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Beta 0.8.4b Patch Notes


  • Adjusted forging potential of new items
    • +3 minimum forging potential for normal items.
    • +2 minimum forging potential for magic items.
    • +2 maximum forging potential for normal items.
    • +3 to 4 minimum forging potential for rare items based on level.
  • Reduced the maximum forging potential cost of adding a second affix to 14 (from 15).
  • Reduced the maximum forging potential cost of adding a third or fourth affix to 18 (from 20).
  • Controller Keybinds
    • Left D-Pad now triggers the dungeon ability.
    • Right D-Pad press is still bound to portal usage, but a long press will now toggle ground items.
    • A controller binding reset should be enforced automatically. If the actionbar doesn’t change, try resetting keybinds.
  • Julra’s beams are destroyed or don’t spawn if you kill her while they are active or spawning.
  • Reduced Festering Cultist damage by 8%.
  • Roots of Vithrasil no longer drops. There are some bugs with it so it was planned to be held off for now.
  • The door in The Shining Cove now also opens if you have waypoint in The Oracle’s Refuge or are at least level 53.

Bug Fixes

  • Likely fixed a rare bug that caused the game window to be a solid white background with some user interface on top when loading a character. If you’re still having this problem, please make a bug report with your log file.
  • Fixed a bug where logging out or dying after killing the boss in the Dreadnought’s Deck or Morditas’ Tomb could prevent further game progression.
  • Fixed a bug where using Ice Thorns’ Cold Prison node with an active minion could crash the game.
  • Fixed a bug with Spriggan Form’s Vale Spirits which could cause several other bugs such as extreme movement speed.
  • Fixed being able to use skill tree nodes to change into transforms you had not unlocked.
  • Fixed a bug where transform-specifc skills could be put on the actionbar while in human form.
  • Fixed a bug where Maul’s cooldown could not be reset by Fury Leap’s Aspect of the Mantis when you have Werebear Form’s Skull Crusher node.
  • Fixed a bug where Spriggan Form’s Garden of Rage restored mana while in human form.
  • Fixed a bug where Maul using Upheaval could cost more rage than intended if you had increased Upheaval’s mana cost with nodes such as Excavating Blow.
  • Fixed a bug where Drain Life still had a minimum mana cost of 1 after you took the Blood Magic node to change its mana cost to a health drain.
  • Fixed a bug where opening the Appearance window via the button in the Inventory window would not load your list of pets. Opening the window directly via the K key worked correctly.
  • Fixed armor models having stretching issues in the character select screen on some graphics settings.
  • Fixed a bug where Exalted items had less forging potential than intended.
  • Fixed a bug where no error would be shown if a character name contained a restricted word.
  • Changed Polearms to Spears in text descriptions for the Monolith of Fate.
  • Fixed Death’s Embrace lacking its intended lore text.

This one scared me, but it still works while in other forms (werebear for instance) is this intended? or is it still bugged?

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It is, since it is restoring rage specifically. It’s just a way to create more synergies.


So Vale Spirits were the bad boys :slight_smile:

Nice to see some of those progress halting bugs fixed for the new players and those leveling new alts

Solid, the controller and crafting fixes are very much welcome and the only bug I’ve encountered left is the Upheaval sound situation. :+1:


We do have a potential fix for this as well but it wasn’t evaluated in time for this hotfix.


Welcomed changes.
Will test them out later tonight to see how it feels.

In the gaming industry among players there is a fine line between having everything instantly and easy, and spending every moment of your time grinding to craft and it turning out as a failed venture.



This explains a lot, I’d use it and my rage would be fine then sometimes I’d use it and have maybe 10 rage to spare. Thank you!

Yay! Discovered this and was using this and hoping it was intentional.

Forging cost still seems way to high. Having the entire item brick from a 14 cost feels just as bad as a 98% of old. No fixes for the Swarmblade nodes not working?

Are gear affixes for new skills coming before next major patch?

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only 8% ?? lol.

Yes, they’re planned. We didn’t have enough time to finalize them before the initial release and we’re focusing more on bug fixes.

There’s only so many hours in a day :slightly_smiling_face:


I see no problem with forging. In the entirety that I played the game previously I only ever had a single T21 item. Just today within about 3 hours of play I made 6 T21 items.

No changes to Umbral Blades Bladestorm and Sync Strike

it lives for a little while longer or is it intended?

Dev’s just wanted to say you’re too good to us, this game is great, you all are great, I can tell you really care about this game and I support you. That’s it, thanks for the patch! :smiling_face_with_three_hearts:

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It honestly feels pretty good now but a few hours of playing is not really enough time/data to make a final decision yet in its current form.

making T21 items isn’t an issue, making T21 items with the right affixes and on the needed base is an issue :D.

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