leaving a zone while hovering over an enemy could cause the enemy's information to get stuck on the main enemy health bar.
  • Fixed a bug where leech was not being randomised along with hit damage.
  • Fixed a bug where Stagger visuals persisted after it wore off.
Last Epoch - Hackalöken
  • Tweaked several Tornado nodes to make it a bit more powerful at low investment.
  • Lasting Storm: max points 5-> 4. value per point 20% -> 25%.
  • Strength of Air: max points 5-> 4. value per point 20% -> 25%.
  • Hurricane: max points 5-> 4. value per point 20% -> 25%.
  • Frequent Lightning: max points 5-> 4. value per point 30% -> 35%.
  • Overcast Skies: max points 5-> 4. value per point 30% -> 35%.
  • Debris: max points 5-> 4. value per point 17% -> 22%.
  • Inferno: max points 8-> 4. value per point 25% -> 50%.

Bug Fixes
  • Fixed a bug introduced in 0.7.0g that caused most monolith rewards to fail to spawn and issues with dropping items from inventory.
  • Fixed a bug where basic stats (flat damage, increased __ chance, protections, etc) from the augment trees of Bear, Thorn Totem and Storm Totem were not being applied correctly. These skills should feel significantly stronger.
  • Fixed a bug where Tornado’s Lasting Storm was actually giving 70% per point.
  • Fixed Warpath’s Enduring Deflection granting block armour instead of block protection.
  • Fixed multiple Beastmaster passives mistakenly counting minions as companions.
Last Epoch - Hackalöken
  • Improved fading behavior for individual messages and when the chat loses focus.
  • The chat window now fades away when you click outside of it.
  • Replaced the “Press enter to open…” text with a small chat button
  • Fixed input being blocked by the chat window when it is closed.
  • Fixed some visual issues of the chat window ui.
  • Fixed a minor performance issue with automatic scrolling.
  • Added a new higher tier of mage armour models
  • Updated on-ground item glow effects

  • Added a node to the wandering spirits tree that causes wandering spirits to be revealed around the target location rather than around you
  • Updated the portraits for Bone Golem variants

  • Void mauls and The Effigy of Oblivion no longer spawn in the arena as some of their skill effects would clip with the ground and become difficult to see.

  • The era is now shown on loading screens beneath the zone name
Bug Fixes
  • Skills are now removed from your action bar if you refund passives points such that you no longer have access to a skill. Your specializations will be unaffected.
  • Fixed Focus’ Energy Battery, Energy Infusion and Mind’s Shield scaling off of max mana rather than mana gained while channeling focus.
  • Fixed Glacier's Cold Snap and Greater Explosion nodes not increasing damage.
  • Fixed Lunge always costing 1 mana instead of scaling with distance
  • Fixed the tooltips for several Mana Strike nodes not scaling when you put in more points (the effects themselves were working)
  • Fixed Storm Totem’s Shield Totem node not working.
  • Fixed the Druid’s Natural Duality and Strengthened Bond nodes counting your number of minions, rather than companions.
  • Fixed the Druid’s Return to Dust node not working.
  • Fixed the Lich’s Ageless Ascetic not leeching life.
  • Fixed the Paladin’s Flash of Brilliance granting increased blind chance instead of added.
  • Fixed the Paladin’s Light of Rahyeh not increasing Fire Damage.
  • Fixed the Spellblade’s Arcane Warden not working.
  • Fixed the Void Knight’s Heavy Endurance node not working.
  • Likely fixed a bug where the Mage would gain a pale white overlay over its model.
  • Fixed a bug where using the short item names option would display the internal name of an item rather than the display name.
  • Fixed a small memory leak that occurred when equipping an item.
  • The Increased Freeze Chance alt tooltip no longer incorrectly specifies "spells"
Last Epoch - Hackalöken
  • Increased base player movement speed by 5%.
    • Note that this change is multiplicative with sources of Increased Movement Speed.
  • When you are stunned, you now become immune to stuns for 1 second after the stun ends.
  • You no longer have to attack the door in the Welryn College.
  • Capped the max respec cost per point at 5000 gold temporarily so that people don't get left with impossible to respec characters.
  • Teleport
    • Flat ward node grants 8 ward per point (down from 10).
    • The intelligence scaling ward node requires 4 points in the flat ward node (up from 3).
    • The health to ward node now converts 4% of current health per point (down from 10%).
  • Glancing Blow affix changes
    • "Glancing Blow and Armour" can no longer spawn on amulets or relics.
    • "Glancing Blow and Armour" can now have up to 15% glancing blow chance at T5 (down from 17%).
    • Added a "Glancing Blow and Health" prefix that spawns on the same base types as "Glancing Blow and Armour", and has the same values for glancing blow.
    • This should increase the flexibility of capping glancing blow chance by allowing you to have some items with two glancing blow chance prefixes, while also reducing the power of individual glancing blow affixes.
  • Reduced the maximum value of the Increased Movement Speed affix from 35% to 25%.
  • Reduced the maximum value of implicit Increased Movement Speed on boots from 20% to 15% and adjusted values on earlier base types.
  • Reduced the added armour implicit of Fur Boots to 20 (from 25)
  • Rahyeh's Light will no longer refresh fire shield if it's not on your action bar.
Bug Fixes
  • Reverted an optimization change that unintentionally led to texture quality being greatly reduced at high settings in many cases.
  • The event information panel is now hidden properly when there is no upcoming event.
  • Fixed a bug where Rip Blood’s Arcane Absorption could trigger off of any hit, not just ones from Rip Blood.
  • Fixed Volatile Reversal’s end rift spawning at the start location instead.
  • Fixed a bug where stun immunity would prevent you from being frozen by Snap Freeze's self freeze node
  • Fixed the Sorcerer’s Dragon Mage passive scaling incorrectly
  • Fixed the Sorcerer’s Mirror Breath adding a new effect rather than replacing the existing one.
  • Fixed the Sorcerer’s Lightning Rider stacking if respec’d and taken again.
  • Fixed the Paladin’s Rahyeh’s Strength stacking if respec’d and taken again.
  • Fixed the tooltip for Summon Wolf’s Fight and Feed not updating
  • Fixed the Paladin’s Redemption not requiring points in Penance.
  • Fixed being able to drag specialization slots.
Last Epoch - Hackalöken
Monolith of Fate
  • Timeline modifiers now grant increased experience.
  • There is now an objective arrow pointing towards bosses.
  • The Sentinel's Armour visuals now vary based on base types.
    • There are two variations for helmets, gloves and boots.
    • For body armour the combination of chest and pauldron visuals is different for every base type.
  • Changed the level requirement formula so that more emphasis is put on the highest affix tier an item has.
    • Old: level requirement = highest tier + sum of tiers to
    • New: level requirement = (2 x highest tier) + sum of tiers
    • The values for each tier have been changed from 1, 4, 7, 12, 17 to 1, 3, 6, 10, 14.
  • Glyph of Stability
    • Now reduces instability added by 0% to 60%.
    • Instability added is no longer always rounded up.
  • Reduced values of glancing blow at most tiers (the max value of tier 5 has not changed).
  • Increased the values of the armour and protection affixes (including flat, increased and set affixes).
  • Increase the values of set increased health regen.
  • Changed starting Sentinel shield name from "Knight Shield" to "Renegade Shield".

  • Improved the behavior of skills that pull enemies. Enemy movements should be less erratic than before.
  • Increased Tornado’s damage by 17%.
  • Improved the wording of Enra's Technique on the Hammer Throw to better describe its interactions with other nodes.
  • Improved the way Warpath is controlled while using a controller.

  • The Vitality node at the start of the Sentinel class now grants 10% increased health regen per point, rather than 10 health per point.
  • Rare Highland Bears' ice attack takes 62.5% longer to hit and deals 16% less damage.
  • The "of Blades" increased damage monster suffix can now only spawn in level 10 and higher zones.

  • Refactored camera zoom. It should be much more responsive and less buggy at lower framerates.
  • There is now an additional confirmation panel before you leave the arena.
  • Player movement and camera zooming is now disabled when the mouse is outside of the game window.
  • Made the background of mastery descriptions slightly transparent so that players better understand that there are nodes behind them.
  • Scrolling in the chat window while it is open will no longer cause the camera to zoom.
  • Monster outlines and health bars will correctly update based on whether they are under the chat window and whether it is open / closed.
  • The overlay map now remains open when you travel to a new zone.
  • Reduced the size of the NPC dialogue window to account for the chat.
  • Adjusted profanity filter to make it less overzealous.
Bug Fixes
  • Likely fixed the game crashing on startup for some users. A framework we use was incompatible with older CPUs (AMD Phenom II and Intel Core 2 and earlier). We have updated to a newer version of the framework which includes a workaround.
  • Fixed a bug where items could fracture when improving the tier of an affix even if the panel displayed 100% success chance.
  • Fixed a bug where if an item fractured while you were trying to add a new affix then the affix would be added regardless.
  • Fixed a bug where the rarity and level requirement of an item wouldn't be increased when crafting in some situations.
  • Fixed at least some situations where the crafting materials panel became stuck open.
  • Fixed a bug where certain abilities like void drain and blood tether would persist indefinitely if you changed zone while they were active on you.
  • Fixed a bug where the Lich’s Soul Maw node only applied to spell damage.
  • Fixed a bug where the Paladin's Shield Wall node was giving 20% reduced dodge rating rather than 25% less dodge rating.
  • Fixed the Void Knight’s Void Bolts passive unlocking at level 15 instead of level 10.
  • Rebuke
    • Fixed the armour and elemental protection nodes not gaining extra benefits from additional points.
    • Fixed buffs not persisting correctly after channeling ended.
    • Fixed the void essence on hit node not working.
  • Fixed portal hitboxes not matching the visuals.
  • Fixed the values for instability added by a craft displaying incorrectly when a Glyph of Stability is used.
  • Fixed the quest pulser in The Wasteland being in the wrong spot.
  • Fixed an animation error with Shield Rush.
  • Fixed some stretching present in Acolyte and Sentinel animations.
  • Fixed the shop being unusable with a controller.
  • Fixed an error in the Spriggan’s companion ability tooltip
  • Fixed Liath Grove being misspelled on the world map
  • Ended Geova’s experiments in levitation.


We know that the patch size for Windows is quite large and we are working to determine the cause of these large patch sizes, as the patch sizes for both Mac and Linux are closer to what we'd expect. Please note that a patch size doesn't mean that the game will take up that much more storage. Rather, the patch usually overrides data that was already present.

Last Epoch - Hackalöken
  • Dying in the Arena now ends a Hardcore character and removes the Deathless tag, as it does on the outside.
  • The start next wave panel now has an option for leaving the arena and claiming rewards.
  • Selecting this option takes you to a small zone containing a reward chest and a portal back to The End of Time.
  • If you die in the Arena instead of choosing to exit then you cannot claim these rewards.
  • Made Arena Key drops more consistent
    • Can no longer drop from the arena chest with less than 5 timelines conquered
    • Guaranteed drop when timelines conquered is a multiple of 5
    • 5% drop chance when timelines conquered is greater than 5, but not a multiple of 5

  • Increased the density of enemies in the monolith (by around 15%, varying from zone to zone)

  • Fixed an issue with the outline system (glowing effect around enemies and allies) that caused the effect to be reapplied every frame
  • This system was quite old and was interacting incorrectly now that the engine has changed
    • In my testing, framerate in campaign levels improved by about 5 fps in combat (High preset, 1080p, RX 480 8GB, Ryzen 5 1600)

  • Rebuke
    • Cooldown changed to 5 seconds (up from 4)
    • You can no longer be stunned while channelling Rebuke
    • The increased maximum duration node now grants a 12% increase per point (down from 15%) and can have up to 2 points allocated (down from 3)
    • The increased health regen while channelling node now grants 25% per point (up from 20%)
    • Ailment Chance nodes grant 8% chance per point (up from 5%)
    • Increased ailment duration node grants 8% increased duration per point (up from 5%)
    • The armour and elemental protection nodes now apply while channelling and have higher values
    • Removed the node that granted stun avoidance while channelling
    • Removed the node that granted ward retention while channelling
    • Added 6 new nodes
    • Adjusted a few connections
    • Fixed a bug where taking a node that increased the cooldown recovery speed would almost half the cooldown
    • Fixed a bug where a node was giving 2000% increased armour per point instead of 20%
  • Vengeance
    • Added three new nodes centred around reduced armour and fire protection on hit.
    • Renamed Dark Blade to Iron Blade to better reflect its damage type.

  • Glyph of Stability now causes a craft to add 5% to 45% less instability (used to be 80% less to 40% more)

  • Most objectives now explicitly state which zone you need to go to.

  • Increased the opacity of NPC dialogue to improve visibility.
  • Chat now scrolls properly along with new chat messages.

  • Updated Erasing Strike and Void Rifts
  • Updated Lightning Blast
  • Improved lighting detail in all desert levels. This will make this patch larger to download on some platforms.

Bug Fixes
  • Fixed being unable to view skill trees in the skills panel before you unlocked them by levelling up (you were able to in the past).
  • Fixed a bug where teleporting out the starting area in a monolith zone with a spire objective would result in the spires failing to spawn.
  • Fixed a bug where certain nodes could cause hovering over a skill icon to add an instance of attribute scaling to it each frame, causing severe fps drops or crashes. This is what led to the Primalist’s skill panel freeze issue.
  • Potentially fixed issues with starting the game via Steam on Mac and Linux.
Last Epoch - Hackalöken
Our second patch to Beta is now live!

Load Times
  • Fixed an issue with the mini-map system which caused some zones to take several minutes to load, and likely contributed to load times elsewhere.
  • Reworked and optimized the loading process itself to further decrease load times. Some parts of it were necessary in the past due to engine constraints, but those are no longer needed.

  • Increased arena difficulty scaling speed by about 50%.

  • Avalanche
    • Reduced the area of effect of each snowball by 29%
    • Adjusted the visual indicator to match the area of effect (previously it was drastically undersized)
  • Black Hole
    • 10% reduced duration
    • 20% reduced outer pull radius
    • Cooldown increased to 10 seconds (from 8 seconds)
    • Slightly reduced pull strength
    • Increased base damage per second from 4 to 16
    • Reduced added damage effectiveness per second from 2 to 1
  • Reduced Hammer Throw's aura default damage per second from 30 to 20. It was mistakenly dealing fire damage but was already quite powerful, so this has been changed now that it scales as you would expect.
  • Teleport
    • The node that grants ward based on your intelligence grants 1 ward per point of intelligence (down from 2) and can have a maximum of 1 point allocated (down from 5)
    • The node that grants a flat amount of ward now grants 10 per point (down from 25)
    • Fixed a bug where the node that granted increased elemental damage didn't work
    • The node that grants increased cooldown recovery if you have teleport recently can have up to 2 points allocated (down from 4)
    • The node that adds a cooldown now requires one point in the node that increases the duration of buffs, rather than being connected to the start
    • The node that increases the duration of buffs now requires 2 points in the previous node (down from 3)
    • The node that casts Elemental Nova at the location you teleport from now requires one point in the node that casts Elemental Nova at the location you teleport to. This node does not work if Elemental Nova has a cooldown.
    • Added a new node that casts Elemental Nova half way between the location you teleport from and the location you teleport to. This node does not work if Elemental Nova has a cooldown.
    • Added a new node that converts 10% of your current health per point to ward at twice its value
    • Added a new node that grants stun immunity if you have teleported recently
  • The Catalyst of Fire node on the Flame Reave tree grants 10% chance to cast fireball on hit (down from 15%), and can have a maximum of 4 points allocated (down from 7).
  • Increased Storm Totem’s damage by 40%
  • Companion active abilities
    • Increased cooldowns from 4 seconds to 6 seconds.
    • Abilities cast 2.5 times as fast
    • Increased the effects granted by 25-50%
  • Howl now lasts for 6 seconds.
  • Adjusted companion activatable ability scaling
    • Previous scalings were mostly bugged and have been removed.
    • Added attunement scaling of 2% mana efficiency per point.

  • The Waystation Complex has temporarily been made a side zone while issues are investigated. This means you can go directly to the Maj’Elkan Waystation from Titan’s Canyon.
  • All transitions updated to have better labels and be more consistent in 'clickability' and functionality.
  • You can no longer die while loading or time travelling.

  • Ward Trail now grants 20 ward on dodge (down from 40)

  • Improved the appearance of the chat UI.
  • Improved the fading and opening behavior of the chat. It no longer opens when clicked, for example.
  • When you show/hide ground items, it is now shown to you in chat.
  • The overlay map no longer closes when you open other windows.
  • The Enter Arena window no longer closes when you open another window.
  • Tutorial tooltips now auto close after 15 seconds.
  • Added spell crit chance to the character sheet.
  • Soul Geyser field now creates 3 delayed Soul Geysers rather than 4.
  • Soul Geysers deal 14% more damage.
  • The twinned and rampancy monster mods are now mutually exclusive as their interaction was buggy.
  • Improved the animation timings of several enemies to better line up with when damage occurs.
    • Abyssal Crawlers
    • Bloated Husks
    • Smoldering Lithracs
    • Umbral Crawlers
    • Void Cultist
    • Void Mauls
    • Weathered Statues
  • Rare Highland Bears now use avalanche (non-channelled variant with only one snowball) instead of glacier
  • Storm Remnants and Flame Remnants will prioritise attacking each other from a 25% higher range than before.

  • Further optimized the trails behind void enemies.
  • Greatly improved the base and aura effects for Fire Shield.
  • Improved skeleton archer effects.
  • Improved Soul Geyser visuals.
  • Improved the visuals of venom spit abilities.
  • Improved the shock ailment effect.
  • Improved the attack effects of Void-touched Spriggans.
  • Improved Volcanic Orb’s initial explosion on both fire and ice versions.
  • Improved Voidfused Earth’s ranged attack.
  • Improved the summon effects for Effigies of Ruin.
  • Improved the visuals for Swipe’s Spirit Wolves.
  • Updated the visuals for Weathered Statues and the boss at the end of The Courtyard.
  • Updated visuals on Jewelled Scuttlers and Blood Scorpions.
Bug Fixes
  • Fixed a bug where dying with an ailment or debuff would result in it becoming permanent until you left the game.
  • Fixed the stash in the Council Chambers being difficult to click on.
  • You can no longer re-enter the arena via a town portal.
  • If you open the monolith chest and exit the zone the chest will not reappear when you enter the zone until you complete another monolith timeline.
  • Fixed a bug where wearing The Fang would cause your Summon Wolf skill to be replaced by Wolf Howl on your bar if you had one fewer than your maximum number of wolves.
  • Fixed a bug where the ignite chance for the holy aura tree was not being applied properly
  • Fixed a bug where the number of skeletons you could summon after taking the Dread Phalanx node on the Summon Skeleton tree was calculated incorrectly often resulting in you having one less maximum skeleton than intended.
  • Fixed loading issues with the transfusion and mind warden nodes on the Mana Strike tree. This lead to points in one moving to the other on load.
  • Fixed a loading issue with some nodes in the Spellblade passives, which lead to points moving to different nodes on load.
  • Fixed the Woe node on the Void Knight tree not applying stats correctly
  • Fixed Hammer Throw's aura dealing fire damage instead of void damage
  • Fixed Mark for Death’s Desecration tooltip not visually changing per point.
  • Fixed Decayed Skull granting 80% increased damage rather than 80% increased necrotic damage
  • Fixed a bug where the monolith completed panel would remain open if you left the monolith zone without clicking the open portal button
  • Fixed some issues where you would have to repeat parts of the encounter in the Lower District.
  • Fixed parts of the Sane Cultist’s quest being repeatable.
  • Fixed a bug where the game loaded a deleted solo character’s stash when you created a new solo character with the same name.
  • Fixed an oversight where the Ruined College's area level was 5. It has been changed to 23.
  • Fixed the checkmarks for challenge modes being too far to the left.
  • Potentially fixed player health not showing up on Linux systems with AMD GPUs.
  • Fixed Dolus having a dialogue icon since he's too wrapped up in his own stuff to talk to you, kind of rude I know, but he's going through a lot right now.
We’ve all been surprised by how rapidly the community has grown since the start of Beta, so we’d like to thank you all for participating and being patient while we continue work to make Last Epoch even better!

Here are a few things that we’ve prioritized working on:
  • Crash in Waystation Complex - This has temporarily been circumvented by making the zone optional.
  • Users being stuck on Please Wait - This only happens on some systems so this is difficult to track. We’ve added more debug info to the game so please let us know if this is affecting you at
  • Login/email issues - We had some issues with our email service which have been resolved but we are looking into the email verification system. Again, if you’re having issues please email us!
  • Game freezing when opening skills as a Primalist - We need more information on this, so please take a look at It may be tied to Companion skills so let us know if it continues to happen when you remove those skills from your bar.
  • Performance - This also varies from system to system but we’ve identified a few specific areas we can make improvements in soon.
  • Pets - We’re working to ensure that everyone has their pets in-game.
Last Epoch

When I unlocked the Bone Prison specialization for my Mark for Death spell, I forgot to read the fine print. Though a wall of bones now encircled my enemies, my once insta-cast spell now had a nasty side effect: a 20-second cooldown. But I was delighted to find that I could now cast another spell on each individual bone piece, turning my new bone prison into a cascading wall of death. Any trade-off that ends with a cascading wall of death is a good one.

Last Epoch's skill system is a brilliant evolution of Path of Exile s labyrinthine web of upgrades and Diablo 3 s rune modifications.

Last Epoch hit Steam Early Access on April 30 after six months in closed alpha, adding a proper prologue and extending the campaign to four chapters. Although it’s a traditional hack and slash action-RPG, the world and story structure are clearly inspired by Chrono Trigger. I zip around to different eras that eventually lead to an apocalyptic future I need to prevent. It’s a neat idea but the writing isn’t really what's keeping me playing. Take your stupid ledger and give me my skill point, Elder Erza.

The early game is primarily played in the future Ruined Era, which features a bunch of brown and black caves and ruins with the same endless parade of blobby purple enemies. Limited and boring enemy variety frustrated me in the early game. It didn’t help that Last Epoch, like most ARPGs, is mind-numbingly easy for the first few hours, and there seems to be no penalty for dying. It wasn't until I dug further into its skill system that I found what separates Last Epoch from Diablo and Path of Exile.

In the alpha I played a primalist, a combination barbarian and druid ripped straight out of the 1982 film The Beastmaster. The primalist can summon wolves, saber-tooth cats, a bear, and even a giant scorpion once I unlock the Beastmaster mastery tree (sadly no ferret friends). 

Each of the five classes (four are currently playable in the beta) has three mastery trees that operate much like Diablo 2’s skill trees, pumping earned skill points to increase my stats, grant new bonuses, and occasionally unlock a new mastery-specific skill. I could've taken my primalist in the direction of a lightning-flinging shaman or a shape-changing druid instead. Having a giant scorpion alongside my wolf pack was neat at first, but the pet-heavy melee build grew boring to control quickly.

Me and my bone buds

In the new Early Access release I traded in my fur babies for bone bros with an acolyte, which is basically a Diablo 2 necromancer. While the primalist can gain an impressive number of animal allies he has nothing on the legion of dead the acolyte can employ, including skeleton guards, mags, archers, and a gigantic bone golem. Once I unlocked the Sacrifice skill my playstyle evolved into summoning and exploding my disposable buddies into a hilariously gory mess, which paired excellently with a passive skill that had a chance to give me a shield with every minion death.

With the acolyte's skills I began to really appreciate Last Epoch’s skill customization. It’s a brilliant evolution of Path of Exile’s labyrinthine web of upgrades and Diablo 3’s rune modifications. 

Instead of juggling a bunch of active abilities or sifting through mountains of useless and infinitesimal passive upgrades, I can focus on the few specific skills I enjoy using, such as modifying my Summon Skeleton skill to only summon mages because they come with adorable hats and capes. Once I realized I was gleefully sacrificing them every few seconds, though, I started to rethink my skeleton specialization. Experimenting with different skills and discovering fun combos is the heart of what keeps me playing. 

The crafting system is also doing some clever things for an action-RPG. These games are all about RNG loot drops, but Last Epoch’s crafting helps alleviate the pain of searching for just the right traits and modifiers on specific items.

Skill specializations make for deep, interesting customization options

Crafting can be done directly from the inventory, and once added to the crafting menu, materials don’t take up any inventory space—though I’m not sure why don’t they simply get added to the crafting menu in the first place. Crafting can add new effects to items like increasing mana or minion damage, and specific crafting shards can also enhance existing stats on an item. There is a tiny risk involved with crafting: The more I enchant an item, the bigger the risk of fracturing it. A fractured item isn’t destroyed, but can’t be enchanted any further (there are also special glyphs that can protect against fracturing).

Crafting materials were plentiful enough that I found myself constantly tweaking and enhancing every decent item I found. Finding great items was still enjoyable (and you can’t enhance unique items), but crafting gave me a satisfying level of control over my gear that few action-RPGs allow.

While I enjoyed the underlying skill and crafting systems, Last Epoch is noticeably rough around the edges. The graphics look like they belong in a game made somewhere between Titan Quest (2006) and Path of Exile (2013), and not in a way that's charmingly retro. There's little detail and a muted color palette, particularly in the Ruined Era. The UI needs some major improvements as well—there’s no way to tell how a skill is going to improve until you commit a skill point to it, and selling, examining, and comparing items requires a needless amount of holding Shift, Ctrl, and Alt. I suffered from a number of stuttering moments and framerate drops, and the game frequently locked up when I tried to exit.

Last Epoch can look pretty muddy

There is at least one shining beacon of light in Last Epoch’s presentation: The music is outstanding. ARPGs are usually perfect for listening to podcasts or videos in the background, but I never wanted to silence Last Epoch’s stirring orchestral score. I'd welcome Last Epoch’s soundtrack into my Game Jams Spotify playlist right alongside Diablo 2.

I remember a time not too long ago when I was desperate for any new game in my beloved loot pinata genre, but the playing field has changed over the last several years. Diablo 3, Path of Exile, and Grim Dawn have had long lives and keep on going. Even Titan Quest has made a comeback with its Anniversary Edition. In its current state Last Epoch doesn't do enough to really distinguish itself from its more established brethren—its clever skill system can't make up for its other shortcomings, particularly as the Early Access version is currently singleplayer only. Hopefully a long stint in Early Access will make it a stronger contentendor when it launches fully in Spring 2020.

Last Epoch - Sarno
Our first patch to Beta is live!

  • Approximately doubled arena scaling. The goal is that you will die, rather than logging out.

  • Bone Golem
    • Bone Growth noe grants +7 health per point (up from 5) and requires 3 points in Amalgam of Mages (up from 2)
    • Amalgam of Rogues now grants melee attack speed and movement speed per point, but only 7% of each (from 8% melee attack speed) and has a max of 5 points (up from 4).
    • Twinned Golems’ health modifier is now 35% less (from 45% less) and it requires 4 points in Amalgam of Rogues.
    • Unnatural Speed now grants 4% increased movement speed per point (from from 10%) and also grants 4% increased movement speed to all nearby minions. Has a max of 4 points (down from 5).
  • Storm Totem
    • Now has 50% added damage effectiveness (down from 100%)
    • The flat damage node now grants +4 damage per point.
    • The flat crit node now grants +3% per point (down from 8%)

  • Soul Spear now deals 17% less damage and the AI now uses it at ranges of 4 to 9 metres, rather than 0 to 8 metres.
  • The following enemy types can no longer spawn with the "Summoning" monster mod;
    • Immortal Eye
    • Oculus Mortis
    • Soul Cage
    • Soul Carrier
    • Soul Prison
    • Avialine Chimera

  • Improved Meteor, Lightning Blast, and Glacier’s vortex visuals.
  • Added a casting effect for enemies using Soul Spear so it is easier to anticipate.
  • Improved visuals for Flame Remnants, Frost Wyrms and Headless Acolytes.
  • Improved the visuals of the enemy Soul Arrow ability.

Bug Fixes
  • Potentially fixed crashing issues when loading zones by adding mipmaps to newer enemies. Mipmaps allow the game to use less memory (at the cost of quality) if memory is running low, so the fact that these were missing may have been causing crashes when memory ran out.
  • Fixed the game attempting to login via Steam from the Standalone client if the steam client was open in the background.
  • Fixed “A Study in Time” being impossible to complete.
  • Added failsafes to the Admiral Harton encounter to prevent the questline from stopping.
  • Likely fixed a bug with the Sane Cultist.
  • Fixed many effects with the “Elemental” tag not working, such as “increased elemental damage” and “chance to ignite with elemental skills”. (Effects tagged Fire, Lightning and/or Cold were not affected.)
  • Fixed multiple Storm Totem nodes not working
  • Fixed item tooltips continuing past the edge of the screen (which has been a long-time bug).
  • Fixed a bug with the Wolf Howl vfx.
  • Fixed some zone transitions automatically being used when you were close enough.
  • Fixed the world map opening to the wrong tab in End of Time and Echo of a World.
  • Likely fixed a bug where the character model could go invisible after transforming back to human form.
  • Fixed the trails behind Void enemies occasionally having a very large performance impact.
  • Fixed incorrect login errors being shown.
Last Epoch - Sarno
Hi everyone!

We've encountered some last minute technical problems we're working through.

We'll be posting an update 20 minutes from now.

Update #1: Due to the unforeseen technical issues we are rescheduling our launch. The current ETA is four hours from now. Very sorry about this!

Update #2: You can now buy and play Last Epoch through Steam! We're very sorry about all of the technical problems we've suffered today.

Update #3 Our servers are still experiencing very high load, so login is not working fully yet. There are many people who have logged in, but it will be a while before things return to normal. We are hard at work solving issues that arise and immense amount of traffic is being processed as best it can.

Launch periods for games are extremely taxing as there's always issues that were unforseen and it's very difficult to anticipate everything. We thank you for bearing with us, and hope you can all experience Last Epoch very soon!

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