Last Epoch: Beneath Ancient Skies Patch Notes

Acolyte

Passives

Acolyte passive tree

  • Crimson Gluttony has been reworked. It now grants 1% missing health gained as ward per point and 1% of current health drained per second per point.
  • Veins of Power grants 8% increased bleed duration for you and your minions per point (from 6%).
  • Soul Aegis grants 4 minion armor per level (from 3).
  • Ethereal Revenant now has a threshold bonus at 4 points which grants the Revenant 1% more damage per combined minion skill level.
  • Putrid Demise now grants 7% poison chance per point instead of 8% chance to poison nearby enemies on kill.
  • Mania of Mortality now grants 10% chance per point to gain 13 ward on nearby death (from 10% chance for 13 ward per point). It now also grants 10 ward decay threshold per point.

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Lich passive tree

  • Apocrypha now has a 7 point threshold bonus which grants 50% of your increased mana regeneration as increased armor.
  • Grasp of Fate grants 10% increased necrotic damage (from 12%) and 10% increased cold damage per point.
  • Soul Barrier has been replaced with Deadened Nerves, which grants +1 vitality and 4% poison resistance per point.
  • Soul Barrier has moved to replace Life Barrier and reworked. When a hit taken leaves you below half health, you gain 1 ward per 1% uncapped poison resistance per point. This effect has a 6 second cooldown.
  • Spirit Lure has been replaced with Spirit Ward, which grants +5 ward per second, 2% physical resistance, and 2% necrotic resistance per point.
  • Serrated Bones has been renamed to Biting Frost and now also grants +7% frostbite chance for you and your minions.
  • Harvested Legions has been replaced with Ethereal Menace, which grants 6% increased melee damage and +1 Dexterity per point.
  • Reaper now has a 3 point threshold bonus which grants +2 dodge rating per intelligence and 2% increased dodge rating per vitality.
  • Added a new node, Scornful Blood, which takes the old position of Hollow Lich. Instead of healing you, leech drains the health of an enemy within 6 meters every 0.25 seconds.
  • Hollow Lich has been moved to require Scornful Blood, and now grants 2% increased damage per 1% health leech per point, maximum of 3 points (from 10% increased damage per 1% health leech, max 1 point).
  • Bed of Souls now has a 5 point threshold bonus which grants 2% increased health regen per vitality.
  • Crippling Insight has been renamed to Excoriating Insight, and grants -1% elemental resistance per point instead of 5% reduced health regen per point. It now has a 5 point threshold bonus which grants 8% elemental penetration.
  • Volatile Blood has been replaced with Executioner. You can dual wield by equipping an axe or dagger in your off hand, and while dual wielding you have 20% increased attack and cast speed but take 8% increased damage.
  • Added a new node, Corrupted Form, on the same column as Three Plagues. It grants + 6% more health and +2% of max health gained as endurance threshold per point. It has a 2 point threshold bonus which prevents you from having current health or ward above 50% of your maximum health, but you always count as on low life. Maximum 5 points.
  • Contagion has been replaced with Spectral Wounds, which grants 2% of hit damage taken from bosses and rares dealt over 4 seconds and +8 health per point. Maximum 5 points.
  • Darkguard has been replaced with Essence Devourer. It grants 7% increased damage over time and 1% of damage over time leeched as health per point. It has a 5 point threshold bonus which grants 1% more damage over time per 7% current health drain. It no longer requires Deathbringer.
  • Elixir of Death has been replaced with Instruments of Death. It grants 2% increased movement speed with a dagger, 2% more damage with an axe, and +15 ward per second with a catalyst per point. Maximum of 5 points.
  • Symbol of Decay has been replaced with Impact Ward. It grants 4% less damage over time taken per point, and has a 3 point threshold bonus which grants all damage over time taken bypasses ward. Maximum of 5 points.
  • Decaying Form grants 2% less poison damage taken (from 3% increased poison damage taken). It now has a 6 point threshold bonus which grants 50% of all damage over time taken is taken as poison damage.
  • Clairvoyant Insight now has a 3 point threshold bonus which grants “when you critically hit an enemy you gain 25% of your critical strike multiplier as ward (max 3 times per 2 seconds)”.
  • Wands of the Fallen now grants 10% increased spell damage with no shield equipped (from requiring a one handed weapon and no shield), and now has a 3 point threshold bonus which grants +13 spell damage with no shield.
  • Corrosive Consciousness has been replaced with Accursed Feast, which grants 6% of damage leeched as health, 66% increased health leech, and 66% increased leech rate, but leech stacks drop off when you reach 66% health instead of 100%. Maximum 1 point.
  • Mind Over Body now has a 5 point threshold which grants 5% of missing health gained as ward per second.
  • Soul Maw has been replaced with Reaper’s Malice, which grants +2 Dexterity, 8% increased critical strike chance, and 4 ward gained on dodge per point. Maximum 5 points.

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Necromancer passive tree

  • Elixir of Hunger grants +7 health (from +5) and +1 intelligence (previously +1s of Hunger duration) per point. It now has a 6 point threshold which grants “When you use a potion, kill the lowest health minion to restore health equal to 50% of its max health”.
  • Grave Thorns grants +1 vitality (from 5% increased minion health), +10 minion armor (from 5% increased), and +10 minion damage reflected (from +5). It now has a 3 point threshold bonus which grants 2% increased minion armor per intelligence and 4% increased minion health per vitality.
  • Cursed Blood now has a 5 point threshold bonus which grants “when one of your minions dies, enemies within 4 meters are marked for death. This can occur up to 2 times per 3 seconds.”.
  • Blood Armor grants +6 minion health regen (from +2) per point.
  • Life Drinker has been replaced with Soul Conduits, which grants +2 ward per second per point per minion you have active, up to 20 minions.
  • Mortal Tether now also grants +2% endurance per point.
  • Mark of Punishment has been replaced with Towering Death. +5 health, +15 armor, and +50 stun avoidance per point. It has a 5 point threshold bonus which grants minion stun immunity and 30% reduced bonus damage taken from critical strikes for you and your minions.
  • Dark Retribution has been replaced with Invigorated Dead. +2 minion melee physical damage and 2% increased minion movement speed per point. It has a 3 point threshold bonus which grants “Your minions gain 100% of their added melee physical damage as added throwing physical damage”.
  • Unbound Necromancy is now a 5 point node that grants +8% chance per point for Summoned Skeletons to resummon 3 seconds after death. Its previous effect of +1 maximum skeletons for Summon Skeleton is now its 3 point threshold bonus.
  • Wisp Weaver has been reworked. It now grants +7% minion frostbite chance and +20% minion freeze rate multiplier.
  • Unearthed Arms has been replaced with Blood Feast. It grants +1% minion damage leeched as health and 5% increased minion health.
  • Soul Drinker has been replaced with Sharpened Bones. It grants +1% minion critical strike chance. Maximum of 5 points.
  • Effigies has been reworked. It now grants 2% of damage taken redirected to your lowest health minion per point. It has 3 point threshold bonus which grants “When one of your minions dies, your other minions restore health equal to 20% of its maximum health”.
  • River of Bones no longer grants increased minion health leech or minion freeze rate multiplier.
  • Moonlight Pyre now also grants +7% minion damned chance on hit and +7% minion ignite chance on hit per point.
  • Cling To Life grants +4% minion all resistances per point (from 2%). It now also grants +1% all resistances per point.
  • Heresy has been removed. Blades of the Forlorn has been moved to its position.
  • Rite of Undeath grants 10% increased minion necrotic and elemental damage (from 15%) per point. It now has a 7 point threshold bonus which grants 1% minion penetration per 5% overcapped necrotic or elemental resistances.
  • Empty the Graves gives 4% increased health regen per minion (from 2%) per point, but both of its effects are now limited to up to 20 minions.
  • Added a new node, Forbidden Teachings, in the old position of Blades of the Forlorn. +1 intelligence and +1 vitality per point. It has a 3 point threshold bonus which grants 1% increased minion critical strike chance per intelligence and 1% more minion damage over time per vitality. Maximum of 5 points.
  • Veins of Malice now grants 5% chance per point to gain haste for 2 seconds on minion kill or death, and 1% increased movement speed per point. It now has a 3 point threshold bonus which grants its previous effect of “When you cast a spell, sacrifice 5% of your current health to give your minions Haste and Frenzy for 5 seconds”.
  • Disciples of Necromancy is now a 5 point node that grants +2 minion spell damage and 2% increased minion cast speed per point. Its previous effect of +1 maximum Skeletal Mages is now a 3 point threshold bonus.

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Skills

Flay

D3-flay_blue_2

  • Added a new skill that requires 30 points in the Lich tree, Flay: Spirit Step up to 3 meters towards an enemy if not within range, then perform a narrow rending slash. Each enemy killed by the melee attack will release a Blood Eruption, a spell dealing physical damage in an area. Enemies can be hit by both Flay and all Blood Eruptions that occur. Gains 2 melee physical damage per point of Dexterity. The melee attack has 200% effectiveness of added melee damage. The Blood Eruption has 200% effectiveness of added spell damage.
  • Tree nodes:
    • Plasma Fountain: 8% more Blood Eruption damage per point. Every second melee attack with Flay which hits a boss or rare enemy has a 34% chance per point to trigger the Blood Eruption. Max 3 points.
    • Hew: 12% more damage per point, 3% less attack speed per point, and -1 mana cost per point. Max 3 points.
    • Trepidation Blade: While using a dagger, Flay has 10% more attack speed per point. Max 3 points.
    • Thirst of Dread: 15% increased area per point, +5 spell damage per point, doubled if there is a bleeding enemy within 15 meters. Max 3 points.
    • Blood Revelry: When you create a Blood Eruption, you gain a stack of Blood Revelry, up to 5. Direct uses of Harvest or Rip Blood can consume a stack of Blood Revelry to deal more 10% more damage per point and gain 10% increased area of effect per point. Blood Eruptions have a -70% reduced delay before erupting. Max 4 points.
    • Spirit Stride: 20% increased Spirit Step maximum distance. 12% chance per point to gain Haste for 2 seconds when you directly use Flay and hit at least one enemy. This chance is tripled if Flay is a traversal skill. Max 3 points.
    • Spirit Leap: The Spirit Step now has a maximum distance of 12 meters. Flay is now a traversal skill with a 5 second cooldown that will move you even if you do not have a valid target. Max 1 point.
    • Transference: Hitting a boss or rare enemy with Flay’s melee attack transfers your active Aura of Decay to them for up to 6 seconds. Max 1 point.
    • Open Wounds: When you directly use Flay and hit at least one enemy with the melee attack, your active Aura of Decay gains 2% increased radius and 2% more ailment frequency per point for 4 seconds. Max 3 points.
    • Bloodsoaked Blade: 25% of the melee damage on your equipped axes or daggers is also applied as spell damage for the Blood Eruption per point. Max 2 points.
    • Deadly Plot: Flay and all skills triggered by its skill tree deal 5% more spell damage per point per 100 maximum mana. This includes skills which have their own skill tree, such as Chaos Bolts, as long as they’re triggered by this tree. +2 mana cost per point. Max 4 points.
    • Chaos Rip: Directly using Flay and hitting at least one enemy with the melee attack has a 0.5% chance per point per maximum mana to release a Chaos Bolt towards an enemy. Consumes 2 mana per Chaos Bolt Max 2 points.
    • Go for the Throat: +2% critical strike chance and 0.5% of damage leeched as health per point. Max 3 points.
    • Marrow Gnawer: +15% critical multiplier per point. Critically hitting at least one enemy with Flay’s melee attack has a 25% chance per point to release Marrow Shards towards another nearby enemy within 6 meters. Max 4 points.
    • Decree of Slaughter: 8% more hit damage per point, doubled against low life enemies. Max 4 points.
    • Corrosive Slash: Flay inflicts Exposed Flesh on hit, a Curse which reduces cold resistance and armor, and increases the target’s chance to be frozen. Max 1 point.
    • Misfortune: Blood Eruption has 8% increased area and deals 8% more hit damage per point for each of your curses that was on the enemy. Max 4 points.
    • Spirit Geyser: Blood Eruption consumes 2 mana to release a Wandering Spirit. This can trigger up to 2 times per point per 4 seconds. Max 3 points.
    • Gravecrawler: +25% chill chance and 8% more damage per point. Max 4 points.
    • Blood Waltz: Blood Eruption spreads all bleeds on that enemy to 1 other enemy within its range per point. Max 3 points.
    • Doom Whisperer: The Spirit Step is removed. 10% increased attack speed. Max 1 point.
    • Exquisite Blood: The melee attack is removed. Flay is now a spell that creates the Blood Eruption. It scales with cast speed instead of melee attack speed. Modifiers to attack speed on this tree now affect cast speed.
    • Hemorrhage: +25% bleed chance and 10% increased bleed duration per point. Max 3 points.
    • Dismember: +25% bleed chance, 15% more damage over time, and 3% less attack speed per point. Max 4 points.
    • Corrupted Blood: Bleed chance from all sources is converted to poison. Max 1 point.
    • Frostblight: Base damage is converted to cold. Bleed chance from all sources is converted to frostbite. 80 freeze rate. Max 1 point.
    • Chill of the Grave: 10% more hit damage to chilled or frozen enemies per point. +10 freeze rate per point per active skeleton or bone golem. Max 4 points.
    • Scent of Death: Flay inflicts Marked for Death for 1 second per point. Flay instantly kills enemies below 3% health per point. Max 4 points.
    • Soul Ripper: Base damage is converted to necrotic. Bleed chance from all sources is converted to damned.
    • Prince of Pain: If you directly use Flay and hit at least one enemy, but do not hit a boss or rare enemy, a spectral copy of Flay strikes a random nearby boss or rare enemy. Max 1 point.
    • Macabre Dance: Directly using Flay and hitting at least one enemy reduces the remaining cooldown of Reaper Form or Reap by 6% per point. This can occur up to 3 times per use of Reaper Form or Reap. Max 2 points.
    • Spectral Nightmare: Directly using Flay and hitting at least one enemy has a 10% chance per point to trigger a spectral copy of Flay against a nearby enemy if one would not be triggered otherwise. Spectral copies of Flay have 20% increased area per point. Max 3 points.
    • Occult Offerings: Directly using Flay consumes 9% of your current health and ward. Flay gains +1 melee damage per point per 30 health consumed and +1 spell damage per point per 30 ward consumed by this effect, up to 12 of each per point. Max 4 points.

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Assemble Abomination

  • Base functionality has been reworked:
    • Channel to absorb minions in a moderate area. When you release, summon a single hulking abomination created out of those minions. 5% more damage per minion absorbed, up to 20. Once created, the abomination will devour any minions of the same type that were absorbed, restoring 10% of its max health. Minions from the same skill are considered the same type of minion. For example, Skeleton Warriors and Skeleton Archers are the same type. If your maximum allowed minions changes for a type that was devoured, the abomination will be unsummoned. This updated functionality allows you to choose which minions you will exclude from your army, using them to instead power up your abomination. The abomination no longer decays over time.
  • Abomination subskill changes:
    • The abomination’s basic attack now has 30 base damage and 150% effectiveness (from 18 and 100%), and a base radius of 3.5 (from 1.5).
    • Soul Reave’s damage and base radius are unchanged, but are now stated on the node: 200% effectiveness, and 15% more radius than the new basic attack.
    • Stomp now has 60 base damage and 300% effectiveness (from 30 and 150%).
    • Devouring Souls now has 40 base damage and 200% effectiveness (from 6 and 100%).
    • Arrow Nova has been replaced with Eternal Arrow, a bow attack with 100% damage effectiveness and 100% chance to recurve.
    • Double Strike now has 40 base damage and 200% effectiveness for each hit, and a base radius of 3.5 (from 2.6).
    • All subskills available to the abomination now have tooltips within the skill tree which provide this information.
  • Tree changes:
    • Repugnant Presence and Fractured End have swapped places. Repugnant Presence now grants 15% more health and threat generated per point. Max 4 points.
    • Fractured End now grants 20% damage reflected per point, and your abomination disassembles into 1 Skeletal Vanguard per point on death.
    • The Quick and the Dead has been replaced with Terrible Might, which grants 12% more damage per point and 2% reduced attack speed per point. Max 4 points.
    • A Violent End has been replaced with Necrosage, which grants 5% increased cooldown recovery speed for all of the abomination’s abilities per point, and 8% more damage for abilities with cooldowns per point. Max 4 points.
    • Imprisoned Horror has been replaced with Contaminated Dreams, which grants 30% increased cooldown recovery speed for all of the abomination’s abilities, but your abomination loses 5% health when using an ability with a cooldown. Max 1 point.
    • Frightful Feast is now a 3 point node. It still grants +1 soul per Skeletal Mage absorbed, not scaling with allocated points. It now also grants -0.5 seconds to the cooldown of Devouring Souls per point, and 10% more damage for Devouring Souls per Skeletal Mage absorbed.
    • Consume grants 3% of hit damage leeched as health (from 5%) and can have a maximum of 3 points (from 5).
    • Added a new node off of Bloated Corpse, Picky Eater. Your abomination will not devour Volatile Zombies, even if they were used to make it. Max 1 point.
    • Stitched Flesh has been reworked. It now grants 5% more health per point and +5% of maximum health restored on devour. Max 4 points.
    • Cadaverous Carapace has been reworked. Your abomination gains 10% more max health for 8 seconds each time it devours a minion, up to 5 times per 8 seconds. Max 1 point.
    • Added a new node off of Stitched Flesh, Destruction Engine. Whenever your abomination would devour a minion, you instead Sacrifice that minion. Consumes 120% of Sacrifice’s mana cost. Max 1 point.
    • Hulking Mass has been replaced with Sharpened Bones. For each Skeleton Rogue absorbed, your abomination gains 2% increased attack speed per point. For each Skeleton Warrior absorbed, your abomination gains 1% more melee damage and 1% more health per point. For each Skeleton Archer absorbed, your abomination gains 3% increased area per point. Max 4 points.
    • Dead Eye has been reworked. If a Skeleton Archer is absorbed, your abomination casts Eternal Arrow with a 4 second cooldown, a bow ability with a 100% chance to recurve. Your abomination also gains +1 bow damage per intelligence. Max 1 point.
    • Horrific Volley has been reworked. Eternal Arrow has -0.25 seconds of cooldown per point, and for each Skeleton Archer absorbed, Eternal Arrow has +25% recurve chance per point. Max 4 points.
    • Spoils of War now also grants Double Strike 20% more damage per Skeleton Warrior or Skeleton Rogue absorbed.
    • Unholy Command has been replaced with Cruel Monstrosity. +2% critical strike chance per point, and 1% increased movement speed per Skeleton Rogue absorbed. Max 3 points.
    • Age of Undeath has been replaced with Commanding Presence. Cannot absorb Summoned Skeletons. Minions within 12 meters of your abomination gain 10% increased attack speed. Max 1 point.
    • Engorgement has been reworked. 5% more damage and health per point per type of minion consumed among Summon Skeleton, Skeletal Mage, Wraith, and Bone Golem. Max 5 points.
    • Epicurean has been removed.
    • Death in the Family has been reworked. If the abomination was made using at least 1 of every minion type mentioned by Engorgement, it gains 20% more damage and 20% increased attack speed and movement speed per point. Max 3 points.
    • Meat Grinder has been reworked. Your abomination gains 5% increased attack speed for 5 seconds on kill, up to 20 times per 5 seconds. Each stack falls off separately.
    • Rapacious Protection has been replaced with Tower of Bones. Stomp has -0.5 seconds of cooldown per point. For each Golem absorbed, Stomp deals 40% more damage and has 30% increased area per point. Max 3 points.
    • Added a new node off of Repugnant Mass, Noxious Stench. Your abomination casts Aura of Rot, inflicting poison to itself and nearby enemies every second, influenced by its chance to poison on hit. +20% chance to poison on hit per Skeleton Rogue absorbed.

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Aura of Decay

  • Your chance to poison on hit now applies to Aura of Decay’s instances at 40%.
  • While Aura of Decay is active, you take 30% less poison damage from all sources (from 50%).
  • You now also take 50% less damage from your own Aura of Decay. This is multiplicative with the less poison damage taken from all sources.
  • Aura of Decay now updates after stat changes, removing the need to recast the ability after modifying its skill tree or changing gear.
  • Tree changes:
    • Undertow grants 25% slow chance per second per point (from 12%).
    • Corrosive Aura has been reworked. It now grants 25% armor shred chance per second per point, with an additional 10% per point of your chance to shred armor on hit as chance per second. Max 4 points.
    • Armorbane has been replaced with Blood Font. Converts Aura of Decay to physical, inflicting bleed instead of poison. All of Aura of Decay’s effects related to poison and poison resistance are converted to bleed (chance effectiveness: 30%) and physical resistance. Effects from Aura of Decay which granted less poison damage taken instead grant less physical damage over time taken. Max 1 point.
    • Seeping Wounds has been removed, and Unending Sickness has been moved to its place.
    • Mana Blight grants 12% increased ailment frequency per point (from 10%).
    • Icarian Poison has been replaced with Cold Death. Converts Aura of Decay to cold, inflicting frostbite instead of poison. All of Aura of Decay’s effects related to poison and poison resistance are converted to frostbite (chance effectiveness: 40%) and cold resistance. Effects from Aura of Decay which granted less poison damage taken instead grant less cold damage over time taken. Max 1 point.
    • Added a new node in Unending Sickness’s old position, Frozen Touch. 10% chance per point when hit while Aura of Decay is active to retaliate with Freezing Blast, with a 4 second cooldown.
    • Aura of Terror has been removed, and Chill to the Bone has been moved to its position. It now grants 25% chill chance per second per point (from 15%). Max 4 points (from 3).
    • Plague Rat now grants 25% increased area per point (from 15%). Max 3 points (from 4).
    • Bubonic Aura grants 20% chance to inflict Plague per second per point (from 12%), and now also grants 5% more damage per point.
    • Corruption’s Poison Nova now has a limit of 2 per 3 seconds (from 5 second cooldown).
    • Death Bloom now grants +1 limit per 3 seconds per point (from -1 second to cooldown per point).
    • Putrid Bombs has been reworked. While Aura of Decay is active, you leave behind a Putrid Bomb whenever you use a traversal skill or evade. Putrid Bombs explode after a 1 second delay. They no longer have 25% increased poison effect or 100% increased duration. They now have 250% effectiveness of your chance to poison on hit.
    • Incipient Decay has been reworked. Aura of Decay consumes 10 mana to emit a Defiling Nova every 15 seconds, as long as a boss or rare enemy is nearby. This effect has 2% increased frequency per point per 10% uncapped poison resistance. Max 3 points.
    • Poison Skin has been moved to Chill to the Bone’s old position.
    • Poison Bolt, Poison Barrage, Loathing, Feast of Souls, and Growing Hunger have been removed.
    • Added a new node in Loathing’s old position, Fester. While stationary with Aura of Decay active, you gain two stacks of Fester per second, up to 3 maximum stacks per point. You lose two stacks per second while moving. Fester grants your active Aura of Decay 6% more damage per stack. Max 3 points.
    • Added a new node connected to Fester, Rotten Core. +2 max Fester stacks per point, and 10% reduced rate of Fester stack loss when moving per point. Max 2 points.
    • Added a new node connected to Fester, Virulence. You gain Fester stacks 50% faster while channeling per point. Max 2 points.
    • Added a new node connected to Fester, Poison Bolt. When you lose a stack of Fester or gain a stack while at max stacks, you fire a Poison Bolt at a nearby enemy. Max 1 point.
    • Added a new node connected to Poison Bolt, Unchecked Growth. 8% chance per point when you would lose a stack of Fester to instead gain a stack. 10% increased rate of Fester stack loss while moving per point. Max 3 points.

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Death Seal

  • Moved to require 35 points in the Lich tree (from 30).
  • New functionality: Seal your current health, preventing it from going above its current value for up to 3 seconds. While sealed, you take less damage equal to half your percent missing health, and 90% of hit damage taken is dealt over 4 seconds. Can be deactivated early. When Death Seal ends, unleash a Wave of Death dealing heavy necrotic damage. 12 second cooldown.
  • No longer removes ward, and does not prevent gaining ward.
  • The Wave of Death has 100 base damage and 500% effectiveness (from 60 and 300%).
  • Now has a 10 second cooldown (from 5).
  • Tree changes:
    • Necrosis has been replaced with Glimpse of Pain. When you kill an enemy while sealed, clear 4% of delayed damage per point, triple if it’s a boss or rare enemy. Max 3 points.
    • Leper’s Skin has been replaced with Radiated Suffering. Waves of Death have a 25% chance per point to shred necrotic resistance on hit. Max 4 points.
    • Entreat the Damned adds 2 seconds per point (from 1) to the duration of Wandering Spirits if it is active when you activate Death Seal.
    • Corrupted Consciousness has been reworked. 5% per point of all delayed damage is cleared when Death Seal ends. Max 5 points.
    • Mortal Pulse grants 40% less Wave of Death damage (from 60% less).
    • Tachycardia has been reworked. You release a Wave of Death when you cast Reap or Evade. Max 1 point.
    • Added a new node off of Desperate Shroud, Frozen Form. The Wave of Death’s base damage is converted to cold, and effects in the tree related to necrotic resistance are converted to cold resistance.
    • Grim Scale has been removed.
    • Pustulent Presence has been reworked. While sealed, you take 3% less poison. damage per point per 10% missing health, up to 50% missing health. Max 4 points.
    • Sanguine Wave has been reworked. The Waves of Death leech 1% of damage dealt per point.
    • Carrion Breath now also grants +4% critical strike chance to the Waves of Death per point.
    • The Quick and the Dead has been reworked. When Death Seal ends, you gain Haste for 4 seconds. Max 1 point.
    • Flesh Pact has been reworked. When Death Seal ends, recover 30% of your missing health. Max 1 point.
    • Doomcall now grants 20% more Death Wave hit damage per Damned stack (from 10%), but caps out at 400% more hit damage (from no cap).
    • Moratorium now grants 12% increased Death Seal duration per point (from +1 second per point).
    • Devouring Release now casts Hungering Souls every second (from every 1.5 seconds).
    • Insatiable Soul now grants 34% increased Hungering Souls frequency per point (from 28%). It now also grants “When you cast Reap or Evade, you will release Hungering Souls for 25% of Death Seal’s maximum duration per point”. Max 3 points (from 4).

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Dread Shade

  • Wisdom of the Dead now also grants 8% increased cast speed per point.
  • Martyrdom grants 30 armor per vitality (from 25) and 10% increased health decay (from 25%).
  • Flesh Harvest’s effect has been clarified to state that the increased buff effect is always based on the target’s health, even if cast on an enemy.
  • Added a new node off of Lingering Doom, Wasting Essence. Affected minions deal 8% more damage over time per point. Max 3 points.
  • Doomed Wrath has been removed.
  • Egoism now requires Vile Ghast instead of Pernicious Pact.
  • Egoism has been reworked. The targeted minion receives +5% critical chance, +10% critical multiplier, and +5% chance to be crit per point. Max 2 points.
  • Spectral Distance has been reworked. Dread Shade has 5% increased area per active minion when it was cast, up to 100%. Max 1 point.
  • Doom Brand now deals 80 base damage with 400% effectiveness (from 42 and 200%).
  • Doom Brand now applies much more frequently, reducing instances of newly created minions dying before receiving the brand.

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Harvest

  • Intelligence scaling now grants 4% increased damage per point (from +1 melee necrotic damage).
  • Dexterity scaling now grants +2 melee necrotic damage per point (from 4% increased melee damage).
  • Now has 100% damage effectiveness (from 70%).
  • Tree changes:
    • Harrowing Blade grants 25% necrotic resistance shred chance per point (from 20%). It now also grants 10% more damage over time per point. Max 4 points.
    • Life Eater requires 2 points in Harrowing Blade (from 4).
    • Added a new node off of Harrowing Blade, Morbid Fury. 4% increased attack speed per point, and another 2% increased attack speed per point if dual wielding. Max 4 points.
    • Great Scythe now also grants an additional 10% increased area per point if using a two handed weapon. Max 4 points (from 5).
    • Spectral Whetstone now also grants 2% increased attack speed per point.
    • Learned Weakness grants 25% global increased critical strike chance (from 20%) and +8% global critical multiplier (from 5%) per point if you have hit a cursed enemy with Harvest recently. Max 4 points (from 5).
    • Steal Youth has been reworked. It now grants a 25% chance per point to grant Haste for 2 seconds on crit. Max 2 points.
    • Symbol of Loss now has a maximum of 4 points (from 5).
    • Mind harvest grants 6 ward gained on cursed hit per point (from 2) up to 10 times per 5 seconds (from no limit). It now also grants 6% more damage per point. Max points are now 3 (from 4).
    • Mirror Soul has been removed.
    • Ghost Conduit has been reworked. When you directly use Harvest, you gain 1 mana per enemy killed or boss or rare enemy hit. Max 2 points.
    • Added a new node off of Ghost Conduit, Agonizing Siphon. When harvest kills an enemy or hits at least one boss or rare enemy, you have a 25% chance per point to gain a Stolen Spirit, up to 5. At 5 stacks, your next Harvest hit against a boss or rare enemy consumes all stacks to release a Wandering Spirit per stack. Max 4 points.
    • Added a new node off of Mind Harvest, Shatter. Harvest’s base damage is converted to cold. Intelligence now also grants 4% frostbite chance on hit per point. Dexterity now grants cold melee damage instead of necrotic. All bleed chance is converted to frostbite chance. Max 1 point.
    • Putrid Reaper grants 25% chance to poison on hit (from 20%). Max 4 points (from 5).
    • Death Inside has been moved to require Putrid Reaper or Blood Bringer, and has been reworked. 5% more hit damage per point per unique ailment on the target, up to 30% per point. Max 3 points.
    • Crimson Death has been moved to only require Blood Bringer, and has been adjusted. It still converts Harvest’s base damage to physical. Intelligence now also grants 4% bleed chance per point. Dexterity now grants physical melee damage instead of necrotic.
    • Wraith Skin has been reworked. When you directly use Harvest and hit at least one enemy, gain 5% of your missing health as ward. Max 1 point.
    • Iron Mouths has been reworked. +2% crit chance and +20% critical multiplier per point, but you lose 5% of your current health when you use Harvest. Max 5 points.
    • Finality now also grants 6% more damage per point.
    • Spirit Shards has been replaced with Seeds of Undeath. When Harvest kills an enemy or hits a boss or rare enemy, 10% chance per point to summon a Volatile Zombie, consuming 50% of its mana cost. This effect can occur up to 5 times per 3 seconds. Max 5 points.

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Marrow Shards

  • Now has 25 base damage and 125% effectiveness of added damage (from 22 and 110%).

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Reaper Form

  • Gravechill now converts poison chance to frostbite instead of chill.
  • Pestilence no longer prevents Reap from critically hitting.
  • Effects in the tree which grant poison chance or duration are now converted to frostbite or bleed by the Gravechill or Bloodmoon Reaver nodes.
  • Unholy Dominion’s description has been updated to clarify it makes Reap no longer share a cooldown with traversal skills in general, not just Transplant.

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Rip Blood

  • Now hits all enemies in a line in front of you. Each enemy hit still creates an orb of blood that returns to heal you.
  • Tree changes:
    • Eviscerate has been removed.
    • Crimson Flood grants 25% increased area for Blood Splatter per point (from 20%). Max 4 points (from 5).
    • Splatter now grants 25% chance per point for a Blood Splatter on hit, up to 1 Splatter per point from a single cast of Rip Blood. Enemies hit by Rip Blood can’t be hit by Blood Splatter, and enemies hit by a Blood Splatter can’t be hit by other Blood Splatters from the same cast. Max 4 points (from 5).
    • Necrotic Unity grants 2% increased area per minion, up to 20 (from no limit).
    • Gushing Wound has been moved to a new branch, and grants 25% bleed chance (from 20%). Max 4 points (from 5).
    • Added a new node off Gushing Wound, Revile. 10% more damage over time per point. Max 4 points.
    • Added a new node off Gushing Wound, Blood Bond. When Rip Blood hits a boss or rare enemy, it attaches a Blood Tether to the target. Max 1 point.
    • Added a new node in Gushing Wound’s old position, Volatility. +3% critical chance per point. Max 3 points.
    • Added a new node off of Volatility, Carnage. When you directly use Rip Blood and hit a boss or rare enemy or at least 3 enemies, you cast Marrow Shards in the same direction. Max 1 point.
    • Coagulation now has a maximum of 12 stacks (from 4), and consumes 6 stacks to trigger its effect (from 4). Now requires that blood orbs return health to gain a stack (from requiring that the returned health restores excess health). Because Rip Blood can now hit multiple enemies at once, it is now possible to gain multiple stacks from a single cast.
    • Necrotic Inspiration now grants 2% (from 1.5%) more damage per minion you control, up to 20 (from no limit).
    • Blood Catalyst has been reworked. When you directly use Rip Blood and kill at least one enemy, Rip Blood will recast from that enemy’s position towards another nearby enemy, consuming Rip Blood’s mana cost. These recasts can also trigger this effect. Rip Blood no longer creates Blood Orbs.
    • Rip Spirit now also converts bleed chance to damned chance.
    • Arcane Absorption grants +1 spell damage per point (from 2) for 6 seconds when you directly cast Rip Blood, but this effect is now doubled for Rip Blood.
    • The Orbs of Blood now restore 5 health (from 10).
    • Quenching grants +2 health from Blood Orbs per point (from 4).
    • Mana Feast grants +1 mana from Blood Orbs per point (from 3), but the amount of mana gained is now tripled from bosses and rare enemies (from no benefit against bosses and rare enemies).

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Sacrifice

  • Now has 80 base damage and 400% effectiveness of added damage (from 40 and 200%).
  • Necrotic Audience grants 8% more damage per point with 3 or more minions (from 6%).

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Subskills

  • Removed the intelligence scaling listed on Blood Tether and Coagulated Blood. As subskills they inherit attribute scaling from the skill that triggered them, this is just a description change.
  • Blood Tether:
    • Leeches 3% of damage dealt as health (from 25%).
    • Now deals 1% more damage per bleed on the target.
    • Now lasts 3 seconds (from 5).

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