Path of Exile 2 Patch 0.3.1 – Major Endgame Changes
- poebuildsmoderacao
- Sep 25
- 4 min read
Jonathan Rogers from Grinding Gear Games opened the announcement by acknowledging that the endgame needed improvements. While the big overhaul is planned for patch 0.4.0, the team decided to deliver some of the mechanical changes early in 0.3.1, giving players the chance to feel the new flow of mapping before the fresh content arrives.

This update touches almost every part of mapping: Alchemy Orbs, tablets, bosses, map density, guaranteed mechanics, Atlas Tree adjustments, Citadels, and bug fixes. The result is a foundation for a clearer, faster, and more rewarding endgame.
Alchemy Orbs with a new role
Alchemy Orbs had lost much of their value after tiered currency was introduced in 0.3.0. To fix this, they can now also be used on magic items, upgrading them into rares with four random modifiers. This simple change restores their usefulness in crafting and trading.
Tablets in the map device
Players were frustrated with having to hunt down towers to get the most from their tablets. In 0.3.1, tablets are now placed directly into the map device. Each use consumes a charge, and when charges hit zero the tablet is destroyed. You can place up to three tablets per map, with the number of slots unlocked depending on the map’s mods, six-mod maps unlock all three.
Towers haven’t disappeared: they still give atlas visibility and reward an extra tablet when completed. But tablets are now practical in every run, no matter what layout you roll.
Stronger and new tablet modifiers
To make tablets more rewarding, existing modifiers were buffed two to three times, and several new ones were added.
Collector’s now grants 10%–30% increased rarity.
Teeming gives 25%–70% increased magic monsters.
Strongboxes now have a 50%–100% spawn chance.
New modifiers include bonuses like additional Shrines, Strongboxes, Essences, Rogue Exiles, Summoning Circles, and even Azmeri Spirits.
Other details matter too: unique tablets have their own uses, reforging combines charges without going over the max, and remaining charges are shown directly on the icon in your inventory. Already applied tablets stay active and keep their value.
Bosses in every map – part of the Path of Exile 2 endgame changes
Until now, only some maps had bosses. Others forced players to kill every rare monster to complete, which quickly turned into chasing minimap icons.
From 0.3.1 onward, every map has a boss. This change makes progression clearer and directly improves the experience of many PoE 2 Builds, since completion simply means defeating the boss while the rest of the map is optional. Icons still exist, but now they mark bosses that are tougher and more rewarding. This change makes progression cleaner and boss fights more central to mapping.
Guaranteed extra mechanics
Every map now spawns between one and three random mechanics. These can include Breach, Delirium, Ritual, Expedition, Shrines, Strongboxes, Essences, Wisps, Rogue Exiles, or Summoning Circles.
If a mechanic can’t appear twice (like Expedition), the game automatically replaces it with another option. Because of this change, fixed mechanic icons have been removed from the atlas, everything not added by you will now be generated dynamically when you enter the map.
Map size and density
One of the biggest complaints was how long maps took to finish, especially at the start of endgame where density was overwhelming. In fact, Tier 1 maps had 40% more monsters than the Interlude, creating a steep difficulty spike.
Patch 0.3.1 fixes this with three adjustments:
The 15 largest maps have been reduced in size (including Augury, Bastille, Blooming Field, Fortress, Oasis, Vaal City, and more).
Monster packs and counts in early tiers have been cut by 30%, then scale back up by Tier 15.
Open layouts now have slightly lower density than indoor ones to reduce swarming.
The result is shorter runs, smoother progression, and less frustration for builds still gearing up.
Atlas Tree updates
Because all maps now have bosses, some nodes were rebalanced. Crystal Realm now only applies its Essence bonus to Powerful Map Bosses, while Fit for a King applies to all bosses. Other small adjustments keep the overall tree power roughly the same as before, just redistributed.
Citadels
Citadels are now 66% more common, making it easier to encounter them as you progress through mapping.
Other improvements
Several smaller changes round out the patch. Ground effects like Chilled, Shocking, and Ignited now cover far less area, especially at low waystone tiers, with coverage cut by at least two-thirds. A long-standing bug with multi-form bosses was also fixed, Deadly Boss maps now correctly apply the challenge to every phase of a fight.
Conclusion:
Patch 0.3.1 lays the groundwork for significant Path of Exile 2 endgame changes, making mapping faster, smoother, and more rewarding.
Alchemy Orbs have purpose again, tablets are stronger and easier to use, bosses are the centerpiece of every map, and extra mechanics are guaranteed. Map runs are now faster, smaller, and smoother. The Atlas Tree and Citadels were adjusted, and technical fixes reduce frustration.
All of this prepares the stage for patch 0.4.0, which will bring new content. Until then, players can already enjoy a mapping experience that feels clearer, faster, and far more rewarding.
Stay tuned to PoE 2 Builds for upcoming news, detailed patch guides, and all the build updates you need to conquer Wraeclast! ♥









