Path of Exile 2 Patch Notes – Full Breakdown of Major Changes
- poebuildsmoderacao
- 3 days ago
- 16 min read
The latest Path of Exile 2 update delivers one of the most impactful overhauls in recent memory. From a completely redesigned support gem system to sweeping ascendancy reworks, every corner of the game has been touched. Players can expect smoother gameplay, richer build diversity, and an endgame experience that feels both rewarding and punishing in true PoE fashion.

The Path of Exile 2 Patch Notes bring significant changes that impact gameplay, balance, and Ascendancies.
Below is a complete breakdown of the most important sections of the patch notes.
Support Gem System Overhaul
One of the most impactful redesigns in Path of Exile 2 comes to the Support Gem system, the backbone of build diversity and mechanical depth. Support gems have always enabled players to explore countless playstyles, but the system in PoE2 never felt quite right. With patch 0.3.0, Grinding Gear Games has taken a bold step toward fixing this core design.
The biggest change is the removal of the old restriction that allowed only one copy of each type of support gem per character. This limitation was originally intended to prevent cookie-cutter setups, but it also stifled creativity. Now, you can freely use as many copies of a support gem as you want, opening the door to deeper combos and build flexibility.
Support gems themselves have also evolved. Many now feature multiple tiers as you progress, offering new stat values, extra modifiers, or even slightly different mechanics compared to their lower-tier versions. To make this work smoothly, existing supports have been adjusted: tier 1 gems received small numerical balance changes, while some effects were consolidated into single gems for clarity and usability.
The patch introduces 11 brand-new Support Gems, along with a new category: 40 Lineage Supports. These endgame-only gems provide extremely powerful effects designed to shape high-level builds, giving players meaningful goals to chase in the late game.
To improve readability, a number of supports with simple effects have been renamed to better reflect their functionality. Meanwhile, certain outdated supports, such as Blood in the Eyes, Discombobulate, Unsteady Tempo, Unbating, Unbending, Untouchable, and Unyielding, can no longer be engraved in the Gemcutting menu, and existing copies will be deleted upon login.
Several smaller but important updates have also been made:
Cooldown wording was standardized across supports. This doesn’t change their function, except for Expanse Support, which now correctly has an 8-second cooldown instead of 6.
Last Gasp Support’s description was updated to clarify that supported minions die if they take fatal damage before the effect expires.
Support gems that only affect skills “you use yourself” no longer interact with persistent skills or skills used by totems/triggered effects, unless specifically stated.
Muster Support wording was clarified to reference the number of reviving minions, without altering its function.
If you socket supports without meeting attribute requirements, only those supports are disabled instead of disabling the entire skill.
The Infusion support gems have been renamed to Attunement for Lightning, Cold, Fire, and Chaos.

This overhaul not only fixes long-standing issues but also ensures that support gems once again feel like the heart of build experimentation in Path of Exile 2. With new scaling, new categories, and refined rules, the system now rewards both creativity and mastery, giving players the tools to push their characters in fresh directions.
Endgame Changes
Accessing Pinnacle Content in Path of Exile 2 has been reworked. Previously, the same key was required for both the easiest and the hardest versions of encounters, often discouraging players from running lower difficulties.
Now, each Pinnacle encounter (except The Arbiter of Ash) drops Splinters. Instead of combining them into a single item, you can bring Splinters directly to the Realmgate. Inserting them opens an interface where you choose the difficulty, each with its own entry cost.
Because of this system:
Atlas Passive Trees no longer adjust encounter difficulty. They now only influence content found inside Atlas Maps.
Existing Simulacrums, Breachstones, and Audience for the Kings can be right-clicked to convert into 100 Splinters. These items can no longer be placed in the Realmgate.
Arbiter of Ash
The fight is now static difficulty with infinite portals (previously only infinite at difficulty 0).
Rewards now match what was previously given at difficulty 4.
The Arbiter of Ash Atlas Passive Tree has been removed, and some of its bonuses are now inherent to the boss’s drops.
A new Uber version has been added, requiring Calamity Fragments to access. These drop from Citadel Bosses, but only once you’ve allocated the maximum number of points in your Boss Atlas Passive Tree.
Map Boss Passive Points
Map Boss Atlas Passive Points are now obtained by:
Slaying a Map Boss in an area level 79+ Map with at least 6 modifiers.
Slaying a Map Boss in an area level 80+ Map with at least 6 modifiers.
Slaying an Anomaly Map Boss in an area level 79+ Map with at least 6 modifiers.
Slaying a Citadel Map Boss in an area level 79+ Map with at least 6 modifiers.
Completing the Pinnacle of Flame Quest.
Additional Endgame Adjustments
Olroth, Origin of the Fall no longer spawns in Logbooks.
Mysterious anomalies can now appear on the Atlas.
Waystones were reworked:
Each modifier now comes with a downside, a specific upside, and an additional drop chance.
Downsides were weakened to account for stacking more than before.
Unidentified Corrupted Waystones can access a Corrupted Nexus.
Waystones can no longer exceed 8 modifiers when corrupted.
Items found in very high-level areas with random quality can now reach up to 30% quality. Quality currency still caps at 20%.
Items that normally cap at 2 sockets can very rarely drop with 3 sockets in high-tier maps.
Items that normally cap at 1 socket can very rarely drop with 2 sockets in high-tier maps.
The Abyss Map has been renamed to Marrow.
Player Changes
The Third Edict expansion brings a long list of adjustments to how characters function in Path of Exile 2. From movement mechanics to elemental status changes, blocking rules, and new systems like Elemental Infusion, these updates reshape how players interact with combat and progression.
Sprint and Movement Updates
Holding down the dodge roll button now makes your character transition into a sprint after the roll. Sprint is available for all classes, with no time limitation.
Sprint is designed for faster navigation outside combat, but if you’re hit while sprinting, your character will fall to the ground.
Reloading a crossbow or switching its ammunition no longer slows movement speed.
Weapon swapping is now instant.
Skill and Gem Restrictions
You can no longer socket multiple copies of the same Skill Gem into your main skill sockets.
Exceptions: non-gem granted skills, Persistent Buff Skill Gems, and duplicates of Spectres or Tamed Beasts (but only one of each kind of monster).
Attribute Requirements
Equipment Attribute Requirements have been reduced, especially at endgame, averaging 20–25% lower.
Skill Gem Attribute Requirements have also been lowered by a similar margin.
Fire, Flammability, and Ignite Rework
Fire Damage no longer has an inherent Ignite chance. Instead, it applies a new debuff: Flammability.
Flammability lasts 4 seconds and increases the chance to Ignite, scaling with damage dealt.
Multiple hits can stack Flammability, making frequent or heavy hits ensure a 100% Ignite chance.
Non-hit effects that ignite (like Incinerate or Ignited Ground) also inflict Flammability but cannot Ignite until the enemy reaches 100% Flammability.
Anything that removes or grants immunity to Ignite does the same for Flammability.
This change also applies to other damage types that gain the ability to Ignite. Non-ignite Fire Damage over Time remains unaffected.
Shock and Chill Adjustments
Shock now lasts 8 seconds on non-players (previously 4). On players, it remains 4 seconds.
Chill now lasts 8 seconds on non-players (previously 2). On players, it remains 2 seconds.
Chills below 30% magnitude are now discarded (previously 5%).
Combat Mechanics and Defenses
Overflow: Life, Mana, and Energy Shield overflow caps reduced to 1.5x maximum (previously 2x).
Light stun chances under 15% are now treated as 0%.
Elemental Exposure effectiveness reduced against stronger monsters:
15% less effect on Magic,
30% less effect on Rare,
50% less effect on Unique enemies.
Unarmed attacks now have a 5% base critical chance (previously none).
Glory now decays after 15 seconds without gain (previously 30).
Oil Ground duration refreshes when ignited.
Guard buffs are no longer overwritten by weaker instances; instead, the duration extends proportionally.
Ice Crystals now automatically shatter from hits that could consume Freeze.
Blocking System Overhaul
Blocking is no longer restricted to Strikes and Projectiles, any hit not marked as unblockable (red flash) can now be blocked.
Raise Shield and Parry require facing the enemy, not the attack’s origin. Some unclear monster skills can be blocked from any direction.
Base Maximum Block Chance reduced to 50% (down from 75%) for players, minions, and monsters.
Elemental Infusion System
A new mechanic: Elemental Infusion.
Certain skills create Infusions of specific elements as Remnants on the ground. Picking them up grants that Infusion.
Other skills consume Infusions for elemental bonuses, sometimes matching the skill’s type, sometimes cross-elemental.
Renamed to avoid confusion with this mechanic:
Amazon’s Infuse Weapon → Elemental Surge
Spire of Ire’s Chaotic Infusion → Chaotic Surge
Charge Infusion → Charge Regulation
Accuracy, Projectiles, and Minions
Players gain +6 Accuracy per Level (previously +3).
Each Dexterity point grants +6 Accuracy (previously +5).
Accuracy Falloff penalty now scales from 2m to 12m, with a max of 90% reduction at 9m+. Previously it had no cap, reaching 100% at 14m.
Minions now always Hit with attacks.
Projectile skills always fire at least 1 projectile, even if otherwise set to 0.
Miscellaneous Player Changes
Charge-consuming skills now pause their charge timer while active.
Elemental and Physical damage recouped as Life now show in the Life section of the character panel.
Volatility caps are now properly set instead of stacking additively.
Keyword clarifications:
Stun: Monster melee damage = 33% more stun chance/buildup; Monster physical damage = 100% more.
Ice Crystals: block small monsters, large ones break them.
Maim: keyword popup now displays base duration.
Ascendancy Changes
Warbringer

Warbringer has shifted firmly into a battlefield commander role. The Answered Call notable now not only empowers Ancestral Spirits but also increases your maximum summoned totems by +1. Spirits themselves have been refined, they appear faster, attack sooner, and scale with Attack Speed per 3 Dexterity instead of Accuracy.
Other highlights:
Warcaller’s Bellow now ignores Warcry cooldowns, while Greatwolf’s Howl has been removed.
Renly’s Training has been adjusted, granting 35% base block from your shield (instead of scaling from its actual value).
Turtle Charm now caps block at 75% and lets blocked hits deal 30% of their damage instead of the old penalties.
Jade-themed spirits were improved:
Jade Hulk buffs allies with +50% damage via Warcry.
Jadecaster casts at longer range with faster AoE storms.
Jade Warhorn and Turtle Aura both gained wider effects and longer durations.
Overall, Warbringer is now a supportive yet aggressive ascendancy, amplifying allies while retaining frontline toughness.
Smith of Kitava

Smith of Kitava leans deeper into durability and sustain. The big change is to Flowing Metal, which now converts 35% of Armour into elemental mitigation, instead of just increasing max Fire Resistance. This gives Smith defensive layering that scales naturally with gear.
Leather Bindings restores life regeneration, though toned down to 3% of max Life per second (previously 5%).
Living Weapon’s minions scale with Attack Speed per Dexterity, replacing the older Accuracy scaling.
Small nodes were streamlined: fire resistance nodes reduced to 8%, while the lead-up passive to Living Weapon now provides 5% increased Strength.
The result: Smith transitions from niche to a true tank archetype, durable against elemental threats while still effective in melee combat.
Gemling Legionnaire

Gemling Legionnaire doubles down on socket interaction and charge generation.
Advanced Thaumaturgy now grants Thaumaturgical Dynamism, a buff that passively cycles Frenzy, Endurance, or Power Charges every 8 seconds, depending on the dominant attribute requirements of your socketed gems. This rewards smart socket setups and attribute planning.
Gem Studded has been reworked into a socket-color system:
Red dominance: incoming critical hits deal no bonus damage.
Blue dominance: skills cost 30% less mana.
Green dominance: movement penalties while casting are reduced by 40%.
Legionnaire becomes the ascendancy of gem-engineering creativity, offering unique global bonuses tied directly to your socket choices.
Tactician

Tactician cements its identity as the general on the battlefield, commanding totems, projectiles, and banners.
Cannons, Ready! now allows +1 totem.
Right Where We Want Them gives projectiles the ability to Pin.
Whoever Pays Best removes the banner cap entirely and adds steady Glory generation per banner.
Polish That Gear and Suppressing Fire were reworked to focus on Deflection scaling and immobilization, rather than raw damage.
Supporting Fire’s minions now scale AoE with Dexterity and deal ~3x more damage through Death from Above.
The standout addition is Strategic Embankments, a keystone that turns each totem type into a unique aura for allies:
Warrior Totem = 40% faster Glory gain.
Artillery Ballista = more immobilization buildup.
Dark Effigy = stronger DoT.
Mortar Cannon = converts damage into extra Fire.
Siege Ballista = bonus damage vs immobilized foes.
Shockwave Totem = 30% increased AoE.
This ascendancy is all about field-wide tactical dominance, turning totems into rallying points of power.
Ritualist

The As the Whispers Ask Notable Passive Skill has been removed.
The As the Whispers Demand Notable now also grants the Ritual Sacrifice Skill.
The Wildwood Persistence Notable now grants 10% increased Life Recovery Rate per 5% missing Unreserved Life (previously 5%).
Amazon

The Critical Strike Notable now grants additional Critical Hit Chance equal to 15% of excess chance to Hit with Attacks (previously 25%).
It no longer specifies that it ignores Hobble on the target.
The Elemental Surge Notable (previously Elemental Infusions) now grants 3 Surges when consuming a Power, Frenzy, or Endurance Charge (previously 2).
Pathfinder

The Sustainable Practices Notable now grants 50% of Evasion Rating as Elemental Damage Reduction (previously 30%).
Poisonous Concoction has been renamed to Acidic Concoction:
Consumes Mana Flask charges to throw a flask that explodes, dealing Physical Attack Damage in an area.
Consumes Poison on Hit to trigger an Acidic Burst, dealing damage based on the highest expected remaining Poison damage on the target.
Acidic Concoction and Acidic Burst cannot Poison.
Acidic Burst deals unscalable Physical Damage equal to 150% of the consumed poison’s expected remaining damage, with 30% more Area of Effect per poison affecting the enemy.
Fulminating Concoction:
No longer inflicts Lightning Exposure on hit.
Now has 50% more Shock Effect.
Quality grants 0–40% more chance to Shock (previously 0–20% Lightning Exposure effect).
Shattering Concoction:
Now inflicts Elemental Exposure on hit instead of only Cold.
Now freezes enemies on hit that are primed for freeze.
Quality grants 0–20% increased freeze duration (previously Cold Exposure effect).
Bleeding Concoction:
No longer has 200% more magnitude of Bleeding inflicted.
Now Aggravates Bleeding on targets hit.
Explosive Concoction:
No longer has 200% more magnitude of Ignite inflicted.
No longer inflicts Fire Exposure on hit.
Now fires up to 4 additional mini flask projectiles at ignited enemies.
Quality grants +0–2 additional mini flask projectiles instead of Fire Exposure effect.
Deadeye

Avidity Notable:
No longer grants 30% chance to gain maximum Frenzy Charges on gain.
Now grants 50% chance to gain an additional Frenzy Charge on gain.
Called Shots Notable:
No longer allows applying an additional Mark.
Now causes projectiles to chain to marked enemies.
Grants the new Called Shots Meta Skill, which repeatedly marks nearby enemies and bypasses your Mark limit.
Eagle Eyes Notable:
No longer removes distance-based accuracy penalty.
Now applies 20 stacks of Critical Weakness when consuming a Mark on an enemy.
Invoker

The Elemental Expression Skill, granted by the “…and Scatter Them to the Winds” Notable Passive, now deals 8–244 to 12–366 Fire Damage with the Fiery Explosion at gem levels 1–20 (previously 5–152 to 8–228), 7–200 to 10–300 Cold Damage with the Icy Wave (previously 4–125 to 7–187), and 3–84 to 16–477 Lightning Damage with the Arcing Bolt (previously 2–53 to 11–298).
The Meditate Skill, granted by the “Faith is a Choice” Notable Passive, now has a cooldown of 7–5.1 seconds at gem levels 1–20 (previously 10–8.1 seconds). It now provides 24–100% more Energy Shield Recharge Rate (previously 0–28%).
Acolyte of Chayula

Reality Rending has been renamed to Sap of Nightmares. It no longer grants a chance to gain Damage with Hits as Extra Chaos Damage. Instead, it now grants Leech recovery based on Chaos Damage as well as Physical Damage.
Lucid Dreaming no longer provides benefits directly. It is now a multi-choice Notable:
Choice of Life – Flames of Chayula are Red.
Choice of Mana – Flames of Chayula are Blue.
Choice of Power – Flames of Chayula are Purple.
Into the Breach, granted by the Waking Dream Notable, now grants: Remnants spawned by Supported Skills have 0–50% increased Effect.
Grasp of the Void has been renamed to Illusory Void. It no longer requires Embrace the Darkness, and no longer grants Extra Chaos Damage per Unreserved Darkness. Instead, it now grants a new Skill: Void Illusion.
Embrace the Darkness now has Darkness Reservation lasting 5 seconds (previously 10).
Inner Silence has been renamed to Deepening Shadows. It no longer grants reduced Reservation Duration, and instead now provides 1% increased Maximum Darkness per 1% Chaos Resistance.
Ravenous Doubts has been renamed to Inner Turmoil. It no longer grants Mana Leech recovery. Instead, it now provides Gain 1 Volatility when inflicting an Elemental Ailment, and Take no Damage from Volatility.
Consuming Questions has been renamed to Unravelling. It no longer grants ES-related effects. Instead, it now provides Chaos Damage from Hits contributes to Ignite Chance and Magnitude, Freeze Buildup, or Shock Chance, rotating every 2 seconds.
Blood Mage

The small Life passive before Sanguimancy has been removed.
Sanguimancy is now free to allocate. Its granted Life Remnants now spawn on Hit instead of only on Critical Hit.
Gore Spike now grants 1% increased Critical Damage per 50 Life (previously 40). It has also swapped places with Sunder the Flesh.
Between the Cracks has been renamed to Sanguine Tides. It no longer causes Criticals to ignore Armour. Instead:
Gain 1 Life Flask Charge per 4% Life spent.
50% less Life Recovery from Flasks.
When your Life Flask reaches full charges, 40% of its charges are consumed.
Gain 1% of Damage as extra Physical Damage for 3 seconds per charge consumed.
Open Sores has been renamed to Whispers of the Flesh. It no longer grants infinite-duration curses. Instead, it now causes Enemies affected by your Curses to have at least 15% of Life Reserved.
Infernalist

The Infernal Hound (from Loyal Hellhound) now Ignites enemies within 2.5m (previously 1.5m).
Pyromantic Pact now grants Infernal Flame equal to twice your Mana (previously 1:1), but you lose 25% of Infernal Flame per second if you haven’t gained any in the past 2 seconds (previously 50%).
Demon Form (from Demonic Possession) has been reworked:
It no longer disables weapons or uses its own weapon set.
It no longer grants level bonuses to Spell Skills or Spell Damage per Demonflame.
It now grants 3% more Spell Damage per Demonflame, and +0–10% Cast Speed with quality.
Lich

Dominion over Flesh has been renamed to Incessant Cacophony, now granting Your Curses have infinite Duration (previously could affect Hexproof enemies).
Eldritch Empowerment has been fully reworked:
Spells deal 30% more Damage when Sacrificing Energy Shield.
Sacrifice 5% of Maximum ES when casting a Spell.
Sacrificing ES does not interrupt Recharge.
Price of Power has been reworked: Spells now consume a Power Charge if able to deal 40% more Damage (previously 25%).
Chronomancer

Flood of Echoes has been renamed to Inevitability. It no longer grants Unleash. It now grants Inevitable Agony:
Curses targets in an area after a short delay.
A portion of the damage they take from Hits is stored in the debuff.
When the debuff expires, stored damage is reapplied instantly.
Quicksand Hourglass has been reworked. It no longer gives periodic Cast Speed boosts. It now grants Sands of Time:
Cast Speed: 60% → scaling down to 1% over 10s → then scaling back up.
Area of Effect: 1% → scaling up to 60% over 10s → then scaling back down.
Stormweaver

Elemental Storm cooldown reduced to 3s (previously 5s).
Rain Dancer has been renamed to Multiplying Squalls. It no longer grants CDR. It now provides +1 to limit for Elemental Skills.
Force of Will reworked:
20% of damage taken from Mana before Life.
20% increased Arcane Surge magnitude per 10% missing Mana.
Scouring Winds has been renamed to Storm’s Recollection. Instead of Exposure, it now causes Remnants you create to reappear once, 3s after being collected.
Heart of the Storm has been renamed to Refracted Infusion. Instead of ES recovery, it now provides 50% chance to gain a different Elemental Infusion when collecting one.
Skill Changes – Full Overview
The Third Edict brings one of the largest rounds of skill adjustments so far, touching almost every archetype in the game. From core spellcasters to minion summoners, players will feel a clear difference in how their favorite abilities scale and perform.
Core System Updates
Mana costs across a wide range of skills have been rebalanced, making resource management more consistent through the campaign and endgame. Curses, Marks, Banners, and Blink skills also saw tuning so they feel smoother and more intuitive. Spirit-based abilities now progress more naturally with gem levels, ensuring they remain reliable tools instead of falling off too quickly.
Totems and Palm Skills
Totem-focused builds are getting some love. Shockwave Totem has been reworked to hit harder at its base, making it a stronger pick in the early and midgame. Palm skills have received quality adjustments for steadier damage output, while nodes like Ancestral Warrior were updated to better support melee synergy.
Major Spell Adjustments
Spellcasting has been carefully tuned to keep each element distinct.
Fire: Fireball, Firestorm, and Flame Surge were improved for clearer area control and better scaling into tougher content.
Cold: Frostbolt, Ice Nova, and Vortex now deliver smoother AoE damage and more reliable crowd control.
Lightning: Arc, Ball Lightning, and Orb of Storms were refined to balance single-target and map-clear efficiency, reinforcing their unique playstyles.
Chaos and Others: Plague Bearer and similar hybrid skills were adjusted for clarity and balanced performance.
Minion Overhaul
Summoners will notice significant updates. Spectres, Zombies, Skeletons, and Raging Spirits all had their stats retuned. The goal is healthier progression, making minions useful from campaign all the way through maps, without letting them dominate too early or fall off too late.
Quality of Life and Clarity
Finally, many skills had their descriptions rewritten for precision, ensuring players better understand how they function. Interactions involving Exposure, Ailments, and secondary damage have been clarified so what you read matches what actually happens in combat.
Unique Item Changes
This patch introduces a wide range of unique item adjustments, with many effects streamlined, rebalanced, or reworked entirely. Here’s what’s changing:
Beira's Anguish (Charm): Now creates Ignited Ground for 4 seconds when used, igniting enemies as though dealing Fire Damage equal to 500% of your maximum Life. It no longer ignites enemies simply by being in your presence.
Blackbraid (Body Armour): Armour now applies 80–120% to Elemental Damage (previously 100%). Can be rerolled with a Divine Orb.
Bones of Ullr (Boots): Instead of reducing reservation for Undead Minions, they now provide 20–30% increased Reservation Efficiency for skills that create them, plus 5–15% increased Movement Speed. Old versions can be updated with a Divine Orb.
Briskwrap (Body Armour): Now grants Deflection Rating equal to 20–30% of Evasion Rating.
Death’s Harp (Bow): Critical Damage Bonus reduced to +20–25% (from +30–40%). Divine Orb applies.
Effigy of Cruelty (Focus): Critical Hits with Spells now apply 1–3 stacks of Critical Weakness (down from 3–5).
Maligaro’s Virtuosity (Gloves): Your Critical Damage Bonus is now 250% (previously 300%). This affects all existing versions.
Nazir’s Judgement (Quarterstaff): Now causes “Daze on Hit” instead of Daze buildup equal to damage dealt. Also deals 30–50% increased Melee Damage against Stunned enemies.
Pariah’s Embrace (Body Armour): Provides 20–40% increased Mana Cost Efficiency (previously reduced costs). Existing versions remain unchanged.
Quatl’s Molt (Body Armour): Now grants Deflection Rating equal to 40–60% of Evasion Rating.
Tangletongue (Spear): Critical Chance reduced to +5–8% (previously +10–20%). Divine Orb applies.
Whispering Ice (Staff): Cold Exposure modifier replaced with Elemental Exposure.
Xoph’s Blood (Amulet): Fire Exposure modifier replaced with Elemental Exposure.
Shields Rebalanced
Block chance has been reduced across nearly every iconic shield:
Redblade Banner: Now 10–15% (from 20–30%).
Lycosidae: Now 10–15% (from 30–40%).
Merit of Service: Now 20–25% (from 30–50%).
Alkem Eira: Now 15–20% (from 30–40%).
Oaksworn: Now 20–30% (from 40–60%).
Dunkelhalt: Now 20–30% (from 30–50%).
Bloodbarrier: Now 10–15% (from 20–30%).
Doomgate: Increased Block Chance is now 80–100% (from 80%), but you now take 25–40% of Damage from Blocked Hits (up from 20%).
All of these shields can be rerolled with a Divine Orb.
Items Temporarily Disabled
The following uniques can no longer drop and will return at a later date: Infernoclasp, Forbidden Gaze, Thunderstep, The Wailing Wall, The Fallen Formation, Wylund's Stake, The Deepest Tower, The Remembered Tales.
Conclusion:
The Ascendancy reworks in Path of Exile 2: The Third Edict reshape core mechanics and introduce new ways to build and play. From Invoker’s refined elemental skills to the risk-reward gameplay of Blood Mage and the evolving power of Stormweaver, each class now feels more distinct and flexible. These changes don’t just balance numbers, they redefine playstyles, opening the door for fresh strategies and bold new builds in Wraeclast.
Stay tuned to PoE Builds for upcoming news, detailed patch guides, and all the build updates you need to conquer Wraeclast! ♥
