We are in the process of updating skills to make them feel more responsive. This work has included changes to their animations - so before we explain the adjustments we'll be making, we'll be taking a brief look at the different phases of skill animations.
A Skill Animations Primer
Each skill animation has three phases, which are;
Anticipation
Impact
Follow Through
When looking at each of these, there'll be a GIF of my Mage - he's called Meatier, because of course he is - casting Fireball with the name shown during that phase of the animation. We've slowed down the GIFs so that each distinct phase of the animation is easier to see.
Anticipation
Anticipation is the part of the animation which occurs before the skill takes effect - which in the majority of cases is when a skill deals damage to an enemy or heals an ally.
This is often used in boss fights as a visual cue for dangerous abilities. An example of this featuring a player-controlled character is when the Mage pulls his hand behind his head, before dramatically throwing it forwards as he conjures Fireballs to unleash upon his foes.
Impact
Impact is the moment during the animation in which the skill takes effect; for example, the moment in which the Fireball skill's projectiles are created and begin moving forwards.
Follow Through
Follow Through consists of the character transitioning back to their regular standing pose. It is sometimes partially skipped so that characters can move sooner after activating a skill.
The Changes We're Making
In Patch 0.7.6 we are updating many skills with some of the following changes;
Some skills are having the duration of their anticipation reduced, and the duration of their follow through increased. What this does is allow the impact - when a skill deals damage or heals - to occur sooner, without changing the total animation time.
The follow through part of an animation can be partially skipped, allowing characters to move (but not use skills) sooner after that skill is used. The proportion of follow through which allows you to move is different for each skill. We are reviewing the proportions for every skill, and many skills will allow you to begin moving sooner after their use. This prevents a character from being trapped in place for too long.
Each skill has an 'ability time' which dictates how long a character must wait before using the next skill. We are shortening this for some abilities so there is less of a pause between skills. This change is being made to fewer skills than the previous two.
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Members of our development team, our art team, our Creative Director, our Narrative Director, and our Game Director will be there - and we want to talk to you!
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Characters with Forge Strike specialized will receive a free respec for its tree
Added a new node behind Put to the Sword that increases bleed effectiveness.
Forged by Fire can have 4 points allocated (up from 3), and adds 10 fire damage per point (up from 7).
Mass Production now adds a 5% chance to summon weapons (it previously stated 8% increased chance).
Well Forged Weapons now grants 25% increased summoned weapon duration (it previously stated 20%) and can have 4 points allocated (down from 5).
Removed the Patient Strike node as its damage increase was not working.
Slightly adjusted connections and requirements
Maelstrom
Cyclone now prevents Maelstrom from freezing enemies, but also grants 5% increased global physical damage per stack of Maelstrom.
Sigils of Hope
Each Sigil grants 4 fire damage (down from 5)
Each Sigil grants 25% increased health regen (up from 20%)
Characters with Sigils of Hope specialized will receive a free respec for its tree.
Iron Sigils grants 40 armour per point (down from 50).
Meditation now doubles health regen from Sigils rather than providing 100% increased health regen per Sigil.
Sigils of Despair no longer doubles the added damage, but now also grants 15% increased void damage per Sigil.
Sign of the Guardian grants 1% block chance (from 2%) and 15 block protection (from 5).
Adjusted some connections and requirements.
Mechanics
The death screen now shows the type of damage that dealt the killing blow in addition to the name of the ability.
Your skills are no longer put on cooldown when you transform back to human form. Cooldowns are tracked while transformed, so if a cooldown has 10 seconds remaining and then you transform for 8 seconds, that cooldown will have 2 seconds remaining.
Sound
Improved Avalanche’s sound to be less jarring.
Fixed Solar Auxiliary enemies not having impact sounds for their arrows.
Fixed Wengari Raider enemies not having impact sounds for their melee attacks.
Adjusted the volume levels of enemies in Chapter 7.
Enemy Balance
Further reduced the damage of Fire Paladin’s Earthquake attack.
Reduced the damage of Holy Fire Novas from Rare Osprix Vanguards by 12%.
Performance
Improved the performance of Avalanche’s visuals.
Bug Fixes
Fixed item tooltips getting stuck open in some situations.
Fixed item tooltips displaying icons with incorrect colors if you had hovered over a shard beforehand.
Fixed duplicate set items causing tooltip to show a higher tier set bonus.
Fixed instability in tooltips not being shown when moving the mouse between items.
Fixed the hybrid health leech affix having a tier 3 range of 70% to 20% leech, rather than 17% to 20%.
Fixed being unable to use Shield Rush if you changed your weapon, which made it seem as if you no longer had a shield equipped.
Fixed Flame Ward not granting 30% less damage taken as stated on the tooltip.
Fixed a bug where "while channelling" stats did not work with Warpath.
Fixed Flame Ward's Barrier node not granting less damage taken.
Fixed bugs where Forge Strike’s Mass Production and Well Forged Weapons nodes had no effect.
Fixed a bug where Forge Strike’s Put To The Sword node did not increase attack speed.
Fixed Maelstrom’s Votex node increasing the damage of Maelstroms cast on yourself, rather than just those cast on your totems.
Fixed various bugs with the buff display for Sigils of Hope.
Fixed a bug where the Faith for Sigils of Hope triggered on every hit, rather than just hits that dealt more than 25% of your health.
Fixed a bug where the Decree of Flame node for Sigils of Hope had no effect.
Fixed a bug where respeccing the Sigils of Despair node for Sigils of Hope would have no effect until the character was reloaded.
Fixed the poison chance granted by Skeleton Mage’s Putrid Essence node not being converted to ignite chance for Pyromancers or chill chance for Cryomancers.
Fixed the Diode node for Static granting too much added crit chance.
Fixed Storm Totem’s Stormrider node granting 30% movement speed per point rather than the stated 10%.
Fixed the Paladin’s Shield Wall node granting 5% block chance per point, rather than the stated 3%.
Fixed a chest being difficult to open in Maj’elka.
Fixed Artem’s icon disappearing in the Council Chambers in some situations.
Optimized the visuals for Abyssal Echoes, Bone Slam (Bone Golem), Blood Splatter, Detonate Corpse, and Glacier.
Enemy Balance
Reduced the damage of Flame Paladins, Ice Weavers Osprix Vanguards, and Rime Giants.
Increased the damage of Yrun.
Item System
You can now right click on the modifier or support item slot to empty it.
You can now swap out modifier and support items by right clicking, even if an item is already in the crafting window.
Bug Fixes
Fixed Runes and Glyphs besides Rune of Removal and Glyph of Stability not appearing in the Crafting Items tab. The items themselves were not deleted, so you will have the correct amount of each type after updating to this patch.
Fixed being unable to view comparison info and other data for items on the ground using modifier keys (alt and ctrl).
Fixed Runes being deleted if they are in the crafting panel and then replaced by a Shard.
Fixed Heoborea failing to load if you had loaded multiple characters in a single game session.
Fixed a bug where Frozen Ire did not remove its per level bonus when unequipped.
Added more failsafes for item loading and saving.
Fixed being able to drag items while holding right click.
Fixed the sound for dropping items also playing when items are picked up.
Fixed the Mirage Staff base type not fitting in the hands of the player correctly.
Damage that brings you out of Reaper Form now bleeds through to your regular health. If you have 500 max health, and 100 remaining health in Reaper Form, taking a 200 damage hit will leave you on 400 health, not 500).
Sigils of Hope
The Decree of Flame node can now have a maximum of 3 points allocated (down from 5). Characters with more than 3 points in this node will have the extra points respecced for free.
Items
Increased the gold value of staves and catalysts.
Visuals
Updated the appearance of bees summoned by the Keeper’s Gloves.
Bug Fixes
* Fixed an error with loading certain types of shards which prevented some characters from being loaded. * Fixed exiting to character select and then loading another character causing a variety of odd behavior, including enemies idling in place after death and load screens getting stuck. * Fixed a bug where an item's fractured status was not being saved correctly. * Fixed some drop rates for Uniques being incorrect. * Fixed a bug where shards would rarely fail to drop. * Fixed a non-functional type of Rune dropping. * Instability is no longer shown on the tooltips of items that can’t have instability. * Fixed an oversight where Increased Elemental Damage could not roll on staves. * Fixed Wandering Spirits’ Spectral Putrescence node not adding the poison tag to the skill. * Fixed Flame Ward’s Selfless Sorcery node mentioning another node by the wrong name. * Fixed a click sound being played multiple times when loading a character. * Fixed Earthquake having a minion tag in its tooltip. * Fixed ground affects unintentionally appearing on the Primal Sabertooth.
Known Issues
Runes and Glyphs besides Rune of Removal and Glyph of Stability are not present in the Crafting Items tab.
We have found a fix for this issue which will be in a patch soon, and the items have not been deleted. This fix was found after the patch process had started for this release so we decided to get these fixes out first.
Added Chapter 7. This addition includes new zones, quests, enemies, music, and sound effects. Travel back to the Divine Era and witness a conflict between gods. Contend with Rahyeh's armies, and explore the mysteries of Heoborea.
Skills
This patch introduces three new specialization trees, including two for brand new skills.
Added a new skill, Earthquake, which is unlocked by spending 15 points in Shaman passives. Earthquake is a melee attack that hits all enemies around you, and then sends tremors out to nearby enemies.
Added a new Mage skill, Flame Ward, which is unlocked at level 9. Flame Ward grants Ward, causes you to take less damage, and have a chance to retaliate with flames for 3 seconds. This is intended to replace Fire Shield and Ice Ward once other changes happen to the class.
Added a specialization tree for the Paladin skill, Sigils of Hope.
Item Gambling
You can now use the gold you gain during gameplay to purchase unidentified items of a certain base type (e.g. you can buy an Eastern Blade). Once you purchase an item, its rarity and affixes will be revealed. Artem, the Gambler NPC, can be found in the Council Chambers and the End of Time.
Item System
We have rewritten the backend for items and storage to improve performance and remove some long-standing bugs.
Additionally, this rewriting has facilitated the following;
Items can now be moved by clicking and dragging.
Items in shops appear red if you don’t have enough gold to purchase them.
Stash tabs can now be sorted and searched.
Holding alt and ctrl now also shows the ranges of implicit modifiers (previously it would only work with affixes).
Items with multiple implicit values can now have separate implicit rolls (e.g. a Jeweled Circlet can have high implicit spell damage, but low implicit mana. Previously both would be high or low).
Runes and Glyphs automatically go to the crafting material inventory
Items that you are too low level to equip have an x in the bottom right corner.
Skill Balance
Black Hole
Heat Wave now grants 20% ignite chance per point (up from 10%).
Red Giant now also increases the duration of Black Hole by 80%.
Disintegrate
Increased base damage by 25%.
Entangling Roots
The aim here is to remove the melee aspect because that overlaps with Earthquake’s niche, while modernizing the tree and making it more useful overall. Due to the significance of the changes, players will receive a free specialization tree respec.
Increased damage by 60%.
Reduced mana cost to 40 (from 50).
Added 10 new nodes (focused on bleed, poison, healing, and minions).
Nodes that buff you or your minions now buff within the area rather than having a fixed duration.
Bountiful Harvest now grants 100% chance to create a Healing Nova (up from 34%).
Empowered Bites grants 40% bleed chance for Bears (up from 34%), can have 5 points allocated (up from 3), and now also affects Sabertooths, but no longer affects Serpents.
Fleeting Grove grants 40% mana efficiency per point (up from 30%).
Imbued Sap grants 30% increased damage per point (up from 25%), but can only have 3 points allocated (down from 4).
Lasting Briar gives 20% increased duration per point (up from 15%).
Mystic Roots now increases damage by 20% per point (from 25%) and can have 5 points allocated (from 8).
Roots of Lapp increases mana cost by 50% (up from 20%).
Venomous Pack grants 40% poison chance for Wolves (up from 34%), can have 5 points allocated (up from 3), and now also affects Serpents and Scorpions.
Grove Master can have 3 points allocated (up from 2).
Poison Ground can have 5 points allocated (down from 6).
Adjusted many connections and requirements.
Glacier
Due to the significance of the changes, players will receive a free specialization tree respec.
Increased base damage by 18%.
Increased freeze rate by 30%.
Added a node that grants ward on crit
Added a node that increases hit damage and mana efficiency
Added a node that gives more damage against rares and bosses
Added a node that doubles the chill chance from the tree and gives more damage against chilled enemies
Added a node that grants the Rime buff on cast, which grants global increased damage over time and freeze rate multiplier.
The Destruction nodes grant slightly less hit damage than before
Frost Grip now also grants freeze rate multiplier, but can only have 5 points allocated (down from 6).
Perma Frost now grants 150% freeze rate multiplier (up from 100%).
Moderate Vortex now increases Rime duration, but no longer increases hit damage.
Greater Vortex now increases Rime effect, but no longer increases hit damage.
Resplendent Frost now grants 4% base crit chance per point (from 3%), but also grants -15% crit multi.
Rejuvenation now only procs on crit, rather than on every hit.
Static Collapse no longer reduces crit chance, but instead prevent crits from dealing extra damage.
Changed many connections and requirements.
Hammer Throw
Increased base damage by 12.5%.
Disintegrating Aura now deals 30 void damage per second (up from 20).
Ice Thorns
Cold Prison now also grants 1 base cold damage per point.
Ritual Briar now grants 8% increased damage, doubled if you have a totem (from 12% increased damage while you have a totem).
Maelstrom
Increased base damage and freeze rate by 50%.
Marrow Shards
Carving now grants 40% increased Bone Splinters damage per point (up from 25%).
Gouging Splinters now grants 50% Bone Splinters bleed chance per point (up from 25%).
Blood Assassin can how have 3 points allocated (up from 2).
Crimson Ivory can now have 4 points allocated (up from 3).
Dark Precision can now have 3 points allocated (up from 2).
Rive
Focused Strike now requires 4 points in Concentration (up from 1).
Opportunist now grants Rive 10% more critical strike chance against ignited targets per point (down from 16%).
Reclamation now grants 5% leech per point (from 10%) and can have up to 2 points allocated (down from 3).
Savagery now grants 20% more damage to ignited targets per point (down from 34%).
Twisting Fangs now grants the second strike 50% chance to ignite per point (down from 100%).
Shatter Strike
Increased base damage by 80%.
Smite
Increased base damage by 13%.
Increased added damage scaling by 50%.
Spriggan Form
We want to buff Spriggan Form, while also shifting some of its power from base defensive stats to damage and the nodes on its specialization tree. Due to the significance of the changes, players will receive a free tree respec.
No longer grants 150 elemental protection and armour, but still grants attunement and vitality.
Summoned Vines now have an additional 4% chance to poison on hit per point of attunement.
Vale Blast deals 40% more damage.
Deep Roots now grants root wall 35% more health (from 12% increased health).
Fury of the Glade now grants a 7% chance to cast Vale Blast per point (up from 5%) and can have 5 points allocated (up from 3).
Grove of Hemlock now grants a 34% chance to cast poison nova per point (up from 25%) and can have 3 points allocated.
Nurture now grants Healing Totems 20% increased healing effectiveness per point (up from 7%).
Permafrost grants a 6% chance to cast Ice Thorns per point (up from 4%) and can have 5 points allocated (up from 3).
Purification can have 3 points allocated (up from 2).
The piercing thorns skill (used by Vines if you take the Razor Vines node) now deals 100% more damage.
Reinforced Totem now grants Healing Totems 20% more health and duration (from 10% increased health and 3% more duration).
Skin Like Bark now grants 60 armour and protections (up from 50) and heals for 60 (up from 50).
Thick Tendrils now grants summoned Vines 20% more damage and health (from 12% increased damage and health).
Summon Bear
The Primal Bear’s Roar ability now has a significantly larger area of effect.
Wandering Spirits
Now scales with increased damage over time.
Werebear Form
Currently this skill is too strong and needs to be reduced in power. These changes should also make it easier to remain shapeshifted for longer without significantly investing into Critical Strike Chance. Due to the significance of the changes, players will receive a free tree respec.
No longer grants 100% increased melee damage, 150 elemental protection and 150 armour. Still grants strength and vitality.
Roar now costs 10 mana (down from 15).
Enrage can now have up to 4 points allocated (up from 2).
Removed Spell Mastery.
Wizened Claws now causes increases to spell damage to also apply to melee damage, and can only have one point allocated.
Added a new node that causes increases to spell damage to also apply to crit chance.
Adjusted some connections and requirements.
Uniques
Most uniques now have varying rolls on some of their affixes, with the averages being higher than their previous static values.
Added a new unique sceptre, Frozen Ire.
Beast King can now also roll on the Raider Axe base type in addition to its current base type.
Eterra's Path's vine to entangling roots ratio has been changed to 4 (up from 3).
Decayed Skull and Snowblind can now also spawn on the Gladiator Helmet base type (in addition to their normal base types).
Mourning Frost now gives 3% to 10% increased health (from 10% less health).
Prism Wraps now gives 2% to 8% elemental leech (down from 30%), and now also gives 30% Increased Critical Strike Chance.
Urzil's Pride now gives 1% increased mana regeneration per 100 points of armour (down from 2%).
Volcanus now also has 37% to 57% increased fire damage.
Yrun's Wisdom now gives 3% melee leech while below 65% health (down from 30% leech).
Items
Added staves, which are a two-handed weapon option for caster and hybrid builds. Each staff grants varying amounts of added melee physical damage and base spell damage, as well as subtracting from spell mana costs.
Added catalysts, which are off-hands tailored toward casters. Each catalyst grants intelligence, and higher tier items also grant base spell crit or ward per second.
Added three new affixes that spawn later in the game.
Increased Minion Spell Damage prefix, which rolls on Staves and Catalysts.
Increased Damage While Channeling prefix, which rolls on Staves, Relics and Amulets.
Armour and Protections While Channeling Suffix, which rolls on Staves, Relics and Rings.
Damage Dealt to Mana Before Health prefix
While you have this stat, each point of mana is now worth 5 points of health (e.g. if you take 100 damage with 10% damage dealt to mana, you will lose 2 mana and 90 health).
Has up to 50% higher values on body armour
Can not additionally roll on helmets
Stat is now shown in the character sheet
Throwing Attack Affixes The aim is to adjust throwing attack scaling to more closely resemble that of other attacks and spells. This change is meant to be fairly neutral overall.
The Throwing Attack Damage and Mana Cost prefix now grants added throwing attack physical damage rather than increased throwing attack damage.
Increased Throwing Attack Speed can no longer roll on amulets or relics and has lower values.
Increased Throwing Attack Damage has lower values.
Added a new “cursed” prefix on rings and amulets that adds lots of fire damage to throwing attacks, but increases fire damage taken.
Reduced the values of the hybrid health leech affix, especially at high levels, and changed it to spawn on gloves rather than amulets (it can still spawn on rings and relics as well).
All polearms that previously added generic crit chance now add melee crit chance.
Polearms add less melee crit chance than before.
Eastern Blades and Katanas now have an attack rate of 1.25 (up from 1.2).
Naginatas now have an attack rate of 1.05 (up from 0.97).
Nodachis now have an attack rate of 1.1 (down from 1.15).
Enemies
The “Heals if not damaged recently” monster affix now has a visual effect that intensifies when it begins healing, and can no longer spawn alongside an “Increased Health” or “High Stun Avoidance” mod.
Added a “Deadly if not damaged recently” monster affix which causes enemies to deal twice as much damage.
Mechanics
You can now leech off of damage you deal to yourself or your minions.
User Interface
Redesigned the cursor to make it easier to keep track of while in combat.
Improved the appearance and layout of the inventory.
Runes and Glyphs have been moved from a fly-out sub-menu of the inventory to a new tab of the inventory to make them easier to find.
Updated the equipped item and stats overview sections to match other parts of the user interface.
Updated the background and border art for items.
Sound
Added two new music tracks for Chapter 3.
Added new sounds for the Idol of Loathing.
Added several new sound effects for abilities used by Void enemies;
Abyssal Aura
Devouring Void
Erasing Blow
Summon Effigy of Decay
Void Breath
Void Drain
Void Spit
Delayed explosions
Added sounds for the stash opening and closing.
Added a new sound for Glacier’s area of effect marker (before it deals damage).
Added a new sound for Charged Ground.
Adjusted the levels for Avalanche’s sound effect.
Visuals
Improved the visuals for mossy rocks in Chapter 1.
Improved lighting for Chapter 1, Chapter 3 and Chapter 5.
Improved terrain in Chapter 3 and Chapter 5.
Improved some textures and models for Chapter 6.
Added a new visual for Avalanche’s physical conversion.
Performance
Our performance-orientated work in Patch 0.7.5 focused primarily on reducing stuttering. While we have not eliminated all sources of stutter, it should be less common than before.
Additionally, we have optimized the labels for equipment.
Bug Fixes
Items in the stash no longer cause lag when entering the game.
Corrected a rare bug where large amounts of items could be deleted on character load.
Resolved cases of items becoming stuck or overlapping other items.
Fixed a bug where item tooltips would sometimes get stuck open when moving from one item to another.
Fixed bugs where item tooltips would potentially not disappear when the inventory is closed or when the mouse leaves the inventory area.
Fixed a large number of situations where movement abilities could take you outside of the play area of a zone.
Fixed a bug where abilities that grant resources to their caster could collide with other abilities, causing them to behave as if they hit a wall.
Disintegrate can no longer be dodged.
Maelstrom can no longer be dodged.
Warpath’s damage now scales with Strength.
Fixed a bug where the Detonate Ground nodes in Forge Strike were not properly applying increased damage or ignite chance.
Fixed the damage increases from multiple Glacier nodes not stacking.
Fixed Maelstrom’s Calm node not scaling as more points were allocated.
Fixed Static’s Reverberation node granting too many charges when hit.
Fixed the Druid’s Vale Warrior passive not increasing physical damage.
Fixed the Lich passive Wands of the Fallen not working.
Fixed the Lich passive Symbol of Decay not working.
Fixed the Paladin passive Staunch Defender not working.
Fixed a bug where the Terror Mace multiplied the amount of increased stun chance you had rather than just giving you increased stun chance.
Fixed a visual issue with the keybinds UI.
Fixed the Shaman’s Rune of Awe passive not increasing base spell damage.
Fixed ragdolls behaving erratically in certain locations.
The health bars for Sludge enemies no longer clip into their bodies.
Fixed the exit from Ruined College taking you to the start of the Ruins of Welryn.
Power of the Storm now strikes enemies around the most recent target you cast Maelstrom on, rather than always targeting enemies around you.
Storm Totem
Increased base health and health scaling by 33%.
Now costs 20 mana (up from 16).
Thorn Totem
Increased base health and health scaling by 33%.
Now costs 18 mana (up from 16).
Passives
Primalists will receive a free passive respec due to Shaman changes.
Sentinels will receive a free passive respec to resolve missing passive points due to Aura of Divinity being removed in 0.7.4, as well as new Paladin changes.
Lich
Added a node that converts all sources of health leech to increased damage at 10 times their value (e.g. 1% of damage leeched as health becomes 10% increased damage).
Paladin
Added a new node that grants health, armour, and critical strike avoidance.
Changed Defiance to give attunement and increased elemental protection rather than health and armour.
Reworked the Holy Symbol node; it now heals 15 per point and has a 100% chance to proc on block, but has a 3 second cooldown.
Adjusted some connections and requirements.
Shaman
Added a node that makes it so that when you kill a frozen enemy, you heal a random totem to full, refresh its duration and give it a permanent damage buff.
Added a node that grants health, mana, and a chance to cast Maelstrom when hit.
Added a node that gives totems health, armour, and stun immunity.
Hail Bringer now gives 10 cold protection (up from 6), and 10% chill chance (up from 6%), and also grants 10% freeze rate multiplier.
Heorot's Path now also applies to your minions.
Removed the node that increased armour and elemental protection on spell cast.
Removed the node that gave increased health, mana, and cooldown recovery speed.
Sorcerer
Replaced the mana armour node with a new node that grants +% base spell damage (doubled if you have over 200 maximum mana).
The Insight buff from Arcane Insight now gives 20% increased elemental damage and 20% ward retention per point (from 15% increased spell damage and 15% ward retention).
Items
Wand Base Types
Added Infernal Wands, which requires level 60 and grants similar base spell damage to old Prophecy Wands, but also grants increased cast speed.
Prophecy Wands now require level 73 (up from 64) and grant substantially more base spell damage.
Existing Prophecy Wands will be converted to Infernal Wands to avoid players from level 64 to 72 being unable to equip their current weapon.
Imperial Wands now require level 47 (from 50).
All other wands (except Burning Branches) grant slightly more base spell damage.
Sceptre Base Types
Added Divine Sceptres, which requires level 75 and are substantially more powerful than Moonstone Sceptres.
All Sceptres (except Acolyte starting sceptres) now grant more base spell damage.
UI
The list of characters on the main menu now displays which Mastery Class a character is, rather than always displaying the Base Class.
Moved Nests of the Fallen on the world map to better reflect the layout of zone exits in Yulia's Haven.
Visuals
Improved the appearance of Summon Skeleton’s Fire Arrow and Ice Arrow abilities.
Improved the appearance of Thorn Totem projectiles.
Improved Maelstrom’s visual effect.
Rip Blood’s Blood Catalyst node now causes a slight delay between each recast.
Improved lighting effects in the Temple of Eterra and Sanctum Bastille.
Enemies
Increased the Idol of Loathing’s base damage by 14%.
Sound
Added new sound effects for the Idol of Loathing.
Added a new teleport sound effect for Devoured Husks.
Updated some more enemy void abilities to use new sounds.
Increased the volume of Primeval Dragon roars.
Improved Maelstrom’s sound effect for when there are multiple stacks.
Bug Fixes
Fixed a bug where Shades for all base classes would appear in Realm of the Forgotten, rather than just Shades for your base class. This resulted in there being 5 times as many enemies as intended.
Fixed a bug where characters who had entered the Ancient Cavern could not respec from the Chronomancer in The Council Chambers.
Fixed the entrance Time Rift from Ancient Cavern loading to an endless load screen rather than the Precipice.Added a failsafe so that completing Ancient Hunt automatically completes Ancient Path if it was skipped (due to using an old character).
Fixed a bug where the “cannot respec” popup for passives would fail to show the class's name correctly in cases where you had a node with a requirement of at least 20 in the same class that would become inaccessible.
Fixed a bug where characters created before 0.7.4 were shown on the ladder. The ladder has been cleared to fix this, however any character that was created in 0.7.4 will be re-added as soon as they complete an Arena wave or level up.
Fixed Enchant Weapon’s Conduit node not working.
Fixed Enchant Weapon’s Overloaded node causing all elemental attacks over Enchant Weapon's duration to be free rather than just the first one.
Fixed the Primal Wolf’s Leap ability not having a cooldown.
Fixed Summon Raptor’s Broken Tooth node causing the Raptor to stop moving if you had Fury Leap’s Pack Leader node.
Fixed Reaper Form’s Vile Shroud node not working.
Fixed Reaper Form’s Soul Shroud node giving a larger amount of intelligence for each time you entered Reaper Form.
Fixed several skill node tooltips having overlapping text.
Fixed the Beastmaster’s Writhe node only granting 8 dodge rating per point, rather than 10.
Fixed a bug where the Paladin’s Holy Nova node healed for 33% less than Holy Symbol and did not have attunement scaling for its healing.
Fixed a bug where the Shaman’s Shattered Heavens node granted 200% increased spell cold damage per point rather than 2 added cold spell damage per point.
Fixed Close Call’s increased dodge rating for each hit you have blocked recently not working.
Fixed a bug where the increased minion damage over time affix did not function correctly.
Fixed being able to leap out of bounds in Ancient Cavern.
Fixed a rock blocking the camera in Ancient Cavern.
Fixed a camera blocking issue in the Armory near the entrance from Upper District.
Fixed the wave fight in the Armory getting stuck in some situations.
Fixed being able to leap out of bounds in Corrupted Lake.
Fixed projectiles being blocked in some parts of the Precipice.
Fixed the notification for Mastering showing the incorrect class name in some situations.
Fixed the hybrid Freeze Rate Multiplier and Cold Protection affix using the old “increased freeze chance” terminology.
Fixed Gaspar having a white square icon in some situations.
Fixed Increased Chance to Find Potions not displaying in the character sheet (was always 0).
Fixed the Necromancer and Lich’s icons being swapped in the Mastery selection window.
Fixed a bug where enabling just one type of overhead health bar could actually enable all types of health bars.
Your Mastery Class is now selected after completing a quest you receive when you first visit the End of Time.
Previously, you simply had the option to choose your Mastery Class after investing 25 points into its passives.
The quest allows this decision to be a more involved and satisfying process, and to occur at a fixed, earlier part of the campaign.
Choosing a Mastery Class now grants access to an exclusive skill and special passives.
Necromancer: Summon Wraith. +1 maximum Skeleton. +1 maximum Skeleton Mage. Your minions deal 50% increased damage.
Lich: Reaper Form. 1% of damage dealt is leeched as health. Spells and melee attacks deal increased damage equal to your percentage of missing health.
Sorcerer: Meteor. +50 mana. Spells deal increased damage equal to their mana cost.
Spellblade: Shatter Strike. 5 ward gained on melee hit. Mana spent on melee attacks is converted to ward.
Beastmaster: Summon Raptor. +1 Companion summon limit. You and your minions deal 50% increased melee physical damage.
Shaman: Storm Totem. -5 totem mana cost. +10 attunement. Your elemental protections are doubled while you control a totem.
Druid: Werebear Form. When leaving a transformed state, you gain 70% damage reduction for 2 seconds. 20% increased health and mana.
Void Knight: Erasing Strike. 50% increased melee void damage. Your melee attacks and void spells have a 10% chance to be repeated by an echo half a second later (excludes movement abilities).
Forge Guard: Forge Strike. 30% more armor and fire protection (multiplicative with other modifiers). 3% less damage taken for each hit you have taken recently (up to 30%).
Paladin: Holy Aura. You deal increased fire and physical damage equal to your percent health remaining. 1% increased healing effectiveness per point of attunement.
Characters from previous game versions who are not the appropriate mastery will no longer be able to use these exclusive skills. For example, a Beastmaster from version 0.7.3 will no longer be able to use Storm Totem.
Characters created before 0.7.4 that have already ascended to a Mastery Class will not need to complete the Mastery quest, and will have the appropriate bonuses.
Time Rifts
Inside a Time Rift, the Epoch brings you through time to a different era, while remaining in the same physical location.
Inside Time Rift zones you will see first-hand the difference that time has made to the land around you, and the creatures that inhabit it.
There are currently 6 Time Rift zones throughout the campaign, with plans to add more.
Campaign
Reworked much of the layout for Chapter 2.
Last Archive now leads into the Precipice.
The Precipice now leads into either the Upper District or the Armory.
The Upper District now leads into the Armory.
Overhauled the design of the Precipice.
Adjusted the layout for the Sapphire Quarter.
The player faces now faces the same direction on both sides of the transition between Lower Sewers and Barren Aqueduct.
Skills
Added a new Primalist skill, Maelstrom, which is unlocked at level 15 in the class and has a specialization tree. Maelstrom deals cold damage in an area around yourself for 8 seconds and can be stacked multiple times.
Added a new Sorcerer skill, Disintegrate, which is unlocked at level 15 in the class and has a specialization tree. Disintegrate is a hybrid fire and lightning channeled beam that pierces enemies.
Added a new Spellblade skill, Static, which is unlocked at level 30 in the class and has a specialization tree. Static allows you to build up static charges while moving and taking damage, which you can expend to shoot lightning at nearby enemies.
Added a specialization tree for Enchant Weapon.
Added a specialization tree for Judgement.
Added a specialization tree for Manifest Armour.
Removed the Sorcerer’s Innervate skill.
Increased the freeze rate multiplier granted by many nodes
Avalanche - Dead of Winter: 50% (up from 10%).
Black Hole - Deep Space: 75% (up from 30%).
Elemental Nova - Elemental Tranquillity: 40% (up from 25%).
Glacier - Perma Frost: 100% (up from 50).
Ice Thorns - Cold Prison: 40% (up from 30%).
Ice Thorns - Farwood Heart: 40% (up from 25%).
Shatter Strike - Lingering Chill: 40% (up from 20%).
Shatter Strike - Solidify: 40% (up from 30%).
Summon Sabertooth - King of the Tundra: 40% (up from 15%).
Summon Scorpion - Ice Sting: 60% (up from 50%).
Tempest Strike - Winter's Chill: 50% (up from 30%).
Volcanic Orb - Freezing Orb: 40% (up from 25%).
You can now use Companion Abilities when at your Companion Limit even if you are not at the summon limit of that specific minion.
Increased Summon Bear’s Roar and Werebear Form Roar area of effect by 40%.
Avalanche
Precision now adds +2 to Avalanche’s mana drain, or +2 mana cost if Avalanche is not a channeled skill.
Naturally Occuring now increases mana efficiency by 10% per point (down from 15%).
Unyielding Storm now increases duration by 15% per point (down from 20%).
Harsh Winter now increases damage by 10% per point (down from 25%).
Grounding now increases damage by 15% per point while you have an active totem (down from 30%).
Storm Slide now adds 10 base lightning damage to boulders within range of a Storm Totem (down from 20).
Storm Front now causes boulders to drop 5% more frequently per point (down from 10%).
Mountain’s Fury now increases the area of effect for each boulder by 15% (down from 25%).
Frosted Front now increases the duration of Frozen Ground by 40% per point (up from 20%).
Explosive Impact now causes boulders to fall in a 25% larger area and grants each boulder 25% increases area of effect (up from 15% for each).
Adjusted node positions and requirements. Existing characters that are specialized in Avalanche will receive a free respec.
Black Hole
Reduced cooldown to 14 seconds (from 16 seconds).
Now requires Sorcerer level 30 (up from 15).
Focus
Damage now scales with intelligence once you have taken nodes that give it a way to deal damage.
Forge Strike
Added melee damage now applies at 200% effectiveness (up from 150%).
Frenzy Totem
Now unlocked at level 15 in Beastmaster, rather than level 15 in Primalist (replaced by Maelstrom).
Holy Aura
Holy Aura has been one of the strongest Sentinel skills and often drew other masteries into Paladin just for it. It is now exclusive to Paladin, but we wanted to rework the skill regardless.
Passive effect is now: Grants 30% increased damage and +60 elemental protection.
Concentration increases Holy Aura’s active duration by 50% rather than doubling its effectiveness.
Concentration’s added cooldown has been reduced to 5 seconds (from 10).
Faith now grants 3 ward per second per point, rather than 1 per point on melee hit.
Faith’s Reward now grants 400 ward to all affected allies, rather than removing ward decay during Holy Aura’s active effect.
Fanaticism now only grants increased melee attack speed, rather than increased attack and cast speed.
Reduced Flame Burst’s damage by 40%, but it now scales with Attunement, Spell Damage and Fire Damage.
Flame Burst now requires 8 points while passive and 4 hits while active to trigger.
Flame Burst no longer has extra damage for you getting the last hit.
Inspiration now grants a 1% chance per point to gain the Inspiration buff when you are hit, which increases cooldown recovery speed by 20%. Previously the amount of cooldown recovery speed changed with points spent.
Punishment now applies the Slow ailment to enemies rather than directly reducing their movement speed.
Redemption now grants increased healing effectiveness rather than flat health regeneration.
Swiftness now grants 20 dodge rating per point, rather than 15% increased dodge chance per point.
Time Strike now grants 10% increased crit chance per point (from 2% reduced movement speed and 1% base critical strike chance per point).
Removed Fleet-Footed and Focused Fervor
Added Burning Blows, which grants 10% increased fire damage per point.
Added Determination, which grants 10% increased physical damage per point.
Added Strength From Afar, which grants 12% increased throwing attack damage and stun chance with throwing attacks.
Added Expedite, which grants 4% increased throwing attack speed per point and a 4% chance per point to gain Haste for 1 second on hit.
Reworked node requirements and connections.
Characters who are specialized in Holy Aura will receive a free respec.
Judgement
Now costs 45 mana (up from 40).
Damage over time is now increased by your healing effectiveness and well as increased damage over time (muiltiplicative with other modifiers).
Doubled the base value for damage over time.
Ring of Shields
Now gains 5 base health per player level and point of attunement (down from 10).
Spriggan Form
Ice Thorns cast from Root Walls now benefit from your Ice Thorns specialization tree.
Reduced Permafrost’s chance to cast Ice Thorns per point from 5% to 4%, and reduced the max points from 4 to 3. This has been changed because each cast of Ice Thorns is more powerful now.
Static Orb
Doubled projectile damage.
Increased base damage of explosion by 20%.
Mana cost increased to 18 (from 15).
Summon Sabertooth
Fixed a bug where it had 750 base health, rather than the intended 200.
New base health is 240.
Health gained per player level is now 12 (from 10).
Health gained per point of strength is now 12 (from 10).
Increased damage by 25%.
Summon Scorpion
Increased base movement speed by 18%.
Halved the cast duration for Poison Lob.
Summon Skeleton Mage
Removed one of the nodes that grants you an additional Skeleton Mage. This is to account for the Necromancer’s Mastery bonus.
Added a new node that grants ward per second and crit avoidance to your Skeleton Mages.
Adjusted node connections.
Characters who are specialized in Summon Skeleton Mage will receive a free respec.
Tempest Strike
Nodes that disable one of the proc spells now increase the chance to proc the other spells by 8% (up from 5%).
Earthquake now increases Earth Sprikes’ area by 50% per point (up from 25% per point)
Adjusted node positions and requirements. Existing characters that are specialized in Tempest Strike will receive a free respec.
Werebear Form
The node that causes you to cast Ice Thorns on transform no longer roots you for 2.1 seconds. It now freezes you for 1 second, during which you are invulnerable.
Node Tooltips
We have created a new design for node tooltips to better fit our new UI design, and to improve how well they convey information at a glance.
New tooltips contain two sections: A detailed explanation of the node’s effect, and a list of each stat that is added, with icons for each type of stat.
New tooltips have been implemented for all Acolyte and Mage skills, including their masteries (except for Fire Shield and Ice Ward, which will be replaced).
The new design will be brought to other classes and the Passives window in future updates. In the meantime, these areas use the updated visual style but still use the old style of text.
This redesign has also allowed us to better standardize and improve how we describe mechanics in skills.
Passives
Necromancer
Tyrant’s Legion (+1 Skeleton, but reduced Skeleton health) can now only have 2 points allocated (down from 3). This is to account for the Necromancer’s Mastery bonus.
Paladin
Removed Aura of Divinity (increase the stats granted by Holy Aura by 10% per point).
Primalist
Primal Medicine now also increases minion damage.
Added a new node that increases physical, cold, and lightning damage.
Added a new node that increases companion health and companion revive speed.
Added a new node that increases totem health and makes totems immune to poison damage.
Removed the node that increased chance to find potions and health gained from potions.
Removed the node that gave an extra companion slot (this bonus has been moved to the Beastmaster's Mastery bonus).
Added some node connections.
Void Knight
Singular Purpose now grants 10% increased void damage and protection per point (up from 5%).
Rot Grip now grants 4% chance to inflict time rot per point (up from 2%).
The node that granted health and dexterity now grants health and attunement.
Added three new nodes that involve increasing the chance for your abilities to echo.
Mechanics
Potions by default now heal 50 + 4x health, where x is your character level (up from 50 + 2x). This is about an 80% increase in healing at level 100
Bosses can now drop potions when hit.
Player skills are now 50% more likely to stun targets. This bonus is doubled for melee abilities.
Renamed "Increased Freeze Chance" to "Freeze Rate Multiplier" to make it clearer that it multiplies your freeze rate/chance rather than adding a flat chance to freeze.
Items
Potion Affixes
Overall, potion affixes are rarer and roll on fewer slots. Most of the common ones now relate to ward, and rarer ones are only available on belts.
The full list of changes was explained in a post on our forum.
Added a new Increased Spell Critical Strike Chance prefix which can spawn on wands, sceptres, amulets, and relics.
Added a new Increased Minion Damage Over Time prefix that rolls on Helmets, Rings, Amulets, Relics, and Sceptres from level 48 onwards.
Added a new Ward Gained on Kill Prefix that rolls on Amulets from level 40 onwards.
Added a new Increased Elemental Damage Over Time prefix that rolls on Belts, Rings, Amulets, Relics, and Wands from level 50 onwards.
Bronze Sceptres and Ice Sceptres now grant % base spell damage in addition to their existing implicits.
Uniques
Added a new unique helmet, Boneclamor Barbute
Added a new unique 1h axe, Undisputed.
Added a new unique relic, Orchirian’s Petals.
Exsanguinous now causes you to gain 20% of your missing health as ward per second (up from 15%).
Tempest Maw
Now grants -4 totem mana cost.
No longer grants 4 mana on hit.
Grants +75% base spell damage (up from 70%).
UI
Updated the class badge section of the passives panel
Increased the size of class badge
The base class is now labelled “base class”
The mastery you have ascended to is now labelled “mastered”
Mastery exclusive passives and skills are shown at the top of the panel or when hovering over the class icons.
Locked skills in the Skills Window again have an icon to show if they have a skill tree, and you can view the trees before unlocking the skill.
Improved the layout of icons for minions in the top left of the screen.
Increased Base Spell Damage is now shown in the character sheet.
Item tooltips now label what each hotkey does.
Skill cooldowns on tooltips now display to the nearest tenth of a second when below 1.5 seconds.
Added a loading screen tip that states that blood spells and the bleed ailment deal physical damage.
There are now different decorations on the loading screen when entering Imperial Era zones.
Each character shows which skills they have equipped
Account names are displayed in addition to character names
The maximum Monolith streak that a character has achieved is now displayed.
There are separate ladders for softcore, hardcore, softcore solo and hardcore solo.
The ladder can be restricted to only showing a certain base class.
You can order the list of entries by character level, max Arena wave or max Monolith streak.
In-game, the 4 tabs are now: Hardcore, Softcore, Hardcore Solo and Softcore Solo. Each tab shows both character level and arena wave.
Visuals
Updated lighting for the Character Select screen.
Updated lighting in Chapter 1, 2 and 5 zones.
Improved the End of Time
Added new vegetation.
Replaced the staircase.
Improved the background starfield and floating objects.
Tweaked lighting.
Greatly improved the visuals for void environment objects that are in Chapter 2 and 3 zones.
Greatly improved the aesthetics of the Armory.
Added more details to some Chapter 6 zones.
Improved hit flash visuals. They use a new material that makes them more consistent, and last longer on hits that kill.
Updated models and animations for the Primal Wolf and Primal Sabertooth.
Reduced the visual noise of, Avalanche, Blizzard Totem (Storm Totem node), Entangling Roots, Meteor and Ring of Shields.
Tweaked the appearance of Skeleton Rogues.
Improved the visuals for Abyssal Echoes.
Updated visuals for Manifested Swords and Axes.
Void Spectres now have a higher quality model and texture.
Updated Soul Cage enemy visuals.
Void Thrall capes now use cloth physics.
Made the overhead visual for stun easier to see.
Added new icons for Erasing Strike, Judgement and Transplant.
Graphics Settings
Settings will be reset to Medium the first time you open the game after updating to this patch.
There is now an “apply” button for graphics settings. Text will display prompting that you have unsaved changes, and the changes will be cleared if you close the window.
There is now a clearer change in performance and visuals when going through the levels of Master Quality, due to more parameters changing at each tier.
Adjusted the values of several settings internally.
Reduced the number of options overall by combining multiple options amd removing unnecessary entries.
Improved resolution changing functionality.
Sound
Added a new music track for some Time Rifts.
Added new attack sounds for Chapter 1 enemies
Skullen Chuckers
Osprix / Haruspex Orian
Necrotic Wisps
Caver Lurkers
Added new attack sounds for Chapter 2 enemies
Voidtouched Archivists (Ice Flurry)
Voidfused Armour
Abyssal Sundering
Various void explosions
Added new sound effects for player skills
Judgement
Manifest Armour
Added new sounds for several new Time Rift enemies
The sound for Wandering Spirits now fades out when the skill ends.
Decreased the volume of the Primalist’s Swipe.
Enemies
Soul Cages now release their souls at 30% health, which stops their long range attack.
Reduced the damage of the explosion that happens when a Void Bolt creates a pool by 40%. Void Bolt is used by various void enemies including rare Voidforms.
Osprix Warriors deal 25% less damage with fireball.
Performance
Significantly improved the performance of most outdoor zones (and some indoors). We observed an average 7 fps improvement at 1080p Medium settings on a system with a Ryzen 5 1600 and a RX 480.
Improved load times for first loading a character, using a waypoint or the map window, and using a town portal.
Optimized the visuals of Avalanche, Bone Nova, Entangling Roots, Meteor, Ring of Shields and Sacrifice.
Improved the performance of necrotic volley attacks used by some enemies.
Improved the performance of Manifested Swords and Axes.
Improved the performance of the Frost Wyrm enemy.
Improved the performance of many stat calculations.
Improved the performance of lights in the Ulatri Cliffs (Imperial).
Bug Fixes
Fixed multiple Black Hole nodes not working.
Fixed Focus’ Null Profusion and Null Infusion nodes working when your mana is positive.
Fixed Focus’ Null Infusion node not scaling with points allocated.
Fixed Forge Strike’s Patient Strike disabling use of the skill.
Fixed Frenzy Totem’s Furious Cry node not working.
Fixed Glacier’s Greater Vortex overriding the damage increase from Glacier’s Greater Destruction.
Fixed Holy Aura’s Shelter from the Storm node overriding the skill’s base effect.
Fixed a bug where Mark for Death could be dodged.
Fixed a bug where the Primal Scorpion’s retaliation with Poison Pool was taking into account hits against the Player rather than itself.
Fixed a bug where Rive’s effects that triggered on kill with the third hit were not working.
Fixed Smite’s Epicenter node not working.
Fixed Spriggan Form’s Healing Totem not benefitting from your Thorn Totem tree when you have the Spiked Totem node.
Fixed Spriggan Form’s Nature’s Bounty node granting an inconsistent refund amount if you also had the Petrify node.
Fixed Static Orb spawning slightly behind the player.
Fixed Teleport’s Mana Tunnel node changing Teleport’s cooldown to 13 seconds instead of 10 seconds.
Fixed Tempest Strike’s Upheaval node causing Earth Spikes to spawn on top of each other, rather than in a line.
Fixed Transplant sometimes hitting too many enemies with Rip Blood.
Fixed Transplant targeting enemy corpses for Rip Blood.
Fixed Werebear Form’s Skull Crush node not working properly
Fixed Werebear Form’s nodes that cast Ice Thorns not benefitting from your Ice Thorns tree.
Fixed Werebear Form and Summon Bear’s Roar being the same ability in code, resulting in incorrect functionality.
Fixed Wraiths created by Summon Wraith not following the player.
Fixed a bug where AI with a preferred target would use abilities at ranges below their minimum range against that target. For example:
The Sabertooth using its leap without moving against enemies targeted using the target command (A).
Enemies using abilities with minimum range against a Bear or player that had taunted them.
Fixed knockback effects pushing stationary enemies below the ground. This could cause Spires in Monolith zones to be unkillable.
Fixed the Necromancer’s Summon Wraith and the Void Knight’s Anomaly and Ravaging Stance skills unlocking at incorrect levels.
Fixed the Sorcerer’s Arcane Avalanche freezing all enemies around you when you were hit.
Fixed a bug where the Sorcerer’s Arcane Current node gave 30% increased shock effect per point instead of 50%
Fixed the Sorcerer’s Warder passive granting ward retention and health rather than ward on hit with elemental spells.
Fixed a bug where damage over time could not freeze even if it had a freeze rate.
Fixed a bug where Summoned Death Knight floating health bars would not display correctly.
Fixed skill cooldowns being rounded incorrectly on skill tooltips.
Fixed the crafting help tooltip being hidden behind the Inventory.
Fixed the Exit Game button on the character select screen not working.
Fixed a display error with the dropdown for online status in the social panel.
Fixed the waypoint for Liath Grove not appearing on the minimap.
Fixed Venom Weaver enemies not outlining correctly on mouse-over.
Fixed Wisps in Ulatri Cliffs granting much more xp than intended.
Fixed a bug where the "Rare enemies regenerate health" monolith mod caused all enemies to regenerate health
Fixed projectiles sometimes being blocked in Echo of a World.
Fixed a chest in Fallen Tower being inaccessible.
Fixed a tree being placed inside of a rock in Forest Trail.
Fixed a room in the Maj’elkan Catacombs being difficult to enter.
Improved pathing at the exit to the Oracle’s Abode.
Fixed an area in the Temple of Eterra blocking projectiles.
Fixed crates spawning on top of the player after exiting the Welryn Catacombs.
Fixed an area near the entrance to Welryn Catacombs blocking projectiles.
Fixed Yulia’s Refuge being called Yulia’s Haven on its loading screen.
Content Patch 0.7.4 focuses on the savagery of the Ancient Era. Dragons, dinosaurs, and... er... plants (they're carnivorous!) roam the world of Eterra. To help you survive this perilous time, the patch also brings powerful new skills, trees, and improvements for mastery classes.
We aim to release Patch 0.7.4 during mid-November.
Highlights
Mastery System Overhaul
Rather than being an event contained entirely within the user interface, mastery classes are now chosen during a quest available at the End of Time. Mastery classes now immediately grant an exclusive skill and powerful passive bonuses when chosen.
Two examples of these passive bonuses include;
Druid: When leaving a transformed state you gain 70% damage reduction for 2 seconds.
Void Knight: Your Melee Attacks and Void Spells have a 10% chance to be repeated by an echo 0.5 seconds later (does not affect movement abilities).
Time Rifts further support Last Epoch’s time-travel centered theme by redefining the concept of side-zones - taking you to alternate versions of the level where the passage of time has resulted in changes to both the zone itself and its inhabitants. This grants Time Rifts greater scope to diverge from their adjoining zone - and they thus contribute to players encountering more diverse enemies.
While this isn't coming in Patch 0.7.4, in future patches Time Rifts will also tie into the item hunt and other systems like Epoch’s Call, Lost Memories, and the Eternity Cache.
Skills
Multiple new skills are becoming available;
The Spellblade skill Static and its specialisation tree are making their debut in Patch 0.7.4.
The Sorcerer's Disintegrate and its tree are being added.
The Primalist is getting Maelstrom and a stormy tree to go with it.
The Beastmaster is acquiring Summon Raptor and a specialization tree for it.
Addtitionally, the following skills are also receiving specialisation trees;
Enchant Weapon
Judgement
Manifest Armor
Enemies
This patch introduces a significant number of additional enemies to the game.
Dinosaurs
Archyrean
Chyrean
Magma Gorn
Oasiain Gorn
Dragons
Primeval Dragon (unique)
Plants
Orchirian the Rampant (unique)
Hulking Overgrowth
Skittering Undergrowth
Vinewalker
Void
Idol of Loathing (unique)
Lost Eye
Void Shifter
Voidfire Growth
User Interface
We have redesigned our tooltips. We will be gradually updating all specialisation tree and passive tooltips to benefit from these improvements across future patches.
Items
Two unique items are being added; one helm, and one one-handed axe.
Potions are being buffed and their affixes are being reworked.
We’ll be posting details of these changes before Patch 0.7.4 is released.
Optimisation
As with most updates, Patch 0.7.4 includes optimisations to improve performance.
Shader improvements have resulted in an average increase of 5 - 10 FPS in most areas. This change was observed across minimum, average, and maximum framerates, on a system running Windows 10 with a Ryzen 5 1600, an 8GB RX 480, and 16 GB of RAM.
We have rewritten the backend for our graphics pipeline. While primarily done to resolve bugs, we anticipate this resulting in improved framerates in some situations.
We are aware that there is a bug affecting Vertical Sync, and this has not yet been addressed. The issue is on our radar and will be corrected in a future update.
A combination of code refactoring and visual effect optimisations have been implemented to improve the performance of the following skills;
Avalanche
Entangling Roots
Meteor
Ring of Shields
Sacrifice
After This Patch
We're holding back the implementation of Minion Stances to a later patch as we would not have sufficient time to adequately QA it in time for the release of Patch 0.7.4.
We are rewriting the code related to item storage, and in a future patch we will be adding search bars to stash tabs. This rewrite will also resolve several item-related bugs.
We are preparing to update our game engine. This will take a significant amount of time to QA, however it will bring improvements of its own while also facilitating us making additional optimisations ourselves. We won't be releasing a demo until after this update, as subsequently updating the demo would otherwise require an excessive amount of work.
Root nodes for skills now use the same tooltip as the skill itself by default.
Changed Focus’ Energy Infusion node
Previous: for 5 seconds after you finish channelling gain 1% movement speed per 10 mana gained. Could allocate up to 5 points, but the node was bugged so that additional points had no effect.
New: When you finish channelling gain, haste for 1 second per 20 mana gained (up to 10 seconds). Can only allocated 1 point (additional points in the node will be respecced for free).
Skeleton Archers
Changed the base cooldown of fire arrow to 6 seconds.
Arrows are created significantly earlier in the fire animation to look more natural and help the Archers hit moving targets.
Arrows are now created at the bow rather than at the centre of the Archer.
Passives
There is now an explanation popup for whenever a passive node is not allowed to be respeced.
Items
Adjusted the rarity of Increased Cold and Increased Lightning Damage affixes to be in line with Increased Fire Damage affixes on all item types. Previously Increased Cold Damage was rarer on wands, and Increased Lightning Damage was more common on swords.
Bug Fixes
Fixed a forge location not working in Forlorn Streets.
Fixed a bug where you could sometimes respec passive nodes that you shouldn't be able to due to incomplete requirement checking.
Fixed inconsistencies in how ward retention was worded. It is now always +% ward retention rather than increased ward retention.
Fixed several cases in which ward retention was actually increasing your added ward retention, rather than granting added ward retention.
Fixed a bug where enemies or minions with no targets in range could select an ability that was on cooldown. If they themselves were a valid target for this ability this could result in them not moving. One manifestation of this bug was Skeleton Warriors with Bone Armour being reluctant to move.
Fixed a bug where Aura of Decay’s Decripify node did not convert poisons applied to you to armour shred.
Fixed a bug where Aura of Decay’s Plague Bearers node had no effect.
Fixed a bug where taking both Black Hole’s Binary Star and Stability nodes would cause the skill to stop working.
Fixed a display error with Harvest’s Blood Sculptor node.
Fixed Reaper Form’s Herald of Rot also poisoning the player.
Fixed a bug where Summon Skeleton’s Necrotic Conviction was only affecting Skeleton Rogues.
Fixed a bug where Summon Skeleton’s Multishot node increased the cooldown of Fire Arrow by 4 seconds per point, rather than 1 second per point.
Fixed the version number on the login screen not matching the version number in the top left of the screen.