Beta 0.7.1

Campaign

 * Added a small wave fight to The Soul Warden’s Road.

User Interface

 * Further tweaked the item tooltip UI.
 * Changed the 2d art for Turquoise Rings.

Skills

 * Increased the damage of Possession (the ailment inflicted by Hungering Souls and Skeleton Mages’ default spell) by 14%.

Animations

 * Improved the blending between attack animations for the Sentinel.
 * Improved the Acolyte’s posture in animations to appear more natural.

Performance

 * Improved the performance of grass shadows.
 * Improved the performance of screen space reflections.
 * Fixed time travel effects being loaded even if you haven’t time traveled, which consumed some resources.

Enemies

 * Rare Highland Bears now use a roar that grants Frenzy to nearby allies instead of an avalanche variant.
 * Rare Ulatri Scavengers now use a roar that grants Haste to nearby allies instead of an avalanche variant.
 * Rare Ice Golems now use a variant of Avalanche (they previously had no rare specific ability).

Bug Fixes

 * Fixed a bug where you could craft items of a higher level than your character could equip.
 * Fixed the Poison Barrage node on the Aura of Decay tree causing the Poison Bolt cooldown to be reduced every time you activate aura of decay.
 * Fixed a bug where the Respite node on the Aura of Decay Tree gave Health Regeneration during Aura of Decay rather than after deactivating it.
 * Fixed a typo in Summon Bear’s tooltip.
 * Fixed the Paladin’s Divine Bolt not working.
 * Fixed a visual issue with Dreamthorn.
 * Fixed Stormbreaker’s model sometimes floating above the player’s hands.
 * Fixed the Primalist’s wolf head helmet displaying incorrectly during some animations.
 * Fixed some instances of the Acolyte’s longer idle animation not being interruptible.
 * Fixed Stormbreaker’s alt tooltip flickering.

Monolith of Fate

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

Uniques

 * Two new unique items have been added.
 * Alchemist's Ladle
 * This item is no longer dramatically more rare than other unique items.
 * Chance to apply ailments increased to 15% from 5%.
 * Bone Harvester
 * Doubled the base health of Skeleton Harvesters.
 * Skeleton Harvesters now scale with Intelligence and level.
 * Added The Claw unique [[Brass Amulet] as a low level version of The Fang.
 * Existing The Fang amulets will change into The Claw.
 * The Fang
 * Now grants 60 health (up from 50).
 * Now grants minions +12 Added Melee Physical Damage.
 * Now grants minions stun immunity.
 * Changed to the Bone Amulet base type (which requires level 56).
 * Prism Wraps
 * Changed the leech effect from On Hit to On Crit.
 * Wing Guards
 * Adds 150 Dodge Rating (up from 120).
 * Now grants 5% chance to gain Haste for 1 second on hit.
 * No longer adds 40 health.
 * Yrun's Wisdom
 * Now grants 65 health (down from 100).

Items

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

Affixes

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

Mechanics

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

Enemies

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

Skills

 * Aura of Decay
 * Now has a specialization tree.
 * Smite
 * Now has a specialization tree.
 * Werebear Form
 * Ravage
 * Now has a minimum mana cost of 2.
 * Range no longer scales with weapon range.
 * The Stagger ailment that it inflicts no longer stacks.
 * Stagger now reduces armour by 100 (up from 30).
 * Stagger now increases damage taken by 10% (up from 3%).
 * Werebear Swipe
 * Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
 * Black Hole
 * The Endless Maw node now grants 30% increased duration per point (from adding 1 second to duration per point)
 * The Scattered node requires 2 points in Endless Maw (up from 1)
 * Erasing Strike
 * Certain Erasure now grants +25% Critical Strike Multiplier per point (down from 40%).
 * Fire Shield
 * Now has a 20% chance to retaliate when hit, rather than retaliating whenever you take 30 damage. The previous scaling dates back to the pre-alpha, which was much shorter.
 * The retaliation spell is now referred to as Flame Bolt to help clarify that it doesn’t scale with your Fireball tree.
 * The node that used to reduce the retaliation threshold now adds 5% chance to retaliate when hit per point.
 * Frenzy Totem
 * Now grants 20% Melee Attack Speed, Throwing Attack Speed and Cast Speed by default (down from 23%)
 * Buff now has 1% increased effect per point of Attunement.
 * Buff no longer flickers to twice its value repeatedly in character sheet.
 * Hammer Throw
 * Hammer Throw now costs 3 mana (down from 4)
 * Added a new node that grants a limited stacking buff that increases damage and critical strike chance.
 * Added a new node that causes the stacking buff to also grant ignite chance.
 * Steadfast Path grants 35% chance to deal double damage (up from 30%)
 * Catapult now adds 3 to mana cost per point, instead of reducing damage by 20% per point.
 * Disintegrating Aura now adds 12 to mana cost (up from 10).
 * Swapped the effects of Ballista and Zealot’s Conviction. Now the cost reduction node is behind +projectiles, and the double damage chance node is behind spiral.
 * Zealot’s Conviction now grants 13% chance to deal double damage per point and can have 5 points allocated (from 10% chance per point and a max of 3 points).
 * Avatar of the Spire (hammer nova) now also adds 4 base physical damage.
 * Shattering Force grants 20% chance to shred armour per point (up from 15%).
 * Harvest
 * Removed the Slow Decay node which granted ward retention on hit.
 * Added a new node that increases the ward gained by your minions.
 * Ghost Conduit no longer requires points in Mirror Soul.
 * Mirror Soul can now have a maximum of 1 point allocated (down from 4).
 * Sacrifice
 * Reduced mana cost to 25 from 30.
 * Spriggan Form
 * Vale Bolt
 * Renamed to Vale Blast to better reflect that it is not a projectile.
 * Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
 * Now deals physical damage rather than lightning.
 * Summon Vines
 * Now costs 12 mana (down from 18).
 * Now summons 3 vines (down from 4).
 * Vines’ damage and health now scale with Attunement.
 * Summon Skeleton
 * Summoned Skeleton Archers deal 20% more damage.
 * Summoned Skeleton Mages deal 30% more damage.
 * Summoned Skeleton Warriors deal 40% more damage.
 * Teleport
 * Now has a base cooldown of 4 seconds (up from 3).
 * Ether Barrier grants 7 ward per point (down from 8).
 * Out of Body now converts 3% of health to ward (down from the 4% previously shown on the tooltip and the 10% it was actually giving).
 * Transplant
 * Now has a base cooldown of 4 seconds (up from 3).
 * Thorn Totem
 * Venom Tipped Thorns now grants 20% poison chance per point and can have up to 5 points allocated (from 14.3% chance and up to 7 points).
 * Lasting Affliction now grants 15% poison duration per point (down from 17%) and requires 4 points in Venom Tipped Thorns (down from 5).

Passives

 * The bonuses on transformation granted by the Druid nodes Primal Shifter and Restoration now last for 10 seconds (up from 4).
 * Shaman
 * Added several new nodes.
 * The Conflux node now has a clearer description and requires 3 points in either of the nodes that proc the lightning it improves.
 * The Conflux node now increases the lightning’s damage by 20% per point (up from 15%) and can have 5 points allocated (up from 1).
 * Adjusted the positions and effects of many nodes.

Leech

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

UI

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

Visuals

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

New Sounds

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

Zones

 * Adjusted the layout of the Shattered Valley and Welryn Outskirts.
 * Added a new sidequest to the Ruins of Welryn.
 * Added a Training Dummy to The End of Time.

Performance

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

Bug Fixes

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

Passives

 * Shaman
 * Added passives include Lagonian Wrath, Maelstrom, Shattered Heavens, Rune of Awe and Heorot's Path
 * Glacial Hammer was renamed Glacial Strike
 * Lightning Rod renamed to Thunder Strike
 * Ball Lightning renamed to Lagon's Answer
 * Nature's Priority renamed to Eternal Storm cooldown recovery effect reduced to 2% per point from 4%. Now also Increase max health and mana.
 * Nature's Fist renamed to Earthen Supremacy
 * Frostblade, Storm Shaker and Frozen Fields were removed
 * Lightning Struck renamed to Storm Shaker now requires Storm Bringer. Max points down to 5 from 10.
 * Rhythm of Thunder deals 6 additonal lightning damage, up from 5. Level unlock is now 30, up from 5. Max points is now 10, up from 8.
 * Wind Bringer now has added cold damage in addition to physical damage. Level unlock down to 10 from 15.
 * Storm Bringer level unlock down to 10 from 15.
 * Static Slash level unlock up to 20 from 10. Shock chance up to 5% per point from 4%.
 * Hail Bringer now requires Wind Bringer. Cold protection and chill chance up to 6 per point from 5. Maximum points down to 5 from 10.
 * Fist of Stone no longer requires a totem, no longer increases physical damage.
 * Thunder Strike level unlock up to 40 from 35
 * Elemental Shrines no longer grants you or minions elemental protection. Instead grants you added health.
 * Druid
 * Blood Claws max points up to 6 from 5. Chance to bleed effect replaced with Armor Penetration

Uniques

 * Wing Guards had their base changed to Secutor Gloves

Overview
Patch 0.7.1 will be the largest patch deployed since Last Epoch entered beta!

The patch introduces a few new items, tackles some balance issues, and has improvements to the user interface. Patch 0.7.1 is currently in QA and should be released next week.

Highlights

 * The fog of war on minimaps will no longer reset when your character leaves a zone.
 * Fog of war will not be saved inside the Monolith of Fate. This is primarily due to the fact that the Monolith of Fate will use procedural generation in future.
 * The UI for item tooltips will be replaced by a new design.
 * The Ruins of Welryn will have a new side quest.
 * The Shattered Valley and Welryn Outskirts will be shortened in response to feedback.
 * A new base type and four new  base types will be added.
 * Three new unique items will be implemented.
 * We will be improving The Fang in this patch. One of the new unique items is designed to be a less powerful version of The Fang with a lower level requirement.
 * The other new uniques will not be related to existing items (or each other).
 * Items you pick up will be highlighted in your inventory until they are moused-over.
 * Holding down Ctrl and Alt will reveal the tier of each affix and the range of that tier.
 * Sources of leech will be approximately half as powerful as before.
 * This applies to both item affixes and class passives.
 * Additionally, overkill damage will no longer contribute to leech.
 * Ward’s base decay rate is being doubled from 20% of current ward per second to 40% of current ward per second.
 * The base rate of Health Regeneration will now scale slightly better with character level.
 * Multiple performance improvements, most notably for Poison and Ignite.

After This Patch
We have completed most of the work for visual indicators of buffs & debuffs. Our art team have the [Immortal Emperor ](https://lastepoch.gamepedia.com/Immortal_Emperor) in an early design phase. We have additional 3d models for equipment in development - including a new armour set for the Primalist.