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Alpha 0.5.1 Patch Notes


  • Greatly increased player turn rate


  • You now always get at least 1 shard when you shatter an item
  • Added new unique art for The Fang, Stormtide, and Mourningfrost
  • Implemented scepters, which are melee/caster hybrid one-handed weapons
  • Added a wand hybrid affix that grants increased spell damage and reduces spell mana cost
  • Added a hybrid prefix for rings only that grants increased throwing attack damage and subtracts 4 from throwing attack mana cost
  • Reworked Ring of the Third Eye
  • Adjusted Torch of the Pontifex
    • Reduced skeleton chance from 20% to 10%
    • Reduced skeleton duration from 15 seconds to 10 seconds
    • Reduced the damage of its cremation by 33%
    • Fixed a bug where it was granting 60% increased fire damage over time instead of 100%
  • Made the Increased Minion Health affix more common on rings, amulets and relics
  • Vitality now gives 15% increased health regen (down from 20%)
  • The increased health regen suffix now has a max of 75% at tier 5 (down from 101%)
  • Swapped the added health regen prefix for a hybrid added elemental protection and health regen prefix
    • The new prefix gives about half as much health regen as the old one at each tier
    • Items which had the old prefix will now have the new one
    • The new prefix spawns on the same items as the old one (body armour, helmets, and gloves)
  • The regular throwing attack damage prefix can no longer spawn on rings


  • Added a leaderboard system! Accessed by pressing L
    • 4 leaderboards: normal character level, hardcore character level, normal arena wave and hardcore arena wave
    • Leaderboard entries contain your character's name, character level, character class and arena wave (if applicable)
    • Only characters created in this patch and beyond will be eligible
    • The leaderboard will be reset at times, but the timing isn’t exactly determined
  • Added an overlay map, toggled with tab by default
  • Adjusted position of minimap arrow relative to the player
  • Re-wrote part of the damage number system. This should hopefully fix numbers not appearing for some players, but we aren’t certain.
  • Chat is now on by default. It can be left by opening the menu (Esc) and pressing “Leave Chat”
  • Chat background now fades immediately when closing chat or submitting a message. After submitting, text now slowly fades after 2 seconds.
  • The key for disabling item on ground tooltips can now be rebound
  • When item ground tooltips are disabled, new tooltips are now also hidden
  • Updated the crafting window’s styling to match other windows
  • Tweaked chat UI
  • Chat now has a maximum characters of 86 to avoid display issues (hopefully temporary)
  • Lots of spacing and font size adjustments

Level Design

  • Floating rock bridges now actually float
  • Objects now fade to complete transparency if they obstruct the camera’s view of the player
  • Scenery close to the camera that would block the view of your character is faded out sooner
  • Reworked Arena wave scaling
    • Health, damage, and xp are no longer increased by the same amount, with damage being increased least, and xp being increased the most
    • Health, damage, and xp scale up slightly more slowly, but continue increasing substantially for much longer, reaching much higher maxima
    • Enemy density now scales with wave
  • The amount of barrels spawned at breaks in the Arena now scales with level
  • Improved movement in an area of the Upper District
  • Adjusted brightness of the waypoint’s activated effect
  • Adjusted barrel break vfx


  • Moss Trolls, Decaying Spriggans, Void Mauls and Effigies of Ruin have a higher level requirement to spawn in the arena. This also results in them being weaker, especially at low levels
  • Reduced damage of Abyssal Sundering and increased the minimum level it occurs at
  • Abyssal Sundering and World Sunder take slightly longer for enemies to cast
  • Reduced damage of Ash Mortar and made it take longer to land. Also adjusted vfx
  • Grave Eaters now retaliate less frequently, especially normal ones, which now only retaliate once
  • Retaliating enemies no longer take overkill damage into account
  • Size changes from rampancy now occur over 0.2 seconds instead of immediately


  • Added Soul Feast, a new Lich skill
    • Feasts on the souls of all enemies marked for death, dealing necrotic damage to them and pulling a fragment of their soul back to you. The fragments grant you ward when they reach you.
  • Implemented new vfx for Mana Strike, Teleport, Tempest and Volcanic Orb
  • Clarified node descriptions of Fireball, Elemental Nova, Mana Strike, Fury Leap, Lightning Blast, Glacier, Serpent Strike, Thorn Totem, Static Orb, Meteor, Thorn Burst, Entangling Roots, Ice Ward, Summon Spriggan, Tempest, Hammer Throw, Erasing Strike, Vengeance, Devouring Orb, Abyssal Echoes, Marrow Shards, Sacrifice, Summon Wraith
  • Abyssal Echoes
    • Void Snap has been replaced by a new node that grants increased melee damage and damage over time for 4 seconds after casting Abyssal Echoes
    • Dark Vitality has been replaced by a new node that makes it at instant cast, but adds a 4 second cooldown
    • The Abyssal Form buff now grants 15% increased health and mana regen (was 20% increased health regen and 5% increased mana regen)
  • Devouring Orb
    • Damage and AoE increase from subsequent rifts is now capped at 100%
    • Mana cost reduced to 10 from 30
    • Reduced devouring orb's cooldown to 4 seconds (from 8 seconds)
    • Added a new node that increases mana efficiency and cast speed
    • Added a new node that adds an additional charge per point
    • Dark Moon now increases mana cost by 300% (up from 30%). This means that Dark Moon Devouring Orb's mana cost is now 40, up from 39
    • Void Adept no longer increases mana efficiency, but instead grants 10% increased damage per point while you have a Devouring Orb. The maximum points allocable to it has been increased from 4 to 6.
    • Fleeting Orb now reduces duration by 13% per point (up from 10%)
    • Abyssal Rush now grants movement speed while you have a Devouring Orb, rather than granting movement speed for 4 seconds on cast. The amount of movement speed is unchanged, but the maximum points allocable has been reduced to 2 from 4.
    • Orb Master now grants 30% increased cooldown recovery speed per point (up from 20%) and can have 5 points allocated at maximum (up from 3)
    • Cataclym’s explosion is now more powerful
  • The nodes that unlock individual types of Elemental Nova now also increase the damage of all your Elemental Novas by 10%
  • Entangling Roots
    • Increased base damage by 17% and increased scaling from added damage to 35% per second (from 30% per second)
    • Eterra’s Might now increases mana cost by 60% (up from 30%)
  • Erasing Strike
    • Essence of the End no longer reduces critical strike chance, but only grants a 33% chance to gain a void essence on crit (down from 100%). The maximum points allocable to it is now 3 (from 1)
    • Moments Stolen’s movement speed bonus no longer stacks, but has been increased to 8% per point from 4% per point. The maximum points allocable to the node is now 3 (from 2)
  • Fireball now costs 3 mana (from 4)
  • Glacier
    • Increased base damage by 25% and slightly reduced cast speed
    • Changed animation and added a casting vfx
  • Ice Ward
    • The first crit node now grants 3% crit chance (down from 7%), but can have 4 points allocated (up from 3)
    • Fixed a bug where the second crit node was giving 40% additional crit chance instead of 40% additional crit multiplier
    • The second crit node now gives 50% additional crit multiplier but can only have 2 points allocated (down from 3)
    • Added an increased area node
  • Mana Strike
    • Adjusted the knock back on Repulsing Strikes to knock away from the player and feels better to use
    • Removed the damage increase from Teleporting Strikes
    • Rage Sap now grants 10% increased global damage on hit per point (up from 4%), but not longer stacks
    • Rune Sap now grants 4% increased spell damage on hit per point (down from 5%) and can only have 3 points (down from 5)
    • Adjusted the requirements of some nodes
  • Marrow Shards
    • Carving now increases splinter damage by 25% (up from 18%)
    • Bones Of The Follower now increases damage by 100% (up from 75%)
  • Meteor
    • Increased the base damage of meteor by about 5%
    • Meteor Shower now has a maximum of 5 points (down from 6) and reduces damage by 8% per point (up from 7% per point)
    • Rapid Impacts increases meteor frequency by 35% per point (down from 40% per point)
    • Infernal Column increased mana cost by 25% (down from 50%)
    • Increased the base damage of shrapnel from meteor by 15%
  • Rip Blood
    • Now costs 3 mana (from 4)
    • Marrow Drinker now increases health gained by 100% (up from 70%)
  • Reduced added damage scaling on hits from Static Orb’s Lightning Aegis
  • Serpent Strike’s Primal Serpent summon now has 43% more health and 25% more damage, but no health regen (a small amount was added in 5.0.3, before that it had none)
  • Summon Skeleton
    • Increased the health of summoned skeleton mages, archer and brawlers by 20%
    • Increased the health of summoned skeleton warriors by 25%
    • Increased the health regen of summoned skeleton mages, archers, brawlers and warriors by 100%
    • You now summon the skeleton type you currently have the fewest of (or would have the fewest of if a skeleton is unsummoned in the process)
    • Removed Skeleton Commanders. Bone Golems will be able to serve a similar function once their tree is implemented
    • Removed duration based nodes because Wraiths provide a similar playstyle
    • Merged the vitality and elemental protection nodes into a single node with a high limit and increasing returns
    • Removed the increased necrotic damage and damage taken node as a similar glass cannon effect can be attained by simply investing only in damage nodes
    • Added a new node that limits your number of skeleton warriors to one
    • Reworked node connections
  • Summon Spriggan
    • Poisonous Vines summoned by the Spriggan now scale with your modifiers to minions
    • Clarified the effect of the Spriggan's aura on the skill’s tooltip
    • Increased the amount healed by the Spriggan’s healing novas to 30 (up from 20)
  • Summon Wraith
    • Clarified on the skill tooltip that there is no limit to the number of wraiths you can have at once
    • Echoes Inside now increases mana cost by 150% (up from 80%)
    • Army of Wraith now increases mana cost by 25% per point (up from 10%) and has a limit of 3 points allocable, down from 4
  • Adjusted summoned wraith balance
    • Reduced health by 17%
    • Increased wraith damage by 7%
    • Increased movement speed by 7%
    • Reduced base health decay acceleration by 10%
  • Adjusted summoned blood wraith balance
    • Increased health by 14%
    • Increased damage by 7%
    • Increased movement speed by 7%
    • Reduced base health decay acceleration by 10%
    • Increased acceleration of health decay acceleration by 6%
  • Adjusted summoned flame wraith and summoned putrid wraith balance
    • Increased health by 87.5%
    • Increased movement speed by 7%
    • Changed the health decay to work the same as the blood wraith's (previously it was much lower and had no acceleration of acceleration)
  • Swipe’s Frenzy node can now have 2 points allocated, down from 3
  • Tempest’s Scavenging Spin node (melee leech while spinning) now requires 4 points in Reckless Spin, up from 2
  • Thorn Burst
    • Split the reduced spread node into three separate nodes
    • Add two nodes that increase Thorn Burst's damage based on your totems
    • The node that makes Thorn Shield release thorns in the direction you're aiming now makes the thorns release in a semi circle
    • Reduced the damage increased on the bleed chance node from 10% per point to 5% per point
  • Increased the health of Claw Totems, Frenzy Totems, and Thorn Totems by 29%
  • Increased the health of Storm Totems by 50%
  • Thorn Totems now have 5% more cast speed, but the node that makes their thorns homing reduces cast speed by 30% (up from 25%). Given that these effects are multiplicative, homing thorn totems will have 2% less cast speed.
  • Added the duration of Totems to their ability tooltips
  • Vengeance
    • Zealot's Technique no longer increases the damage you take, but now requires 4 points in Dark Duellist, up from 3
    • Shattering Blade now grants 20% armour shred chance per point, up from 10%
    • Bolster no longer stacks and grants 6% less damage taken per point (multiplicative with other modifiers) instead of 5% reduced damage taken per point. The maximum points allocable to it is now 4 (from 6)
  • Selecting a lock node now gives you 5 levels in that mastery class (but no points). This allows you to immediately have new passive options, while still spacing out the UI
  • Added two new nodes to the Beastmaster tree and moved a couple of others, it should now be easier to focus on investing into defences for your pets
  • Changed the Blood Armour node for the Necromancer
    • Now increases player health regeneration by 10% instead of adding 2 health regen for the player
    • No longer increases damage over time taken
  • Made changes to the upper half of the Lich Tree
    • Wands of the Fallen now requires Lich level 40 (up from 30)
    • Added Volatile Blood, a new node which requires Lich level 30. It reduces health drains from items and passives and grants a chance to release a wave of blood when stunned

Bug Fixes

  • Fixed not being able to make shards for hybrid affixes
  • Fixed the mastery name not showing on the passive node requirements for classes other than Knight
  • Fixed the model for boots on the ground would float in the air at a different location
  • Fixed a bug where Volcanus' proc counted as casting a spell
  • Fixed a bug where the Attunement and Elemental Protection would be displayed as "Intelligence and Spell Damage" in the crafting panel
  • Fixed a bug where the Arcanist node at the start of the sorcerer tree wasn't working
  • Fixed the Tyrant node on the necromancer tree giving 60% increased health per point instead of 6%
  • Fixed skills with trees not working properly with mana passive nodes
  • The Crimson Horror node on the Sacrifice now correctly increases the size of Blood Wraiths by 40% rather than reducing them by 100% (invisible)
  • Fixed a bug where the Hollow Orb node on the Devouring Orb tree would prevent the orb from casting Void Rift
  • Fixed the Spriggan’s poisonous vines not attacking in some situations
  • Fixed a bug where the Dark Torrent node on the Devouring Orb tree was increasing mana efficiency instead of increasing the frequency of Abyssal Orbs
  • Fixed a bug where the Mind Catcher node on the summon skeleton tree was granting ward on skeleton death instead of mana
  • Fixed thorn bears having a missing material
  • Fixed a double negative in the tooltip of item affixes with negative values
  • Fixed a typo in the Health Gained on Potion Use affix in item names
  • Fixed some typos in Necromancer node descriptions
  • Fixed and clarified some loading screen tips
  • Fixed Erza being spelled Errza in some places
  • Fixed sources of void essence on individual skill trees having an outdated description of their effect
  • Fixed clicking on the waypoint map moving the character
  • Fixed the mini-map arrow not displaying correctly
  • Fixed some resolution related UI issues
  • Added a failsafe that should fix being able to have Focus’s mana regen while moving or using other skills
  • Fixed a bug where chat would not release input after hitting enter in some situations
  • Fixed the Relentless node on the sentinel tree giving increased physical damage instead of generic increased damage
  • Fixed some movement related issues in levels

thanks for the large update :-). Is this patch also addressing the FPS issues, that have been reported?

Improving performance will be something that happens gradually throughout development.

There is no single cause of performance issues - so there’s no single solution, either.

[quote quote=11228]Improving performance will be something that happens gradually throughout development.

There is no single cause of performance issues – so there’s no single solution, either.[/quote]

Thanks for the clarification, I was just wondering because I searched the patch notes for FPS and performance in vain. Good to hear, that you are working on it continously.

Hi everyone,

We’ve released two hotfixes: which fixed the odd graphical issues and other strange behavior, and which fixed the crashing issues many people were having.

Thanks for your patience, and enjoy the update!