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Community Game Guide

Preface

First, I’d like to thank EHG for providing the tremendous resource that is the in-game Game Guide. I’ve often wanted to access it outside the game so I’ve recreated it here, with some additional content.

While this Game Guide is nearly identical to its in-game counterpart, I did add the word community to the title because all sections of this guide effectively function as ‘wiki’s’ - that is to say, they can be edited by most members of this forum community.

If you find any errors, or want to add new or expand upon existing content then please feel free to do so. Those that can’t yet submit changes directly, can suggest them in the comments below.

With the assistance of the community it should help to keep this guide both current and helpful for all players of Last Epoch. I look forward to the evolution of this guide!

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TABLE OF CONTENTS


1.0 General Information


2.0 Skills


3.0 Crafting


4.0 Items


5.0 Combat Mechanics


6.0 Ailments


7.0 Arena


8.0 Monolith of Fate


9.0 Gates of Memorium

  • 9.1 Reserved for Future Consideration

10.0 Epoch’s Call

  • 10.1 Reserved for Future Consideration

11.0 Eternity Cache

  • 11.1 Reserved for Future Consideration

12.0 Multiplayer

  • 12.1 Reserved for Future Consideration

Changelog


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GENERAL INFORMATION


1.1 Character Creation

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There are several options available to you when creating a character. Selecting none of the Optional Challenges creates a character whose stash, gold, and crafting materials are shared amongst all similarly created characters. This is known as a Softcore (SC) character, and on the character select screen will have the SC tag.

Solo Challenge: This creates a character whose stash, gold, and crafting materials are separate from all other characters. This is generally referred to as a Solo Self Found (SSF) character. On the character select screen these characters will have the Solo tag.

Within the game’s Settings under the Challenges tab you can choose to abandon this challenge. If you abandon the solo challenge all items in your stash will be lost, as well as your gold and crafting items. This character will instead be moved to Softcore (by default) or Hardcore (if the HC challenge was also selected) and have access to the shared stash, gold, and crafting materials that reside there.

You can not re-enable this challenge once it has been disabled for that character.

Hardcore Challenge: Creates a character whose stash, gold, and crafting materials are shared amongst all similarly created characters. On death this character is converted to softcore and loses access to your shared hardcore stash and leaderboards. This is generally referred to as a Hardcore (HC) character. On the character select screen these characters will have the HC tag.

Outside of death, there is no way to abandon this challenge. Though, you can still access and play the character after death. The character is converted to softcore (if solo challenge wasn’t selected) or converted to softcore solo self found (if solo challenge was selected). On the character select screen all dead hardcore characters have the Ghost tag.

Masochist Challenge: You and your minions take twice as much damage, and deal half as much damage as normal. If neither the Solo or Hardcore challenges are selected then you will have access to your Softcore shared stash, gold, and crafting materials. On the character select screen there is no unique tag given to these characters.

Within the game’s Settings under the Challenges tab you can choose to abandon this challenge. If you abandon the masochist challenge then you and your minions will deal and take normal amounts of damage.

You can not re-enable this challenge once it has been disabled for that character.

One or more of these challenges can be selected at the same time. For example, you can create a Hardcore Solo Self Found (HC SSF) character.


1.2 Character Sheet

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The character sheet, opened using the [C] key by default, shows you key global offensive and defensive stats for your character as well as minion, ailment, and other stats.

You can use your cursor to hover over each stat to gain further knowledge about what that stat does or how it functions.


1.3 Inventory & Stash

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Your inventory, opened using the [ I ] key by default, shows you all the gear, idols, shards, and other items you’ve picked up off the ground or purchased. You can then store your gear in the stash as well as store your shards into the Forge using the Transfer Crafting Items button located in the inventory window. Some crafting materials, such as Runes and Glyphs, are automatically stored in the Forge when they are picked up, unless purchased from the merchant. Currently, the only crafting item that is purchasable is the Rune of Shattering.

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You can use your cursor to hover over items to see their stats. Doing so brings up further functionality. You can use the [Alt] key to display item modifier explanations, the [Ctrl] key to compare the item with your currently equipped item of that type, and the [Alt] + [Ctrl] keys to display the items crafting & item roll information.


1.4 Attributes

There are 5 key attributes that each class can increase through passives and as affixes on most types of gear. 4 of the 5 attributes have secondary effects that benefit some classes more than others and, in particular, the skills that you select for your build.

You can hover over skills that have an attribute in their Scaling Tags and hold the [Alt] key to see the benefit that that attribute provides to the skill.

Strength: Each point of Strength increases armour by 4% and improves skills that rely on the raw strength of you and your companions. The Primalist and Sentinel both have certain skills that benefit from this stat.

Dexterity: Each point of Dexterity adds 4 dodge rating and improves skills that rely on the skillful handling of weapons. The Acolyte, Mage, Primalist, Rogue, and Sentinel all have certain skills that benefit from this stat.

Intelligence: Each point of Intelligence grants 4% ward retention and improves skills that rely on carefully studied magic. The Acolyte and Mage both have certain skills that benefit from this stat.

Attunement: Each point of Attunement grants 2 mana and improves skills that rely on the innate magic inside you and your surroundings. The Primalist and Sentinel both have certain skills that benefit from this stat.

Vitality: Each point of Vitality grants 10 health and 2% increased health regen.


1.5 Defenses Overview

These are high level overviews of the defense systems available to you during your playthrough. You’ll find further information on each in the Combat Mechanics section of this Game Guide.

Resistances: Reduce the damage taken from a specific damage type. Each resistance caps at 75% and reduces the damage of both hits and damage over time.

Enemies penetrate 1% resistance per area level, up to 75%. This penetration applies after the resistance cap, so extra resistance above 75% has no effect unless enemies apply resistance shred or the Mark for Death ailments.

Resistances can be brought below 0% causing you to take increased damage.

Armour: Reduces the damage taken from all hits, but is 70% as effective against non-physical damage. Armour only protects you from hits and not from damage over time. Your total damage mitigated from armour is increased by your armour rating, but reduced by the area level. To visually see how this works click here.

Endurance: Reduces all damage dealt to your health below your Endurance Threshold. You start with 20% Endurance and have an Endurance Threshold equal to 20% of your maximum health. Endurance mitigates damage from both hits and damage over time.

Block: First, you have Block Chance which is the chance you’ll block a hit from an attack or spell. Second, you have Block Effectiveness which is the percentage by which damage is reduced when you block a hit. Blocks will only protect you from hits and not from damage over time.

Your total damage mitigated from a block is increased by your Block Effectiveness, but reduced by the area level. To visually see how this works click here.

Dodge: Your chance to dodge a hit from enemies and thus negating all its damage. Dodge chance is increased by dodge rating, but reduced by the area level. To visually see how this works click here.

Critical Strike Avoidance: Gives a chance to downgrade an enemies crit on you to a regular hit. This stat caps at 100% which will provide you with immunity to enemy critical strikes.

Glancing Blow: Reduces damage taken from a hit by 35%. Having a glancing blow chance greater than 100% has no additional effect.

Stun Avoidance: Protects against stuns. Stuns do not allow you to move or use skills for a base duration of 0.4 seconds. When you are stunned, you become immune to stuns for 1 second after the stun ends.

Health & Leech/Regen: A large enough health pool in conjunction with appropriate amounts of health leech and/or regen can provide a significant amount of defense, especially in tandem with other defensive layers.

Ward: Is generally referred to as an energy shield that sits above your health and rapidly decays over time. Its temporary nature can require many sources of ward generation during combat in order to offer a substantial amount of defense (on its own).

Ward Retention: Any ward accumulated decays at a slower rate as this stat is increased.

Movement Speed: While not a defensive mechanic by definition, higher movement speed will allow you to avoid telegraphed enemy attacks far easier than if you had little or no movement speed. It may not be necessary for success, but it will certainly afford every build increased survivability.


1.6 Useful NPCs

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Annya the Blacksmith

Annya is Last Epoch’s main merchant that sells on-level items for your character with an inventory that restocks over time. Annya also sells varying amounts (1-4) of the Rune of Shattering, a crafting item, for $2,000 gold each.

The majority of items found during your travels will not sell for much gold. The highest selling items in the game are the Arena Key at $6,500 gold and the Golden Arena Key at $7,250 gold.

Artem the Gambler

The Gambler allows you to target farm any item of your choice, provided you meet the items’ level requirement. Each item you gamble has a chance to roll as a Common, Magic, or Rare. Any item gambled will not roll an item that exceeds the level requirement of your character.

If the item base you are gambling is used for a Unique or Set item than it has a chance to roll one of those items as well, provided you meet that items’ level requirement. However, there are two instances where a Unique or Set item cannot be gambled for; 1) the base item no longer drops in the game and thus cannot be gambled, and 2) the Unique or Set item only drops from a certain enemy (typically a boss) in the game.

Chronomancer Lerinne

The Chronomancer allows you to respec your passive points at the cost of gold. The gold cost is greater for passives higher in the Mastery trees than passives lower in those trees.

Currently, you can only refund one point at a time, having to confirm each change. Passive nodes on the righthand side of Mastery trees are sustained by the passive nodes that come before so you may need to refund higher passive nodes to make changes to lower passive nodes, in some cases.


1.7 Passives

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The passive trees for each class offer nodes that increase a characters offensive and defensive traits, add new skills to proc, and allow for unique functionalities. You gain passive points by leveling up, starting at level 3, and as rewards for completing certain quests. You begin your journey with access to only the base class passive tree, but once you’ve chosen your Mastery Class you gain access to the left half of each Mastery’s passive tree, and the right half of your chosen Mastery’s passive tree.

Passive points are spent from left to right in each of the passive trees. Nodes in these trees are located 5 passive points apart from each other and require passive points to spent in previous nodes to access nodes located farther to the right within the trees. Respec’ing passive points within the trees may require you to reallocate points from the rightmost nodes first if you are trying to remove points from the leftmost nodes, which are the nodes allowing you access to the righthand side of the tree in the first place.

As you earn passive points and increase the allotment of these points within the passive trees you unlock skills that you can then use.

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The [Alt] key can be used to display further information for certain Passive and Skill tree nodes.


1.8 Skills

Each class has skills unique to it, and skills that are unique to each Mastery.

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Every build has a maximum of 5 skills they can specialize in with each skill having its own customizable skill tree. There are 20 skill points that can be allocated within each skill tree with these skill points being gained through earning experience. All specialized skills gain experience at the same time and, depending on their current level, they may also receive accelerated experience gain. Specialized skills are not permanent, allowing for a skill to be re-specialized and a new skill to be selected in its place.

As your character level increases so will your Minimum Skill Level. The minimum skill level dictates how many skill points your skills start with when you specialize in them and how many skill points will be retained when de-leveling a skill.


1.9 Scaling Tags

Each skill will have one or more Scaling Tags associated with it. These generally signify the sources that scale the damage, the damage type(s) of the skill, and other unique properties of the skill.

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You can hover over skills to see their scaling tags. Hold the [Alt] key to view further information about the skill, and the benefit any attribute tag(s) may provide.

The scaling tags that can appear on skills are as follows;

Melee: Scales with increases from melee based stats (e.g. “melee physical damage”, “melee fire damage”, “melee cold damage”, etc.).

Spell: Scales with increases from spell based stats (e.g. “increased spell damage”, “spell critical strike chance”, “adaptive spell damage”, etc.).

Throwing Attack: Scales with increases from throwing based stats (e.g. “throwing attack damage”, “throwing attack speed”, “throwing damage and fire vulnerability”, etc.)

Bow Attack: Scales with increases from bow based stats (e.g. “increased bow damage”, “increased bow attack speed”, “bow physical damage”, “bow fire damage”, etc.).

There is also a bow attack minion scaling tag for the Summon Skeleton skill. Skeleton Archers that are summoned use a bow to attack enemies.

Curse: A skill that applies some form of debuff to enemies over a specified period of time.

Channelled: Requires the player to stand in-place while performing the skill (unless it is a skill like Warpath that also has the movement tag, which will allow you to both move and perform the skill at the same time).

Skills with both the spell and channelled tags do not receive bonuses from increased casting speed.

Skills with both the melee and channelled tags do not receive bonuses from increased attack speed, with Flurry and Warpath being the lone exceptions at this time.

Damage over Time: Skills with this tag will not hit, or proc “on hit” effects. However, DoT attacks cannot be dodged, blocked, turned into a glancing blow, and neglect armour.

Buff: A skill that offers a boost to certain offensive and/or defensive stats while it is active.

Instant Cast: The skill is performed without a casting time allowing you to use it during other actions as well as not stopping your movement.

Movement: Provides some form of movement ability (e.g. teleport, dash, etc.).

Transform: Changes the characters appearance and adds new skills and/or functionality that is unique to that transformation.

Minion: Scales with increases from minion based stats (e.g. “minion physical damage”).

Companion: Companions are a type of minion with special mechanics that the Primalist class uses. Skills with this tag will benefit from both increases to minion and companion stats.

Totem: Totems are a type of minion that is used by the Primalist class. Skills with this tag will benefit from both increases to minion and totem stats.

[Damage Type Tag]: For damage type tags (elemental, cold, fire, lightning, necrotic, physical, poison, void) the tag means that it has base [insert damage type], and that makes “increased [insert damage type]” scale that specific damage type.

For example, a skill with the Cold tag means that it has base cold damage, and that makes “increased cold damage” scale that damage.

These damage type tags determine the split of the base damage the skill does. For example, if a skill has 2 damage types (such as both physical & cold) then the damage will be split evenly between the two.

Also, Elemental damage includes Cold, Fire, and Lightning damage types and would provide increases to each.

Attunement: This attribute will boost the skill in some way. Press [Alt] while hovering over the skill to see its influence.

Dexterity: This attribute will boost the skill in some way. Press [Alt] while hovering over the skill to see its influence.

Intelligence: This attribute will boost the skill in some way. Press [Alt] while hovering over the skill to see its influence.

Strength: This attribute will boost the skill in some way. Press [Alt] while hovering over the skill to see its influence.


1.10 Mastery Choice

When you start your journey in Last Epoch you only have access to the base class passive tree. As you progress through the main story you will eventually reach the End of Time location, which is technically the start of Chapter 4. The End of Time is reached after defeating the Emperor’s Remains boss that lies within the Sanctum Bastille, of the Ruined Era.

Once you have reached the End of Time you speak to The Forgotten Knight NPC who will open a portal to the Realm of the Forgotten. At the end of a series of walkways and after fending off your other selves you get to a pedestal surrounded by 3 unique versions of yourself. These are the Mastery class options for your character, with but one path to take, and the choice cannot be undone.

Your Mastery choice grants you a unique Mastery Bonus, a skill unique to that Mastery, and access to that Mastery’s full passive tree. Investing enough passive points into this Mastery tree will unlock a further skill (or skills) that are unique to only that Mastery. While your Mastery choice locks you to that Mastery, it does not stop you from putting passive points into the other Mastery trees. However, you can only put enough passive points in the other Mastery trees to unlock half the tree.


1.11 Terminology

Adaptive Spell Damage: works like any other added spell damage, except that it changes its damage type to match that of the spell being used.

For example, if you have an Oracle Staff with +95 Adaptive Spell Damage and use the Lightning Blast skill, whose base damage type is lightning by default, then +95 flat lightning damage will be multiplied by the skill’s damage effectiveness (100% in this case), and then added to the skill’s base damage before stats like increased damage and more damage are applied.

Deadly: enemies gain 100% more damage.

Distant: this distance can generally be defined as greater than 5 meters from the player. The circle surrounding the training dummy has a radius of 5 meters and can be used to show how far away enemies are required to be considered distant.

Elemental Resistance/Damage: impacts Fire, Lightning, and Cold resists/damage types.

Enrage: enemies gain 60% increased attack & casting speed and 35% increased movement speed.

Fear: causes enemies to flee from you and your allies and lasts for 0.5 to 0.9 seconds. Enemies can only be affected by fear once.

Frenzy: grants the player 20% increased attack and casting speed and does not stack. Enemies with frenzy gain increased attack and casting speed.

Haste: grants the player 30% increased movement speed and does not stack. Enemies with haste gain 40% increased movement speed.

High Health: when above 65% of max health (unless stated otherwise).

Inspiration: grants the player 20% increased cooldown recovery speed for 4 seconds and does not stack.

Low Health: when below 35% of max health (unless stated otherwise).

Nearby: this distance varies among skills, but is generally within 5 meters of the player. The circle surrounding the training dummy has a radius of 5 meters and can be used to show how close enemies are required to be considered nearby.

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Rampant: enemies gain increased damage, size, and damage resistance.

Recently: within the last 4 seconds (unless stated otherwise).

Twinned: enemies summon a twin at half health.


1.12 Helpful Resources

From official resources to community hosted websites, these are some of the most helpful resources:

  1. The official discord is an obvious choice for new players to seek information and communicate with others, beyond these very forums.
  2. Tunklab, hosted by forum member Tunk, is a community created website that offers a plethora of features that include; an Item Database, Gear Planner, Defensive Calculators, and so much more.
  3. LastEpochTools, hosted by forum member Dammitt, is a community created website that offers a robust Item Database and Build Planner.
  4. This LE University video series, created by forum member McFluffin, explores both basic and advanced game concepts within Last Epoch. It provides its viewers, both new and experienced, detailed explanations of the systems and content they’ll interact with in-game.
  5. This loot filter guide, created by forum member Heavy, will help you to both understand how the loot filter works and how to create your very own loot filters. Heavy also maintains a repository of casual loot filers that you can use or build from.
  6. A new wiki was started by forum member Destroyermaker and contains a variety of helpful information for those new to the game. It’s content may or may not be up-to-date.

The old wiki used to be fairly helpful, but has not been updated to reflect the substantial overhaul to several game mechanics in recent patches so a lot of its content is now out-of-date.


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SKILLS


2.1 Unlocking Skills

Skills can be unlocked upon reaching certain character levels, after investing a certain number of passive points into a class, or after selecting a Mastery Class.

Opening the Skills Window (bound to the [S] key by default) allows you to see which skills your character can unlock, and how to do so. You can also click on any skill to view its Specialization Tree.

Clicking one of the 5 skill slots on your Action Bar at the bottom of the screen allows you to change which skill is equipped there.


2.2 Skill Specialization

Skill Specialization Slots are unlocked as your character levels up, to a maximum of 5 (to match how many skills can be equipped on the Action Bar).

Upon unlocking a Skill Specialization Slot, you can choose to Specialize in a skill that your character currently knows. Doing so allows you to level up that skill and invest points into its Specialization Tree. Skills have a maximum level of 20.

If you would like to specialize in a different skill, you can press the Respec button at the top right of the Skills Window while viewing the tree for a specialized skill.

Newly specialized skills will be automatically set to your Minimum Skill Level, and may receive a bonus to XP so they can catch up to your other skills.

Under each skill’s name in the top left-hand corner of its skill tree you can view its current Minimum Skill Level as well as if it’s affected by an XP bonus.


2.3 + Skill Level Affixes

Body Armour, Helmets, Relics, Uniques, and Sets can all have affixes which grant additional levels to certain skills. These affixes can exceed the normal 20 level limit of skills.

Any skill levels currently granted by items will be shown in blue above a skill’s XP bar inside its skill tree.

Unequipping an item which grants levels to your skills will remove points from them, unless you have a number of unspent points greater than or equal to the levels lost.

Nodes which have lost points in this way will be highlighted in red when you next view that skill’s tree.


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CRAFTING


3.1 Crafting Explanation

All crafting is done in the Crafting Window, which is opened by pressing the [F] key, by default.

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After placing an item in the slot at the top of the window, you can either add a Shard to the item by choosing from the list or choose a Rune by clicking on the Modifier Item slot. You can also choose to use a Glyph in the Support Item slot, if applicable.

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If an item has any Crafting Instability, there is a chance for the craft to fail, consuming your Modifier and Support Items and Fracturing the item. A successful craft increases crafting instability.


3.2 Affix Shards

Shards can be used to add new affixes to items, or to increase the tier of an existing affix by one. An item can have 2 prefixes and 2 suffixes, and each affix can be crafted up to tier 5.

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Tier 5 affixes on items can start dropping in areas of level 32+. Exalted items, an item rarity type, can only be found from enemy drops and have one or more tier 6 and/or tier 7 affix(es). Tier 6 and 7 affixes cannot be created through crafting. Exalted items with tier 6 affixes start dropping in areas of level 55+, while tier 7 affixes start dropping in areas of level 90+. Aside from having higher tier affixes, crafting on Exalted items behave no different than crafting on Common, Magic, or Rare items.

When adding a shard to an item you have a chance to achieve a Critical Success. A critical success upgrades the tier of a random affix on the item in addition to the normal upgrade a shard provides. A critical success does not add any extra instability, and cannot upgrade an affix above tier 5 or make the level requirement of the item greater than your current character level.

Shards drop from enemies and chests like other items, but can also be created by using a Rune of Shattering on an item.

Some shards (and the affixes they represent) only drop in higher level zones, while others are simply less common.

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Shards that drop as items are placed in your inventory when picked up, and can be moved to the Crafting Window by pressing the Transfer Crafting Items button located in the character inventory window. Shards gained from Shattering are automatically stored in the Crafting Window.


3.3 Runes & Glyphs

Runes are modifier items that can have various effects on the item they are applied to.

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Rune of Shattering: Destroys an item, creating Shards from its affixes. The number of Shards created is random for each affix, equal to the tier of the affix at maximum and 1 at minimum.

Rune of Refinement: Rerolls the values for each affix but does not change their tiers. Each affix is rolled individually, so some may have better values than others. Adds 2 instability.

Rune of Removal: Removes a random affix from an item. Adds 2 instability.

Rune of Cleansing: Removes all affixes from an item. Sets instability to between 5 and 15.

Rune of Shaping: Rerolls all implicits on an item, but adds 2 instability. This is more likely to result in a moderate roll.

You can view how many Runes you have in the Crafting Window or within the Crafting section of your inventory.

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Glyphs are support items that can be used alongside Runes or Shards to affect the outcome of crafting.

Glyph of Stability: Reduces the Instability added by a craft by 0% to 60%. The Instability added by a craft is rounded to the nearest whole number.

Glyph of the Guardian: Completely mitigates a minor fracture, or reduces a damaging fracture to a minor fracture. The Glyph is consumed even if a Fracture did occur.

You can view how many Glyphs you have in the Crafting Window or within the Crafting section of your inventory.


3.4 Instability & Fractures

Crafting Instability is added to an item after each time you craft on it. The amount of Instability added depends on what is being crafted.

You can reduce how much Instability a craft adds using a Glyph of Stability but you cannot remove Instability that is already on the item unless you use a Rune of Cleansing, which will also remove all affixes on the item.

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As Instability increases on an item, there is a higher chance for a Fracture to occur, and more sever Fractures are possible. Fractured items can still be equipped or shattered using the Rune of Shattering.

Minor Fracture: The item is locked, so no further changes can be made.

Damaging Fracture: A random affix is reduced by 1-2 tiers, and the item is locked. This can’t reduce the tier of an affix below 1.

Destructive Fracture: Reduces 2 or more random affixes by 1-2 tiers, and the item is locked. This can’t reduce the tier of an affix below 1.

Items that you find during gameplay have less instability than an equivalent item that is crafted up from having zero affixes.


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ITEMS


4.1 Implicits

All equipment has stats that are inherent to it, which are called Implicits. For example, all Refuge Boots have an armour and increased movement speed implicit.

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Each item base type will always have the same implicits. The value of each implicit is random, but can be changed through crafting using the Rune of Shaping.

All modifiers from implicits apply globally. For example, the “increased physical damage” from a weapon’s implicit has the same effect as “increased physical damage” from an affix on a ring or from a passive node.


4.2 Affixes

Affixes are the modifiers on equipment that exist in addition to Implicits. They can be present on the item when it is dropped, or they can be added and modified later through Crafting using Shards. The number of affixes on an item often determines its Rarity.

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Affixes have 7 tiers, with tier 1 being the lowest and tier 7 being the highest. However, only tiers 1 through 5 can be created through crafting. Tier 6 and 7 affixes must be on the item when it drops. Also, there is a gap between a maximum T5 roll and a minimum T6 roll, so even the lowest roll T6 affixes are notably stronger than anything that can be crafted.

The values of an affix at each tier fall within a certain range, but the lowest roll of a tier is always higher than the tier below it. The value range of an affix tier depends on the item type. For example, two-handed weapons will have affix tier ranges that are greater than one-handed weapons. Also, the affix tier ranges for body armour and amulet affixes are greater than other equipment pieces using the same affixes.

The value an affix has on an item can be re-rolled within its tier using a Rune of Refinement.

Affixes are broken into two main categories: prefixes and suffixes. An item can have up to two prefixes and two suffixes. In general, prefixes offer offensive and utility orientated affixes while suffixes offer defensive orientated affixes.

All stats granted by affixes are global. This means the “increased physical damage” affix on a ring will have the same effect as “increased physical damage” on a weapon’s implicit or from a passive node.


4.3 Rarity

There are 7 different rarities of equipment items in Last Epoch. Rarity is determined by what stats an item has, and some rarities can be changed by crafting.

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Common (white): The items does not have any affixes.

Magic (blue): The item has 1 or 2 affixes, which can be prefixes, suffixes, or both.

Rare (yellow): The item has 3 or 4 affixes.

Exalted: (purple) The item has one or more tier 6 or 7 affixes. Tier 6 and 7 affixes cannot be created through crafting, but crafting otherwise works the same for Exalted items as it does for Common, Magic, or Rare items.

Unique (orange): The item has stats and effects that cannot be found on lower rarity items. Unique items cannot be crafted on.

Set (green): Set items are uniques that also grant bonuses for having other parts of the same set equipped. Sets will typically have 2 to 4 pieces, and Set items cannot be crafted on.

Legendary (colour unknown): A rarity of equipment to be added in a future update before launch.


4.4 Increased Item Rarity

Increased Item Rarity is an effect you will build up by going deep into the Monolith of Fate. It increases the average number of affixes on items, resulting in more Rare items and more Exalted items. It also increases the chance of finding Unique and Set items.

Similarly, there are effects like “Increased Amulet Drop Rate” which are typically granted by Blessings. This would cause more amulets (including unique’s) to drop for you without affecting how many items of other types drop.


4.5 Uniques & Sets

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Uniques are a rarity of equipment items in Last Epoch.

Unique items can grant stats and special effects which do not appear as normal affixes on Magic and Rare items. Uniques provide new synergies between existing mechanics, introduce entirely new mechanics, and more.

Uniques cannot be modified through crafting.

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Set items are very similar to Uniques in terms of their design and what effects they offer. However, equipping multiple items from the same set grants additional bonuses, which are shown on their tooltips.

Sets will typically have between 2 and 4 pieces. Set items cannot be modified through crafting.


4.6 Idols

Idols are a type of equipment that have many powerful and niche effects.

Idols can be equipped in a special area on the right side of the inventory. You gain more space for equipping Idols by completing quests, up to 20 slots.

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Idols come in sizes ranging from 1 x 1 all the way to 2 x 2, 1 x 4, and 4 x 1. Larger sizes grant more of each stat, and many stats are restricted to specific sizes.

Most Idols can only be equipped by a specific base class, and class specific Idols have their own sets of possible affixes.

Idols always drop with 1 prefix and 1 suffix and cannot be altered through crafting.


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COMBAT MECHANICS (part 1)


5.1 Hit vs Damage Over Time

Damage in Last Epoch can be dealt in two different ways: as a hit or as damage over time.

A damage over time effect deals damage to a target or area repeatedly over a duration.

The most common sources of damage over time are ailments such as ignite, bleed, and poison, which affect individual targets.

There are also damage over time effects that damage all targets within an area, such as Fire Aura, Tornado, Consecrated Ground, and many more.

Any source of damage that is not damage over time is considered a hit. Most damaging skills include a hit, such as Swipe, Rive, Fireball, Elemental Nova, Rip Blood, and many more.

Hits can be dodged, blocked, or turned into a glancing blow, and there are many other effects that trigger either when you hit something or when you are hit by an enemy.

Damage over time cannot be mitigated by most defense mechanics, except for resistances and endurance. Damage over time cannot critically strike and does not trigger on hit effects such as Health Gained On Hit.


5.2 Base Damage

All skills have a base amount of damage that they would deal without any stats, which is called base damage. Base damage can only be modified by a skill’s tree.

The default base damage for each skill is listed on its tooltip.

Melee skills typically have 2 base damage total because most of their damage comes from weapons.

Spells and throwing attacks can have much more base damage, but the exact amount varies a lot between skills.

When calculating damage dealt, stats like “+5 melee fire damage” are multiplied by the skill’s added damage effectiveness, then added to the base damage before stats like “30% increased damage” and “10% more damage” are applied.


5.3 Damage Conversion

The damage type of specific skills can be converted by skill tree nodes or items. There are two types of damage conversion.

Base damage conversion converts a skill’s base damage from one type to another, which does not affect damage from stats such as “+5 melee fire damage”.

Full damage conversion converts all of a skill’s damage to a specific type, including damage from stats such as “+5 melee fire damage”.

Neither type of damage conversion affects ailments such as ignite, nor any other effects applied or triggered by the skill, unless stated otherwise.


5.4 Damage Effectiveness

All skills have an added damage effectiveness, which is a multiplier that is applied to all damage from stats like “+5 melee fire damage”.

Skills with large mana costs or cooldowns typically have greater than 100% damage effectiveness, while some skills that hit rapidly have less than 100%.

For example, Fireball has a damage effectiveness of 125%, while Meteor has a damage effectiveness of 600%.

If you had “+10 spell fire damage” from your passives, 12.5 fire damage would be added to Fireball, while 60 fire damage would be added to Meteor.

Damage effectiveness does not affect base damage.


5.5 Resistances

Resistances apply whenever you take damage, reducing how much damage you take. Resistances are one of the few ways to mitigate Damage over Time effects.

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For example, if you have 10% physical resistance, you will take 10% less physical damage.

Resistances cap at 75%, so having a resistance value greater than 75% will not directly reduce the damage you take.

Resistances can be reduced to negative numbers, with each 1% of negative resistance increasing damage taken of that type by 1%.

Having greater than 75% uncapped resistances protects against Resistance Shred, Shock, Poison, and the Mark for Death ailments.

A stack of Shock reduces your lightning resistance by 2%, so if you had 75% lightning resistance it would be reduced to 73%. If you had 77% lightning resistance, your final lightning resistance would still be 75%.

Enemy Penetration applies after your resistances are capped to 75%.


5.6 Armour

Armour mitigates the damage you take from all hits, but has no effect against damage over time.

The percentage of damage mitigated by armour depends on how much armour you have and the level of the area you are in.

The same amount of amour provides less mitigation at higher levels, and the percentage of damage mitigated cannot exceed 85%.

This is according to the following formula, where “x” is the amount of armour you have and “a” is the zone’s area level.

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Armour is 70% as effective against non-physical damage.


5.7 Penetration

Penetration subtracts from resistances, causing a source of damage to deal more damage.

Penetration applies after resistances are capped to 75%, and can reduce resistances to negative values.

For example, 30% lightning penetration against 20% lightning resistance will result in -10% lightning resistance.

All enemies gain 1% penetration per area level, up to a maximum of 75%.

Players with less than 75% of each resistance at area level 75 and beyond will take increased damage due to having negative resistance values.


5.8 Ward

Ward is a shield above your health that is generated by certain effects and rapidly decays over time.

Ward has no maximum value but will always decay to 0 unless you continue to generate more. Damage is dealt to Ward before health.

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Ward decays more quickly as you gain more of it, but this decay can be slowed with the Ward Retention stat.

Ward Retention can be found on items and the passive tree, and the Intelligence attribute also grants Ward Retention.


5.9 Dodge

Dodge is a defensive mechanic that grants you a chance to completely avoid taking hits.

Your Dodge Chance is calculated from Dodge Rating and is lower in higher level areas. Dodge chance cannot go above 85%.

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Where “a” is the zone’s area level and “x” is Dodge Rating.

A good rule of thumb is that having dodge rating equal to 10 times the area level will give you about 50% Dodge Chance.

A zone’s area level can be viewed on the overlay map (Tab button by default).

Dodge cannot protect you from damage over time effects, and dodging does not count as being hit.


5.10 Block

Block is a defensive mechanic that grants a chance to reduce the damage taken from hits.

Whenever you take a hit, your Block Chance is rolled to determine if you block the hit. On a successful block, a percentage of the damage is mitigated.

This percentage depends on how much Block Effectiveness you have, and the level of the area you are in. The percentage cannot exceed 85%.

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Where “a” is the zone’s area level and “x” is Block Effectiveness.

You can block all hits (including from spells), but not damage over time effects. Blocking a hit counts as being hit.


5.11 Endurance

Endurance is a defensive mechanic that allows you to take less damage while below a certain health value.

While your health is less than your Endurance Threshold, you will take less damage equal to your Endurance value. This reduction applies to health, but does not apply to ward.

Endurance has a cap of 60% less damage taken (multiplicative with other modifiers), while Endurance Threshold does not have a cap.

Endurance applies to any damage taken below your Endurance Threshold, even if the instance of damage was applied while you were above it. For example, if you take a hit of 100 damage, but 50 of that damage was below your Endurance Threshold, the last 50 damage will have Endurance applied to it.

All characters start with 20% Endurance and have an Endurance Threshold equal to 20% of their maximum health.

Endurance mitigates both hits and damage over time.


5.12 Glancing Blow

A Glancing Blow reduces the damage you take from a hit by 35%. Having a chance greater than 100% has no additional effect.

Glancing Blow cannot protect you from damage over time effects and taking a Glancing Blow counts as being hit.


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COMBAT MECHANICS (part 2)


5.13 Critical Strikes

All hits have a chance to critically strike, or “crit”, dealing much more damage than normal. Damage over time effects cannot crit.

All hits have a base critical strike chance of 5%. This can be improved by items, passives, and skill tree nodes.

The difference between added critical strike chance and increased critical strike chance is very important.

“+1% critical strike chance” will result in a final chance of 6% (assuming no other modifiers), while “1% increased critical strike chance” will result in a final chance of 5.05%. Both stats together will result in a final chance of 6.06%.

When a hit crits, the damage dealt is multiplied by a critical strike multiplier, which is multiplicative with other modifiers. The default critical strike multiplier is 200% (meaning 2x the damage).

The critical strike avoidance stat grants a chance to cause critical strikes to become normal hits instead. This chance is rolled after the attacker’s crit chance.

If an enemy has 30% critical strike chance and you have 50% critical strike avoidance, the enemy will effectively have a critical strike chance of 15%.

Critical Vulnerability is a stacking ailment that lasts 4 seconds and causes enemies to have +5% chance to be critically hit and also causes them to have 10% less critical strike avoidance.


5.14 Increased, Added, and More

Stats and modifiers in Last Epoch can exist in 3 main categories: added, increased, and more. The category a modifier belongs to determines which step it will be used at in calculations. Not all stats will have modifiers for each category in practice.

First, all added sources of the stat are totalled together;

(5 + 2 + 3) = 10

Second, all increased sources of the stat are totalled together;

(1 + 0.05 + 0.3 + 0.1) = 1.45

Increased values are percentages, so they are converted to decimal numbers and an additional 1 is added. Reduced sources are subtracted from this same total.

Third, the total of the added sources is multiplied by the total of the increased sources;

(10 x 1.45) = 14.5

Finally, the product of the added and increased sources is multiplied by each more source;

14.5 x (1 + 0.05) x (1 + 0.3) x (1 + 0.1) = 21.77

More values are also percentages, so 1 is added each time. Less sources are also applied here as values subtracted from 1.

Note that the more sources are not added together first, which would result in a different number. If the more values in this example were totalled first, the final result would be 21.03, not 21.77.


5.15 Health Leech

Health Leech is a mechanic that allows you to recover a percentage of the damage you deal as health.

Each time you deal damage (whether from a hit or damage over time), any applicable leech stats are calculated, then the amount of damage is multiplied by this value to get the amount of health you will gain.

For example, if you deal 100 physical damage with a melee attack and you have “5% of melee damage leeched as health" and “3% of physical damage leeched as health”, you will leech 100 x (0.05 + 0.03) = 8 health.

The damage value used to calculate the health returned is the final damage dealt to the target, meaning defensive mechanics like resistances, armour, and block will reduce it.

If a target takes more damage than it has health remaining, the excess will not be used to calculate leech.

For example, if an enemy has 25 health and you deal 100 damage to it, only 25 damage will be used for calculating leech.

Health returned by health leech is granted evenly over 3 seconds. Health from each instance of leech is granted independently, meaning they expire at different times. There is no limit to how much you can leech at once.


5.16 Stun

Stunned enemies and players cannot move or use skills. Stun has a base duration of 0.4 seconds.

All hits have a chance to stun if they deal enough damage. Hits that deal more damage are more likely to stun, but enemies that have higher maximum health are harder to stun.

The Increased Stun Chance stat also makes hits more likely to stun, while the target’s Stun Avoidance stat makes it harder to stun.

The stun chance of any hit can be calculated starting with this formula:

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Player skills are 50% more likely to stun on hit than enemy or minion skills. This bonus is doubled for melee attacks and is applied after the calculation above is completed.

For example, a hit with a 35% chance to stun will instead have a 70% chance to stun if it’s from a player melee attack.

If the target’s Stun Avoidance is reduced below 0 it is easier to stun, and this formula is used:

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5.17 Freeze

Enemies and players that are frozen cannot move or use skills. Freeze has a base duration of 1.2 seconds.

To have a chance to freeze, a skill must have a freeze rate. Most Cold skills have a freeze rate, which is listed on their tooltips.

Freeze rate is multiplied by the “freeze rate multiplier” stat (which is 100% by default), and it is more difficult to freeze enemies that have more maximum health.

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5.18 Minions

Minions are allies of the player that are summoned by skills, items, passives, or other effects.

Minions automatically attack enemies and will run towards the player if they’ve strayed too far behind.

You can also manually tell your minions to target the enemy under your cursor using the [A] key, by default. If there’s no enemy at the location you target, your minions will move there before picking a new target to attack. You can also use this command to have your minions break things like crates.

Minions summoned by a skill will typically be granted additional stats from skill tree nodes. Modifiers your character has (such as from passives and items) will not apply unless minions are specified.

For example, a passive node that grants “increased physical damage” will not apply to your minions, but “”increased minion physical damage” will apply.

A minion will prioritize using a skill that has just come off of cooldown if it has multiple to use, assuming there is a valid target in range.

Companions and Totems are two types of minions that have additional mechanics.


5.19 Companions

Companions are a type of minion with special mechanics that the Primalist class uses. By default, you can have 2 companions active at once.

All minion stats and effects apply to companions, but there are effects that only benefit companions.

After using a skill to summon a companion, the summon skill will be replaced by a companion ability, which is specific to the companion summoned.

If you can summon multiple of the same companion, you must summon the maximum number or reach your companion limit before the ability will change.

When a companion’s health is reduced to zero, it enters a Downed state rather than dying. Being close to a downed companion will revive it, but if you wait too long the companion will die and must by summoned again.


5.20 Totems

Totems are a type of minion that is used by the Primalist class.

Totems cannot move and have a fixed duration in addition to health. All minion stats and effects apply to totems, but there are effects that only benefit totems.


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AILMENTS


6.1 Ailment Mechanics

An ailment is an effect on a target that lasts for a duration. Most ailments deal damage, apply stat debuffs, or both, and most can be applied to the same target multiple time (or “stack”).

Ailments can either by applied by a hit, or by area effects that attempt to apply ailments at a fixed interval.

Most ailment applications are chance based. However, having an ailment chance greater than 100% allows you to apply multiple stacks at once.

For example, if I have 235% ignite chance with Fireball, each Fireball hit will apply 2 stacks of ignite, with a 35% chance to apply a 3rd stack of ignite.

Each damaging ailment, such as Bleed or Ignite, has a fixed base damage, but is affected by damage modifiers from the skill tree and attribute scaling of the skill that applies it.

Even when an ailment is applied by a melee skill or a hit, that does not make it count as melee damage or hit damage and does not cause it to be affected by stats like increased melee damage.

If a target has the maximum number of stacks for a given ailment, attempting to apply another stack of the ailment will replace the oldest stack.

The most common ailments are described in other pages within this section. If an ailment isn’t described here, the tooltip (or [Alt] tooltip) of the node or item that grants it should explain the ailment’s functionality.


6.2 Ailment Duration and Effectiveness

The duration of an ailment can be lengthened by “increased ailment duration” effects. 100% increased ignite duration will make a stack of ignite last 6 seconds, rather than the default 3 seconds. “Reduced ailment duration” effects are also possible.

Changing the duration of an ailment that deals damage does not affect how much total damage that ailment will deal.

“Increased ailment effectiveness” effects apply to any stat modifiers an ailment grants or the damage it deals.

For example, 100% increased frostbite effectiveness would cause frostbite to deal 60 damage and subtract 400 freeze avoidance from the target, instead of the default 30 damage and 200 freeze avoidance.


6.3 Resistance Shred

Each damage type (Fire, Lightning, Cold, Physical, Poison, Necrotic, and Void) has a respective Resistance Shred ailment.

Resistance Shred ailments reduce the target’s resistance for that particular damage type. By default they subtract 5% resistance and last 4 seconds.

Each Resistance Shred ailment can stack up to 20 times.

Resistance shred applies before the resistance cap.

Resistance Shred ailments have 60% reduced effect against bosses and players (multiplicative with other modifiers).


6.4 Armour Shred

Armour Shred reduces armour on the target, increasing how much damage it takes from hits. By default it subtracts 100 armour and lasts for 4 seconds.


6.5 Bleed

Bleed deals physical damage over time. By default it deals 53 damage over a 4 second duration.


6.6 Blind

Blind reduces critical strike chance and causes ranged attacks to be inaccurate. By default it applies a 50% less critical strike chance modifier and last for 4 seconds.

Blind does not stack.

When enemies use an ability they target a specific point (i.e. the location of a player or minion). Blinded enemies instead aim at a random point in an area around the target, so they don’t always hit the spot they intend.


6.7 Chill

Chill reduces cast speed, attack speed, and movement speed. By default it applies a 12% less modifier for each of these stats and lasts for 4 seconds.

Chill can stack up to 3 times.

Chill has 50% less effect against players (multiplicative with other modifiers).


6.8 Critical Vulnerability

Critical Vulnerability increases enemies chances of being critically hit. By default it increases enemies chances of receiving a critical strike by +5% and lowers enemy critical strike avoidance by -10% over a 4 second duration.


6.9 Damned

Damned deals necrotic damage over time and also reduces health regeneration.

By default it deals 25 damage and applies a 20% reduced health regeneration modifier over 3 seconds.


6.10 Frailty

Frailty reduces damage dealt by 6% (multiplicative with other modifiers), stacks up to 3 times, and lasts 4 seconds.


6.11 Frostbite

Frostbite deals cold damage over time and also reduces freeze avoidance, making targets easier to freeze.

By default it deals 30 damage and applies a -200 freeze avoidance modifier over 3 seconds.


6.12 Ignite

Ignite deals fire damage over time. By default it deals 35 damage over a 3 second duration.


6.13 Mark for Death

Mark for Death reduces all resistances by -25% for 8 seconds and does not stack. Mark for Death applies before the resistance cap.


6.14 Plague

Plague deals poison damage over time and spreads between enemies. By default it deals 90 damage over 4 seconds. Plague does not stack.

Plague will attempt to spread to a target with 6m every 0.6 seconds. Plague will also attempt to spread if the entity it is on dies before Plague expires.


6.15 Poison

Poison deals poison damage over time and also reduces poison resistance. By default it deals 20 damage over 3 seconds and subtracts 5% from the target’s poison resistance for 3 seconds.

Poison has 60% less effect against bosses and players (multiplicative with other modifiers).


6.16 Shock

Shock reduces lightning resistance and increases the chance that the target will be stunned. By default it subtracts 5% lightning resistance, applies a 10% increased chance to be stunned modifier, and lasts for 4 seconds.

Shock can stack up to 20 times.

Shock has 60% less effect against bosses and players (multiplicative with other modifiers).


6.17 Slow

Slow reduces movement speed. By default it applies a 20% less movement speed modifier and lasts for 4 seconds.

Slow can stack 3 up to times.

Slow has 50% less effect against players (multiplicative with other modifiers).


6.18 Time Rot

Time Rot reduces attack speed and cast speed, while also making stuns last longer. By default it applies a 15% less attack speed modifier, a 15% less cast speed modifier, and causes received stuns to last 0.15 seconds longer.

Time Rot can stack 3 up to times.


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ARENA


7.1 Overview

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The Arena is an endgame system which is played on a variety of enclosed maps that unleash endless waves of enemies upon you. The arena is only accessible after earning an Arena Key. These keys are awarded to those who venture into the Monolith of Fate. Once you have acquired an arena key the red portal located within the End of Time grants you access to the Arena.

When first entering the Arena, hordes of enemies will spawn from 4 static locations on the map. After each wave is complete another wave automatically begins until you reach a pause at every 5th wave. During this pause you are presented with several destructible barrels that will drop various amounts of loot when destroyed. You can also access your stash and buy & sell items from the merchant during this time.

Certain enemy modifiers are excluded from the Arena, such as the “revives after two seconds” modifier.


7.2 Arena Keys

The Arena is accessible via an Arena Key that is awarded from Monolith of Fate timelines. You earn an arena key after successfully completing echoes whose reward is an arena key without dying. This arena key is then dropped from breaking the floating octahedron after an echo is completed in the Echo of a World location.

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Additionally, arena keys can be awarded to you if you choose to abandon an arena run. The chance of getting an arena key from the Arena Rewards Chest when abandoning a run scales with the number of waves completed. You always get a key if you’ve completed at least 65 waves.

There is also a Golden Arena Key, which allows you to start an Arena run at wave 80.

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You can earn Golden Arena Keys in one of three ways:

  • Successfully completing an Echo that grants it as a reward.
  • Dropped instead of a regular Arena Key from the Arena Rewards Chest when you abandon a run after 80+ waves.
  • Occasionally dropped from rare enemies in level 90+ timelines if you have conquered at least 15 echoes in that timeline.

7.3 Enemy Scaling

Enemy damage, health, movement speed, and density all increase as you progress deeper into the arena. Also, enemy damage and health have scaling increases at each 100th wave interval.

While this resource may not be up-ot-date with the latest patch, it still shows how enemy scaling is generally affected as you progress in the Arena.


7.4 Maps

There are a total of 13 maps within the Arena. At every 10th wave interval the next arena map will be randomly selected, with the same map never being selected twice in a row. The maps vary in size, difficulty, and terrain.

Maps have 4 or more enemy spawn locations, but enemies will only ever spawn from 4 of these locations at a time per wave. These spawn locations will be randomly selected per wave for maps with more than 4 enemy spawn locations.

Abandoned Arena
Enemy Spawn Locations: 6
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Abyssal Arena
Enemy Spawn Locations: 8
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Airborne Arena
Enemy Spawn Locations: 8
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Ancient Arena
Enemy Spawn Locations: 6
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Docklands Arena
Enemy Spawn Locations: 6
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Heorot’s Arena
Enemy Spawn Locations: 4
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Lagonian Arena
Enemy Spawn Locations: 4
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Lakeside Arena
Enemy Spawn Locations: 4
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Magma Arena
Enemy Spawn Locations: 4
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Rustlands Arena
Enemy Spawn Locations: 4
Has a Necrotic damage environmental hazard
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Sanctuary Arena
Enemy Spawn Locations: 6
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Solarum Arena
Enemy Spawn Locations: 6
Has a Fire damage environmental hazard
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Woodland Arena
Enemy Spawn Locations: 4
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7.5 General Strategies

The waves in-between every 5th wave will have the next wave automatically begin once at least 1 enemy remains. For example, wave 13 will not start until you have successfully killed all enemies or at least 1 remains. So, during harder waves, if you get down to a challenging enemy and an easy enemy you will typically want to defeat the harder enemy first so that it doesn’t continue on into the next wave, making the next wave easier. If you get down to 2 challenging enemies, you typically want to weaken each equally so that they can be killed in quick succession before the next wave begins.

Damage over Time (DoT’s) can be very dangerous, just by its nature of avoiding several of the players’ defense mechanics, so avoiding enemy DoT’s can be vital to success.


7.6 Ladder

For each character you enter the Arena with the highest wave clear is automatically uploaded to EHG’s Arena Ladder. While only the top 100 clears of each game mode (Hardcore, Solftcore, SSF Hardcore, and SSF Softcore) may be displayed in-game, outside the game you can visit the Last Epoch Ladder webpage to break those modes down further by class.

The ladder is where a player shows their true virtue and skill, forever seeking honour among the Gods of Eterra. Unfortunately the ladder can also be tainted by those weak to taking shortcuts. These lost souls live in infamy until flushed from existence. The Gods are just, and do not welcome these players into their ranks.

A key note about the skills displayed for each character on the Arena Ladder; they do not necessarily represent the skills that were used to make that run as the skills update, even after the run, if they are changed.


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MONOLITH OF FATE


8.1 Monolith Introduction

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The Monolith of Fate is the main endgame system in Last Epoch. Characters can access the Monolith of Fate from the End of Time, though it is designed to be started after the campaign.

The Monolith of Fate consists of multiple Timelines. All Timelines have a fixed area level and their own set of layouts, enemies, and quests to encounter.

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When you first start a Timeline there are multiple paths from the center island, with an Echo on each. After you complete an Echo the Echoes behind it are also revealed, and so on. You can do any echo you’ve unlocked at any time.

Completing Echoes grants Timeline Stability. After you reach a certain threshold, you can begin a Quest Echo by selecting it from the left-hand side of the screen. After completing all Quest Echoes in a Timelines, your run is completed and you can choose a Blessing to power up your character.


8.2 Timelines

A Timeline represents an alternate reality that never was, or never will be.

All Echoes you encounter in a Timeline have the same area level, and each Timeline has a unique pool of layouts, enemies, and quests.

Completing all Quest Echoes for a Timeline unlocks the next timeline and grants you the opportunity to choose a Blessing. Additionally, conquering the most difficult Timelines will unlock the Empowered version of all Timelines.

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All Empowered Timelines are level 100 areas and start with 100 Corruption, increasing the difficulty of enemies and the rewards you receive.


8.3 Echoes

Each zone you encounter in a Timeline is called an Echo.

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An Echo has a layout based on its name, and a randomly chosen modifier that it will add to enemies. The enemy modifier also affects the rarity of items you will find and how much experience you will earn.

As you conquer more Echoes in a row, the modifiers you select will start to persist for multiple Echoes. This means you will have multiple modifiers active at the same time.

Conquering each Echo grants Timeline Stability, which is required for unlocking Quest Echoes.

Echoes have a guaranteed reward for completing them. However, if you die before completing an echo you won’t be able to collect it.


8.4 Special Echoes

Each of these echo types allow you to meaningfully interact with your timeline web in different ways. The rarity of these echoes vary, but venturing further from the center of your echo web will increase the odds of them appearing.

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Beacon Echo: Normally when you complete an echo, you can see two steps ahead; the echoes adjacent to the completed one, and the ones directly beyond those. Beacon echoes allow you to see one echo further than normal. The objective of this echo is to stand within the area surrounding the beacon for 60 seconds while enemies continuously spawn until you’ve fully charged it.

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Vessel of Memory Echo: Normally when you complete an echo, you can’t return to it and have to move on to your next choices. Vessel of Memory echoes restore completed echoes in your web to their original states, with the exception of other Vessel echoes, allowing you to complete them again and claim their rewards for a second time. The objective of this echo is to destroy the Vessel of Memory that lies within.

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Vessel of Chaos Echo: If you’ve spent time completing echoes and claiming rewards in a timeline, there will inevitably be a large number of echoes that you have chosen not to complete. You may have done this either because their reward was irrelevant to you, or the reward was not enticing. Vessel of Chaos echoes reroll the rewards of all uncompleted echoes in your web, providing a chance for less enticing options to be swapped for more relevant or powerful rewards. The objective of this echo is to destroy the Vessel of Chaos that lies within.


8.5 Quest Echoes

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After conquering enough Echoes and earning a certain amount of Timeline Stability in a Timeline, you will have the chance to encounter a Quest Echo, which represents a pivotal moment in the story of a Timeline.

The minimum amount of Timeline Stability required for the next Quest Echo is shown at the top and left of the screen. Once you reach a certain threshold, you can begin a Quest Echo by selecting it from the left-hand side of the screen.

Choices that you make in a Quest Echo can impact the story of the Timeline, and ultimately change which Timeline is unlocked next.

Quest Echoes appear in the same order each time, and all Quest Echoes for the current Timeline must be completed to unlock the next Timeline.

Dying in a Quest Echo will reduce your Timeline Stability, but cannot undo your progression through the Quest Echoes.


8.6 Corruption and the Shade

As you progress further from the center of a Timeline, you will start to find echoes with the Shade of Orobyss within.

Defeating the Shade adds Corruption to the timeline, increasing its difficulty and rewards. It also brings the echo web for the timeline back to a fresh state, allowing you to start again with a higher potential for rewards.

Defeating the Shade does not affect your Timeline Stability or the active modifiers you have.

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Corruption increases item rarity, experience gained, monster health, monster damage, and how much Timeline Stability each echo gives.

Corruption also increases area level in standard timelines, and increases the rarity of guaranteed echo rewards in empowered timelines.

Standard timelines start at 0 corruption and can have a maximum of 50 corruption. Empowered timelines start at 100 corruption and have no maximum.

You can defeat the Shade of Orobyss multiple times to continue building corruption. However, you will need to venture further and further into the timeline to find Shades that will increase corruption.

If the challenge becomes too difficult, you can fight a Shade nearer to the center of the timeline to reduce corruption.


8.7 Blessings

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Blessings are permanent increases to your character’s stats or chance to find particular types of items.

Blessings apply throughout the entire game, not just in the Monolith of Fate.

When you conquer a Timeline you will be presented with 3 Blessings to choose from. If you conquer the same timeline again, you can choose to either keep your current Blessing, or replace it with a new one.

Each Timeline has its own set of possible Blessings. Some Timelines have Blessings that increase your character’s stats, while others have Blessings that increase your chance to find particular types of items.

You can view every blessing you have discovered and currently have active from the blessings tab in the inventory window.

Blessings granted by Empowered Timelines have higher values than the versions granted by normal Timelines.


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GATES OF MEMORIUM


9.1 Reserved for Future Consideration


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EPOCH’S CALL


10.1 Reserved for Future Consideration


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ETERNITY CACHE


11.1 Reserved for Future Consideration


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MULTIPLAYER


12.1 Reserved for Future Consideration


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Changelog


Patch Version Date Change
0.7.10c Nov. 2, 2020 Initial Release
0.8 Dec 4, 2020 Updated patch changes
0.8.1c Feb 25, 2021 Updated patch changes
0.8.2i June 9, 2021 Updated patch changes

Spelling and grammatical changes will not be tracked here.


Special Thanks


  • EHG - for the game and the game guide :smiling_face_with_three_hearts:
  • Sarno - for being so accommodating
  • Tunk - as I link to several pages of his website
  • To all those that help improve this resource

[ Table of Contents ]

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Holy fork-biscuits that’s a lot of work you’ve done there!

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Thanks, and if anything looks incorrect…especially the Ability Tags section because there’s actually little info I could find to properly describe them…please let me know.

Curse is a specific type of skill (currently only Bone Curse & Spirit Plague I believe, but I suspect the Warlock will have several more) rather than a skill that applies some sort of ailment/debuff.

I’d also add that the elemental type tags determin the split of the base damage the skill does, so if it has 2 (like phys & cold) then the damage will be split evenly between those two.

And the links in 1.1 Character Sheet & 1.2 Inventory & Stash don’t work for some reason.

1.8 Ability Tags

This sounds very much like spell’s are the exception, but melee skills also don’t beneift from attack speed(Smelter’s Wrath). Making Warpath as a skill an exception.

Also i think an explanation of “adaptive spell damage” would be fitting for such a ressource since it’s a quiet frequently asked question (not sure how much stuff you already want to implement that is not specifically explained in the game guide)

Great job anyway!

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