Dread Shade is a Spell coming to Necromancers in Patch 0.7.9.
The base functionality of the skill causes a massive damage buff to apply in an area around a minion. That minion will be subjected to increasingly large amounts of damage each second, and the buff will end when the minion dies or after 20 seconds - whichever happens first.
Gallery
Specialization Tree Nodes
Dread Shade is cast on enemy targets instead of minions. Minions within the area of effect are buffed as normal. The enemy is neither buffed nor subject to health degeneration. Duration reduced to 10 seconds.
Dread Shade drains the health of all affected minions. Doom Brands are applied to affected minions, causing them to explode on death dealing Necrotic Damage to nearby foes.
Dread Shade now affects you and other non-minion allies in addition to minions.
Dread Shade applies Damned to affected enemies and minions each second.
1 stack per point; maximum of 3.
Damned deals Necrotic Damage Over Time, and scales with generic increases to damage, and increases to Necrotic Damage, Damage Over Time, and Spell Damage.
Area of effect increased by 100%. Dread Shade now buffs minions outside the area of effect. Dread Shade no longer buffs minions within the area of effect.
As an aside, our current intention is to remove the Acolyte skill Mark for Death in Patch 0.7.9. Acolytes will receive a replacement skill, and the base effect of Mark for Death will continue to be available through alternative means - including Dread Shade's specialization tree!
Last month we posted about our plan to replace the skeleton models used in Last Epoch. In that post we shared some of the concept art we had created for these new skeletons, and since then our Art Team have been working hard to bring them to life undeath.
These new skeletons aren't finished just yet - we're still discussing some of the finer points that goes into making models for our game, such as making adjustments to the palette for greater contrast between different materials (particularly between the leather and bone).
Reduced Wave of Death's base radius by 5% (reverting the increase from 0.7.8e).
Mortal Pulse reduces damage by 50% (from 25%).
Tachycardia increases wave frequency by 12% (from 20%).
Cycle of Decay grants 20% more damage (from 25%) and can have 3 points allocated (from 4).
Curdled Flesh grants 2% more damage per stack (from 3%), but is still capped at 60%.
Carrion Breath grants 35% increased area (from 40%), and can have 4 points allocated (from 5).
Smite
Increased Smite base damage by 11% to match its added damage scaling.
Spirit Plague
Deals 13% more damage.
Discharge now requires 3 points in Efficacious Application (from 5).
Now states its added damage effectiveness in its tooltip.
Tempest Strike
Added a node that restores mana when Tempest Strike fails to proc any sub-abilities (Lightning Bolt, Earth Spike, or Northern Winds).
Vale Spirits
Increased damage by 15%.
Passives
Shaman
Tempest Form also grants 1 mana on Tempest Strike use per point.
Sky Armour grants 20 armour per point (from 10).
Uniques
Torch of the Pontifex
Cremate duration reduced to 1.5 seconds (from 4 seconds).
Doubled Cremate’s base damage and added damage effectiveness.
Items
The "of Symbiosis" Acolyte specific affix now grants 14% to 35% increased spell damage per Skeleton Mage. It previously gave +14 to 35 necrotic spell damage due to a mistake.
Enemies
Skullen Pyromancers
Now deal 33% less damage with Fire Spray
Are now considered level 33 enemies, rather than level 31 enemies. This will make their health slightly higher in the campaign, but scale less at endgame.
Visuals
Fixed a bug where Torch of the Pontifex’s Cremate effect appeared as a pink circle, and improved its visuals compared to before the bug.
Added a visual effect for after the player is teleported during the Lagon fight.
Improved the visuals for Thorn Shield (Ice Thorns node).
Sound
Added vocal sounds that play when abilities are used for enemies in Chapter 2.
Added a charge up sound for Sapphiral enemies.
Adjusted sounds for many enemies early in the game.
Adjusted sounds for elemental hits to fall off (become quieter) at a shorter distance.
Added new sounds for Tempest Strike, including the base ability, Charged Stone, Northern Winds, Perfect Storm and Tempestuous.
Added new sound effects for Bees.
Added new sounds for Revenants.
Added a looping fire sound for Flame Wraiths.
Added sounds for Focus nodes that deal lightning damage.
Added a new sound for Wave of Blood.
Added a new sound for Necrotic Mortar.
Added a new sound for Lightning Wave.
Improved sounds for Spectral and Blood Golems (Bone Golem variants).
Optimization
Improved the performance of Tempest Strike.
Bug Fixes
We have identified and resolved a prevalent crash affecting Windows users with AMD video cards. (Stack Trace: WriteParticleMeshIndices).
We'd like to thank AMD for collaborating with us on this issue and the resources they provided us.
Fixed a bug where the Character Introduction videos would fail to play on Linux. This meant the game got stuck on a black screen when creating a character, requiring a game restart.
Fixed a bug that caused log files to be very large (d3d11: failed to lock buffer).
Fixed a bug where freezing a Siege Golem would not always cancel its ballista attack.
Fixed the Increased Shield Throw Critical Strike Chance affix granting more critical strike chance rather than increased critical strike chance.
Fixed a bug where Drain Life's poison conversion node did not give it the poison tag.
Fixed Holy Aura’s Expedite node not granting Haste on hit.
Fixed some icons in Reaper Form’s tree appearing as a blank image.
Fixed a bug where the Increased Warpath Area stat from Idols only applied while using a shield.
As Last Epoch continues its journey through Early Access, one of the most common pieces of feedback we receive is that many of you eagerly look forward to additional armor models being available.
Here’s a preview of a new look coming to Sentinels as part of a future update;
Let us know what you think, Travelers! Are you looking forward to donning this armor?
Fixed a bug where Sanguine Subvention (health leech) did not work.
Sanguine Subvention now grants 0.2% leech per second sealed, not the 1% that it stated before.
Blood Bond now grants minions 10% more damage (from 7%).
Corrupted Consciousness grants 1% increased damage per 3% missing health (from 1% per 2% missing health).
Pustulent Presence grants 1% poison chance per 3% missing health (from 1% per 2% missing health) can have 4 points allocated (from 5)
Frenzied Accord's damage and crit chance modifiers are now multiplicative.
Lethal Release is now multiplicative with other modifiers.
Sanguine Wave can have 3 points allocated (from 5).
Deal Seal - Death Wave
Base damage and added damage effectiveness reduced by 17%.
Mortal Pulse causes death waves to deal 25% less damage.
Damage multipliers from missing health, duration, and the tree are now multiplicative with each other rather than additive, and no longer only affect hit damage.
Now deals more damage based on the flat duration that Death Seal was active, rather the proportion of its maximum duration that had passed. This means that increasing Death Seal’s maximum duration no longer decreases Death Wave’s damage if triggered early.
The numerical values of its damage multipliers from time and missing health are now listed on its tooltip.
Fixed a bug where the Death's Breath node granted increased radius rather than increased area. To maintain similar resultant AoEs the following changes have been made:
Increased Death Wave's base radius by 5%.
Death's Breath now grants 40% increased area per point (from 20% increased radius).
This results in the following change in radius (compared to 0.7.8d) at the following number of points invested in Death's Breath:
0: +5%
1: +4%
2: +1%
3: -3%
4: -6%
5: -9%
Reaper Form
Health drain accelerates more quickly while in Reaper Form. The formula for health drained per second is now 0.06t^2 + 0.3t +2 (instead of 0.05t^2 + 0.3t +2), where t is the number of seconds you have spent in Reaper Form.
Reap now has a 3 second cooldown (from 2 seconds).
Added a new node near the start of the tree that reduces Reap's Cooldown by 17% per point and can have 2 points allocated.
Spirit Plague
Discharge causes Spirit Plague to spread after 3 seconds (from 4)
Laceration grants 30% chance (from 25%) and can have 5 points allocated (from 4)
Plague Burst grants 10% spread chance (from 15%)
Toxic Transmission can have 2 points allocated (from 3)
Gift of Death requires 1 point in toxic transmission (from 2)
Enfeeblement reduces damage by 5% (from 6%)
Anguish can have 2 points allocated (from 3)
Storm Totem
Deals 15% more damage.
Summon Wolf
Patient Hunters now grants 15% more damage over time and also grants 15% increased bleed effect (from 25% more damage over time).
Summoned Wraiths
Health decay for all types of Wraiths is now slower initially, but accelerates more rapidly.
Wraiths, Flame Wraiths, and Putrid Wraiths deal 25% more damage.
Blood Wraiths deal 108% more damage, but attack 29% more slowly. This results in a dps increase of about 49%.
Transplant
Disabled the Ossification node (Bone Armor damage immunity) because when combined with Death Seal’s Skeletal Sheath node it allowed for almost constant damage immunity.
Warpath
Unchained grants 6% more hit damage (from 5% increased crit chance).
Quicksilver Wind grants 10% increased movement speed (from 8%), but can have 4 points allocated (from 5).
Whirling Blades grants 10% more hit damage while spinning (from increasing Warpath's hit damage by 10%) and is now multiplicative with the increases from Reckless Combatant, Warbringer, and Draining Assault.
Draining Assault now grants 15% more damage while spinning (from increasing Warpath's hit damage by 15%) and is now multiplicative with the increases from Reckless Combatant, Warbringer, and Whirling Blades.
Enemies
Adjusted item drop rates from different enemy rarities.
Reduced the base chance for enemies to drop items by 3%.
Increased the chance for magic enemies to drop items by 13%.
Increased the chance for rare enemies to drop items by 25%.
The Rare versions of enemies that have high amounts of health now gain a smaller amount of health as area level increases.
All Rare enemies have an increase to their health that is based on the level of area they are in.
This increase was already smaller for enemies that naturally have lots of health, and has been made even smaller with this patch.
At level 100, tanky rare enemies (such as Siege Golems) will have up to 8% less health compared to 0.7.8d, and 13% less health compared to 0.7.8.
Haruspex Orian (Ulatri Cliffs)
Increased item drop rate.
Can now drop potions when hit like other bosses.
Deals 7% more damage and has 5% more health.
Umbral Pursuers have 17% more health and always drop items.
Reduced the initial damage of Scorched Earth (sky laser that leaves burning ground) by 33% for Winged Fires and by 20% for the Covenant of Dominion.
Immortal Overseers have 38% more health and deal 20% more damage.
Siege Golems deal 10% less damage over time.
Feline Chimeras, Avialine Chimeras, Blood Chimeras, Giant Scorpions, Osprix Vanguards, Profane Flesh, and Voidfused Earths no longer spawn in arenas that have significant elevation changes.
Visuals
Added a visual effect for Liath teleporting during her fight.
Reduced the intensity of the Scorched Earth ability used by Winged Fires.
User Interface
Passive nodes in the lower section of all mastery classes now list “Requires Mastery Quest Completion” after the level requirements.
Changed crafting item labels to a lighter color.
Uniques
Plague Bearer’s Staff can now roll up to 220% poison chance (from 250%).
Sound
Improved the sound effect for Lagon’s slam attacks.
Changed the sound used for Frenzy Totem’s Tether effect.
Changed the sound used for Blood Tether and Blood Burst.
Updated the sound for Warpath.
Added new sounds for Aura of Decay and procs from its skill tree.
Siege Golems have a better windup sound for their ballista shots.
Replaced Pyre Golem’s sound effects.
Added a new sound effect for Bone Prison (Mark for Death node).
Added a new sound effect for Bone Armor (Transplant and Death Seal node).
Added new sound effects for Bone Minions (Transplant node).
Optimization
Improved the performance of buffs and debuffs.
Improved the performance of ailments in many situations.
Improved the performance of the Primeval Dragon’s magma shake ability.
Bug Fixes
Fixed the Beastmaster’s The Chase node granting an incorrect amount of attack speed.
Fixed a bug where Arcane Ascendance’s Tranquility node did not add mana efficiency.
Fixed an oversight where hits from Manifest Weapon could proc Manifest Weapon (from an Idol affix).
Fixed a bug where Marrow Shards' Blood Assassin, Marrow Death, and Femoral Offering nodes affected Bone Splinters, rather than the Marrow Shards themselves.
Fixed a bug where the increased crit chance granted by Marrow Shards’ Dark Reverie node only affected physical skills.
Fixed a bug where the reduced mana cost from Sacrifice's Blood Weavers node did not scale with points allocated.
Fixed a bug where Warpath’s nodes that granted you stats for not having a shield would not work unless you had taken a node that grants you stats regardless of weapon type.
Fixed a bug where the Mage's idol affix for Increased Ignite Effect and the Sentinel's idol affix for Increased Bleed Effect were not working.
Fixed Poison and Ignite showing incorrect values in the character sheet for damage and duration.
Fixed a bug where the Beta Endpoint quest could start earlier than intended.
Fixed a bug where the first exit of the Frozen Roots led to the Wengari Fortress instead of Farwood.
Being an unusually sadistic group of individuals, we decided it'd be fun for us you if you got to choose which two skills we don't preview skill we post a preview of before the patch!
We're not posting any names, but we are providing the finished skill art for each skill. You have a week to decide, and you can always change your mind by choosing to vote for a different option.
The Nagasa are the followers of Majasa, dwelling in the deserts of the south under her rule. They are divided into a strict caste system based upon the gems embedded in their bodies.
Diamond Caste
The most pious and stern of the Nagasa, the members of this caste are also known as the Diamond Matrons. They form the primary leadership of Maj’elka and the rest of Majasan society, with Vessel Maiden Apophis acting as a figurehead.
Emerald Caste
Members of the Emerald Caste are the most swift and agile of the Nagasa. Their roles in Majasan society reflect this, with them acting as spies, saboteurs, and assassins.
Nagasa in the Imperial Era
There are no living Nagasa in the Imperial Era. The undead wretches encountered in this time are covered in decaying wrappings and gold trinkets, mostly confined to the catacombs.
Now applies poison to enemies 4 times a second (from 3).
No longer grants 50% increased poison damage while active.
The Seeping Wounds node grants 12% bleed chance per second (from 8%).
Black Hole
Increased duration by 10%.
Now deals damage more frequently, but deals somewhat less damage each time. This will make its damage more consistent.
Now fades out when the skill ends.
Bone Golem
Bone Golems (and their variants) deal 15% more damage and pull aggro from 6% further away. This affects the range at which enemies decide to attack the Golem over other targets, not the range at which they decide to enter combat.
Flame Ward
Fixed a bug where it gave 10 ward regen by default in addition to its other effects.
Now grants 400 ward on use (from 300).
Smite
Converting Smite to a Void skill now also converts the Fissures it creates.
Wandering Spirits
Spectral Putrescence now grants Spirits a 40% chance to cast a projectile each second (from always casting every 2 seconds).
Fixed a bug where Soul Of Filth reduced the poison interval by 10% rather than increasing the frequency by 10%, which made it somewhat stronger than intended.
Thin Veil increases reveal rate by 7% (from 8%) and no longer reduces damage.
Warpath
You can now move through enemies while channeling Warpath.
Other Changes
Earthquake, Erasing Strike, Forge Strike, and Judgement now have 300% added damage effectiveness (from 250%).
Increased Earthquake’s radius by 20%.
Slightly reduced the maximum distance Ice Shards from Ice Barrage travel.
Manifest Armor now deals 67% more damage.
Increased Marrow Shards’ base damage by 18% and its added damage effectiveness by 10%.
Increased the base damage of Soul Feast by 40%.
Visuals
Updated Meteor’s visual effects, including a simpler ground indicator for when more than two meteors are created with one cast.
Updated Teleport’s visual effects.
Updated Warpath’s visual effects, which now vary depending on the weapon you have equipped.
Quest objective indicators and arrows are now silver for sidequests.
Uniques
Eye of Reen
Fixed a bug where Reen’s Ire was not granting Critical Strike Multiplier.
Now displays a buff icon in the UI showing the current number of stacks.
Sound
Music tracks now smoothly crossfade from one to another when loading a new zone.
Increased the volume of footstep sounds.
Changed out many old sounds that were used by Primalist skills and summons for newer ones.
Added new sounds for Meteor.
Added a new sound for Teleport.
Added new summoning and attack sounds for most Acolyte minions.
Void Husk enemies now use more fitting sounds.
Updated the sound for Manifest Weapon.
Updated the sound for Riposte (Vengeance proc).
Adjusted sounds for the Spreading Frost boss.
Added a sound for the bridge breaking in The Precipice.
Quests
Improved the To Shell With It quest so it’s easier to complete, and fixed an issue that may have prevented some characters from completing it.
Enemies
Enemy Limits
Individual enemy types can now be restricted to be less common in the Arena and the Monolith.
Siege Golems and Marsh Beetle Queens are now limited to 1 per wave in the Arena.
Siege Golems, Wengari Matriarchs, Wengari Patriarchs, Wengari Raid Leaders, Wengari Beastmasters, and Marsh Beetle Queens can no longer appear in such larger numbers in the Monolith.
Siege Golems no longer spawn in arenas that have significant elevation changes.
Siege Golem
Immolating Aura now has a 1.5 second delay with an indicator before damage is dealt.
Reduced Immolating Aura duration to 6 seconds (from 8 seconds).
Increased Immolating Aura damage somewhat now that it is easier to avoid.
Health Scaling
Adjusted how Rare enemy health scales with area level. Rares have more health earlier on, but reach about the same amount as before at high levels.
Optimization
Improved the performance of the Architect Liath fight.
Improved the performance of tracking health status (i.e. low/high health) and events (i.e. on hit, on kill).
Bug Fixes
Fixed an issue preventing save data automatically recovering after a OS-level crash or power outage. Characters that were lost in these cases after the release of 0.7.8 should be restored.
Fixed a bug where stash tabs would reference the wrong tab in some cases. Existing stashes should be automatically fixed if they’re having this issue.
Did a pass over all passives to correct nodes that have different values than stated on their tooltips.
Fixed a bug where many stats that depended on having a certain health percentage did not work, such as damage and ailment chance.
Fixed a bug where your weapon's attack rate would not apply after loading or equipping an offhand until you equipped a weapon another time.
Fixed a bug where Forged Weapons (such as from Forge Strike) would have very low attack speed if you were unarmed or affected by the previous bug.
Fixed a bug where Eterra’s Blessing’s Triage was always targeting the player by mistake.
Fixed Meteor’s Cycle of Fire node not working.
Fixed a bug where the connection between Ice Barrage’s Shattered Skin and Jagged Ice nodes did not work.
Fixed an oversight where the Ice Shards of Skeleton Cryomancers did not have a freeze rate and their Mortars only had half the freeze rate that they should.
Fixed a bug where Smite would not create a Fissure if its initial hit killed the target.
Fixed a bug that prevented buffs granted for inflicting Spirit Plague on enemies from stacking.
Fixed a bug where Storm Totem’s Shockfury and Shielding Totem nodes were not working.
Fixed a bug where the Beastmaster's The Chase node was not working.
Fixed a bug where Death Seal’s Devouring Release node would create Hungering Souls too close to the ground, preventing them from hitting targets.
Fixed the Druid's Natural Duality node not granting armor and protections.
Fixed a bug where the Druid's Turtle Form node had a level requirement of 20, rather than 15.
Fixed a bug where the Druid's Unstable Ground node had a level requirement of 15, rather than 20.
Fixed the Forge Guard's Javelineer node granting 10% increased crit multi instead of 10% added crit multi.
Fixed a bug where the Heal on Block stat from the Forge Guard's Rejuvenator node did not show on the character sheet.
Fixed the Lich's Decaying Form node not increasing poison damage taken.
Fixed the Lich's Mental Cacophony node granting increased mana instead of added mana.
Fixed the Sentinel's "of Sword Mastery" and "of Crushing" affixes granting generic added physical damage rather than added melee physical damage.
Fixed the Shaman’s Ancestral Speed node not granting haste.
Fixed a bug where the Shaman's Tempest Form node granted +1 strength per point rather than +10 health.
Fixed a bug where taking the Sorcerer’s Mirror Breath node would break the functionality of the Dragon Breath node.
Fixed the Future Mind node on the Void Knight tree saying that it still gave 3 health (when it now gives 5).
Fixed a bug where Spriggan Form and Werebear Form did not have footstep sounds.
The “of Warding” idol affix now grants 3 to 8 ward on melee hit for Huge idols (from 4 to 10).
The “Alchemist’s” prefix now grants up to 80 ward on potion use (from 60, with similar increases at lower tiers as well), and can now also roll on body armour.
Bug Fixes
Fixed multiple new transform related suffixes saying “increased increased” in their names.
Fixed the new “of the Parasite”, “of Shielding” and “of the Abomination” affixes being prefixes when they were supposed to be suffixes.
Fixed an oversight where the “of the Abomination” affix could roll on Primalist gear, not just Acolyte gear.
Spirit Plague is now correctly considered a Curse.
Clarified Mark for Death’s tooltip to say it’s a Curse.
Clarified Harvest’s tooltips to state that Harvest interacts with all Curses, not just Mark for Death
Items
Class incompatible items (e.g. acolyte helmets if you're a mage) drop twice as often as before above level 50. They are still less likely to drop than items that are specific to your class.
The Mana Regen suffix can now roll up to 17% (from 15%).
Fixed a bug where Mage had an additional Freeze Rate per Stack of Chill affix in addition to the one it shares with Primalist.
Added a new Acolyte specific suffix that adds minion freeze rate multiplier.
Existing items with extraneous mage freeze rate per chill affix will now have the new minion freeze rate multiplier affix.
Bug Fixes
Fixed a bug where the Ruined Shrine zone for the Monolith would fail to create an objective.
Fixed some zones in Chapter 8 having different music than intended.
Fixed a bug where deleted characters would still be shown in the list of characters until the game was restarted.
Fixed an error that could occur when loading saves from 0.7.7 into 0.7.8 for the first time.
Fixed some bugs with transitioning between different animations on the Mage.
Fixed a bug where Spriggan Form’s animations acted as if you were holding a two-handed weapon.
Removed the waypoint from the Northern Stream.
Fixed water flickering in the Moonlit Shrine.
Fixed an object blocking the camera in Corrupted Lake.
Fixed the Primalist’s Ancient Call passive granting incorrect stats.
Fixed Death Seal’s Life Tap node not working.
Fixed Smite’s tags not changing when converted to another damage type.
Fixed Lightning Blast’s Insidious Conduction node stating it added a channel cost of 20. It actually adds a channel cost of 40.
Fixed a bug where the health bars above enemies would have inconsistent sizes, and improved their performance.
Fixed a bug where Bone Harvester and Torch of the Pontifex recast the last skill you killed an enemy with, rather than their intended on kill effect.
Fixed a bug where Urzil’s Pride was scaling incorrectly.
Fixed a bug where class requirements in comparison tooltips would incorrectly show as red.
Fixed the Freeze Rate per Stack of Chill affix having a typo in its name.
Fixed a bug where the Reduced Health Cost Of Spells affix for Acolyte armor was increasing the health cost of spells.
Fixed a bug where the Sentinel's Void Damage Over Time Idol affix had been accidentally deleted.
This will not fix existing idols, where it has unfortunately been replaced by the Acolyte's new +1 skeleton affix, which is less than useful for Sentinels.