Eternal Legends, Patch 0.8.4, is coming 2021-12-10T19:00:00Z!
Eternal Legends 0.8.4 Overview by Game Director, Judd Cobler
|Table of Contents|
|1. Dungeon: Temporal Sanctum|
|2. Eternity Cache & Legendary Items|
|4. Druid Rework & Swarmblade|
|5. New Skills|
|6. Skill Changes|
|8. Monolith of Fate|
|11. Character Select Screen|
|12. User Interface|
|15. Set Items|
|18. Sound & Music|
|19. Controller Support|
|21. Bug Fixes|
If you would like to listen to Last Epoch’s new Main Theme while you read:
Eternal Legends features Last Epoch’s first dungeon, the Temporal Sanctum, the first of many dungeons we intend to introduce in future patches. The Temporal Sanctum is a place of study now corrupted by obsession. At its heart lies Chronomancer Julra, a researcher desperate to unlock the power of time and the secrets of the Eternity Cache.
- Added a new dungeon, the Temporal Sanctum.
- The Temporal Sanctum can be accessed off of the Ruined Coast… if you’ve found a key.
- Dungeon Keys can be dropped by rare enemies and timeline bosses in endgame zones. Beware, if you die in the Temporal Sanctum or leave early you will need to use another key.
- Inside the Temporal Sanctum the boundaries of time are weak, allowing you to use a new dungeon specific ability called Temporal Shift, which shifts you between Eras at will using the Epoch. Use this ability to reach the deepest depths of the Dungeon!
- You will choose modifiers while exploring the Temporal Sanctum, increasing the danger and rewards.
- Conquering the Temporal Sanctum will allow you to harness the power of the Eternity Cache, described below.
- Reaching the end of the Temporal Sanctum also allows you to proceed directly to Chapter 9 of the campaign… assuming you’re strong enough. Temporal Sanctum Keys only drop in level 54 areas and above so this skip is only practical if you transfer keys via your stash.
- The Temporal Sanctum has 4 tiers. Higher tiers increase area level, increase the power and number of modifiers, and allow you to unlock the full potential of the Eternity Cache.
- The total number of passive points you can obtain from quest rewards is capped at 15 (the same number that could be obtained in 0.8.3). However more quests now grant passive point rewards so you do not need to complete all of them to reach this cap. This is similar to how you don’t have to complete all the quests with idol slot rewards to unlock all the idol slots.
- Counters for your progress towards the passive and idol slot reward caps are now shown at the bottom left of the map panel while viewing quests.
- The following quests now give passive points
- The Power of Mastery
- The Corrupted Lake (no longer grants gold)
- The Sapphire Tablet (no longer grants gold)
- Destroying the Siege Camp
- Oasis Hunt
- Desert Treasure (now has an idol slot reward as well)
- Additionally the Apophis and Majasa quest now gives +1 to all attributes upon completion.
Survive the wrath of Chronomancer Julra to gain access to the Eternity Cache. Opening the cache will allow you to seal your powerful gear inside to merge them into something even greater. Centuries of time are needed for creation, and bypassed only by a Traveler. The Eternity Cache forges the most powerful gear across all time lines - Legendary Items.
- Each time you clear the Temporal Sanctum, you will be able to use the Eternity Cache once to craft a Legendary.
- Placing a Unique with Legendary Potential and an Exalted item of the same type inside of the Eternity Cache will empower the Unique item with additional affixes from the Exalted item, creating a Legendary.
- Unique items can now drop with 0 - 4 Legendary Potential. Uniques acquired before this update will not have Legendary Potential.
- The Legendary Potential of your Unique determines how many affixes will be transferred from the Exalted item (chosen at random).
- The Exalted item that is used must have 4 standard affixes.
- Clearing higher tiers of the Temporal Sanctum allows you to create Legendaries using Uniques with higher level requirements.
For more information, read our announcement of the system here: Legendary Items
In 0.8.4 we are introducing several crafting changes with goal to carry forward what we and the community, find fun about crafting - while addressing the areas that are less enjoyable.
- Items now have forging potential instead of instability, and spawn with a random amount.
- Crafting with a shard or rune now costs a random amount of forging potential (normally around 1 to 15) rather than having a chance to fracture it.
- When an item is reduced to 0 forging potential it cannot be crafted further, but all crafts until that point are guaranteed to be successful.
- Crafts that are Critical Successes cost no forging potential.
- Critical successes no longer use up crafting materials (you keep the affix shard and glyph).
- The old Glyphs have been replaced by the Glyph of Hope (25% chance for no forging potential cost) and the Glyph of Chaos (rerolls the affix on upgrade to a different affix).
- Added the Glyph of Order - Prevents the roll of an affix within its range changing when it is upgraded.
- For example, if you had a T1 health suffix that granted the maximum amount of health for T1 and upgraded it to T2 with a Glyph of Order, it will always grant the maximum amount of health for T2.
- Added the Glyph of Despair
- Grants a chance to Seal an affix instead of upgrading it.
- Seal affixes are moved to a new slot and cannot be modified further.
- The rest of the item can be modified and you can add a new affix to the Sealed affix’s old slot, allowing you to craft 5 affix items.
- Added two new rare runes
- The Rune of Ascendance changes an item into a Unique or Set Item of the same item type (but not same subtype, e.g. a silver ring could become any Unique ring).
- The Rune of Creation which removes all forging potential from an item and then duplicates it.
- Replaced the Rune of Cleansing with the Rune of Discovery
- The Rune of Discovery adds random tier 1 affixes to all empty affix slots on an item.
- It has an increased chance of rolling rarer affixes.
- It does not cost forging potential, but cannot be used on items with zero forging potential.
- Rune of Removal now returns shards that it removed to your forge. They are also more common and start dropping earlier.
- The Rune of Shaping is no longer more likely to result in moderate rolls, but is slightly rarer.
- Updated art for all Runes and Glyphs.
- Glyphs and Runes are now picked up to the inventory rather than going directly to the forge. They can be sent to the Forge using the same button that it used to send shards.
For more information, check out our Dev Blog on Crafting
Coming in Eternal Legends is the complete overhaul of the Druid Mastery. This includes an all new resource, new models and skills for both the Werebear and Spriggan as well as introducing the final Druid form - Swarmblade.
- Added a third transformation skill, Swarmblade Form. Swarmblade is an agile form that enhances your melee capabilities. While transformed you gain the following skills:
- Summon Hive - Create a Hive that summons Locust minions. You can have 2 hives and each hive can create 6 locusts.
- Swarm Strike - A circular melee attack that also gathers nearby locusts to create a damaging aura around you. Used automatically when you enter Swarmblade Form.
- Armblade Slash - A fast melee combo attack.
- Dive - A short fixed-distance dash that deals damage to enemies in your path.
- Werebear Form has been totally reworked. Includes a new model, new animations, reworked skills and a new specialization tree. While transformed you gain the following skills:
- Maul - Jump a short distance and slam the ground, damaging nearby enemies.
- Rampage - Charge towards a target location, dealing damage and knocking enemies back in your path.
- Swipe - A melee attack that hits all enemies in front of you. Benefits from your Swipe skill tree. Unaffected by weapon range.
- Roar - Unleash a thunderous roar that knocks back and stuns nearby enemies. Benefits from your Warcry skill tree. Cast automatically when entering Werebear Form.
- Spriggan Form has been totally reworked. Includes a new model, new animations, reworked skills and a new specialization tree. Spriggan is a spell and minion focused form. While transformed you gain the following skills:
- Spirit Thorns - Releases a burst of thorns that home in on enemies. Multiple thorns can hit the same target.
- Thorn Shield - Forms a protective barrier around you or an ally that grants 30 armor and 30 damage reflected to attackers. A burst of thorns is released when it expires. This is cast automatically when entering Spriggan Form.
- Summon Healing Totem - Summons a totem that heals all nearby allies.
- Summon Vines - Summons 3 melee vine minions that poison enemies on hit. You can have up to 12 vines at once.
- You can now re-order the skills you gain while transformed. The order is saved per character, and per form.
- Each Form’s skill tree now has nodes that allow you to change directly to one of the other forms without returning to human form.
- Transforming now replaces your Mana with Rage.
- Your starting rage is equal to your maximum mana.
- Rage decays over time, and any mana proc costs will cost rage instead.
- Reaching 0 rage will force you back into Human Form, though you can choose to transform earlier.
- Overhauled the base functionality and skill tree for Entangling Roots, and implemented new visuals.
- Overhauled the skill tree for Summon Spriggan, and implemented new visuals.
- Overhauled the Druid passive tree. Primalists will receive a free respec of their passives.
- New Primalist melee skill, unlocked at character level 14. Upheaval sunders the ground in a line in front of you, dealing damage to enemies along the path.
- New Rogue throwing skill, unlocked at character level 18. Umbral Blades is a combo ability that throws 2 blades, then 4 blades, then recalls all blades in the ground back to you, hitting enemies along the way. An enemy can be hit by multiple blades.