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Curse of the Allflame Changes: PoE 3.29 Gems, Ascendancies and Items

Jul 17
34 min read

Path of Exile 3.29, Curse of the Allflame, brings a broad balance pass focused on spell scaling, critical strikes, Mana costs, minions, caster weapons, Staves, Unique Items and Corruption Implicits. This guide covers all Path of Exile 3.29 balance changes affecting players, Ascendancies, the Passive Skill Tree, Skill Gems, Vaal Gems, Support Gems, Unique Items and equipment.


The coverage below includes the complete changes to players, Ascendancies, the Passive Skill Tree, Skill Gems, Vaal Gems, Support Gems, Unique Items and regular items.


Path of Exile 3.29 Balance Changes

Path of Exile 3.29 Balance Changes for Players


Damage avoidance now combines more consistently

Chance to Avoid all Damage from Hits is now added together with avoidance that only applies to a specific damage type. The wording of several avoidance modifiers has also been revised so this additive interaction is easier to understand.


Spectre Life has been reduced

A number of monsters have lower Life when raised as Spectres. The stated target is that no Spectre should generally exceed the Life of a Meatsack. The affected group includes Unholy Aberrations from the Unholy Trinity encounter, Originator-influenced monsters and the robot monsters found in the hidden Refinery area.


Several non-Spectre Minions attack without pausing

Non-Spectre Minions no longer stop briefly while attacking. Minions that already attacked continuously are unchanged, but the update is described as a significant damage-per-second increase for:


  • Dominating Blow Minions

  • Raised Zombies

  • Stone, Ice, Flame, Chaos and Lightning Golems

  • Summoned Raging Spirits

  • Summoned Skeletons


Arcane Might replaces the old Spell Damage wording

Skills, items and modifiers that previously said increases and reductions to Spell Damage also apply to Attack Damage now use the Arcane Might keyword. This is a wording change only; the underlying behaviour is unchanged.


Ascendancy Changes


Assassin

Path of Exile 3.29 Balance Changes

Deathmarked loses the effect that prevented Marked Enemies from Evading Attacks. In its place, the Notable grants 10% increased Effect of your Marks per maximum Power Charge and makes 3% of Leech Instant per maximum Power Charge.


Mystical Infusion no longer sets the base Critical Strike Chance of Spells to the base Critical Strike Chance of the Main Hand Weapon. It now grants Bifurcated Spell Critical Strike Chance together with 30% less Spell Critical Strike Chance.


With Bifurcation, Critical Strike Chance is rolled twice. One successful roll produces a normal Critical Strike. If both rolls succeed, the extra damage supplied by the Critical Strike is doubled, which is equivalent to doubling the portion of Critical Strike Multiplier above 100% for that Hit. Lucky and Unlucky modifiers apply separately to both rolls. Hits that are guaranteed to Crit do not Bifurcate because no Critical Strike Chance roll occurs.


Hierophant

Curse of the Allflame

Ritual of Awakening now grants 3% more Damage per Summoned Totem, down from 5%.


Inquisitor

Curse of the Allflame

A new Notable named Instruments of Justice has been added and requires Instruments of Virtue. It makes the base Critical Strike Chance of Spells equal to that of the Main Hand Weapon.

Instruments of Zeal now provides +3 Maximum Fanatic Charges instead of +4. Fanaticism lasts 5 seconds instead of 4 and gives 75% less Cost of Spells you cast yourself rather than 75% reduced Cost.


Occultist

Curse of the Allflame

The new Unhallowed Rite Notable requires either Vile Bastion or Forbidden Power. While Channelling a Spell, it grants one stack of Spirit Infusion each second. Every stack provides:


  • 30% faster start of Energy Shield Recharge

  • 10% more Damage with Channelling Spells

  • 20% more Cost for Channelling Spells


Spirit Infusion is capped at five stacks. When no stack has been gained during the previous two seconds, one stack is removed every 0.5 seconds.


Reliquarian

Curse of the Allflame

The Reliquarian layout has been reshuffled. The passives available in Curse of the Allflame are listed below as shown in the four official Ascendancy images.


Left side

Elevore

  • +25% chance to Suppress Spell Damage

  • 25% chance to Avoid Elemental Ailments

  • Recover 200 Life when you Suppress Spell Damage


Kaom's Roots

  • +100 to maximum Life

  • Cannot be Knocked Back

  • Action Speed cannot be modified to below Base Value

  • Cannot Evade enemy Attacks

  • Cannot be Stunned


The Apostate

  • Removes all Energy Shield

  • Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items

  • -12 Maximum Life per Level


Vaal Caress

  • Gain Onslaught for 20 seconds when using a Vaal Skill

  • +2 to Level of all Vaal Skill Gems


Dawnbreaker

  • 25% of Cold Damage taken as Fire Damage

  • 25% of Lightning Damage taken as Fire Damage

  • 25% of Physical Damage taken as Fire Damage

Curse of the Allflame

Top side

Arakaali's Fang

  • Trigger Level 20 Raise Spiders on Kill


Xirgil's Crank

  • +1 to Level of all Spell Skill Gems

  • 30% chance for Energy Shield Recharge to start when you Block


Sands of Time

  • Trigger Level 1 Suspend in Time when Casting a Spell


The Black Cane

  • Each Summoned Phantasm grants Phantasmal Might


Femurs of the Saints

  • +1% Chance to Block Attack Damage per Summoned Skeleton

  • 2% increased Attack and Cast Speed per Summoned Raging Spirit

  • Regenerate 0.6% of Life per second for each Raised Zombie

  • 30% increased Mana Regeneration Rate per Raised Spectre


Shimmeron

  • +8% to Critical Strike Multiplier per Power Charge

  • +0.3% to Critical Strike Chance per Power Charge

  • +3% Chance to Block Spell Damage per Power Charge

Curse of the Allflame

Right side

Kaom's Binding

  • Nearby Enemies Convert 25% of their Physical Damage to Fire

  • 15% increased Strength


Screams of the Desecrated

  • You have the Impenetrable Shrine Buff while affected by no Flasks


Presence of Chayula

  • Cannot be Stunned

  • 20% of Maximum Life Converted to Energy Shield


Gloomfang

  • Skills Chain +1 time

  • Projectiles that have Chained gain 20% of Non-Chaos Damage as extra Chaos Damage


Melding of the Flesh

  • -5% to all maximum Elemental Resistances

  • Elemental Resistances are capped by your highest Maximum Elemental Resistance instead


Polaric Devastation

  • 40% increased Duration of Ailments on Enemies

  • Cover Enemies in Ash for 5 seconds when you Ignite them

  • Cover Enemies in Frost for 5 seconds when you Freeze them

Curse of the Allflame

Bottom side

Ahn's Might

  • 20% more Accuracy Rating while at maximum Frenzy Charges

  • -1 to Maximum Frenzy Charges

  • +100% to Critical Strike Multiplier while you have no Frenzy Charges


Ngamahu's Flame

  • Trigger Level 20 Molten Burst on Melee Hit

  • Damage Penetrates 20% Fire Resistance


Fidelitas' Spike

  • Hits always Shock

  • Deal no Physical Damage

  • Herald of Thunder has 100% increased Buff Effect

  • Herald of Thunder has 100% increased Mana Reservation Efficiency


Al Dhih

  • Enemies Taunted by your Warcries Explode on death, dealing 8% of their maximum Life as Chaos Damage

  • Warcry Skills have a 4-second Cooldown


The Shattered Divinity

  • Grants Summon Greater Harbinger of Directions Skill

  • +40 to Strength and Dexterity


The Sacred Chalice

  • Gain a Flask Charge when you deal a Critical Strike

  • Gain 20% of Physical Damage as Extra Cold Damage after using a Sapphire Flask Recently

  • Gain 20% of Physical Damage as Extra Fire Damage after using a Ruby Flask Recently

  • Gain 20% of Physical Damage as Extra Lightning Damage after using a Topaz Flask Recently

Curse of the Allflame

Passive Skill Tree Changes

Two new caster-focused clusters arrive in 3.29. Arcane Conservation, located north-east of the Witch starting area, grants 10% increased Cast Speed, 20% increased Mana Cost Efficiency of Spells and 3% increased Intelligence through its Notable. Contemplative Meditation, positioned north-west of the Templar start, grants 8% increased Reservation Efficiency of Spells and 20% increased Cost Efficiency.

Every source of reduced Skill Cost on the Passive Skill Tree has been converted to Cost Efficiency at an appropriate value.


Totem critical scaling has also been reduced. The Totem Mastery that activates after Summoning a Totem Recently now grants 40% increased Critical Strike Chance, down from 60%. Shaman's Dominion moves from 60% to 50% increased Critical Strike Chance with Totem Skills, while the small passives leading to it now provide +16% Critical Strike Multiplier with Totem Skills instead of +20%.


Curse of the Allflame Changes to Skill Gems

The spell rebalance follows four broad rules stated in the patch notes: spells receiving base-damage buffs scale more strongly at higher gem levels; shadow-themed Physical Spells and pure Cold Hit Spells generally gain Critical Strike Chance; pure Lightning Spells usually cast faster at the cost of more Mana; and pure Fire Spells generally cost less Mana while receiving better Added Damage Effectiveness. Divine Ire is used as the official scaling example: its improvement is 27% at gem level 20 but reaches 37% at gem level 30.


The complete Skill Gem changes are reorganised below as an A-Z reference.


Skill Gems: A–C


Arcane Cloak: The added Lightning Damage supplied by its Buff is fixed at 10% of the Mana spent by the Skill at every gem level, replacing the previous 10-14% scaling.


Absolution: Cast Time is reduced from 0.75 to 0.65 seconds.


Absolution of Inspiring: Cast Time is reduced from 0.75 to 0.65 seconds.


Arc: Cast Time falls from 0.7 to 0.6 seconds, while base Mana Cost rises by 25% at every gem level.


Arc of Oscillating: Cast Time falls from 0.7 to 0.6 seconds, while base Mana Cost rises by 25% at every gem level.


Arc of Surging: The beam splits toward 6-9 additional targets instead of 4-7. Cast Time changes from 0.7 to 0.6 seconds, and Mana Cost is increased by 25% at every gem level.


Armageddon Brand of Volatility: At gem level 20, Added Damage Effectiveness increases from 370% to 520% and Fire Damage moves from 1676-2514 to 2100-3150. Base Mana Cost is reduced by 20% at every gem level.


Barrage: The Skill fires 6 Projectiles instead of 5.


Ball Lightning: Base radius increases from 1.8 to 2 metres and Cast Time drops from 0.7 to 0.6 seconds. Base Mana Cost is 25% higher at every gem level.


Ball Lightning of Orbiting: Cast Time is reduced from 0.6 to 0.5 seconds, with a 25% increase to base Mana Cost at every gem level.


Ball Lightning of Static: Cast Time is reduced from 0.7 to 0.6 seconds, base Mana Cost is increased by 25% at all levels, and the number of cooldown uses rises from 3 to 4.

Blade Blast: Base radius changes from 1.4 to 1.5 metres and Critical Strike Chance rises from 6% to 10%.


Blade Blast of Dagger Detonation: Base radius changes from 2.6 to 2.8 metres and Critical Strike Chance rises from 6% to 10%.


Blade Blast of Unloading: Each detonated Blade Vortex blade now grants 100% more Area of Effect instead of 80%, while Critical Strike Chance rises from 6% to 10%.


Blade Vortex: Increased Hit Rate per blade and more Damage per blade are both reduced from 35% to 30%. Critical Strike Chance increases from 6% to 10%.


Blade Vortex of the Scythe: Critical Strike Chance increases from 6% to 10%. At level 20, Added Damage Effectiveness moves from 300% to 370% and Physical Damage moves from 1353-2030 to 1684-2526. Quality now grants +0-0.3 metres to Radius instead of 0-20% more Physical Damage.


Bladefall: At level 20, Added Damage Effectiveness increases from 140% to 160% and Physical Damage rises from 595-893 to 713-1070.


Bladefall of Impaling: Critical Strike Chance increases from 15% to 25%. At level 20, Added Damage Effectiveness rises from 140% to 170% and Physical Damage changes from 595-893 to 771-1157.


Bladefall of Trarthus: At level 20, Added Damage Effectiveness increases from 120% to 140% and Physical Damage rises from 536-803 to 634-951. Mana Cost is increased by 5% Mana per second at every gem level.


Bladefall of Volleys: At level 20, Added Damage Effectiveness increases from 100% to 120% and Physical Damage rises from 446-669 to 570-855.


Blazing Salvo: Added Damage Effectiveness at level 20 increases from 60% to 70%, and base Mana Cost is reduced by 20% at every gem level.


Bodyswap: Base Fire Damage derived from maximum Life rises from 4% to 6%. Consuming a corpse now grants 300% more Area of Effect instead of 200%, and Cast Time falls from 0.7 to 0.65 seconds. Quality now scales the maximum-Life portion from 0% to 6%, replacing the previous fixed 4% wording.


Bodyswap of Sacrifice: Consuming a Minion now grants 300% more Area of Effect instead of 200%, and Cast Time falls from 0.7 to 0.65 seconds.


Cold Snap: Gains a 25% chance to Freeze, and Critical Strike Chance increases from 6% to 7.5%.


Cold Snap of Power: Gains a 25% chance to Freeze, and the chance to gain a Power Charge on Critical Strike rises from 30% to 50%.


Commandment of Inferno, triggered by the Unyielding Flame Unique Shield: The Skill granted by Unyielding Flame can now receive Supports. Legacy versions originating from Glove Enchantment modifiers are excluded from this change.


Crackling Lance: At level 20, Added Damage Effectiveness rises from 165% to 190% and Lightning Damage rises from 458-1375 to 526-1578. Cast Time drops from 0.65 to 0.5 seconds, while base Mana Cost increases by 25% at every level.


Crackling Lance of Branching: At level 20, Added Damage Effectiveness rises from 330% to 370% and Lightning Damage rises from 905-2715 to 1039-3116. Cast Time drops from 0.75 to 0.6 seconds, with a 25% increase to base Mana Cost at every level.


Crackling Lance of Disintegration: At level 20, Added Damage Effectiveness rises from 360% to 400% and Lightning Damage rises from 1054-3161 to 1125-3376. Cast Time drops from 0.75 to 0.6 seconds, with a 25% increase to base Mana Cost at every level.


Creeping Frost: Critical Strike Chance increases from 6% to 7.5%.


Creeping Frost of Floes: Critical Strike Chance increases from 6% to 7.5%.


Cremation: Quality now makes Projectiles fire 0-15% faster instead of 0-10% faster.


Cremation of Exhuming: The firing interval improves from 1 second to 0.8 seconds, but the number of Projectiles falls from 4 to 3. Quality now provides 0-15% faster Projectile firing instead of 0-10%.


Cremation of the Volcano: Base Duration drops from 2.5 to 2 seconds and the maximum active Geysers rises from 6 to 8. Quality now grants +0-2 maximum Geysers instead of making Projectiles fire 0-10% faster.


Skill Gems: D–K


Dark Bargain: Critical Strike Chance rises from 7% to 10%.


Dark Bargain of Trarthus: Reaching seven Ruin still sacrifices 50% of Life, but the resulting Chaos Damage increases from 500% to 600% of the sacrificed Life. Critical Strike Chance also rises from 7% to 10%.


Dark Pact: The gem has been renamed Dark Bargain.


Discharge: Cooldown is reduced from 2 seconds to 1 second, and base Damage per Charge removed is 15% higher at every gem level.


Discharge of Misery: Base Damage per Charge removed is 15% higher at every gem level.


Divine Blast: Base Off Hand Physical Damage changes from 39-58 to 42-64 at level 1 and from 169-253 to 184-276 at level 20. Added Physical Damage per 15 Armour on the Shield changes from 2-3 to 2-4 at level 1 and from 3-5 to 3-6 at level 20. Base duration is shortened from 1.5 to 1.2 seconds.


Divine Ire: At level 20, Added Damage Effectiveness rises from 50% to 75% and Physical Damage rises from 253-380 to 321-482.


Divine Ire of Disintegration: At level 20, Added Damage Effectiveness rises from 130% to 140% and Physical Damage rises from 491-737 to 623-934.


Divine Ire of Holy Lightning: At level 20, Added Damage Effectiveness rises from 65% to 100% and Physical Damage rises from 353-529 to 447-671.


Divine Retribution: Cooldown falls from 5 to 4 seconds. At level 20, Added Damage Effectiveness increases from 390% to 540% and Physical Damage rises from 1745-2617 to 2395-3593.


Elemental Hit: Added Fire, Cold and Lightning Damage is reduced by 17% at every gem level. Elemental Hit of the Spectrum is not affected.


Essence Drain of Wickedness: Projectile count now scales from 3 to 5 instead of remaining at 1 across all gem levels.


Ethereal Knives: Projectile count changes from 10-13 to 10-15 and Critical Strike Chance rises from 6% to 10%. At level 20, Added Damage Effectiveness increases from 220% to 250% and Physical Damage rises from 949-1423 to 1104-1656. Quality now grants 0-20% more Projectile Speed instead of +0-2 Projectiles.


Ethereal Knives of Lingering Blades: Projectile count changes from 6-8 to 7-10 and Critical Strike Chance rises from 6% to 10%. At level 20, Added Damage Effectiveness increases from 220% to 250% and Physical Damage rises from 949-1423 to 1104-1656.


Ethereal Knives of the Massacre: Critical Strike Chance rises from 6% to 10%.


Eye of Winter: Critical Strike Chance rises from 6% to 7.5%.


Eye of Winter of Finality: Critical Strike Chance rises from 6% to 7.5%.


Eye of Winter of Transience: Critical Strike Chance rises from 6% to 7.5%.


Fireball: Radius scaling at gem levels 1-20 changes from 0.9-1.4 metres to 1-1.8 metres. Critical Strike Chance falls from 6% to 5%, while base Mana Cost is reduced by 20% at every level. At level 20, Added Damage Effectiveness rises from 370% to 480% and Fire Damage rises from 1640-2460 to 1883-2825. Quality now grants +0-0.3 metres to Radius instead of +0-0.2.


Firestorm: Added Damage Effectiveness at level 20 rises from 80% to 100%, and base Mana Cost is reduced by 20% at all levels.


Firestorm of Meteors: Base radius grows from 2.3 to 2.6 metres and base Mana Cost is reduced by 20% at all levels. At level 20, Added Damage Effectiveness rises from 410% to 520% and Fire Damage rises from 1824-2735 to 1960-2940. Quality now grants +0-0.3 metres to Radius instead of +0-0.2.


Firestorm of Pelting: Added Damage Effectiveness at level 20 rises from 120% to 150%, and base Mana Cost is reduced by 20% at all levels.


Flame Dash: Critical Strike Chance falls from 6% to 5%, while Added Damage Effectiveness at level 20 rises from 140% to 170%.


Flame Dash of Return: Critical Strike Chance falls from 6% to 5%. Burning Ground deals 15% more Damage at every gem level. At level 20, Added Damage Effectiveness rises from 340% to 430% and Fire Damage rises from 1501-2252 to 1722-2583. Base Mana Cost is reduced by 20% at all levels.


Flame Surge: Critical Strike Chance falls from 6% to 5%. Burning Ground now deals 30% of the Fire Damage per second of the Ignite affecting the enemy, up from 25%. At level 20, Added Damage Effectiveness rises from 190% to 270% and Fire Damage rises from 832-1247 to 1042-1563. Base Mana Cost is reduced by 20% at every level.


Flame Surge of Combusting: Critical Strike Chance falls from 6% to 5%. At level 20, Added Damage Effectiveness rises from 310% to 410% and Fire Damage rises from 1374-2062 to 1644-2466. Base Mana Cost is reduced by 20% at every level.


Flameblast: Radius gained per Stage increases from +0.3 to +0.4 metres. At level 20, Added Damage Effectiveness rises from 90% to 120% and Fire Damage rises from 405-608 to 494-741. Base Mana Cost is reduced by 20% at every level.


Flameblast of Celerity: Base radius rises from 0.8 to 1 metre and base Mana Cost is reduced by 20% at all levels. At level 20, Added Damage Effectiveness rises from 100% to 140% and Fire Damage rises from 443-665 to 541-811.


Flameblast of Contraction: Base radius rises from 2.6 to 3.0 metres and base Mana Cost is reduced by 20% at all levels. At level 20, Added Damage Effectiveness rises from 30% to 40% and Fire Damage rises from 140-210 to 171-256.


Forbidden Rite: Base Chaos Damage derived from maximum Life rises from 12% to 14%.


Freezing Pulse: Projectile count now scales from 1 to 5 instead of remaining at 1. Critical Strike Chance rises from 6% to 7.5%. At level 20, Added Damage Effectiveness rises from 330% to 370% and Cold Damage rises from 1458-2188 to 1659-2488.


Frost Bomb: Gains 25% chance to Freeze and its Critical Strike Chance rises from 6% to 7.5%. At level 20, Added Damage Effectiveness increases from 310% to 380% and Cold Damage rises from 1391-2086 to 1712-2568.


Frost Bomb of Forthcoming: Base duration falls from 2.5 to 2 seconds. The gem gains 25% chance to Freeze and Critical Strike Chance rises from 6% to 7.5%. At level 20, Added Damage Effectiveness rises from 370% to 460% and Cold Damage rises from 1668-2502 to 2067-3101.


Frost Bomb of Instability: Gains 25% chance to Freeze and Critical Strike Chance rises from 6% to 7.5%. At level 20, Added Damage Effectiveness rises from 260% to 330% and Cold Damage rises from 1178-1766 to 1452-2178.


Frostblink: Critical Strike Chance rises from 5% to 7.5%.


Frostblink of Wintry Blast: Critical Strike Chance rises from 5% to 7.5%.


Frostbolt: Gains 25% chance to Freeze and Critical Strike Chance rises from 5% to 7.5%.


Galvanic Field: The per-enemy targeting interval changes from 0.7-0.5 seconds to 0.5-0.4 seconds across gem levels 1-20. The Buff grants 50% chance to Shock instead of 20%. At level 20, Added Damage Effectiveness rises from 100% to 130% and Lightning Damage rises from 56-1067 to 70-1336. Base Mana Cost is increased by 25% at all levels.


Galvanic Field of Intensity: The per-enemy targeting interval changes from 0.7 seconds to 0.65-0.55 seconds across gem levels 1-20. The Buff grants 50% chance to Shock instead of 20%. At level 20, Added Damage Effectiveness rises from 350% to 470% and Lightning Damage rises from 203-3858 to 262-4980. Base Mana Cost is increased by 25% at all levels.


General's Cry: Its support effect can no longer support Skills that have Cooldowns.


Glacial Cascade: Critical Strike Chance rises from 5% to 6%. At level 20, Added Damage Effectiveness increases from 65% to 75% and Cold Damage rises from 300-450 to 342-513.


Hexblast: Cooldown is reduced from 2 to 1 second and Cast Time falls from 1 to 0.85 seconds. Base Mana Cost is reduced by 15% at every gem level.


Hexblast of Contradiction: Cooldown is reduced from 2 to 1 second, Cast Time falls from 1 to 0.85 seconds and Critical Strike Chance rises from 6% to 7.5%. Base Mana Cost is reduced by 15% at every level.


Hexblast of Havoc: Base radius rises from 2.5 to 2.8 metres and Critical Strike Chance rises from 6% to 10%. Quality now grants +0-0.3 metres to Radius instead of +0-0.2.


Holy Flame Totem: Critical Strike Chance rises from 5% to 6%.


Holy Flame Totem of Ire: Critical Strike Chance rises from 5% to 6%.


Holy Hammers: Base radius is fixed at 1.8 metres at every gem level instead of scaling from 1.6 to 1.8 metres across gem levels 1-20.


Hydrosphere: Critical Strike Chance rises from 5% to 6%.


Ice Nova: Gains 25% chance to Freeze and Critical Strike Chance rises from 6% to 7.5%. At level 20, Added Damage Effectiveness increases from 230% to 250% and Cold Damage rises from 988-1481 to 1122-1683.


Ice Nova of Deep Freeze: It now always Freezes instead of having a 50% chance. Critical Strike Chance rises from 6% to 7.5%. At level 20, Added Damage Effectiveness rises from 140% to 180% and Cold Damage rises from 642-963 to 817-1225.


Ice Nova of Frostbolts: Gains 25% chance to Freeze and Critical Strike Chance rises from 6% to 7.5%.


Ice Spear: Critical Strike Chance rises from 7% to 7.5%.


Ice Spear of Splitting: Critical Strike Chance rises from 5% to 7.5%, and the number of split targets changes from 2-5 to 4-7 across gem levels 1-20.


Icestorm, granted by the Whispering Ice Unique Staff: The Skill can now have 8 active Icestorms instead of 5.


Incinerate: Maximum Stages rise from 8 to 10. At level 20, Added Damage Effectiveness rises from 50% to 70% and Fire Damage rises from 207-311 to 277-416. Cast Time is reduced from 0.2 to 0.18 seconds.


Incinerate of Expanse: At level 20, Added Damage Effectiveness rises from 50% to 70% and Fire Damage rises from 207-311 to 277-416.


Incinerate of Venting: At level 20, Added Damage Effectiveness rises from 55% to 70% and Fire Damage rises from 228-342 to 272-408.


Kinetic Blast: Arcane Might is reduced from 200% to 150%, while the Area Damage penalty changes from 35% less to 40% less.


Kinetic Blast of Clustering: Arcane Might is reduced from 200% to 150%. Added Physical Damage based on Maximum Mana changes from 10-17% to 10-15% across gem levels 1-20.


Kinetic Fusillade: Attack Speed falls from 200% to 125% of base, base duration falls from 0.7 to 0.5 seconds, and Mana Cost changes from 4-6 to 6-10 across gem levels 1-20.


Kinetic Rain: Arcane Might rises from 150% to 200%.


Kinetic Rain of Impact: Arcane Might rises from 150% to 200%.


Skill Gems: L–W


Lightning Conduit: At level 20, Added Damage Effectiveness increases from 140% to 170% and Lightning Damage rises from 387-1161 to 486-1457. Base Mana Cost is increased by 25% at every gem level.


Lightning Conduit of the Heavens: The number of enemies hit scales from 8-15 instead of 6-12 across gem levels 1-20. Its Shock is now calculated as though the Hit dealt 200% more Damage at every level, replacing the previous 20-39 scaling at gem levels 1-20. Cast Time falls from 0.7 to 0.6 seconds, while base Mana Cost rises by 25% at every level.


Lightning Tendrils: Radius scaling across gem levels 1-20 changes from 2.4-3.1 metres to 2.6-3.6 metres, and Cast Time falls from 0.23 to 0.2 seconds. Base Mana Cost is increased by 25% at every level. At gem level 20, Added Damage Effectiveness rises from 130% to 190% and Lightning Damage rises from 75-1420 to 105-1986.


Lightning Tendrils of Eccentricity: Radius scaling across gem levels 1-20 changes from 2.4-3.1 metres to 2.6-3.6 metres, Cast Time falls from 0.23 to 0.2 seconds and base Mana Cost increases by 25%. At level 20, Added Damage Effectiveness rises from 60% to 85% and Lightning Damage rises from 33-629 to 48-916.


Lightning Tendrils of Escalation: Radius scaling across gem levels 1-20 changes from 2.4-3.1 metres to 2.6-3.6 metres, Cast Time falls from 0.35 to 0.3 seconds and base Mana Cost increases by 25%. At level 20, Added Damage Effectiveness rises from 260% to 370% and Lightning Damage rises from 150-2858 to 208-3949. Quality now grants +0-10% to Maximum Effect of Shock instead of additional Radius.


Lightning Warp: Cast Time falls from 0.7 to 0.6 seconds, while base Mana Cost rises by 25% at every gem level.


Manabond: Cast Time falls from 0.8 to 0.6 seconds.


Orb of Storms: Cast Time falls from 0.5 to 0.4 seconds, while base Mana Cost rises by 25% at every gem level.


Orb of Storms of Squalls: Cast Time falls from 0.5 to 0.4 seconds and base Mana Cost increases by 25%. At level 20, Added Damage Effectiveness rises from 140% to 190% and Lightning Damage rises from 396-1187 to 543-1628. The Orb now disappears after 8-14 strikes instead of 6-10 across gem levels 1-20.


Penance Mark, granted by The Hateful Accuser Unique Ring: The Skill now makes a Cursed Enemy spawn 2 Shackled Phantasms when Hit, down from 3, with the once-per-second limit unchanged.


Purifying Flame: Radius scaling across gem levels 1-20 changes from +0-0.2 metres to +0-0.4 metres and Critical Strike Chance rises from 5.5% to 6%. At level 20, Added Damage Effectiveness rises from 300% to 350% and Physical Damage rises from 1324-1986 to 1426-2139.


Purifying Flame of Revelations: Critical Strike Chance rises from 5.5% to 6%. At level 20, Added Damage Effectiveness increases from 190% to 230% and Physical Damage rises from 860-1291 to 927-1390.


Quickstep: It can now cross terrain, although it still cannot pass through enemies.


Ravenous, granted by the Veruso's Ambition Unique Boots: The Buff is removed when the character no longer has the Ravenous Skill, including after unequipping the Boots.


Rolling Magma: Damage and Added Damage Effectiveness are now lower at gem level 1, while the Skill deals more Damage at gem levels above 20. At level 20, Added Damage Effectiveness rises from 280% to 320%, while Fire Damage changes from 1245-1868 to 1219-1828. Base Mana Cost is reduced by 20% at every level.


Rune Blast: Cast Time falls from 0.2 to 0.16 seconds, while base Mana Cost rises by 25% at every gem level.


Rune Blast of Teleportation: The teleport can occur when no Runes have been detonated during the previous 0.5 seconds instead of 1 second. Cast Time falls from 0.2 to 0.16 seconds, while base Mana Cost rises by 25% at every level.


Shock Nova: Cast Time falls from 0.7 to 0.6 seconds and base Mana Cost rises by 25%. At level 20, Added Damage Effectiveness increases from 190% to 220%, while the listed Lightning Damage changes from 537-1610 to 242-2176.


Shock Nova of Procession: Level 20 Lightning Damage changes from 263-790 to 105-948, and base Mana Cost is increased by 25% at every gem level.


Somatic Shell: Attack Damage scaling changes from 20-50% to 35-60% of base across gem levels 1-20. Attack Speed rises from 100% to 115% of base, Mana Cost falls from 7-10 to 6-9 and base explosion radius increases from 1.5 to 1.8 metres.


Soulrend of Reaping: Projectile count now scales from 3 to 5 across gem levels 1-20 instead of remaining at 1, while Critical Strike Chance rises from 7% to 10%.

Spark: Cast Time falls from 0.65 to 0.6 seconds, while base Mana Cost rises by 25% at every gem level.


Spark of the Nova: Projectile count changes from 8-12 to 6-10 across gem levels 1-20. Cast Time falls from 0.75 to 0.7 seconds and base Mana Cost rises by 25% at every level.


Spark of Unpredictability: Projectile count changes from 3-6 to 4-7 across gem levels 1-20. Cast Time falls from 0.65 to 0.6 seconds and base Mana Cost rises by 25% at every level.


Storm Burst: At level 20, Added Damage Effectiveness rises from 35% to 45% and Physical Damage rises from 168-252 to 192-288.


Storm Burst of Repulsion: At level 20, Added Damage Effectiveness rises from 70% to 80% and Physical Damage rises from 309-464 to 353-530.


Storm Call: Cast Time falls from 0.5 to 0.4 seconds and base Mana Cost rises by 25%. At level 20, Added Damage Effectiveness increases from 250% to 270% and Lightning Damage rises from 949-1762 to 1074-1994.


Stormbind: At level 20, Added Damage Effectiveness rises from 160% to 200% and Lightning Damage rises from 444-1332 to 552-1656. Base Mana Cost is increased by 25% at all levels.


Stormbind of Teleportation: At level 20, Added Damage Effectiveness rises from 160% to 200% and Lightning Damage rises from 444-1332 to 552-1656. Base Mana Cost is increased by 25% at all levels.


Tornado of Elemental Turbulence: At level 20, Added Damage Effectiveness rises from 65% to 80% and Physical Damage rises from 290-435 to 366-549.


Unearth: Critical Strike Chance rises from 6% to 10%.


Void Sphere: Critical Strike Chance rises from 5% to 7%, and Physical-to-Chaos conversion rises from 40% to 60%. At level 20, Added Damage Effectiveness increases from 75% to 100% and Physical Damage rises from 344-516 to 464-696.


Void Sphere of Rending: Base radius grows from 2.4 to 2.8 metres, Critical Strike Chance rises from 5% to 7% and Physical-to-Chaos conversion rises from 40% to 60%. At level 20, Added Damage Effectiveness increases from 190% to 250% and Physical Damage rises from 860-1290 to 1107-1660.


Volatile Dead of Confinement: Base explosion radius increases from 2 to 2.3 metres.


Voltaxic Burst: Critical Strike Chance rises from 5.5% to 10% and Lightning-to-Chaos conversion rises from 40% to 60%. The explosion's base Lightning Damage derived from corpse maximum Life increases from 6% to 10%. At level 20, Added Damage Effectiveness rises from 230% to 250% and Lightning Damage rises from 906-1683 to 993-1845.


Vortex: Cast Time falls from 0.75 to 0.6 seconds, Critical Strike Chance rises from 6% to 7.5% and the gem gains 25% chance to Freeze. Base Mana Cost is reduced by 20% at every level.


Vortex of Projection: Cast Time falls from 0.75 to 0.6 seconds, Critical Strike Chance rises from 6% to 7.5%, and both base and secondary radius increase from 2 to 2.2 metres. The gem gains 25% chance to Freeze and base Mana Cost is reduced by 20% at every level.


Wave of Conviction: Cast Time falls from 0.7 to 0.6 seconds, while base Mana Cost rises by 15% at every gem level.


Wave of Conviction of Trarthus: Cast Time falls from 0.7 to 0.6 seconds, while base Mana Cost rises by 15% at every gem level.


Winter Orb: Projectile count now scales from 2 to 3 instead of remaining at 1. The Skill gains 25% chance to Freeze and Critical Strike Chance rises from 6% to 7.5%. At level 20, Cold Damage changes from 360-450 to 360-539.


Vaal Gem Changes

The Vaal changes are concentrated on Critical Strike Chance, radius, duration, Added Damage Effectiveness and damage at gem level 20.


Vaal Blade Vortex: Critical Strike Chance rises from 6% to 10%.


Vaal Cold Snap: Critical Strike Chance rises from 6% to 7.5%.


Vaal Fireball: Radius scaling changes from 0.9-1.4 metres to 1-1.8 metres, while Critical Strike Chance falls from 6% to 5%. At level 20, Added Damage Effectiveness rises from 240% to 330% and Fire Damage rises from 1095-1643 to 1276-1913. Quality now grants +0-0.3 metres to Radius instead of +0-0.2.


Vaal Firestorm: Base radius grows from 1.3 to 1.8 metres, Burning Ground duration rises from 4 to 6 seconds and Added Damage Effectiveness at level 20 rises from 760% to 920%.


Vaal Flameblast: At level 20, Added Damage Effectiveness rises from 60% to 90% and Fire Damage rises from 280-419 to 360-540.


Vaal Ice Nova: Gains 25% chance to Freeze. The Area of Effect penalty per repeat is reduced from 20% to 15%, Critical Strike Chance rises from 6% to 7.5%, Added Damage Effectiveness at level 20 rises from 120% to 180%, and Cold Damage rises from 518-762 to 834-1227.


Vaal Spark: Base duration rises from 2 to 3 seconds, Critical Strike Chance rises from 5% to 6% and Cast Time falls from 0.65 to 0.6 seconds. At level 20, Added Damage Effectiveness rises from 40% to 60% and Lightning Damage rises from 24-454 to 32-613.


Vaal Storm Call: Cast Time falls from 0.5 to 0.4 seconds and the strike interval improves from 0.25 to 0.2 seconds. At level 20, Added Damage Effectiveness rises from 130% to 150% and Lightning Damage rises from 510-947 to 591-1098. Quality now adds +0-1 second to base duration instead of Area of Effect.


Support Gem Changes

Support Gems receive a mix of damage penalties, reservation multipliers, trigger-speed improvements and redesigns.


Archmage Support: Added Lightning Damage from Unreserved Maximum Mana changes from 10-16% to 8-14% across gem levels 1-20.


Ballista Totem Support: The less Damage penalty changes from 32-24% to 36-30% across gem levels 1-20.


Barrage Support: The less Damage penalty improves from 68-62% to 50-44%, and the Support now adds 4 Projectiles instead of 3. Attack Time per Projectile and Trap/Mine Throwing Time per Projectile both rise from 5% more to 10% more. The Cost and Reservation Multiplier increases from 150% to 200%.


Blastchain Mine Support: The less Damage penalty changes from 58-53% to 60-55%, while the Cost and Reservation Multiplier rises from 50% to 65%.


Cast on Ward Break Support: Cooldown Recovery scaling remains 5% per 100 Ward but is now capped at 400% instead of being uncapped.


Cast while Channelling Support: Trigger frequency improves from every 0.45-0.35 seconds to every 0.4-0.32 seconds across gem levels 1-20. The less Damage penalty for triggered Spells improves from 30% to 20%.


Charged Mines Support: Mine Throwing Speed per Frenzy Charge falls from 10% to 8%, and Critical Strike Chance per Power Charge for Mines falls from 25% to 20%. The Cost and Reservation Multiplier rises from 120% to 140%.


Companionship Support: It no longer grants 40-60% more Maximum Life when the supported Minion is the character's only Minion. It instead makes that Minion take 24-28% less Damage.


High-Impact Mine Support: The less Damage penalty changes from 56-50% to 60-55%, while the Cost and Reservation Multiplier rises from 50% to 65%.


Minion Pact / Communion Support: Minion Pact is reworked and renamed Communion Support. It supports Spell Skills that Hit enemies and cannot modify Minion Skills. At gem level 3, supported Spells gain 20-30 added Physical Damage for each Permanent Minion. The Cost and Reservation Multiplier rises from 100% to 150%.


Spell Totem Support: The less Damage penalty changes from 49-40% to 55-50% across gem levels 1-20.


Unleash Support: The less Damage penalty on reoccurring casts changes from 45-36% to 45-26% across gem levels 1-20.


Greater Unleash Support: The less Damage penalty on reoccurring casts changes from 35-31% to 25-23% across gem levels 1-3.


Unique Item Changes

The Unique Item pass is especially broad, covering caster weapons, charge scaling, Mana Cost Efficiency, defensive items and several legacy interactions. Every change is included below.


Caster weapons, Staves and spell-focused Uniques


Abberath's Horn: The Wand loses 20-30% increased Fire Damage. Global Critical Strike Chance increases from 40-60% to 80-120%, and the item gains 30-50% Damage over Time Multiplier for Ignites caused by Critical Strikes. A Divine Orb updates the Global Critical Strike Chance on existing copies.


Atziri's Rule: New copies gain 100-300% increased Spell Critical Strike Chance. Existing versions are not changed.


Breath of the Council: Increased Skill Effect Duration for Chaos Skills now rolls 40-80% instead of a fixed 40%. Increased Chaos Damage changes from 80-100% to 80-120%, and increased Area of Effect changes from a fixed 10% to 10-20%. Existing copies can be updated with a Divine Orb.


Cane of Unravelling: The Staff loses 20-30% increased Chaos Damage and gains +1 Maximum Power Charge. Cast Speed per Power Charge rises from 2% to 5%, while Mana Regeneration per Power Charge rises from 2 to 5 per second. A Divine Orb can update the numerical values on an existing copy, but does not add the newly introduced or removed modifiers.


Cerberus Limb: Increased Cast Speed changes from 15-20% to 20-40%. Existing copies can be updated with a Divine Orb.


Disintegrator: Additional Physical Damage Reduction from Hits per Siphoning Charge rises from 1% to 2%. Added Physical Damage to Attacks and Spells per Charge changes from 12-14 to 15-16 into 20-23 to 26-30. Existing copies can be updated with a Divine Orb.


Duskdawn and Replica Duskdawn: Chance to Block Attack Damage while wielding a Staff changes from +10% to +20-30%. Existing copies can be updated with a Divine Orb.


The Grey Spire: New copies double Implicit Modifier magnitudes. Increased Global Damage rises from 250-300% to 300-400%, and all maximum Resistances change from +1-4% to +1-5%. A Divine Orb can update the numerical ranges on existing copies, but cannot add the doubled-Implicit effect.


Jiquani's Potential: Added Lightning Damage to Spells per 10 Intelligence changes from 1 to 31-53 into 1 to 24-35. Existing copies can be updated with a Divine Orb.


Martyr of Innocence: Staff Block rises from +12-16% to +20-25%, and the item gains 100-200% increased Fire Damage. Existing copies can be updated with a Divine Orb.


Mystic Refractor: Increased Projectile Speed changes from 10-20% to 10-50%. Existing copies can be updated with a Divine Orb.


Nebulis: Elemental Damage per 1% Fire, Cold or Lightning Resistance above 75% changes from 5-10% to 6-8%. Existing copies can be updated with a Divine Orb.


Realmshaper: Levels to Socketed Fire Gems and Socketed Cold Gems both increase from +1 to +2. Existing copies can be updated with a Divine Orb.


Shimmeron: The Wand loses its flat 26-35 to 95-105 Lightning Damage to Spells and 30-40% increased Spell Damage. It gains +1 Maximum Power Charge. Added Lightning Damage to Spells per Power Charge changes from 3-9 to 3 to 15-25, while self-inflicted Lightning Damage per second per Power Charge after a recent Critical Strike rises from 200 to 300. A Divine Orb can update the numerical values but does not add or remove the other modifiers on an existing item.


Taryn's Shiver: The Staff loses 50-60% increased Spell Damage. Levels to all Cold Spell Skill Gems change from +2 to +2-4, increased Cold Damage rises from 40-50% to 80-140%, and chance to Freeze rises from 8% to 25-50%. Existing copies can be updated with a Divine Orb.


Void Battery: Spell Damage per Power Charge falls from 25% to 10-15%. The global Spell Damage penalty improves from 80% reduced to 50% reduced, and maximum Mana rises from 40-50 to 100-120. Existing copies can be updated with a Divine Orb.


Yaomac's Accord: New copies gain +1-2 to Level of all Vaal Skill Gems. Existing copies are unaffected.


Mana and Cost Efficiency conversions


Foulborn Heartbound Loop: The old 10-20% reduced Mana Cost of Minion Skills becomes 20-30% increased Mana Cost Efficiency of Minion Skills. Existing copies are unaffected.


Hateforge: The old 10-25% reduced Rage Cost of Skills becomes 20-40% increased Rage Cost Efficiency. Existing copies are unaffected.


Honourhome: The old 10-20% reduced Mana Cost of Skills becomes 30-50% increased Mana Cost Efficiency. Existing copies are unaffected.


Foulborn Kalisa's Grace: After spending a total of 800 Mana, the former 50% reduced Mana Cost for 2 seconds becomes 100% increased Mana Cost Efficiency for 2 seconds. Existing copies are unaffected.


Maw of Mischief: The old 20-30% reduced Mana Cost of Minion Skills becomes 40-60% increased Mana Cost Efficiency of Minion Skills. Existing copies are unaffected.


Militant Faith: The old 1% reduced Mana Cost of Skills per 10 Devotion becomes 3% increased Mana Cost Efficiency per 10 Devotion. Existing copies are unaffected.


Praxis: New copies gain 20-30% increased Mana Cost Efficiency. Existing copies are unaffected.


Singularity: The old 6-8% reduced Mana Cost of Skills becomes 10-20% increased Mana Cost Efficiency. Existing copies are unaffected.


The Vertex: Socketed Gems now have 50% less Mana Cost instead of 50% reduced Mana Cost. This change applies to existing copies.


Wyrmsign: The old 4% reduced Mana Cost per Endurance Charge becomes 10% increased Mana Cost Efficiency per Endurance Charge. Existing copies are unaffected.


Defensive, ailment and utility Uniques


Doryani's Delusion: New versions use Leviathan Greaves, Velour Boots or Warlock Boots instead of Titan Greaves, Slink Boots or Sorcerer Boots, and always drop Corrupted with a Corruption Implicit. Those base-type and corruption changes do not affect existing copies. The granted Purity Skill becomes level 30 instead of 25; existing items receive the functional change but continue displaying level 25 until a Divine Orb is used. Maximum Life changes from 60-70 to 0-100 and Movement Speed changes from a fixed 30% to 0-40%. Armour versions move from 100-120% increased Armour to 0-200%, Evasion versions move from 100-120% increased Evasion to 0-200%, and Energy Shield versions move from 150-180% increased Energy Shield to 0-200%. A Divine Orb can update those values on existing copies.


Emberwake: Increased Cast Speed rises from 5-10% to 10-20%, while the Burning Damage penalty improves from 40% less to 35% less. Existing copies can be updated with a Divine Orb.


Replica Emberwake: Increased Cast Speed rises from 5-10% to 10-20%, and Ignites deal Damage 40-60% faster instead of 35-45% faster. Existing copies can be updated with a Divine Orb.


Foulborn Ghostwrithe: Maximum Energy Shield is now equal to 35% of maximum Life instead of 40%. A Divine Orb can apply the lower value to an existing copy.


Grey Wind: Added Fire Damage based on the player's maximum Life falls from 8-12% to 6-10%. A Divine Orb can apply the lower value to an existing copy.


The Gull: Shrine Buff Effect changes from a fixed 75% to 25-50%, and Shrine Effect Duration changes from a fixed 50% to 25-50%. Existing copies can be updated with a Divine Orb.


Lioneye's Remorse: Physical Damage taken from Projectile Attacks changes from -25 to -150. Existing copies can be updated with a Divine Orb.


Mask of the Stitched Demon: Life regeneration now uses Player Maximum Energy Shield specifically, granting 1% Life per second per 500 Player Maximum Energy Shield. Existing copies are affected.


Mask of the Tribunal: Mana Reservation Efficiency per 250 total Attributes rises from 2% to 3%. Existing copies can be updated with a Divine Orb.


Ngamahu's Sign: New copies gain +400-600 Armour. Existing copies are unaffected.


Rathpith Globe: Spell Critical Strike Chance and Spell Damage per 100 Player Maximum Life both fall from 5% to 3%. Existing copies can be updated with a Divine Orb.


Foulborn Rathpith Globe: Damage over Time per 100 Player Maximum Life falls from 5% to 3%. A Divine Orb can apply the lower value to an existing copy.


Stasis Prison: New copies lose +80-100 maximum Life and instead gain 80-100% increased Implicit Modifier magnitudes. Existing copies are unaffected.


Stormfire: Added Lightning Damage to Hits against Ignited Enemies changes from 1-3 to 62-70 into 1-3 to 125-145. Existing copies can be updated with a Divine Orb.


Tawhanuku's Timing: New copies gain +60-80 maximum Energy Shield. The Energy Shield refund equal to a Spell's Upfront Cost now occurs every third payment instead of every fifth; that frequency change affects existing copies.


Tidebreaker: The Mace loses 10% increased Physical Damage per Endurance Charge. It instead gives a 50% chance to gain a Brine Charge rather than an Endurance Charge. Each Brine Charge grants 4% of Physical Damage as extra Cold Damage and 4% as extra Lightning Damage, and the Brine Charge cap equals the character's maximum Endurance Charges.


Tukohama's Fortress: Armour per Summoned Totem rises from 300 to 500. Existing copies can be updated with a Divine Orb.


Replica Tulfall Wand: Increased Cold Damage per Frenzy Charge rises from 15-20% to 20-30%. Existing copies can be updated with a Divine Orb.


Replica Tukohama's Fortress: Increased Critical Strike Chance per Brand rises from 20% to 30%. Existing copies can be updated with a Divine Orb.

Valako's Sign: Maximum Mana rises from 20-40 to 100-150. Existing copies can be updated with a Divine Orb.


Voidfletcher: New copies use the Ornate Quiver base instead of Primal Arrow Quiver. They lose 20-40 Mana gained per Enemy Killed and 30% increased Projectile Speed, but gain +2 Sockets, bringing the total to 3 after including the Implicit Socket. Those structural changes do not affect existing copies. Void Charge generation slows from every 0.5 seconds to every 1 second; a Divine Orb can apply that slower rate to an existing copy.


Reduced Mana Cost Implicit modifiers can no longer roll on Synthesis Unique Items.


Item Changes


Synthesis, Fracturing and item transformation


Non-Unique Synthesised Items are no longer obtainable through normal sources. The remaining route is to Corrupt a Synthesis Unique into a Rare Item.

Fracturing Orbs, Fractured Fossils and Reflecting Mists no longer carry wording that says they cannot be used on Synthesised Items. Their actual restriction has not changed for existing Synthesised Items in Standard: these currencies still cannot be applied to them.


The Harvest option that Synthesised an item has been removed. Bestiary's Synthesis-Implicit reroll can now target only Unique Items.

Fractured Fossils now Fracture one random modifier and cannot be used on items that are already Fractured or Influenced.


The two Beastcrafting split recipes have been replaced:

  • The former two-way split is now a craft that Fractures one modifier on a Rare Talisman with at least four modifiers.

  • The former three-way split is now a craft that Fractures two modifiers on a Rare Talisman with at least six modifiers.


Ancient Orbs can no longer reroll a Unique into another Unique with the same name, an interaction that was possible with items such as Beacon of Madness and Volkuur's Guidance.


Volatile Vaal Orbs can now be used on items with no modifiers capable of scaling outside their normal range, bringing their usability closer to Divine Orbs.


Mana Cost Efficiency on crafted gear and Jewels


Rings can no longer Unveil or craft the previous combination of Mana and Reduced Mana Cost. The new versions combine Mana with increased Mana Cost Efficiency.

Reduced Mana Cost of Attacks is removed from Searing Exarch Helmet Implicits and replaced by Mana Cost Efficiency Implicits.


The Openness Cluster Jewel Notable additionally grants 15% increased Mana Cost Efficiency. Daring Ideas additionally grants 25% increased Cost Efficiency of Attacks. Regular Jewels can also roll a new modifier worth 10-15% increased Mana Cost Efficiency.


Staff Block and influenced Staff modifiers

Implicit Block wording on Staves no longer explicitly says a Staff is required.

Staves can now roll both Chance to Block Attack Damage and Chance to Block Spell Damage, and matching Crafting Bench options have been introduced.

Elder-influenced Staves no longer combine Chance to Block Attack Damage while wielding a Staff with Chance to Block Spell Damage on the same modifier.

Redeemer-influenced Staves can now reach +22% Chance to Block Spell Damage after being Hit Recently, up from +15%. The equivalent Attack Block modifier also rises from +15% to +22%.


Base items and caster weapon modifiers

The Moonstone Ring Implicit is changed from Maximum Energy Shield to 7-10% increased Cast Speed. Existing Moonstone Rings keep their old Implicit.


Demon's Horn, Opal Wand and Tornado Wand bases now use increased Spell Damage Implicits instead of added Damage. Existing items are unaffected.

Staff modifiers that raise the level of all Spell Skill Gems or all Spell Skill Gems of a specific damage type gain one additional tier. Lower tiers appear more frequently and at earlier item levels, while the maximum tier for a specific Spell damage type now reaches +4, up from +3.


Spell Damage, Fire Damage, Cold Damage and Lightning Damage prefixes on Staves are stronger at every tier and can reach 200% increased Damage at the top end instead of 164%. Related Crafting Bench, Essence, Veiled, Influenced and Incursion modifiers have been raised accordingly. The same pass also covers Staff prefixes for Trap, Mine, Burning, Poison and Bleeding Damage.


The high-tier Spell, Fire, Cold and Lightning Damage prefixes on caster weapons are more common, except for the single highest tier.

Hybrid Spell Damage or Minion Damage plus Mana prefixes are stronger at every tier. Their maximum values rise from 39% to 49% on one-handed weapons and from 49% to 86% on Staves.

Added Damage to Spells prefixes are buffed, with the largest gains at high tiers and on Staves. For Fire Damage, the maximum one-handed caster weapon roll changes from 66-115 to 84-146, while the top Staff roll changes from 88-155 to 140-246. Cold, Lightning, Physical and Chaos versions receive comparable improvements, together with the relevant Bench, Essence, Veiled, Influenced and Incursion modifiers.

Caster weapons can no longer roll increased Fire, Cold or Lightning Damage as Suffixes, and those Suffixes are also removed from the Crafting Bench.

Spell Critical Strike Chance on one-handed caster weapons now ranges from 40-109% instead of 10-109%. A new Staff modifier family has also been added with values 50% higher than the corresponding one-handed rolls. Relevant Essence and Bench modifiers are increased to match.


Reduced Enemy Stun Threshold no longer rolls on Sceptres or caster Staves.

Stun Duration is no longer available on every weapon. It is restricted to Maces, attack Staves, Swords, Axes and Bows.

The top Cast Speed tier on caster weapons now has the same weighting as lower Cast Speed tiers rather than being less common.


Global Critical Strike Chance Implicits on Dagger bases are raised as follows, and existing items can be updated with a Blessed Orb:


  • Former 30% bases now roll 40-45%.

  • Former 40% bases now roll 50-55%.

  • Former 50% bases now roll 60-65%.


New Corruption Implicits

The following Corruption Implicits have been added:


Amulets, Rings and Belts


  • Increased Aura Effect of Purity of Elements on Amulets

  • 20-30% increased Mana Reservation Efficiency of specific Auras on Rings

  • +1 Maximum Frenzy, Power or Endurance Charge on Rings

  • +1 Minimum Frenzy, Power or Endurance Charge on Shields and Amulets

  • Cannot be Ignited, Poisoned or Bled on Belts

  • 20-25% increased Mana Cost Efficiency on Rings

  • 3-5% increased Attributes on Amulets, Rings and Belts

  • +10-15% Damage over Time Multiplier on Rings and Helmets

  • +15-20% Global Critical Strike Multiplier on Rings

  • +19-29% Chaos Resistance on Rings, Amulets and Armour items


Shields and maximum Resistances


  • +2% maximum Fire Resistance on Shields and Boots

  • +2% maximum Cold Resistance on Shields and Gloves

  • +2% maximum Lightning Resistance on Shields and Helmets

  • +1% to all maximum Resistances on Shields

  • Versatile Combatant on Shields

  • Glancing Blows on Shields

  • 20-30% increased Chance to Block on Shields


Socketed Gems and gem levels


  • +5-10% Quality of Socketed Gems on Weapons and Shields

  • +2 Levels to Socketed Fire, Cold or Lightning Gems on caster Staves

  • +2 Levels to Socketed Physical or Chaos Gems on Helmets and caster Staves

  • Bows can grant Socketed Gems Level 10 Multiple Projectiles, Fork or Chain

  • Caster Staves can grant Socketed Gems Level 10 Multiple Projectiles

  • Staves can grant Socketed Gems Level 10 Elemental Penetration

  • Staves and Two Handed Maces can grant Socketed Gems Level 10 Area of Effect

  • Staves, Two Handed Axes and Two Handed Maces can grant Socketed Gems Level 10 Cruelty

  • Two Handed Axes and Two Handed Maces can grant Socketed Gems Level 10 Rage

  • Two Handed Axes and Two Handed Swords can grant Socketed Gems Level 10 Impale

  • Two Handed Swords and Bows can grant Socketed Gems Level 17 Added Chaos Damage


Helmets, Boots and Armour


  • 20-30% increased Light Radius on Helmets

  • Unaffected by Burning, Chilled, Shocking or Desecrated Ground on Boots

  • Unwavering Stance on Boots

  • +14-16% to all Elemental Resistances on Armour items

  • 4-6% increased Action Speed on Boots

  • 10-15% chance to gain Onslaught for 4 seconds on Kill on Boots

  • Gloves can Curse enemies with Flammability, Frostbite, Conductivity or Punishment on Hit


Weapon damage, critical and utility modifiers


  • +25-30% Global Critical Strike Multiplier on Wands

  • +35-50% Global Critical Strike Multiplier on Staves

  • +1 to all Fire Spell Skill Gems on Sceptres and Wands

  • +1 to all Cold or Lightning Spell Skill Gems on Sceptres, Wands and Rune Daggers

  • +1 to all Physical or Chaos Spell Skill Gems on Rune Daggers and Wands

  • Wands, Rune Daggers and Sceptres gain a 10-15% chance for killed enemies to Explode for one tenth of their maximum Life as Physical Damage

  • Caster Staves gain a 20-25% chance for killed enemies to Explode for one tenth of their maximum Life as Physical Damage

  • Arrows Chain +1 time on Bows

  • 14-18% increased Cast Speed on Wands, Sceptres and Rune Daggers

  • 70-90% increased Spell Damage on caster Staves


Corruption Implicits removed from the pool

The following outcomes can no longer roll:


  • Reduced Area Damage taken from Hits on Shields

  • Reduced Damage taken from Projectile Hits on Shields

  • +4-5% Chance to Block on Shields

  • Modifiers granting a specific level 21 or level 23 Aura or Curse Skill

  • Increased Burning Damage on Helmets

  • Additional Armour while stationary on Boots

  • Additional Evasion Rating while moving on Boots

  • Increased Cast Speed on Warstaves

  • Increased Spell Damage on attack Daggers


Existing Corruption Implicits that were changed

Increased Aura Effect for specific Auras is now restricted to Amulets rather than Amulets, Rings and Belts. Its range rises from 15-20% to 20-30%.

Ring Corruption Implicits that previously granted 15-25% increased Global Physical Damage now grant the same 15-25% as increased Global Damage. Existing items are affected.


The maximum-Life Corruption Implicit on Belts changes from 6-8% to 6-10%.

The Cast Speed Corruption Implicit on caster Staves changes from 12-15% to 22-28%.

Warstaves can now roll both local Added Physical Damage and local increased Physical Damage as Corruption Implicits.


The Weapon Range Corruption Implicit on Two Hand Axes changes from +0.1-0.2 metres to +0.2-0.4 metres. The same modifier can now also appear on One Hand Axes and Swords.


Conclusion:

Path of Exile 3.29 brings major changes to Ascendancies, Skill Gems, Supports, Unique Items and equipment, reshaping many mechanics for Curse of the Allflame.

The new league launches on July 24 (PDT), marking the beginning of another adventure through Wraeclast. The countdown has begun, so get ready to explore the new content and experience everything Curse of the Allflame has to offer.


Here at PoE Builds, you’ll find all the latest Path of Exile 3.29 news, patch insights, and reliable builds to enjoy Curse of the Allflame and its new league from day one. ♥


Curse of the Allflame

 
 
 

1 Comment


Slope IO
Slope IO
Aug 06

The Slope Game is one illustration of how well-executed basic concepts may lead to good design in a gaming environment with more complex interactions. The arcade adventure's never-ending challenge, fast controls, gorgeous visuals, and enjoyable gameplay will keep it exciting no matter how many times you play. Every goal demonstrates tenacity, every run encourages players to go farther, and every failure offers an opportunity to improve.

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What is Path of Exile?

Path of Exile or PoE is the current leader of Action RPGs, back in 2013 it brought a fresh and challenging experience with nearly infinite ways to build your characters. However, it wasn’t until December 2018, with the huge migration of Diablo Players due to the Diablo: Immortal announcement fiasco, that PoE emerged as the main ARPG on the Market. Since then PoE almost triplicates its content, announced the incredible Path of Exile 2, and served as inspiration for many great games such as Undecember and Torchlight: Infinite.


What makes PoE still great and reaching records of simultaneous online players even almost a decade after its launch? You might ask. Well, the main creator of the game, Chris Wilson once said “Path of Exile is a game designed to be played forever” and here’s why he’s right. First of all, as I said before, there are an unpronounceable number of possibilities you can make with your character. This by itself is already a reason for you to keep playing and playing.  But wait, there’s much more. Path of Exile counts with a New League, every 3 months. Those Leagues come with new Challenges, New Rules, New Items, New Skills, New Lore, New NPCs, and so on.

What is the Current PoE League?

Since December 9th we are facing the challenges of the The Forbidden Sanctum. This League has been very well received by the PoE Players, showing the best retention of all time.


The Current League will last until early April when we will start discovering the amazing contents of Crucible. We can rest assure that the New League will be worth playing and GGG will fix past leagues mistakes such as the overpowered Archnemesis Monsters, the reduced Loot and the Harvest Crafting.

What are PoE Builds?

Replaying Path of Exile is always a new experience, and surpassing the big challenges the game provides will fill your gamer's ego with a warm feeling, trust me. As you might be thinking, if there’re so many ways to build your character, it’s easy to screw it up. You are 100% right, but this also means that if you know what you are doing, you can also create very strong warriors to decimate that Endgame. That’s why is important that you know what are PoE Builds.


PoE Builds are when a most experienced player tries to explain how he created his Build, so others can follow its steps. When the game started you could only find those PoE Builds on the Offcial Path of Exile Forum. Unfortunately, most of those Builds were written by players without any didactic or respect for the newcomers. Using many acronyms and showing complete passive trees, those Build Guides were only meant for experienced Players to read.


After struggling (a lot) to understand and learn the game, I decided that PoE should be more welcoming to new players. I took matters into my own hands and start the Path of Exile Builds Youtube Channel and Website. There I always have a vast selection of PoE Builds that are easy to follow and understand. All of my PoE Builds are displayed without acronyms and provide passive trees step-by-step. 


If you are a beginner, don’t let people intimidate you saying that PoE is super hard. Just create a Character in the current League and follow one of my PoE Builds. Make sure that you are picking a Starter Build though, those are perfect for new players and for starting on a League. I wish you all the lucky on your drops! Happy Grinding

Why Poe Builds Matter?

Poe Builds matter because they can make or break a player's experience in Path of Exile. A well-designed Poe Build can help players progress more quickly, conquer endgame content, and compete in the game's challenging leagues. On the other hand, a poorly designed Poe Build can lead to frustration, wasted time, and an unsatisfying gameplay experience.

Who Benefits from Poe Builds?

All players, regardless of skill level or playstyle, can benefit from Poe Builds. Newer players can learn from experienced players and follow proven templates to optimize their characters, while more experienced players can use Poe Builds as a starting point to create their own unique builds. Hardcore players can use Poe Builds to push the limits of what is possible in the game, while casual players can enjoy the game at their own pace with well-optimized characters.

Understanding Poe Builds:

A successful Poe Build requires an understanding of the game's mechanics and a careful consideration of the player's desired playstyle. A good Poe Build should be able to handle a variety of content, including endgame bosses, while also being fun to play and easy to understand.

What Makes a Good Poe Build?

A good Poe Build should be able to handle a variety of content, including endgame bosses, while also being fun to play and easy to understand. It should also be optimized for the player's desired playstyle and should make use of synergies between skills, passives, and gear.

What are the Different Types of Poe Builds?

There are many different types of Poe Builds, including melee builds, ranged builds, spellcaster builds, and minion builds. Each build has its own unique strengths and weaknesses and can be optimized for different playstyles and content.

How Do I Choose the Right Poe Build for My Playstyle?

To choose the right Poe Build for your playstyle, you should consider the type of content you want to tackle, the skills you enjoy using, and the passive tree and gear that will complement those skills. You should also consider whether you want to focus on offense, defense, or a balance of both.

What are the Popular Poe Builds in the Current Meta?

The most popular Poe Builds in the current meta vary depending on the league and content. Among the popular include Cyclone Berserker, Arc Witch, and Toxic Rain Trickster. However, it is important to remember that popular builds are not necessarily the best builds for every player and playstyle.

Building a Poe Build:

Building a successful Poe Build requires careful consideration and planning. Here is a step-by-step guide to creating a Poe Build:

  • Step 1: Choosing a Class

    • Choose a class that complements your desired playstyle and skills.

  • Step 2: Selecting Skills and Support Gems

    • Choose skills and support gems that synergize with your class and playstyle.

  • Step 3: Understanding Passive Tree and Ascendancy Classes

    • Allocate passive points in the passive tree and select an Ascendancy class that complements your chosen skills and playstyle.

  • Step 4: Creating a Balanced Poe Build

    • Balance offense and defense to create a well-rounded Poe Build.

    • Consider your desired playstyle, whether it is focused on dealing damage or survivability.

    • Allocate passive points and gear accordingly.

Advanced Strategies: Min-Maxing Poe Builds

Min-maxing is the process of optimizing a Poe Build to its maximum potential by fine-tuning every aspect of the character, including gear, passive points, and skill choices. This can be a time-consuming process, but it can greatly increase a player's chances of success in endgame content.

Poe Build Synergies:

Poe Build synergies involve using multiple skills and gear pieces together to create a powerful combination. Synergies can greatly increase a character's damage output or survivability, but they require careful planning and experimentation to implement successfully.

Making Poe Builds for Endgame Content:

Creating a Poe Build for endgame content requires careful consideration of the content's difficulty and the character's strengths and weaknesses. It may require specialized gear and skills that are different from those used in leveling or early game content.

Crafting Gear for your Poe Build:

Crafting gear for your Poe Build can greatly increase your character's power, but it requires knowledge of crafting mechanics and an understanding of the gear requirements for your chosen skills and playstyle.

Leveling with Poe Builds: Efficient Leveling Techniques

Efficient leveling techniques involve using specific skills, gear, and passive tree allocations to level up quickly and efficiently. This can include using AOE skills, prioritizing damage over defense, and utilizing certain leveling uniques.

Recommended Poe Builds for leveling:

Recommended Poe Builds for leveling vary depending on the player's chosen playstyle, but some popular options include Arc Witch, Cyclone Berserker, and Frost Blades Raider.

Tips for managing Poe Builds while leveling:

Managing Poe Builds while leveling can be challenging, but some tips include prioritizing movement speed, using leveling uniques, and planning ahead for passive tree allocations and gear upgrades.

Poe Builds for Different Playstyles: For Hardcore Players

for hardcore players require a focus on survivability and defensive mechanics. They may prioritize life or energy shield over damage, and they may make use of skills and gear that can mitigate incoming damage.

For Casual Players:

for casual players may prioritize ease of use and enjoyment over maximum power or optimization. They may make use of skills that are fun to play, or they may prioritize survivability over damage output.

For Solo Players:

For solo players may prioritize self-sufficiency and the ability to handle a variety of content alone. They may make use of skills and gear that allow them to handle multiple enemies at once, or they may focus on survivability and self-healing.

For Group Play:

For group play may prioritize party synergy and support. They may make use of skills and gear that buff allies, or they may focus on crowd control and AOE damage to complement other party members' skills.

Adjusting and Tweaking Poe Builds: When to adjust your Poe Build

Adjusting your Poe Build may be necessary when you encounter difficulties with certain content or when your chosen skills or gear are not performing as expected.

Understanding the Mechanics:

Understanding Poe Build mechanics, including how skills and support gems interact, can help you identify weaknesses in your Poe Build and make informed decisions when adjusting it.

Tips for tweaking your Poe Build:

When tweaking your Poe Build, focus on identifying specific weaknesses and making small, targeted adjustments rather than trying to overhaul the entire build. Consider your desired playstyle, the content you want to tackle, and the available passive points and gear.

What to do when your Poe Build doesn't work:

If your Poe Build 

is not working as expected, it may be necessary to start over with a new build or to seek advice from community resources such as Poe Build guides, tools, and forums.

Community Resources for Poe Builds: Poe Build Guides and Databases

Its guides and databases provide detailed information on different Poe Builds, including passive tree allocations, gear requirements, and playstyle recommendations. Some popular resources include PoeNinja, Path of Building, and official Path of Exile forums.

Tools and Calculators:

Its tools and calculators allow players to experiment with different gear, skills, and passive tree allocations to optimize their Poe Builds. Popular tools include Path of Building and PoE Planner.

 Streamers and YouTubers:

Poe Build streamers and YouTubers provide gameplay footage and commentary on different Poe Builds, allowing players to see the build in action and get advice on gameplay strategies. Some popular content creators include Path of Exile Builds, Mathilification and ZiggyD.

Communities and Forums:

Its communities and forums provide a space for players to share and discuss their Poe Builds, as well as to seek advice and feedback from other players. Some popular communities include the Path of Exile subreddit and the official Path of Exile forums.

Conclusion:

Poe Builds is an essential aspect of Path of Exile gameplay, allowing players to customize their characters and tackle the game's many challenges. By understanding Poe Build mechanics, selecting the right skills and gear, and seeking advice from community resources, players can create powerful and enjoyable builds that suit their playstyle and goals. Whether you are a hardcore or casual player, solo or group player, or focused on endgame content or leveling, there is a Poe Build out there that can help you achieve your goals in Path of Exile.

FAQ

What are the best classes in PoE?

- There is no good Answer to that Question. In Path of Exile the Build is way more important than the Class, because each one can do anything. You can have Witches with Axes and Marauders casting Spells.

How do you get good at PoE?

- Path of Exile is a very complex Game, the best way to get good is to follow Guides to learn the detailed Mechanics. After a few Hundred Hours you’ll be ready to make your own Builds.

What is the Easiest Class in PoE?

- The Witch. Most of the Easiest Builds are better when made with Witches, particularly Minion Builds. Totem Builds with the Templar are also Super Easy to play and Great for Beginners.

Will there be a Path of Exile 2?

- Yes, and it’s Awesome! It doesn’t have a Launch Day yet, but it looks like we are going to have a Beta on 2023.

How Long is Poe Endgame?

- In order to Complete your Atlas and Kill every single Endgame and Uber Boss, you can prepare yourself for over 500 hours of Fun Gameplay.

What can you do about Breachstones?

-  Use them on your Map Device to Face the Brach Lords and get some Valuable Items.

Is Path of Exile Noob Friendly?

- No. But you can have a Good Time Playing if you start following Build Guides to learn the Mechanics in an Easy way.

How Long is Path of Exile?

- You will take around 30 Hours to Complete the 10 Acts. Those Acts are Like the Tutorial of the Game. You can expect over 500 Hours of Gameplay if you want to check every aspect of the Endgame.

How do you Level Up Fast in Path of Exile?

-  First of all, you need to know what you are doing. Passing through the 10 Acts fast is the best way to improve your Leveling. Run through the Maps killing only blue monsters and making the necessary quests. This way you can reach Level 80 in just a few hours.

How do I get to the Syndicate Safehouse?

-  First of all, you need to get enough Intel about the Safehouse you want to go. To do that you need to interrogate the Syndicate Members. After you get enough Intel, talk to Jun and ask her to show the Investigation. There you’ll find a Button that opens a Portal to the Syndicate Safehouse.

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Path of Exile, PoE, PoE Builds, poebuilds, poebuilds.net
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