Our next content patch approaches, and today we’re spilling the beans on what you can expect! Patch 0.7.9 will be the largest update we have released for Last Epoch to-date. This patch is also the first to include a Phase 4 item from our Early Access Development Forecast.
Overview
Patch 0.7.9 focuses on the endgame, with changes and additions coming to both the available content and the rewards available for engaging with that content. We’re also replacing and adding many new sounds and replacing all animations used by the Sentinel class.
Highlights
Systems
Significantly fleshed out the Monolith of Fate system.
Monolith of Fate zones will no longer scale with character level. It is important that endgame content includes concrete goals, and the progression to higher level content makes improvements to your characters feel more rewarding.
It will be possible to empower lower level content in the Monolith of Fate, and the rewards for completing that content will become more powerful as a result.
Implemented the Blessings feature.
This will be outlined in the above Developer Blog on the Monolith of Fate changes.
Items
Implemented Tier 6 and Tier 7 affixes.
We are working on a Developer Blog to share with you early next week.Affixes above tier 5 are not craftable.
Tier 6 & 7 affixes are intended to be a long-term goal, and not an expectation at any point in the game.
The intention is to widen the gap between easily obtainable rares and close to perfect rares, in order to keep rare drops exciting for much longer and gives us more room in which to balance uniques.
Skills
Patch 0.7.9 includes multiple new skills, each of which has a full-sized specialization tree.
The Acolyte class has a new skill called Bone Curse.
The Necromancer class has a new skill called Assemble Abomination.
We have posted a preview of Assemble Abomination here.
The Necromancer class has a new skill called Dread Shade.
Some skills are also being removed in Patch 0.7.9.
The Acolyte class has had its Exhume skill removed from the game.
This removal is intended to be permanent.
The Acolyte class has had its Mark for Death skill removed from the game.
The base ‘marked for death’ effect can still be applied through alternative means, such as class passives and other skills’ trees. Only the active skill is being removed.
This removal will be permanent, with Bone Curse intended as its replacement.
Animation
All of the Sentinel’s animations have been replaced.
We’ve posted a preview of some new animations here.
Level Design
While a new Chapter is not included in Patch 0.7.9, there is a comparable number of zones being added in the update which will be available through the Monolith of Fate.
The End of Time zone has received a visual upgrade.
Some UI windows now close in response to movement.
For example, windows associated with a stash or vendor NPC now close if you move far enough away from the stash or vendor, respectively.
Buy Back tabs can now be searched.
Quality of Life
Improved targeting for users of controllers.
Optimization
Improved game start-up time for most system configurations.
Improved the performance of loot.
After This Patch
While Patch Preview threads focus on game updates, we are also currently investing significant resources into out-of-game projects. In the months following Patch 0.7.9's release we plan to completely replace the core https://lastepochgame.com website and our support site. Longer term goals include replacing the in-game chat system and the launcher for our standalone client
Patch 0.7.9 includes new animations for the Sentinel class!
Unfortunately, the Steam platform isn't a great place for a large number of short videos. We'd love for you to see this post and give us some feedback, so please check it out here on Last Epoch's official forum.
Want to get more involved with the Last Epoch community? Join us on the official forum!
In Patch 0.7.9 we're updating some elements of our user interface to make it easier to tell which zones you need to visit in order to progress the quests currently available to you.
This work includes multiple individual changes;
Mousing over a tab in the world map will now display the quests active in that era.
Mousing over a zone on the world map will now display the quests active in that zone.
Zones with quests based in them will now alternate between showing whether they contain a waypoint (and if so, whether it has been activated) and a quest icon.
Want to get more involved with the Last Epoch community? Join us on the official forum!
Patch 0.7.9 brings with it a variety of new skills!
One of the entries in our recent poll was Assemble Abomination. Due to both a request and us accidentally leaking the tooltip for Assemble Abomination in-game (oops!), today we're taking a look at this exciting new skill coming to Necromancers in our next content patch.
Hold the ability key to absorb minions in an area. When you release, summon a single hulking abomination with added health and more damage per minion absorbed. The abomination's health decays increasingly quickly over time.
The minions absorbed as part of this dark ritual are no mere sacrifice! The brute you stitch together will behave differently depending on its composition. Absorbing skeletal mages will allow the monstrosity to unleash Hungering Souls upon its foes, while consuming a bone golem during its construction will allow the abomination to use a mighty stomp attack.
Assemble Abomination abilities
Bone Golem: Stomp
An AoE melee attack with a high chance to stun.
Skeletal Archer: Bone Nova
Periodically fires arrows in all directions.
Skeletal Mage: Devouring Souls
The base version of Hungering Souls.
Skeletal Warrior: Double Strike
Two simultaneous melee attacks.
Wraith: Soul Reave
The base version of Harvest.
Unannounced minion: Unannounced skill
It, like, does things. And stuff.
Assemble Abomination's skill art
As with all newly added skills, Assemble Abomination will arrive in Last Epoch will a full-sized specialization tree. We hope you're looking forward to Patch 0.7.9 as much as we are!
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.