Beta 0.7

Commentary
The wait is almost over! Beta will be live at 11:00 AM CDT on April 30th. The website and login will be down for up to an hour beforehand.

Here are the patch notes!

Campaign

 * Implemented a new prologue chapter to better introduce the player to the game world.
 * Set in the Divine Era
 * 7 short zones with NPCs and quests
 * Includes basic tutorials and new story details
 * Added the rest of Chapter 3
 * Added Chapter 4
 * Added a crafting tutorial quest to the Outcast Camp.
 * Added a quest to introduce the player to The Monolith of Fate and The Arena.
 * Moved the entrance to The Smelting Halls to near the end of The Armoury. This should improve navigation of the area.
 * Polished the events in The Lower District.
 * Increased the xp requirements for skill and character levels to better suit the amount of content in the Beta.

The Monolith of Fate

 * A brand new endgame system for when you have completed the campaign but want to continue advancing your character.
 * Start your journey by choosing from two random combinations of zone layout and a modifier for the enemies.
 * Complete the zone's objective, then receive a reward and choose again.
 * As you progress, the modifiers from each zone carry over for several future zones. This means that you can influence how the challenge ramps up by thinking of what's best for your build and managing how many modifiers are active at once.
 * This is an early version of our vision for the Monolith. Over time, we will be adding more options and depth to the system.

Arena

 * The Arena is now accessed using keys which drop during the Monolith of Fate or Arena.
 * The Arena now scales much more rapidly than before.
 * Once you die in the Arena you cannot return until you have another key.
 * Deaths in the Arena do not count for the purposes of ending hardcore characters and removing the “Deathless” status from a character.

Steam

 * Last Epoch is now available through Steam! https://store.steampowered.com/app/899770/
 * You can now link your Last Epoch account to your Steam account. There will be a thread describing this process in the Announcments section shortly before release.
 * Linking your accounts allows you to:
 * Receive a Steam key to play through the Steam client
 * Automatically login when playing through Steam
 * Login to the website using your Steam account
 * Users who buy the game via Steam will create a Last Epoch account at the first startup and they will be automatically logged in afterwards.

Cosmetics

 * The Kickstarter Sylpine pets are now implemented. There may be some accounts that are not updated yet, and we will continue to work on getting everything up to date.
 * The Beta exclusive pets, the Skullen, have been implemented. New Beta packs will be available at supporters when Beta launches.

Acolyte

 * Added an augment tree for Mark for Death.
 * Increased Marrow Shards' damage by 20%.
 * Transplant
 * Now costs 13% of your current health instead of 50 mana.
 * Added a 3 second cooldown.
 * Increased damage by 25%.
 * Changed the health decay of Wraiths. The duration of wraiths that are not taking damage scales less with increased health than previously.

Mage

 * Added an augment tree for Teleport.
 * Reduced Black Hole's base pull strength.
 * Elemental Nova
 * Increased the damage of the base nova (before specializing) by 20%.
 * Increased the damage of Lightning Nova and Ice Nova by 20%.
 * Increased the damage of Fire Nova by 18%.
 * Increased the freeze rate of Ice Nova by 33%.
 * Added 2 crit focused nodes to Meteor.
 * Snap Freeze
 * Now freezes for a base 2 seconds (up from 1.2).
 * Now has a 10 second cooldown (up from 6 seconds).
 * Snap Freeze is now unlocked at level 4 and Fire Shield is now unlocked at level 9. This should help the early game for Mages as Snap Freeze is a powerful crowd control.
 * The Reactive Ward passive now grants 10 ward per point (up from 7) and has a cooldown of 12 seconds (down from 17)

Primalist

 * Added activatable abilities for all Companions. When a Companion is active, the summon skill is replaced with a secondary ability. If you can have multiple of the same Companion summoned, the ability changes when you are at the maximum.
 * Summon Wolf - Howl, a stacking buff that increases your damage and your minions' damage by 10% for 4 seconds.
 * Summon Sabertooth - Flurry Swipes, which causes your Sabertooth to make three melee attacks in short succession.
 * Summon Bear - Bear Roar, a debuff which fears all enemies near your Bear causing them to run away.
 * Summon Scorpion - Poison Nova, which poisons enemies around your Scorpion for twice as long as normal.
 * Summon Spriggan - Healing Wind, which heals all allies around your Spriggan over time.
 * Companions are now resummoned on zone transition, this means that any minion stats you gained since you summoned them will be applied when you switch zones.
 * Fury Leap
 * Fury Leap's cooldown can only be reset once every 5 seconds.
 * The node that granted increased movement speed on landing has been replaced by one that grants you and your minions increased damage on landing.
 * The rage node that grants increased attack speed on landing can now have a maximum of 3 points allocated (down from 8).
 * The crit multi node now adds 25% multi per point (down from 50%) and has a maximum of 6 points (down from 8).
 * The pull node now grants 100% chance with a maximum of 1 point (rather than 25% chance with 4), but requires 3 points in the previous node (up from 1).
 * The stun chance node now grants 35% increased stun chance per point (up from 25%) and can have 6 points allocated (up from 5)
 * Regain Stamina now grants 5% chance to reset cooldown on kill per point (down from from 10%), but can have 4 points allocated (up from 3)
 * Serpent Strike
 * Added a new node that adds Poison Chance and poison duration.
 * Added a node that buffs your existing Primal Serpent instead of summoning a new one when a new one would be summoned.
 * The poison projectile node now reduces poison duration by 35% rather than reducing attack speed by 20%.
 * The projectile created by the poison projectile node no longer has 50% reduced poison effect, but now has 35% reduced poison duration (this is a buff in most circumstances).
 * Removed the node that removed the poisoning projectile.
 * Adjusted some connections and requirements.
 * Increased plague damage by 50% and spread range by 20%.
 * Primal serpents now gain 4% increased health and damage for each point of strength or dexterity.
 * Reworked the Summon Wolf Tree
 * Added several new nodes including
 * +1 maximum companions
 * Your wolves cannot be stunned
 * Your wolves' damage and health scales with your attunement
 * Redid most of the connections on the tree, increasing connectivity
 * Removed nodes that reduced the mana cost and cooldown of summon wolf
 * Adjusted some existing nodes
 * Swipe
 * Added a node that makes Swipe scale with Attunement.
 * Battle Howl now grants 12% increased damage per stack but can only stack twice.
 * Spirit Wolves (Swipe) and Claw Totems (Swipe and Summon Bear) now scale with attunement.

Sentinel

 * Added an augment tree for Rebuke.
 * Changed Juggernaut stance
 * Old Stats
 * 40% less damage taken
 * 20% less movement speed
 * 40% less attack and cast speed
 * New Stats
 * 50% more armor
 * 15% Reduced Damage Taken
 * 15% less Critical Strike Chance, Movement Speed, Attack Speed, and Cast Speed
 * Removed Dark Fissure. Shield Throw is now unlocked in its place.
 * Warparth no longer snapshots stat buffs, meaning that if you have a temporary buff when you start channeling it will expire on time instead of expiring when you finish channeling.

Beastmaster

 * Increased Summon Bear's Briar Thorn damage by 75% and reduced its cast distance to 6m (down from 7m).
 * Ancient Call no longer disables minion health regen, but instead reduces minion health regen and health leech by 50%
 * Hunter's Emanation now causes the healing from Hunter's Restoration to apply to your minions as well.
 * Added a new passive node that grants you and your minions +2 Melee Physical Damage per point.
 * Re-ordered early passive nodes.

Druid

 * New mastery class!
 * Added Spriggan Form. You do not regenerate mana while transformed, and return to human form if you run out of mana or choose to. While transformed, your skills are replaced with the following:
 * Root Wall, which summons a line of roots to block enemies.
 * Summon Vines, which summons 4 temporary poisonous vine minions
 * Healing Totem, which summons a totem to heal allies at range.
 * Vale Spirit Bolt, a spell which hurls a bolt of vale lightning at the target.
 * Added Werebear Form. You do not regenerate mana while transformed, and return to human form if you run out of mana or choose to. While transformed, your skills are replaced with the following:
 * Ravage, a melee bite that debuffs enemies.
 * Charge, a dash towards a target enemy that has knockback.
 * Roar, a spell which slows enemies and causes them to run away.
 * Werebear Swipe, a melee attack that hits all enemies in front of you with high damage scaling.
 * Entangling Roots and Summon Spriggan are now unlocked from levels in the Druid mastery rather than levelling as a Primalist.
 * Changed Summon Spriggan's aura
 * No longer increases health regen by 50%
 * Now heals for 10 health every second
 * The node that used to make the aura grant 25% increased health regen per point, now increases the aura's healing by 40% per point
 * Added a new node that causes the aura to restore 100% more health to minions per point

Forge Guard

 * Added Forge Strike, a melee attack that hits all enemies in front of you and has a chance to manifest temporary weapons to fight by your side when it kills an enemy.
 * Added Molten Blade, a slashing attack that sweeps a wide area with a blade of molten steel. Penetrates 100 armor and Fire Protection.
 * Added Manifest Armour, which manifests an animated suit of heavy armor that attacks slowly.

Lich

 * Added Reaper Form: Increases your physical abilities and grants you the Reap ability. While in Reaper Form your health degenerates over time at an increasing rate. You cannot die while in Reaper Form, and will instead return to your human form when you run out of health.
 * Reap: A short ranged melee dash with a short cooldown.
 * Wave of Blood now scales with intelligence (4% per point).
 * Soul Barrier now has a cooldown of 12 seconds (down from 15).

Paladin

 * New mastery class!
 * Added Holy Aura, which passively grants Added Elemental Protection and vitality and when activated grants 200% increased stat effects for 4 seconds. Has an augment tree.
 * Added Healing Hands, a targeted area healing spell.
 * Added Sigils of Hope, which summons a sigil that orbits you for 20 seconds granting nearby allies Health Regeneration and Added Fire Damage.
 * Added Judgement, a powerful Melee Attack that leaves consecrated ground, which debuffs enemies and heals allies.
 * Added Smite, a bolt of holy fire that descends from the sky directly onto a targeted enemy and heals nearby allies.

Spellblade

 * Added Shatter Strike, a Cold Damage melee attack that hits an area around you, culling frozen enemies at low health.
 * Added Enchant Weapon, which passively grants your melee attacks 15% more elemental damage and increases to 50% for 5 seconds when activated.
 * Changed Flame Reave's Reaving Assault
 * 4% Increased Attack Speed for four seconds on hit.
 * Can stack up to 3 times per point.
 * 4 points maximum.
 * Previously it could stack infinitely and had less max points.
 * Added a new passive node than grants dexterity and additional damage to elemental melee attacks.
 * Lightning Rider's buff now lasts 4 seconds and cannot stack.
 * Storm Duelist now grants Lightning Damage and Shock Chance instead of dexterity and melee shock chance.
 * Replaced Decimation Blade with Triple Strike, which grants intelligence and adds damage to elemental melee attacks.
 * Reordered several nodes.

Shaman

 * Added Avalanche, a channeled spell that pummels enemies in a target area with ice and snow.
 * Added an augment tree for Storm Totem.

Void Knight

 * Devouring Orb cannot cast more than one void rift every 0.1 seconds. This means that if you kill multiple enemies at once it will only cast one void rift.

New Uniques

 * Boulderfists unique Lagonian Gauntlets
 * 160% increased melee stun chance
 * +160 armour
 * +60 health
 * You cannot leech health
 * Chimaera's Essence unique Jade Amulet
 * 140% increased damage while transformed
 * 10% increased move speed while transformed
 * 20% reduced armour and protections while transformed
 * Eterra's Path unique Brigandine Boots
 * You and your minions have 20% increased movement speed
 * You and your minions have 80% increased Healing Effectiveness
 * Every second if you are moving you have a 20% chance to cast Summon Vine or Entangling Roots
 * Hammer of Lorent unique Sledgehammer
 * +20% chance to chill on hit
 * +1 melee physical damage per level
 * +1% Melee Stun Chance per level
 * The Last Laugh unique Ancient Blade
 * Instantly kill enemies that are below 15% health
 * +5% melee critical strike chance if you have less than 100 dodge rating
 * +30 melee physical damage
 * +5 strength
 * Prism Wraps unique Leather Coat
 * -30% elemental damage taken
 * +30% increased damage
 * +30% leech with elemental hits
 * Rainbow Edge unique Eastern Blade
 * +7 melee fire, lightning and cold damage
 * +20% ignite, chill and shock chance for melee hits
 * +25% critical strike multiplier
 * Reach of the Grave unique Necromancer's Wand
 * Your minions' spell and bow attacks deal 100% increased damage.
 * Your minions leech 10% of damage dealt by their spell and bow attacks as health.
 * Riverbend Grasp unique Leather Gloves
 * 15% chance to throw an axe at a nearby enemy on hit.
 * +60% increased throwing damage
 * +100% increased dodge rating
 * +40 health
 * Soul Bastion unique Imperial Shield
 * +10% block chance
 * +500 block protection
 * Gains a Soul Charge on kill, which lasts for 10 seconds
 * At 5 Soul Charges, casts Soul Eruption, which applies Mark for Death to 5 enemies and yourself.
 * Wing Guards unique Iron Gauntlets
 * +120 dodge rating
 * +40 health
 * 35% increased melee attack speed
 * You cannot deal critical strikes

Uniques

 * Increased Unique Equipment and Set Equipment drop rate
 * Bone Harvester
 * Now grants 45 melee necrotic damage (up from 25)
 * Draalsting
 * Now grants 175% increased poison damage (up from 75%)
 * Death Rattle
 * Now grants 140% crit multi for minions (up from 40%)
 * Clarified an affix to “Your minions take 20% increased damage”
 * Now has the Turquoise Amulet base type.
 * Reworked Decayed Skull
 * Now grants 80% increased void damage (up from 40%)
 * Now grants 20% of void damage taken as physical (up from 10%)
 * Added “20% of necrotic damage taken as physical”
 * Added “80% increased necrotic damage”
 * Now has the Dome Cap base type
 * Doublet of Onus Tull
 * No longer increases the damage taken by minions.
 * Added “100% increased bleed duration for minions”.
 * Dreamthorn
 * New affix: +250 block protection.
 * New affix: +125 void penetration
 * Now grants +25 melee void damage (up from 15).
 * Exsanguinous is now a Noble Raiment.
 * Eye of Reen now gives +25 melee fire damage (up from 15).
 * Fighting Chance now gives 15 health on kill (up from 10).
 * Isadora's Gravechill is now a Noble Gloves.
 * Isadora's Revenge is now a Bronze Casque.
 * Renamed The Monolith to The Slab
 * Preparation
 * Now named Yrun's Wisdom.
 * No longer grants 40 armour.
 * No longer grants 20% more armour when above 65% health.
 * Now grants 100 health (up from 25).
 * Added “100% increased freeze chance”
 * Added “+30 melee cold damage when above 65% health”
 * Added “30% of melee damage leeched as health when below 65% health”
 * Stormbreaker
 * Now grants 30 melee lightning damage (up from 17)
 * Now grants 30% of physical damage taken as lightning (up from 20%)
 * New affix: +30% of lightning damage leeched as health
 * New affix: 150% increased lightning protection
 * Now has the Lagonian Hammer base type.
 * Titan Heart is now a Copper Plate
 * Torch of the Pontifex
 * Now grants 13 spell necrotic damage (up from 10)
 * Now grants 130% increased fire damage over time (up from 100%)
 * Now grants 13% increased fire damage taken (down from 15%)
 * New affix: 130% ignite chance
 * Now has the Great Mace base type.
 * Volcanus
 * Now grants 37 melee fire damage (up from 17)
 * New affix: flame shards deal 8% increased damage per point of intelligence or attunement.

Items

 * Changed Equipment rarity colours
 * Magic items with 1 and 2 affixes are now blue (there is no longer any colour difference between items with 1 and 2 affixes).
 * Magic items with 3 and 4 affixes are now yellow (there is no longer any colour difference between items with 3 and 4 affixes).
 * Set items are now green.
 * Added many new item base types, mostly for mid-late levels.
 * 4 new Body Armors types
 * 3 new Helmets types
 * 3 new gloves types
 * 3 new boots types
 * 2 new belts types
 * 3 new One Handed Swords types
 * 2 new One Handed Axes types
 * 3 new shields types
 * 2 new rings types
 * Spaced out the level requirements for sceptres, wands, One Handed Swords and Two Handed Swords, Two Handed Axes and Two Handed Blunt Weapons. This will smooth out the progression of base types throughout the campaign
 * The Acolyte now starts with an Acolyte's Sceptre (which does not drop naturally) rather than a burning branch.
 * Changed the Chance to Receive a Glancing Blow When Hit Shard
 * Max value is 17% (down from 21%).
 * Is now a hybrid affix and also adds up to 50 armor.
 * Now also spawns on all items except weapons.
 * Updated rune descriptions to reference instability rather than fracture chance where relevant.
 * Imperial shield changed to Tower Shield
 * Ancient shield changed to Imperial Shield
 * Different shield base types now have different 2D art
 * The sprites of the longsword and Broad Sword are no longer stretched

Mechanics
Old:
 * Changed the stun formula to take ward into account, making increased stun chance more useful and preventing ward heavy builds from being more vulnerable to stuns.

$$stun chance = (1 + increased stun chance) * \frac{2 * damage dealt}{max health + stun avoidance} - 0.1$$

New:

$$stun chance = \frac{2 * damage dealt * (1 + increased stun chance)}{max health + current ward + stun avoidance} - 0.1$$

Animations

 * Refined all animations for the Acolyte, Mage, Primalist and Sentinel. Now that their new models and animations have been complete for a while, we had the chance to improve the quality of each animation.
 * Added a new animation for Judgement.
 * Added a channeling animation for the Primalist (used with Avalanche)

UI

 * Added unique backgrounds to the passives for each base class and mastery class.
 * Added an option for a healthbar to appear directly above the player's head (off by default).
 * Added an xp bar for specialized skills, visible on their augment trees.
 * Added icons to NPC dialog to indicate if a response will lead to background information, a quest, or end the conversation.
 * Added a description of each base class and mastery class to the character creation screen.
 * Added a slider for adjusting controller pointer speed.
 * Added a realtime clock to the top of the minimap.
 * Streamlined the minimap and quest tracker to take up less space
 * The World Map now centers to your current location.
 * Improved the appearance of item tooltips.
 * Uniques now display each stat separately in item tooltips.
 * Updated the appearance of descriptions and tutorials for the passives and skills windows.
 * Updated the quest objective arrow to stand out more.
 * Updated the potions display with new icons.
 * Updated the quest rewards window and moved it to avoid overlapping with dialogue.
 * Improved the appearance of the input menu.
 * Improved the layout of the Quest Journal.
 * Improved the appearance of the gamepad radial menu.
 * Improved the appearance of the shop interface.
 * The shop window now shows your current gold.
 * You can now stop tracking objectives for a quest via the Quest Journal (J).
 * Improved the quality of ward visuals
 * Moved the shard creation message into the crafting window
 * Added a new icon for gold.
 * Added missing entries for some windows to the action bar menu.
 * You can now select “no ability” from the skill flyout menu.

Graphics Settings

 * You can now choose which monitor the game displays on (requires a restart).
 * Added support for different light rendering modes which can improve performance (at the cost of quality) in some scenarios.
 * Screen Space Reflections now vary with Master Quality, making the performance cost more granular.
 * Added more Levels of Detail for common objects in the game, meaning on lower graphics settings less detailed models are used for better performance.

Chat

 * Replaced the chat backend, allowing for better speed and functionality.
 * There isn't much difference for now but there will be more changes in the future
 * There is now a profanity filter.

Visuals

 * The Acolyte now has a helmet model.
 * Updated visuals for Serpent Strike.
 * Updated Fireball's projectile
 * Updated Elemental Nova's nova effects (base and individuals)
 * Updated the Fear ailment's visual.
 * Improved Ice Ward's visuals.
 * Replaced most void masses in zones with different ones
 * Adjusted settings for lightning effects, which should make them look better in some situations.

Sound

 * Added 3 new pieces of music for the Prologue.
 * Added sounds for the following new skills:
 * Avalanche
 * Healing Hands
 * Holy Aura
 * Judgement
 * Shatter Strike
 * Molten Blade
 * Sigils of Hope
 * Smite
 * Werebear abilities and transform
 * Wolf Howl
 * Added new sounds for Warpath and summoning a Sabertooth.
 * Added a drop sound for Unique items.
 * Added an entrance sound for each class on the character creation screen.

Enemies

 * Dodge change monster modifiers now give smaller amounts of dodge rating, making affected monsters easier to hit.
 * A monster can no longer simultaneously have the "heals after damage taken" and added dodge chance modifiers.
 * Enemies that heal when not taking damage now have a 3 second delay before the healing begins (up from 2.5 seconds).
 * Reduced the damage dealt by Venom Weavers' projectiles by 25%.
 * Reduced Umbral Pursuer stun avoidance.
 * Reduced Umbral Pursuer damage by 20%.
 * Reduced the damage of the Temple Guardian's fireballs by 14%.
 * Venom Weavers now fire three projectiles per burst, down from four.
 * Reduced the damage of Void Touched Spriggans by 20%.
 * The void damage auras used by rare Void Mauls and Umbral Pursuers deal 25% less damage
 * Voidfused Earth's attacks are now resisted by minions.
 * The Effigy of Oblivion now spawns at later levels which reduces its damage at end game.

Bug Fixes

 * Fixed fracture chance being 6% higher than stated when adding a new affix.
 * Fixed fracture chance being 1% higher than stated in other scenarios.
 * Fixed a bug where item fracture chance would not update after adding a new affix with a Glyph of the Guardian.
 * Fixed ability and menu hotkeys not working on login and in some situations with search boxes.
 * Fixed a bug where opening Hungering Souls' tree would cause the shop to stop working (yes, really).
 * Fixed a bug where the skill xp gained from levelling up was not saved. This could result in you gaining a skill level twice, gaining a skill point each time.
 * Fixed a bug where exiting the game shortly after a skill levelled up could result in specialised skills having the wrong number of total skill points.
 * Fixed the ascend button for masteries not appearing if you were previewing passives when it became available.
 * Fixed chat appearing on the character creation screen.
 * Added a failsafe for the portal failing to spawn at the end of Last Refuge Outskirts.
 * Fixed a bug where lightning blast always cost 5 mana (rather than 3) and the chain node did not correctly add 2 to mana cost per point.
 * Fixed a bug with fireball's mana cost ended up very high when it was supposed to cost 0 mana.
 * Fixed Mana Strike's Teleporting Strikes node casting directly on top of the player, effectively causing the skill to be unusable.
 * Fixed the Rush of Sacrifice node for Shield Rush not removing the skill's cooldown.
 * Fixed the Thorn Totem's additional duration node not working.
 * Fixed Serpent Strike's nodes that granted stats to your Primal Serpent not working.
 * Fixed Thorn Burst node that makes it cost 0 mana while you're using a 2h weapon wasn't working.
 * Fixed Swipe's Shamanistic Presence node not working.
 * Fixed a bug where Fury Leap's cooldown could be reset by the regain stamina node when you killed an enemy with fury leap, instead of only kills from other skills.
 * Fixed a bug where some sources of increased Meteor damage would not work with meteor shower.
 * Fixed a bug where Harvest cost 5 mana instead of 0.
 * Fixed Vengeance using the old style of void essences. They now work the same as the Void Knight's passives.
 * Fixed companions not having overhead healthbars if they were previously downed.
 * Fixed the Frenzy node for Sabertooth displaying a requirement of 1 when it required 2 points in the previous node.
 * Fixed Volatile Reversal displaying that it gained 2% mana efficiency per point of attunement (it costs no mana).
 * Fixed Mana Strike mistakenly saying it has 50% added damage effectiveness (it hasn't for a very long time).
 * Frenzy Totem and Storm Totem can no longer be placed in inaccessible locations.
 * Fixed the Void Knight's Woe passive not working.
 * Fixed the Sorcerer's Reaction Point passive adding to mana cost instead of subtracting
 * Fixed River of Bones not granting stats.
 * Fixed the Void Knight's Void Corruption node not working on relog.
 * Fixed the Swipe node that replaces Swipe with basic melee while it's on cooldown not loading properly.
 * Fixed Empty the Graves not giving enough armour.
 * Fixed Reactive Ward not scaling per point.
 * Fixed the Primalist's Survival of the Pack giving added damage instead of increased damage.
 * Fixed passives that required exactly one minion applying multiplicatively instead of additively.
 * Fixes the Lich's Mental Cacophony node having incorrect requirements.
 * Fixed the Beastmaster's Steel Teeth passive not unlocking when it should.
 * Fixed Taste of Death having incorrect wording.
 * Fixed added minion health regen affecting the “increased minion health regen” stat in the character sheet (such as from the Necromancer's Blood Armour).
 * Fixed a bug where on kill effects could proc multiple times on the same enemy. This resulted in Torch of the Pontifex spawning far too many minions.
 * Fixed a camera issue in the south of The Council Chambers.
 * Fixed some objects blocking the camera in The Lower District.
 * Fixed a wall obscuring the camera south of the Last Refuge Outskirts wave fight.
 * Fixed a bug where monsters could spawn on the wrong side of a wall in The Precipice
 * Fixed fury leap's targeting on controllers.
 * Fixed some bugs with right click to equip.
 * Fixed a bug where Venom Weavers could cause hits that deal mostly necrotic damage to stop working.
 * Fixed a bug where rare monsters were granting much less xp than intended.
 * Fixed spriggan enemy corpses blocking projectiles
 * Fixed a bug where enemies whose rare variants had a larger health increase than usual would not start at full health
 * Fixed hostile neutral enemies having floating health bars even if enemy healthbars were disabled.
 * Fixed a visual issue with Torch of the Pontifex.
 * Fixed a bug with Frenzy Totem's particles.
 * Fixed scaling issues with the Acolyte's summon vfx.
 * Fixed a visual issue with Hiveless Phrax
 * Fixed the Mark for Death visual persisting long after the ailment expires.
 * Fixed search visuals (grey out and glow) on passives.
 * Fixed the crafting window's help screen being hidden under the inventory.
 * Fixed line breaks in the alt tooltips for nodes not working properly.
 * Fixed framerates higher than native refresh rate not working.

Commentary
Our first patch to Beta is live! To update on Standalone, close the game and run the Launcher. For Steam, you may have to close Steam (by right clicking on the taskbar and selecting “exit steam”) before the update is visible.

Arena

 * Approximately doubled arena scaling speed. The goal is that you will die, rather than just log out.

Skills

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

Enemies

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

Visuals

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

Bug Fixes

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

Load Times

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

Arena

 * Increased The Arena difficulty scaling speed by about 50%.

Skills

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

Zones

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

Items

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

UI

 * Improved the appearance of the chat UI.
 * Improved the fading and opening behavior of the chat. It no longer opens when clicked, for example.
 * When you show/hide ground items, it is now shown to you in chat.
 * The overlay map no longer closes when you open other windows.
 * The Enter Arena window no longer closes when you open another window.
 * Tutorial tooltips now auto close after 15 seconds.
 * Added spell crit chance to the character sheet.

Enemies

 * Soul Geyser field now creates 3 delayed Soul Geysers rather than 4.
 * Soul Geysers deal 14% more damage.
 * The twinned and rampancy monster mods are now mutually exclusive as their interaction was buggy.
 * Improved the animation timings of several enemies to better line up with when damage occurs.
 * Abyssal Crawlers
 * Bloated Husks
 * Smoldering Lithracs
 * Umbral Crawlers
 * Void Cultist
 * Void Mauls
 * Weathered Statues
 * Rare Highland Bears now use avalanche (non-channelled variant with only one snowball) instead of glacier
 * Storm Remnants and Flame Remnants will prioritise attacking each other from a 25% higher range than before.

Visuals

 * Further optimized the trails behind void enemies.
 * Greatly improved the base and aura effects for Fire Shield.
 * Improved skeleton archer effects.
 * Improved Soul Geyser visuals.
 * Improved the visuals of venom spit abilities.
 * Improved the shock ailment effect.
 * Improved the attack effects of Void-touched Spriggans.
 * Improved Volcanic Orb’s initial explosion on both fire and ice versions.
 * Improved Voidfused Earth’s ranged attack.
 * Improved the summon effects for Effigies of Ruin.
 * Improved the visuals for Swipe’s Spirit Wolves.
 * Updated the visuals for Weathered Statues and the boss at the end of The Courtyard.
 * Updated visuals on Jewelled Scuttlers and Blood Scorpions.

Bug Fixes

 * Fixed a bug where dying with an ailment or debuff would result in it becoming permanent until you left the game.
 * Fixed the stash in the Council Chambers being difficult to click on.
 * You can no longer re-enter the arena via a town portal.
 * If you open the monolith chest and exit the zone the chest will not reappear when you enter the zone until you complete another monolith timeline.
 * Fixed a bug where wearing The Fang would cause your Summon Wolf skill to be replaced by Wolf Howl on your bar if you had one fewer than your maximum number of wolves.
 * Fixed a bug where the ignite chance for the holy aura tree was not being applied properly
 * Fixed a bug where the number of skeletons you could summon after taking the Dread Phalanx node on the Summon Skeleton tree was calculated incorrectly often resulting in you having one less maximum skeleton than intended.
 * Fixed loading issues with the transfusion and mind warden nodes on the Mana Strike tree. This lead to points in one moving to the other on load.
 * Fixed a loading issue with some nodes in the Spellblade passives, which lead to points moving to different nodes on load.
 * Fixed the Woe node on the Void Knight tree not applying stats correctly
 * Fixed Hammer Throw’s aura dealing fire damage instead of void damage
 * Fixed Mark for Death’s Desecration tooltip not visually changing per point.
 * Fixed Decayed Skull granting 80% increased damage rather than 80% increased necrotic damage
 * Fixed a bug where the monolith completed panel would remain open if you left the monolith zone without clicking the open portal button
 * Fixed some issues where you would have to repeat parts of the encounter in the Lower District.
 * Fixed parts of the Sane Cultist’s quest being repeatable.
 * Fixed a bug where the game loaded a deleted solo character’s stash when you created a new solo character with the same name.
 * Fixed an oversight where the Ruined College’s area level was 5. It has been changed to 23.
 * Fixed the checkmarks for challenge modes being too far to the left.
 * Potentially fixed player health not showing up on Linux systems with AMD GPUs.
 * Fixed Dolus having a dialogue icon since he’s too wrapped up in his own stuff to talk to you, kind of rude I know, but he’s going through a lot right now.

Arena

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

Monolith

 * Increased the density of enemies in the Monolith of Fate (by around 15%, varying from zone to zone)

Performance

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

Skills

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

Items

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

Quests

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

UI

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

Visuals

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

Bug Fixes

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

Monolith of Fate

 * Timeline modifiers now grant increased experience.
 * There is now an objective arrow pointing towards bosses.

Items

 * The Sentinel’s Armour visuals now vary based on base types.
 * There are two variations for helmets, gloves and boots.
 * For Body Armors the combination of chest and pauldron visuals is different for every base type.
 * Changed the Equipment level requirement formula so that more emphasis is put on the highest affix tier an item has.
 * Old: level requirement = highest tier + sum of tiers to
 * New: level requirement = (2 x highest tier) + sum of tiers
 * The values for each tier have been changed from 1, 4, 7, 12, 17 to 1, 3, 6, 10, 14.
 * Glyph of Stability
 * Now reduces instability added by 0% to 60%.
 * Instability added is no longer always rounded up.
 * Reduced values of Chance to Receive a Glancing Blow When Hit Shard at most tiers (the max value of tier 5 has not changed).
 * Increased the values of the Armor and protection Shards (including flat, increased and set affixes).
 * Increase the values of Health Regen (Set) Shard
 * Changed starting Sentinel shield name from "Knight Shield" to "Renegade Shield".

Skills

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

Passives

 * The Vitality node at the start of the Sentinel class, Unbreakable, now grants 10% increased health regen per point, rather than 10 health per point.

Enemies

 * Rare Highland Bears’ ice attack takes 62.5% longer to hit and deals 16% less damage.
 * The "of Blades" increased damage monster suffix can now only spawn in level 10 and higher zones.

UI

 * Refactored camera zoom. It should be much more responsive and less buggy at lower framerates.
 * There is now an additional confirmation panel before you leave the arena.
 * Player movement and camera zooming is now disabled when the mouse is outside of the game window.
 * Made the background of mastery descriptions slightly transparent so that players better understand that there are nodes behind them.
 * Scrolling in the chat window while it is open will no longer cause the camera to zoom.
 * Monster outlines and health bars will correctly update based on whether they are under the chat window and whether it is open / closed.
 * The overlay map now remains open when you travel to a new zone.
 * Reduced the size of the NPC dialogue window to account for the chat.
 * Adjusted profanity filter to make it less overzealous.

Bug Fixes

 * Likely fixed the game crashing on startup for some users. A framework we use was incompatible with older CPUs (AMD Phenom II and Intel Core 2 and earlier). We have updated to a newer version of the framework which includes a workaround.
 * Fixed a bug where items could fracture when improving the tier of an affix even if the panel displayed 100% success chance.
 * Fixed a bug where if an item fractured while you were trying to add a new affix then the affix would be added regardless.
 * Fixed a bug where the rarity and level requirement of an item wouldn’t be increased when crafting in some situations.
 * Fixed at least some situations where the crafting materials panel became stuck open.
 * Fixed a bug where certain abilities like void drain and blood tether would persist indefinitely if you changed zone while they were active on you.
 * Fixed a bug where the Lich’s Soul Maw node only applied to spell damage.
 * Fixed a bug where the Paladin’s Shield Wall node was giving 20% reduced dodge rating rather than 25% less dodge rating.
 * Fixed the Void Knight’s Void Bolts passive unlocking at level 15 instead of level 10.
 * Rebuke
 * Fixed the armour and elemental protection nodes not gaining extra benefits from additional points.
 * Fixed buffs not persisting correctly after channeling ended.
 * Fixed the void essence on hit node not working.
 * Fixed portal hitboxes not matching the visuals.
 * Fixed the values for instability added by a craft displaying incorrectly when a Glyph of Stability is used.
 * Fixed the quest pulser in The Wasteland being in the wrong spot.
 * Fixed an animation error with Shield Rush.
 * Fixed some stretching present in Acolyte and Sentinel animations.
 * Fixed the shop being unusable with a controller.
 * Fixed an error in the Spriggan’s companion ability tooltip
 * Fixed Liath Grove being misspelled on the world map
 * Ended Geova’s experiments in levitation.

Mechanics

 * Increased base player movement speed by 5%.
 * Note that this change is multiplicative with sources of Increased Movement Speed.
 * When you are stunned, you now become immune to stuns for 1 second after the stun ends.
 * You no longer have to attack the door in the Welryn College.
 * Capped the max respec cost per point at 5000 gold temporarily so that people don’t get left with impossible to respec characters.

Skills

 * Teleport
 * Flat ward node grants 8 ward per point (down from 10).
 * The intelligence scaling ward node requires 4 points in the flat ward node (up from 3).
 * The health to ward node now converts 4% of current health per point (down from 10%).

Items

 * Chance to Recieve a Glancing Blow When Hit Shard changes
 * "Glancing Blow and Armour" can no longer spawn on amulets or relics.
 * "Glancing Blow and Armour" can now have up to 15% glancing blow chance at T5 (down from 17%).
 * Added a "Glancing Blow and Health Shard" prefix that spawns on the same base types as "Glancing Blow and Armour", and has the same values for glancing blow.
 * This should increase the flexibility of capping glancing blow chance by allowing you to have some items with two glancing blow chance prefixes, while also reducing the power of individual glancing blow affixes.
 * Reduced the maximum value of the Increased Movement Speed Shard from 35% to 25%.
 * Reduced the maximum value of implicit Increased Movement Speed on boots from 20% to 15% and adjusted values on earlier base types.
 * Reduced the added armour implicit of Fur Boots to 20 (from 25)
 * Rahyeh’s Light will no longer refresh fire shield if it’s not on your action bar.

Bug Fixes

 * Reverted an optimization change that unintentionally led to texture quality being greatly reduced at high settings in many cases.
 * The event information panel is now hidden properly when there is no upcoming event.
 * Fixed a bug where Rip Blood’s Arcane Absorption could trigger off of any hit, not just ones from Rip Blood.
 * Fixed Volatile Reversal’s end rift spawning at the start location instead.
 * Fixed a bug where stun immunity would prevent you from being frozen by Snap Freeze’s self freeze node
 * Fixed the Sorcerer’s Dragon Mage passive scaling incorrectly
 * Fixed the Sorcerer’s Mirror Breath adding a new effect rather than replacing the existing one.
 * Fixed the Sorcerer’s Lightning Rider stacking if respec’d and taken again.
 * Fixed the Paladin’s Rahyeh's Strength stacking if respec’d and taken again.
 * Fixed the tooltip for Summon Wolf’s Fight and Feed not updating
 * Fixed the Paladin’s Redemption not requiring points in Penance.
 * Fixed being able to drag specialization slots.

Commentary
For Standalone users, we’ve also released an updated version of the patcher which has faster processing speeds (for the steps after download) and tweaked visuals. This will install the as soon as you go to launch the game again.

Chat

 * Improved fading behavior for individual messages and when the chat loses focus.
 * The chat window now fades away when you click outside of it.
 * Replaced the “Press enter to open…” text with a small chat button
 * Fixed input being blocked by the chat window when it is closed.
 * Fixed some visual issues of the chat window ui.
 * Fixed a minor performance issue with automatic scrolling.

Items

 * Added a new higher tier of mage armour models
 * Updated on-ground item glow effects

Skills

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

Enemies

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

UI

 * The era is now shown on loading screens beneath the zone name

Bug Fixes

 * Skills are now removed from your action bar if you refund passives points such that you no longer have access to a skill. Your specializations will be unaffected.
 * Fixed Focus’ Energy Battery, Energy Infusion and Mind’s Shield scaling off of max mana rather than mana gained while channeling focus.
 * Fixed Glacier’s Cold Snap and Greater Explosion nodes not increasing damage.
 * Fixed Lunge always costing 1 mana instead of scaling with distance
 * Fixed the tooltips for several Mana Strike nodes not scaling when you put in more points (the effects themselves were working)
 * Fixed Storm Totem’s Shield Totem node not working.
 * Fixed the Druid’s Natural Duality and Strengthened Bond nodes counting your number of minions, rather than companions.
 * Fixed the Druid’s Return to Dust node not working.
 * Fixed the Lich’s Ageless Ascetic not leeching life.
 * Fixed the Paladin’s Flash of Brilliance granting increased blind chance instead of added.
 * Fixed the Paladin’s Light of Rahyeh not increasing Fire Damage.
 * Fixed the Spellblade’s Arcane Warden not working.
 * Fixed the Void Knight’s Heavy Endurance node not working.
 * Likely fixed a bug where the Mage would gain a pale white overlay over its model.
 * Fixed a bug where using the short item names option would display the internal name of an item rather than the display name.
 * Fixed a small memory leak that occurred when equipping an item.
 * The Increased Freeze Chance alt tooltip no longer incorrectly specifies "spells"

Skills

 * Tweaked several Tornado nodes to make it a bit more powerful at low investment.
 * Lasting Storm: max points 5-&gt; 4. value per point 20% -&gt; 25%.
 * Strength of Air: max points 5-&gt; 4. value per point 20% -&gt; 25%.
 * Hurricane: max points 5-&gt; 4. value per point 20% -&gt; 25%.
 * Frequent Lightning: max points 5-&gt; 4. value per point 30% -&gt; 35%.
 * Overcast Skies: max points 5-&gt; 4. value per point 30% -&gt; 35%.
 * Debris: max points 5-&gt; 4. value per point 17% -&gt; 22%.
 * Inferno: max points 8-&gt; 4. value per point 25% -&gt; 50%.

Bug Fixes

 * Fixed a bug introduced in 0.7.0g that caused most monolith rewards to fail to spawn and issues with dropping items from inventory.
 * Fixed a bug where basic stats (flat damage, increased __ chance, protections, etc) from the augment trees of Bear, Thorn Totem and Storm Totem were not being applied correctly. These skills should feel significantly stronger.
 * Fixed a bug where Tornado’s Lasting Storm was actually giving 70% per point.
 * Fixed Warpath’s Enduring Deflection granting block armour instead of block protection.
 * Fixed multiple Beastmaster passives mistakenly counting minions as companions.

Announcement
Hello, Travelers!

The entire Eleventh Hour Games team is excited to announce some long awaited news – beta will drop on April 30, 2019 and it will be available on Steam!

That's right, beta is almost here. And with this release, we have some exciting things in store for you.

What's New in Beta?

 * Our first end game system, the Monolith of Fate
 * 2.5 more chapters of story content (up to 5 chapters total now)
 * 2 new mastery classes
 * 12 new skills
 * 6 new skill trees
 * UI updates

Steam Powered
First things first – Last Epoch is coming to Steam! On April 30th, Last Epoch will be available for purchase via Steam. If you have already purchased the game, we will be implementing a system on our website to help you access the game via Steam – more information to come!

This is a huge milestone for Eleventh Hour Games and we can't wait to share our game with you on another awesome platform.

Add Last Epoch to your Steam wishlist here

Beta Supporter Packs
New supporter packs will be available with the launch of beta featuring new rewards including the Skullen - exclusive cosmetic pets who will follow you on your journey through Eterra. Stay tuned to our website and social media platforms for more information on these upcoming supporter packs.

Note: If you'd like to own the exclusives that come with the alpha series of supporter packs, time is running out as they will be unavailable after April 30th.



More Endgame: The Monolith of Fate
The Monolith of Fate will be Last Epoch's first major endgame system. Explore alternate timelines that contain new and deadly encounters, where your choices shape the course of your journey!

Players will run a sequence of zones with randomized enemies and objectives. At the end of each area you will be offered two options, each one adding new modifiers to the next several zones. These Alternate Timelines can be dangerous and unpredictable – untold treasures await those who dare to explore its depths!

It is important to note that this system is still early in development and will be updated and improved heavily over the coming months. The initial version that we are unveiling is a very simplified version of our final vision for it. You can check out an overview of all our end game systems that we have planned on this page.



More Lore
We have shared about two and a half chapters of the Last Epoch story, the launch of beta will include roughly double that! We have a brand new prologue chapter which will help introduce new players to the World of Eterra and establish new origins for the player classes. We will finish the third chapter of the story where you will assault a massive naval fortress known as Harton's Dreadnought! Afterward, prepare to brave the treacherous sands of Maj'elka, the Jeweled City of the desert, and battle the Immortal Empire forces that occupy it. You're growing that much closer to finding the source of the Void – and more chapters are on their way!



More Classes
With two new mastery classes, Travelers have an all new reason to start a new adventure within Last Epoch as each character. Bringing new lore and unique combat styles, the Paladin and the Druid are rousing additions to the existing suite of classes.


 * Paladin: Take up the holy warrior's mantle and charge shield first into combat to cast judgment on your foes! Surround yourself with Sigils of Hope to ward off the wicked. Fortify yourself and your allies with the power of your Holy Aura as you smite your enemies with Sky Bolts!
 * Druid: Your connection to Eterra now flourishes and grows wild! Command the might of the forest by taking on the form of the Spriggan or transform into a fearsome Werebear and maul your foes with primal strength. You are the avatar of Eterra's latent power and a bastion against all that would threaten her!

More Skills
While new skills will be available through the Paladin and Druid additions, we are also adding several new abilities and augment trees for existing classes. Check out this quick list of new skills to upgrade your arsenal:


 * Shaman: Avalanche
 * Spellblade: Enchant Weapon and Shatter Strike
 * Forge Guard: Aegis, Forge Strike, and Manifest Armor

And more…
We have many additions planned for the month of beta – stay tuned to our forum and Discord for the most up-to-date information and news about Last Epoch.

Stay safe, Travelers!



Frequently Asked Questions

 * How long has Last Epoch been in development?
 * Development started in April 2017.
 * Is there a demo?
 * Plans for a Demo will be announced on our social media after beta launch. Currently, players can buy alpha / beta access to get to play now.
 * How much of Last Epoch is currently available?
 * Roughly 45% of the campaign is available, including 4 out of 5 classes and 10 out of 15 mastery classes. Two endgame systems, competitive leaderboards, hardcore and self-found modes, and over 70 skills, offering players many hours of playable content.
 * How long is the campaign?
 * A single playthrough at a moderate pace takes roughly 12 hours for an individual character build. Participation in endgame activities, Crafting, or exploring builds, this can make this much longer. Current Travelers have already invested hundreds of hours in the Alpha! Content will be rapidly added throughout beta to keep players immersed in the world of Eterra.
 * What endgame content is there?
 * There are two endgame systems currently available:
 * The Endless Arena comes complete with a competitive leaderboard.
 * The first look at the Monolith of Fate allows you to explore alternate and randomized areas with increasing difficulties and rewards.
 * Which classes are currently implemented?
 * The following classes are currently available;
 * Acolyte
 * Lich
 * Necromancer
 * Mage
 * Sorcerer
 * Spellblade
 * Primalist
 * Beastmaster
 * Shaman
 * Sentinel
 * Forge Guard
 * Void Knight
 * Are the classes that are in Last Epoch right now complete?
 * Classes will be altered and improved throughout our development cycles. The classes that are available now will retain the majority of their current skills.
 * When is the Rogue being released?
 * The Rogue will be released during beta, but not at the initial beta launch.
 * Will Last Epoch have seasons?
 * Yes, after release, there will be a similar process in Last Epoch called “Cycles.”
 * When will multiplayer be available?
 * Multiplayer will be available during beta, but not at the initial beta launch.
 * How long do the devs plan to support Last Epoch?
 * Last Epoch will continue to be supported with additional free content including explorable areas, new features, new mechanics, Items, and much more!
 * Will Last Epoch have pay-to-win items?
 * There will never be any “Pay to Win” items in Last Epoch (Example: experience gain, convenience, etc). The only in-game purchases available will be purely cosmetics and pet-related store items.
 * Can I buy or sell ingame items for real money?
 * No.
 * Will Last Epoch be on Steam?
 * Yes! Last Epoch will be available on Steam on April 30, 2019. You can add it to your Steam wishlist here).
 * If I have already purchased Last Epoch, will I need to buy it again to play through Steam?
 * No; our website will allow you to link your Steam account to your Last Epoch account.
 * Can I upgrade supporter packs down the road?
 * Players may upgrade their pack if it belongs to the current cycle of supporter packs. Packs purchased in previous cycles cannot be upgraded.
 * How does Time Travel play a role in Last Epoch?
 * Throughout the main campaign, you will travel back and forth through time to save the future of Eterra from the Void. During endgame, you will revisit and explore the lands of Eterra throughout the timelines. These timelines will scale in difficulty and will include unique, time-travel themed item-hunt systems such as the Eternity Cache.
 * What age rating is planned for Last Epoch?
 * Last Epoch is expected to be rated M for Mature (17+).