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Hello Travelers,
Spring has come and gone and as we enter the warmer months of summer the team continues development on Season 5 and Last Epoch: Orobyss. This edition of Eterra Monthly looks at what you’ve done in Season 4. From what masteries and classes are most popular to what Idol Altars you use the most, it’s always fun to look at the numbers. We also dive into an Ignite Werebear build, and teasers from Mike’s streams.
From shattering Omens to corrupting items and everything in between, Season 4 has been defined by the choices you made and the builds you brought to life. Every class found its footing, masteries left their mark, and the uniques you gravitated toward tell a story all their own. Check out the incredible stats below and see how your journey stacks up against the rest of Eterra.
This month's build comes from SeagraveGaming. This mobile werebear focuses on spreading ignite to large groups of enemies while looking cool doing it.
This build relies on the ability to spread your damage via AoE while creating earthquakes as you are evading or using Maul. The key here is to also leverage aftershocks from idols that activate when you perform melee attacks.
All of the bleed chances are converted to ignite chance, thanks to Maehlin's Hubris. With Wildfire Embers equipped, ignite spreads while Bhuldar's Wrath ensures Earthquake procs. To improve survivability and mobility with this hit-and-run play style, Titan Heart and Ash Wake are used.
Strengths:
High Ignite Chance
Fire damage over time
Higher Evade charges
Group Clear Focus
Weakness:
Requires constant moving
Focuses on damaging enemies over time
Slower Boss engagement
Idol Aftershock dependent
Well, that’s a wrap of June’s Eterra Monthly. Next month we’ll hopefully have more details about Season 5 so stay tuned.
Hello Travelers,
As we’re hard at work on Season 5, this month's update provides a look at how we're keeping community voices at the center of our development process, a build spotlight by maomao gaming and a wild defeat of Aberroth with only basic attacks. We’ve also include the teasers revealed over the last month. We know that players are itching for more details on Season 5. We’re hoping to share more in the coming months so be on the lookout!
The Feedback Forge is fired up and ready for another month of shaping Eterra's future. Thank you to every Traveler who took their time to share their thoughts, ideas, and suggestions with us. Your voices are a cornerstone of how we develop and refine the game, and we mean it when we say no piece of feedback goes unheard. To make that process more transparent and organized, we've given our Feedback and Suggestions Tracker a meaningful update, creating a cleaner, more accessible way for both the team and the community to see what's been submitted, what's under consideration, and what's already being acted on. We wanted to give you a peek into the process of how we handle feedback and suggestions to show you we are always working to make your voices heard.
We read, review, and filter all the feedback and suggestions we receive, adding to the tracker everything we consider to be reasonable and actionable. While we do our best to include as much as possible, some submissions may not make it in due to design limitations or other variables. The player experience team meets regularly with producers and designers to walk through the tracker and determine next steps, whether that means flagging something for a game design discussion or discovering that we're already working on something you submitted.
Do you have something you want to see change in Last Epoch? Make sure to submit it in our #feedback or #suggestions channel in Discord. We’ve also got our Feedback forum where you can vote on posts there from other members of the community.
The player experience team’s continued goal is to make your voice heard and we look forward to continuing to do this for you!
This month's build comes from maomao’s gaming. This Crit Marrow Shards Zombies is capable of pushing 1500+ corruption. It uses the new Splinter Nova node for Marrow Shards. The build leans into a self-sustaining loop: volatile zombies die, triggering Dawn of Death effects that cast Marrow Shards, and then auto-resurrect through tree nodes, ring affixes, and the new Ash Wake boots resulting in cycling explosions and bone shards across the screen. With the Primordial wand, Horn of the Bone Wisp, Trader's Tongue, Nihilis, and the Snowblind helmet stacking skill points, you can grab every single more damage multiplier on the Marrow Shards tree, and Splinter Nova inherits all of them.
Flat spell damage comes from the wand, a T7 necrotic craft on the Trader's Tongue, and the Lich passive tree. Reaper Form sustain is trivial thanks to health and ward generated from zombie deaths, and heretical idol corruptions can cover a big chunk of your crit damage reduction gearing.
Strengths:
1500+ corruption viable
Great clear with screen-wide explosions
Solid survivability and easy Reaper Form uptime
Mostly automated damage loop: Let those zombies do the work!
Weaknesses:
Positioning matters
Relies on itemization
Key uniques like Nihilis are risky to corrupt and painful to lose
Single target falls behind Mana Flay at the highest corruption pushes
A strong pick for players who want an all-rounder that lights up the screen while still handling the hardest content in the game.
Season 4 has brought no shortage of funny, amazing, and wild community moments, but one stood out this month to us. Ohgetawesome managed to defeat Aberroth using nothing but basic attacks! It's an impressive feat by any measure, and with a well-built Void Knight and some quality gear, they pulled it off. Here are just some of the items they had equipped to make it happen:
And if you haven’t had a chance to watch the battle, check it out below:
Mike’s began to start teasing some things coming in Season 5. We’re excited to see what folks start talking about with what we show off.
That's a wrap on May's Eterra Monthly! While this month was a lighter one in terms of content, it's a reflection of just how heads-down the team is on Season 5. The teasers are just a taste of what's to come, and as development continues to evolve, we're looking forward to sharing more with you soon. Stay tuned, Travelers!
Fixed an issue where the connecting overlay could persist after leaving the game to character select and then reconnecting to the same server.
Fixed an issue which caused the Moments Stolen node in Erasing Strike to not grant haste when hitting a rare or boss enemy.
Fixed an issue which could cause abilities with On Hit effects to become unresponsive when you had Challenge the Elements in Ice Barrage, Kolheim Ballista, Power Word: Hail in Frost Claw, and Warden's Echo in the Spellblade Passive tree.
Fixed an issue in the English version of the Explosive Traps skill tree the "Trapas" node was erroneously named "Traps".
Fixed an issue where the "corrupted idol limit and increased effect of Weaver enchantment affixes for idols in refracted slots" altar affix was not applying increased effect to the relevant affixes.
The "chance to not consume Silver Shroud when hit" affix now cannot exceed 75%.
The Heoborea waypoint now unlocks after The Scorched Grove has been completed and the quest marker is on Heoborea. This prevents a rare situation where it was possible to be blocked form accessing Heoborea.
The extra shade scaling from corruption for the Confluence of Oblivion Woven Echo now always treats the Echo as if it were a distance of 12 from the center of the Echo web. Previously in Season 4, it scaled with distance from the center at distances of 12 and above like the regular shade and this created a burden of optimal play where it was better to place the Woven Echo within 11 spaces of the center of the Echo Web.
Fixed an issue where the Boss Quest Echo start window would appear for both the host and guests. It now properly only appears for the player that initiated the echo from the echo web menu.
Fixed an issue where Swollen Corpse Champions would not animate properly when using their fireball ability.
Bazaar: Fixed an issue where Legendary Potential wasn't capitalized correctly in Bazaar list view.
Bazaar: Fixed an issue where the minimum value of a mod was used in a maximum input field when searching unique mods in the Bazaar.
Bazaar: Fixed incorrect mod ranges in the Bazaar filter for Legends Entwined and Falcon Fists.
Fixed an issue where the landing page in full offline mode had overlapping text.
Fixed an issue where you couldn't navigate to inventory from Nemesis egg popup while using a controller.
Fixed an issue where, in the appearance tab of the inventory menu, clicking buy now on any of the evade cosmetics present in the Fractured supporter packs would not open the correct page of the in game store.
Hello Travelers,
Eterra continues to evolve after the launch of Season 4. This month’s update reflects the steady momentum behind that journey. We’ve upgraded our audio design to level up the combat experience, from piercing dagger thrusts to legendary loot drops, to the continued partnership between our team and the community in tracking down issues and shaping future systems, there’s a lot to dig into. In this edition of Eterra Monthly, we’re spotlighting the ongoing transformation of audio across the game, celebrating the Travelers who helped us refine Season 4, and showcasing a high-impact Bladedancer build that’s turning heads in the endgame.
In this month’s Development Highlight, we catch up with our Lead Sound Designer to talk about his team’s efforts on improving the audio in Last Epoch. Alec, take it away!
Hello Travelers, Alec here, Last Epoch’s Lead Sound Designer. I want to briefly talk about our audio team and the current state of audio in Last Epoch. I joined the team after the launch of 1.0 with the goal of improving combat feedback and overall audio satisfaction.
That process started with a lengthy review of virtually every audio asset in the game. From that review, we decided our best path forward was to completely rebuild our audio mix structure.
You may have noticed over the course of 2025 that Last Epoch’s audio began to sound different. At the beginning of the year, starting with Aberroth and the new Fate Weavers, we began a complete rebuild of the foundation the game’s audio was built on. Since conquering something like Aberroth is a goal many players aim for, we wanted to ensure we built our new mix to best cater to that kind of environment. Enemies create the context that the player's skill audio is constantly compared to, so this meant making enemies feel bigger and giving them more of a presence, meant killing them felt like a bigger achievement.
After the release of Season 2, we began migrating all enemies into the new mix. This was a long process, so thank you for bearing with us as it happened. In the lead up to Season 3, 90% of enemies had been fully integrated, but, of course, we were not done.
In addition to enemies, ahead of Season 3 we began migrating player skills into the new mix.
We want to make sure we get audio right this time, so we have been taking our time, and as of today, just after the launch of Season 4, almost all audio in the game has been migrated into the new system.
So what does the future look like for audio in Last Epoch? You may have seen in the patch notes of Season 4, we pushed out a small melee hit SFX update.
That was only the beginning. Now that we have a much stronger foundation, we have begun redesigning older skills that don't quiet meet our quality bar. This means moving forward skill audio will continue to be updated across the board until we feel we have fully updated all old assets to our new quality standard. There are a lot of exciting things coming and I can’t wait to share all the updated audio with you.
Thanks for sharing Alec! It’s great to hear the improvement in the videos you shared and understand the audio team’s goals. I’m sure I speak for the community and say they cannot wait to hear these for themselves in future updates.
The Feedback Forge has been burning bright over the last month. Thank you to all of the Travelers who kept it roaring. Throughout Season 4, players continued to surface bugs, call out rough edges, and share thoughtful insights that helped make Eterra a smoother, more polished experience for everyone. We take pride in listening closely to what our players share, and every report, big or small, helps guide meaningful improvements across the game. As a small token of appreciation, we’d like to highlight a handful of Travelers whose contributions helped track down and fix those pesky issues throughout the season.
Thank you to: Daiwoo, Django2991, Fierce_Invalid, Asobura, iAzoriusi, Astrynomus:
Added a fail safe to the Forge Tutorial quest to avoid players being stuck in a state where the quest is completed and the door does not open.
Thank you to: marshal_on_mars, .adb:
They were so happy to be included in Omen Windows that they overdid the Pyromancy a bit, and have been toned down. Ignites they inflict no longer penetrate all player resistances.
Thank you to: Kempefett, MrEricFail, emmajillian, Draeloth:
Fixed an issue where the Fractured Watcher title was not accessible
Thank you to: CaptainKoan, Sugareyes, Gwaeron25, Kavinsky07, Krusk, CookBook, Darthjake013:
Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Primalists could not roll item types that had a below default drop rate for Mage. This prevented item types such as 1h axes, 2h axes, 1h maces, 2h maces, and spears from dropping from most enemies.
Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Mage could not roll item types that had a below default drop rate for Mage. This prevented catalysts from dropping from most enemies.
Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Sentinel could not roll item types that had a below default drop rate for Rogue. This prevented item types such as 1h axes, 2h axes, 2h swords, and 2h maces from dropping from most enemies.
Fixed a bug where Class Specific Corrupted Item Crates dropped large amounts of non-class specific items, rather than mostly items specific to their respective classes. They now also drop more corrupted unique and set items than they did previously.
Fixed a bug where the drops from Corrupted Item Crates depended on the level of the area you opened them in.
Thank you to: somniloquist:
Fractured Prison: Fixed a bug causing Oculus of Ruin to fail to drop for some characters.
Thank you to: ratso, Antwaun, eagles4evr, debris, Donzpie:
Omen Idols: Fixed a bug preventing Omen Idols from dropping
Thank you to: Muzicos, theflyingpancake, kowaleq, Dedeh, Momlechat, elvenchakra, ChrisZieg, Ninja_Kid, LowPolygonRat:
Tornado: Fixed an issue that was preventing Tornado’s Eye of the Storm node from attaching Tornado to the player.
Thank you to: Lindrinos, Skaar, Morbat, churahm, Kelbar, Awwwtrek:
Swipe: Fixed an issue where swipe was not applying on hit effects with the second attack in the sequence of the ability.
Thank you to: yybermaster, Congree, eTouws:
Abandoned Eyes of the Weaver: Fixed an issue where the first level of all skills would be applied at 60 total attributes, then additional points at every 120 attributes from that initial 60.
Thank you to: Dukanu, GiantMan91, Sm00thy88, fuleco, Lesil:
The Land Before: Fixed an issue where The Land Before was not considering corrupted unique idols to be unique.
Thank you to: MRK_Medium, Ikazza, meat_wolf, Denoknight, Khass, LonelyProton, Iyat:
Congealed Sludge: Fixed an issue that was causing Congealed Sludge ranged attacks and a small selection of other enemy abilities to count as both Hit Damage and Damage over Time. This had a side effect of their damage scaling much more aggressively with corruption than intended and therefore dealing far too much damage at high corruption.
Congealed Sludge: They have overstayed their welcome, and been ritually executed for crimes against travelers across the world. They now deal tremendously less damage at all levels with their Grime Belch (formerly known as Poison Bone Spike) and Poison Death Explosion attacks, especially at high levels of corruption (1000+).
Congealed Sludge: Their Grime Belch is no longer undodgable, and no longer counts as a DoT.
Thank you to: Trindorai, UndeadDiablo, JamCee, SatchelNZ, Bergmann94, NakedAmerica, Arufar, elvenchakra, Aeneon, stayuplate:
Emperor of Corpses: The Soul Bombs created by the Emperor of Corpses timeline boss now deals tremendously less damage. This is a temporary change while we investigate an issue with its indicators which causes them to regularly fail to properly indicate the area of the attack.
In addition to the bug reporting you have all done, there’s been some great feedback that we’re having discussions on in our game design meetings to potentially facilitate future changes. Below is some of this:
Thank you to: glikejdash, Yalcookedaf653, MentalJinno, DragoonRose, Donzpie, Atomicjoke, max_lothrik, divergentgrowth, and a whole bunch of other Travelers who’ve discussed this in various discussions and posts.
Imprint Changes
Thank you to: LegionOne, Kahzimi
Endgame juicing
Thanks to: LegionOne, Kahzimi
This month’s build come from TheDarkOmen. This is a very mobile monolith farmer that can quickly kill groups and bosses alike while maintaining extremely high dodge chance.
The build plays in tight, deliberate windows, stacking shadows, dumping mana into Shadow Rend, then unleashing Shadow Cascade for overlapping hits that scale off both melee and throwing damage. Umbral Blades adds another layer of burst for bosses, giving the build strong single-target pressure alongside solid clear.
Defensively, it leans into dodge, and mobility to stay alive, enabling an “immortal” feel once geared and executed properly.
Strengths:
Fast Monolith farmer
Very mobile
Gear is not hard to come by
Very tanky
Weaknesses:
Melee
High mana costs
Susceptible to one-shots due to relying on dodge chance
Small hitbox bosses can be annoying
A strong pick for players who enjoy an active, execution-heavy playstyle with high reward at endgame.
The Forge Your Void Pet™ contest received some great entries and we appreciate the creativity that came from everyone that participated so thank you to all that submitted entries! Check out what players created and the winners below.
The Void Aardon fell out of the Void dazed and confused. A spider, seeing the Aardon thought him easy prey. The spider pounced, catching the Aardon off guard. Wounded, the Aardon struggled to maintain consciousness, fighting off death. The spider, sensing victory went in for the kill. Suddenly, the spider crumpled over lifeless, an arrow protruding out of its mouth. The Traveler slowly lowered his bow. The Traveler took the Aardon and nursed him back to health. The Aardon has been the Traveler’s faithful companion ever since.
The Aardon has long front legs, which aid in scaling walls. Its back legs help to propel it up walls, allowing it move very quickly. Its legs are connected by a ball joint, allowing it to move its legs in circular positions. Its tail has long spikes for killing its prey. The Aardon is able to move its back spikes side to side to help maintain balance. The Aardon likes to stay in the shadows and stalk its prey. The Aardon will cling to the Traveler’s back, aiding and abetting in eliminating threats.
A freshly sprouted void bloom gazed upon the wonders of its surroundings. By some strange chance, it's home was a forgotten soul cage in a buried laboratory below the Maj'elkan desert. The vague forms of the cage's inhabitants swirled around the new inmate and peered on with hollow faces. The many nameless spirits knew not the manner of being which had sprung into existence among them, yet still they shared an odd kinship. Perhaps some minuscule fragment of the Observer's memory lingered within the creature, as it felt a sincere curiosity and silent appreciation towards its environment, if only for a moment.
Born from the shattered shards of the sinister omens, the voidling emerges from the depths.
My little piece of the void looks out from on top my printer asking why never getting an answer and always hungering.
One of the first of the nagasa to fall to void corruption. One of the descendants of Sandrak of the circle of fortune. She saw her fall to the void as well as her falling in battle with the traveler. What Surdda did not see was her surviving it all...maybe fate, maybe mercy of the traveler...but her latest dance with death awake her consciousness from the void, she now follows the traveler to bear witness to the next story she can't foretell.'
The Purple Cuddly Doggy and his friendo Wormy (he totally does not NOT have legs because it would be too hard for me to do from the clay). This is how little cuddly purple doggies are made. Really. Trust me. I studied Tolmat's Incorrect History of Eterra extensively for this. Also beware the biggest predator of voidbeasts everywhere, Cinderella (or Popelka), my lovely voidbeast-eating cat.
With the release of the 1.4.6 update, the team turns to Season 5. In the coming months, the team will be focused on creating exciting content. Who knows, maybe we’ll even start giving you a glimpse into Season 5 with teasers on our regular Friday Dev Q&A Streams with Mike. Speaking of those streams, we’re cooking up some special guests so be on the lookout for those soon! Thank you for continuing to join us on this journey and we will see you in Eterra.
Optimized the logic responsible for updating loot labels on the screen, improving the overall frame times when many items are on the ground.
Fixed an issue with key based interaction that allowed players to interact with objects while dead.
Profane Veil: Fixed an issue where casting Profane Veil while having the Singleminded node allocated would sometimes cause the player to teleport back to their starting location after the ability is ended.
Shatter Strike: Fixed an issue where indirect casts with the Clash of Lightning node allocated would play the wrong sound.
Summon Storm Crow: Fixed an issue where when converted to fire crows were still showing a lightning area on cast instead of the intended fire one.
Hail of Arrows: Fixed an issue where the player character didn't animate correctly when channeling Hail of Arrows.
Shadow Rend: Fixed an issue where Loose Pockets would not work if Night's Approach was also allocated.
Devouring Orb: Fixed an issue where Cosmic Impact's hits could not apply ailments when hitting an enemy on subsequent hits after the first.
Corrupted Items: Fixed an issue where, when corrupting item types that could have a Personal Affix but not a Champion Affix, corruption could fail and result in a "Nothing Happened" outcome.
Fixed visual effects for fountains used in Chapter 9.
The Temple in the Sky: Fixed an issue where the cinematic could be disrupted if a party member left the scene while it was playing.
Fixed the probable source of an issue where players would get an LE-64 Error when trying to start an echo until you left the scene and come back after defeating Aberroth.
Fixed the probable source of an issue where players would sometimes get an LE-63 Error when attempting to start an echo despite no other echo currently being active.
Weaver Tree: Echoes with the Rune Prison objective will no longer prevent Tombs from spawning the guaranteed Rune Prison encounter from the Weaver Tree's Graveyard Prisons node.
Fixed an issue where the Forgotten Knight's tutorial was reappearing incorrectly while you were not in Shattered Road.
Cemeteries of the Erased: Fixed an issue that sometimes caused Cemeteries to be generated without Shrine Spots.
Nemesis: Fixed an issue where visual effects for Nemesis nodes would linger after your cursor was no longer hovering over the object.
Primal Hunt: Fixed an issue where sometimes multiple nests could appear in a single cave, often outside of the playable space.
Aberroth: Fixed an issue where its Absorbing Chaos attack would occasionally spawn with vertically aligned visuals mismatched from its hitbox.
Haruspex Orian: Fixed an issue where his Flame Breath attack would desync from his face's position if he was stunned or slowed during it.
Idol Altars: Fixed an issue where comparing idol altars showed incorrect idol rarity background color for the equipped altar.
Player Portals: Fixed an issue where the name of a portal would not be displayed when in range to interact with it while using a controller.
Stash: Fixed an issue where opening a stash tab could result in seeing items from multiple tabs appearing to stack on top of one another.
Crafting: Added more specific messaging about why an item is incompatible with the Rune of Shattering when an attempt to use one fails.
Settings: Renamed the "Loot Filter Toggle" keybind option to "Disable Loot Filter (Hold)".
Fixed an issue where player cosmetic visual effects could disappear in towns.
Fixed an issue where, at high attack speeds, Primalist attack animations would appear to repeat the same swing over and over instead of swapping between multiple types.
Fixed an issue where the visual effects on the Idol Crafting station were still present after all charges are expended.
The minion attack command should now more reliably choose high priority targets closest to your cursor, such as enemies with the "Protective" modifier which causes that enemy's other nearby allies to take less damage.
Enemies with the "Protective" modifier are now naturally treated as higher priority targets, meaning minions will be more likely to choose to attack them instead of another nearby enemy.
Fixed an issue where some minions, such as Bone Golems, would stop performing any actions when they are within a certain distance of their target.
Summon Skeleton: Fixed an issue which caused Summon Skeleton type specific buffs to be removed when the skill tree was changed.
Ghostflame: Fixed an animation issue when using the Spirit of Dread node.
Runic Invocation: Fixed a visual issue with the Cold/Cold/Lightning (Covenant Arc) invocation.
Dancing Strikes: Fixed an issue where the player could get stuck while using Dancing Strikes in online.
Javelin: Fixed an issue where the banner would not be rotated correctly when attached to enemies via the Capture the Flag node.
Shield Rush: Fixed an issue where the Temporal Strikes and Will Breaker nodes only added their damage benefits to the charge hit, not the end slam.
Fixed an issue where some enemies would stop performing any actions when they are within a certain distance of their target.
Champions: Ord Lorca: Fixed an issue with ailment visual effects on it.
Necrotic Siege Golem: The second bounce of its Siege Bolt attack now does half the damage of the initial blast, rather than the same amount of damage.
Necrotic Siege Golem: Both explosions now appear as "Siege Bolt" in the death recap, instead of the far more generic "Explosion".
Necrotic Siege Golem: Each Hungering Soul projectile now does considerably less individual damage. The attack as a whole is now very dangerous, but generally not instantly lethal (especially at higher corruptions).
Temple Guardian: It has decided to take its job as a "boss" much more seriously, and now does considerably more damage with each of its abilities.
Voidfused Forge: It has had some target practice! It will now much more consistently hit with its melee attack against players who aren't even trying to dodge it. It is a big and slow horrifying amalgam of steel and corrupted matter, however, and so its swings can still be easily dodged by anyone making an effort to sidestep them.
Formosus the Undying: Fixed an issue where no sound played when it was summoning Wengari.
Elder Pannion: Fixed an issue where it could look like he was moving while his channeled laser attack was still active.
Emperor of Corpses: Fixed an issue where its body flickered while sinking after death.
Praetor Vul'Arta: Fixed an issue where some of its attacks did not work correctly in online mode.
The Shade of Orobyss: It's Blood Orbs now completely disappear when it dies, rather than prematurely triggering their explosions. The Shade of Orobyss apologizes to all aggrieved Hardcore travelers.
Fixed several affixes exclusive to Humble Weaver and Stout Weaver Idols having too low values.
Humble Weaver Idol Affixes:
Health on Kill and Added Health now provides 28 to 36 Added Health (previously 15 to 20).
Necrotic Penetration and Minion Necrotic Penetration now provides 3% to 4% (previously 1% to 2%).
Physical Penetration and Minion Physical Penetration now provides 3% to 4% (previously 1% to 2%).
Poison Penetration and Minion Poison Penetration now provides 3% to 4% (previously 1% to 2%).
Void Penetration and Minion Void Penetration now provides 3% to 4% (previously 1% to 2%).
Necrotic Resistance and Minion Necrotic Resistance now provides 18% to 24% (previously 9% to 12%).
Physical Resistance and Minion Physical Resistance now provides 18% to 24% (previously 9% to 12%).
Poison Resistance and Minion Poison Resistance now provides 18% to 24% (previously 9% to 12%).
Void Resistance and Minion Void Resistance now provides 18% to 24% (previously 9% to 12%).
Stout Weaver Idol Affixes:
Cold Penetration and Minion Cold Penetration now provides 3% to 4% (previously 1% to 2%).
Fire Penetration and Minion Fire Penetration now provides 3% to 4% (previously 1% to 2% and just 2%).
Lightning Penetration and Minion Lightning Penetration now provides 3% to 4% (previously 1% to 2%).
Cold Resistance and Minion Cold Resistance now provides 18% to 24% (previously 9% to 12%).
Fire Resistance and Minion Fire Resistance now provides 18% to 24% (previously 9% to 12%).
Lightning Resistance and Minion Lightning Resistance now provides 18% to 24% (previously 9% to 12%).
Elemental Resistance and Minion Elemental Resistance now provides 8% to 12% (previously 4% to 6%).
The Council Chambers: Fixed an issue where using evade near the raised bridge could lead to the player ending up stuck.
The Ritual Site: Fixed an issue where a roof prop in the background would not hide properly and obscure the camera view.
Fixed an issue where the reward stash in Echo of a World could still stop projectiles even when it wasn't actually there.
Fixed some cases where Echo Chains could fail being generated.
Further potential fixes for the issue that can sometimes cause offline Echo complete portals to not work.
Localization: Made a variety of grammar corrections for UI text in non-English languages.
Localization: Passed the Turkey test! Fixed missing ı (U+0131) and İ (U+0130) characters for users with Turkish system language.
Adjusted the size of the Omen Windows in the Omen's Veil Woven Echo to provide slightly more space where all three windows overlap.
Shield Throw: The Sentinel affix which converts Shield Throw to void now behaves more in line with expectations for a conversion. It causes bleed chance to be converted to time rot, physical resistance shred to be converted to void resistance shred, it converts Lava Burst to void, and it causes effects within the tree related to fire or ignite to instead affect void or time rot.
Bladestorm: The Shadowstorm node can now also be triggered by the thrown daggers from Shadow Cascade's Dagger Dance node.
Bladestorm: Added visual effects to indicate when the Shadowstorm effect is triggered.
The chat window is now interactable while your character is dead.
Stat conversion effects will now be reflected in your character sheets. For example: If you had 42% Bleed chance and 5% Ignite chance but then you get an effect that converts 100% of Bleed Chance into Ignite Chance, your character sheet will now reflect your totals as: 0% Bleed Chance and 47% Ignite Chance.
Reaching level 15+ on a character while having the forging basics quest active will automatically complete it.
Volcanic Orb: Updated the visual effects.
Serpent Strike: Added some visual effects to Primal Serpents.
Transplant: Updated the visual effects.
Shield Throw: Added new visual effects for Shield's Throw Lava Burst conversion.
Fractal Evade: Rocks now feature a dissolve transition when despawning.
Fixed an issue where atmospheric effects could be carried through scenes with incorrect settings.
Fractured Earthquake: Fixed an issue where it would sometimes spawns with a missing material for the crack decal for aftershocks.
Dragon Fang Shadow Cascade: Fixed an issue where the cosmetic would not apply if the node Porcupine's Wrath was allocated.
Fixed a bug where the recently added change to prevent channeled abilities from ending within 0.2 seconds of having insufficient mana was not applying in some cases. This is expected to correctly resolve the issue of Warpath's channel ending despite Void Well restoring your mana.
Acolyte: Rip Blood: Fixed the necrotic variant not increasing its area with the "Crimson Flood" node.
Acolyte: Rip Blood: Fixed an issue where the splatter decals were not scaling visually with skill upgrades.
Acolyte: Summon Volatile Zombie: Fixed an issue where Dread Shades from Emerging Terrors could sometimes be cast on the wrong minions.
Acolyte: Transplant: Fixed an issue where the abilitiy visuals were not scaling visually with skill upgrades.
Primalist: Serpent Strike: Fixed an issue where it was missing an Area tag.
Rogue: Aerial Assault: Fixed an issue where it's sub skills were not gaining damage from the Avian Hunter node, the Storm on the Horizon node, or the Rhythm passive.
Rogue: Bladedancer Passives: Fixed an issue where Dive bomb and Falcon Strikes were not able to generate Flow.
Rogue: Shift: Fixed an issue where the visual effects were not displaying after the first time it was used in a scene.
Rogue: Dancing Strikes: Fixed an issue where the character could end up t-posing when unspeccing the Twin Blades node (making them ineligible to use the ability) and then attempting to use the ability.
Sentinel: Devouring Orb: Fixed an issue that made Devouring orb area not visually scale in online.
Sentinel: Judgement: Fixed an issue where the sound and visual effects for Judgement's Holy Eruption node would not be synchronized when the duration of Consecrated Ground was modified.
Sentinel: Judgement: Fixed an issue where the sound and visual effects for Judgement's Holy Eruption node would play much earlier than intended when the Anointed node was Allocated.
End of Time: Fixed a minor visual issue where some of the upper scene elements could appear improperly faded.
End of Time: Player visuals should no longer clip into the floor.
The Immortal Summit: Fixed an issue with footstep sounds not being correct on certain surfaces.
The Lower Sewers: Fixed an issue where there was a section that could not be traverssed using WASD control setting.
Maj'Elka: Fixed an issue where Grand Theft Eagle quest would point to the wrong direction.
The Sky Chains: Fixed an issue where characters feet could sink into the ground in certain sections.
Soreth'Ka: Fixed an issue where the feet of chicken's in the scene were clipping into the ground.
The Summit: Fixed an issue with footstep sounds not being correct on certain surfaces.
Fixed an issue that caused incorrect stability rewards in party play for non-host players.
Occupied Heoborea: Removed an erroneous invisible wall in the quest echo.
Woven Echo: Corrupted Tower: Fixed issue where having an idle party member in the monolith or Echo of a World could block progression.
Fixed an issue where certain areas of procedurally generated zones (Tombs, Cemeteries, Caves) were impassable / had "invisible walls".
Omen Windows: Fixed Omen lines in chat not displaying the type of Omen that said them.
Primal Hunt: Fixed an issue that sometimes caused the Skarven's vendor UI to not show any items.
Tombs: Fixed an issue where decorative objects could spawn in such a way that there were small islands of valid navmesh between them and walls, using traversal skills at the right angles could lead players to end up in these spots and stuck.
Forgotten Knight: Fixed an issue where the Harbinger icon by timelines islands wasn't dynamically updating when they were killed.
Alexos, the Frozen Maw: Their Rimy Gaze was just a bit too formidable, and has been adjusted to be considerably less lethal.
Congealed Sludge: Fixed an issue that was causing Congealed Sludge ranged attacks and a small selection of other enemy abilities to count as both Hit Damage and Damage over Time. This had a side effect of their damage scaling much more aggressively with corruption than intended and therefore dealing far too much damage at high corruption.
Congealed Sludge: They have overstayed their welcome, and been ritually executed for crimes against travelers across the world. They now deal tremendously less damage at all levels with their Grime Belch (formerly known as Poison Bone Spike) and Poison Death Explosion attacks, especially at high levels of corruption (1000+).
Congealed Sludge: Their Grime Belch is no longer undodgable, and no longer counts as a DoT.
Emperor of Corpses: Fixed an issue where sometimes the large explosion indicator wouldn't match its hitbox. Note: Once this has been out for a while and no reports have come in saying it's still broken, we will return the attack to it's previous damage values.
Forged Soldier: Fixed the fireball attack floating in mid-air.
The Grave Engine: Their Immortal Scorch, colloquially referred to as the "Stinger Laser", found a stitch in time which it was abusing to deal endgame boss levels of damage. Its damage now properly ticks once every .25 seconds, instead of once every half millisecond, and is properly flagged as a DoT.
Ice Goliaths and Alexos, the Frozen Maw: They have lost a bit of weight and now deal slightly less damage with their Cannonball attacks.
Rabbits: Fixed an issue where rabbits in Chapter 1 had a visual issue.
Thunder Dragon: Fixed the ground indicators for it's shake attack lingering after it died.
Wretchblade the Doomed: Has been dooming a few too many travelers with his basic melee attacks than reasonable for such an innocuous attack. The base damage of his melee attacks has been reduced to a more reasonable level in line with other champion basic attacks.
Dungeon: Fixed an issue where controller navigation stopped working after inserting a key into a dungeon entrance panel.
Echo Web: Fixed an issue where echo rewards would be incorrectly displayed for echoes that you'd previously died in.
Skill Tooltips: Fixed an issue where viewing the tooltip for any of rogue weapon dependent ability from the abilities menu would show an incorrect DPS value. This issue was not occuring if the tooltip was viewed from the skill bar.
Ability Usage: Channeled abilities now only end when you have insufficient mana for an uninterrupted duration of 0.2 seconds. This resolves a case where Warpath could end due to insufficient mana despite Void Well restoring your mana.
The player is now restricted from using any ability while portaling within the Monolith of Fate. This prevents an issue where using abilities with a movement component at the same time as transitions in monolith could result in the player ending up in the wrong spot.
Lethal Mirage: Mirages now prioritize targeting enemies that are not invulnerable.
Bone Curse's aura mode from the Signet of Agony node on its skill tree now requires a button press to toggle instead of toggling on and off as you hold down the button.
If an item changes it's properties while the inventory is opened, it will now immediately update in the UI. For example: The Cuckoo will now refresh it's display when it turns into an exalted item as a result of killing enemies without needing to close and re-open the inventory menu.
Updated the font color to black (from white) for all Unique & Set items coloring options to increase readability.
Sentinel: Forge Strike: Added sound to the impact of the ability.
Chthonic Fissure: Fixed an issue where allocating of Gloom and Flames and The Sunderer's Domain was incorrectly restricting the player to 1 fissure maximum. With both nodes allocated, you will create two fissures with one cast, and you are limited to a maximum of 3 fissures.
Summon Bone Golem: Fixed an issue where the death animation wasn't played correctly.
Summon Skeletal Mage: Fixed an issue where Pyromancers and Cryomancers were not converting poison chance to ignite chance or chill chance, respectively. This also corrects the descriptions of these nodes to state their actual behavior: they convert poison chance from all sources to ignite or chill chance, not just from sources within the tree.
Summon Skeletal Mage: Fixed an issue where moving to a new area could cause your summoned Mages to change to incorrect amounts of each type compared to what you had beforehand.
Explosive Trap: Added alt text to the Blast Rain node tooltip to add clarity of the existing functionality of the node, that being: When Explosive Trap is a bow skill, it cannot be imitated by shadows. (NOTE: The updated alt text has not yet been localized to non-english languages).
Flurry: Fixed an issue where the visual effects were not aligned when using a spear.
Heartseeker: Burning blades created using Blades of the Pyre node in heartseeker no longer spawn at the player's feet for 1 frame.
Shadow Rend: Fixed an issue where the second shadow from Tabi of Dusk and Dawn was not able to receive the more damage from Hidden Strength.
Shadow Rend: Fixed an issue where the shadow's attack was not affected by additional critical strike chance for skills used by shadows.
Shadow Rend: Moon Frenzy's more damage while you have frenzy now scales with increased effect of frenzy on you.
Glacier: Fixed a small visual issue.
Flame Reave: Frenzied Flame's additional melee fire damage while you have frenzy now scales with increased effect of frenzy on you.
Upheaval: Fixed an issue where it would behave strangely if used at cliff edges.
Healing Hands: Fixed an issue where the traversal skill node (Rahyeh's Chariot) had a longer than intended cooldown.
Fixed an issue where items with champion affixes were not giftable.
Kuzon's Set: The two piece set bonus now works correctly with the Firebreathing and Umbral Conflagration nodes on Cinder Strike for generating Dancing Dragon stacks.
Fixed some locations where footstep audio was incorrect for the surface.
Seafloor Colosseum: Fixed an issue where the Lagon quest would not progress if you misclicked in the dialogue at a certain point.
The Garden: Fixed an issue where clicking on the transition object into the town proper could sometimes bring you back to the location you came from instead.
Fixed an issue where the Fractured Omen's and Epoch Quest Mastery quests had indicators at every timeline waypoint in the map menu.
Fixed another potential cause of offline echo complete portals sometimes not working.
Fixed case where a server error could cause an LE-63 when attempting to enter an echo. This would prevent entering a new echo despite, from the player perspective, being in a perfectly valid state to do so.
Fractured Prison: Fixed an issue where respawning in the encounter was not properly using boss respawn flow.
Omen Windows: Fixed an issue where players with 0 timeglass fragments would not be able to shatter the timeglass core.
Omen Windows: Fixed an issue where, in party play, sometimes rewards wouldn't spawn for some party members.
Desert Goliath Rider: Fixed an issue where some of its attacks were not syncing their visuals correctly in online.
Ice Goliath: Fixed an issue where its cannonball attack did not have a visual indicator.
Imperial Pyromancers: They were so happy to be included in Omen Windows that they overdid the Pyromancy a bit, and have been toned down. Ignites they inflict no longer penetrate all player resistances.
Rahyeh Soldier Siege Engineer: Fixed a minor visual issue when they were summoning an Eye of Rahyeh.
Scalebane Saboteur: Fixed an issue where it was not moving correctly.
Scalebane Saboteur: Fixed an issue where its projectiles weren't shown correctly in online.
Vaion The Arsenal (Sentinel Arena Boss): Fixed an issue where one of its attacks had an erroneous pink texture.
Zigguraut of Ruin: Fixed an issue where the its charge attack was scaling its damage with level far more than intended. This should result in this attack hitting much less hard when encountering this enemy in monoliths and other endgame activities.
Zigguraut of Ruin: Its charge attack now only applies one stack of void and physical resistance shred, rather than 3.
Zigguraut of Ruin: Its projectile attack now only applies one stack of voids resistance shred, rather than 3.
Character Select: Fixed an issue where, with a controller, you could not navigate left back to the class previews from the skill preview section.
Controller: Fixed an issue where when some popup menus would appear, controller focus would remain on the menu beneath it.
Controller: Fixed the virtual cursor not working on some windows.
Cosmetics Shop: Fixed the Primalists hand snapping back and forth while previewing cosmetics.
Echo Web UI: Fixed an issue where the island tooltip would not display properly if using a DualSense controller.
Echo Web UI: Fixed an issue where using the back button (O) on a DualSense controller would close the map.
Forgotten Knights: Fixed an issue that caused you to get multiple forgotten knights tutorial prompts per session.
Item Tooltips: Fixed inconsistent rounding when viewing ranges on some affixes.
Loot Filter: Fixed an issue where closing a rule window would prevent opening another rule until the loot filter menu as a whole was closed and re-opened.
Loot Filter: Fixed an issue with number input fields that made it so you couldn't clear those fields, only change the number.
Loot Filter: Fixed an issue where toggling the loot filter off/on with a hotkey could break and not allow toggling back on/off.
Settings Menu: Fixed an issue where the color picker for floating health bars did not have sound feedback.
Stash: Fixed an issue when opening the configure tab panel, the current color/Icon of the tab wasn't selected automatically.
Stash: Fixed an issue where duplicated tabs had linked priorities meaning that any changes in the duplicated tab also affected the original.
Loot Filter: Fixed an issue where duplicated conditions had linked priorities meaning that any changes in the duplicated condition also affected the original.
Fixed an issue that could lead to loading screens failing to be removed after scene load completed.
Fixed an issue where clicking enter game on another character while loading into game with another could result in entering game in an odd state.
Fixed an issue with clipping on Primalist with the Scourge Of The Depths cosmetic equipped.
Fixed some occasions where the scene would not apply proper lighting settings.
Fixed an issue that could result in audio becoming degraded over long play sessions under certain circumstances. This would sometimes lead to degraded overall client performance as well.
Fixed a potential cause of Monolith Echo Complete portals not functioning in certain circumstances in offline.
Fixed an instance of an issue that would cause characters get stuck while using Dancing Strikes in online.
This may still happen due to a separate bug we are investigating, but should be less common.
Input: Added a dedicated setting for WASD to define whether Evade is directed by character movement or cursor. By default, it is set to character movement.
Note: We are aware that Shadow Rend targeting has been difficult for many players using the WASD control scheme. The above new setting allows players to treat Evade separately from typical ability targeting so that other movement abilities, like Shadow Rend, can be set to follow the cursor even if you want Evade to follow Character Movement. To do that, simply set the Keyboard Movement - Movement Abilities setting to “All - FollowsCursor”.
Hello Travelers!
March has come and gone. With it, the long-awaited launch of Season 4: Shattered Omens happened. What was once just beyond the horizon is now here, inviting you to dive into a darker, more unpredictable Eterra. From shattering Omen Windows to experimenting with the risks and rewards of Item Corruption, Season 4 introduces new systems that reshape how you approach combat, loot, and progression.
We’ve loved watching the community jump in, theorycraft new builds, and push the limits of what’s possible with these new features in Season 4. Whether you’re chasing corrupted gear or braving the new Vision of the Observer, there are no shortage of ways to test your strength this season.
In this month’s Eterra Monthly, we’ll be taking a look at the Omen’s design from start to finish, highlighting some UI updates based on feedback, early content creator builds, a little void surprise, and more so let’s dive in.
Our Art Director, Dmitrii Kuznetsov, and Lead Writer, Kyle Melberg, took some time to share the story behind the Omen released in Season 4.
For Season 4 we wanted to introduce a singular new enemy with a theme of corruption and could fit a mechanic themed around empowering surrounding enemies. Since we had just come off the heels of introducing Chapter 10 in Season 3, we wanted to dive deeper into some of the elements seen at the end of the chapter, namely the windows seen in the final encounter.
For the Omens we wanted a bit looser of a guideline and more exploration. Here we gave the rough theme and inspiration of the Omens and a few examples of how different damage types could be expressed:
Omens are beings of pure void that take their form from moments of intense despair, the same moments that drove the Observer mad and caused him to transform into Orobyss.
When an Omen appears, it fills the surrounding area with the despair that fueled the Observer's madness, influencing and empowering the enemies nearby and summoning void creatures as the world corrupts around them.
The Omens are inspired by various specific tragedies that the Observer foresaw, resulting in variants that are themed after separate damage types.
With this, we released the Omen with four different variants: Fire, Cold, Lightning, and Void.
We set out to explore silhouettes and identify the key visual features of the Omen. One of our primary goals was to establish a connection to The Observer, while making it clear that this entity is not him, but rather his herald.
At the same time, we were developing the game design, so certain details evolved throughout the process. For example, early information suggested these creatures would be relatively small, making it important to avoid overly complex designs and instead keep the silhouette and details clear and readable.
We ultimately landed on the G2 version, though I provided feedback to increase the thickness of the arms to improve readability at our typical camera distance.
We continued exploring additional ideas within the selected direction, including elemental-themed variations. For the base version, we chose to retain the current horn design without over complicating it. From there, we developed several compelling options for Fire, Cold, Lightning, and Poison variants. (We ultimately didn’t release a Poison version and replaced it with Void.)
Once the features and details were locked in, we moved into finalizing the render. This phase is typically straightforward from a design perspective, though it can be quite time-consuming. Ideally, we avoid making further design changes at this point since the direction is already established, but this time was an exception.
As we continued refining the mechanic and building out the prototype, we realized the creature couldn’t remain as small as originally planned (there’s a human scale reference in the image). Given how intense and chaotic the encounter could be, the creature needed to read clearly in combat and feel more threatening, something that was difficult to achieve at the initial size.
We decided to scale the creature up, but simply increasing its size wasn’t enough with the existing level of detail. To support the change and avoid it feeling like an oversized, underdeveloped form, we introduced additional details to better convey its presence, scale, and danger.
To support the increased size, we introduced additional details and adjusted key shapes. Compared to the previous version, you can see added elements throughout, along with a slight change to the eye shape, which previously gave the creature an unintended “baby-like” appearance.
During the modeling stage, we revisited the design and decided to remove the elongated nose. While it initially felt like a unique feature, we ultimately agreed it risked looking unintentionally silly rather than conveying the level of threat and intimidation we were aiming for.
Our Senior UI Developer, Justin, thought it would be nice to highlight some of the quality of life UI updates that the team has been making to create a better player experience for you based on feedback from the community.
Quick move now picks a destination based on what panels are open and what containers exist that can accept the item. If the preferred destination rejects the item (container is full or item is incompatible), then the next possible destination is tried instead.
In this video, you can see how it moves into the Woven Potential ("Turtle Legendary Potential reroll") crafting panel first until it fills, then to the inventory until it fills, then to the stash. If an item is no longer valid to be placed in the crafting panel (i.e. because it lost it's Legendary Potential), then it skips over the crafting panel.
We've received a lot of feedback about the difficulty in quickly finding the Woven Echoes you want to place so we've reorganized the tab with a focus on organizing Woven Echoes based on the type of content they contain.
It is now arranged into groups of Bosses, Crafting, Auras, and Encounters, replacing the content type icons:
Woven Echoes that are just a boss fight (previously had a skull content icon) are now grouped in the Bosses section.
Woven Echoes that reward access to a craft (previously had a hammer content icon) are now grouped in the Crafting section.
Woven Echoes that affect other nearby echoes (those that display a range indicator when placed) are now grouped in the Auras section.
Woven Echoes with miscellaneous objectives are now grouped in the Encounters section.
Within each group, we've also placed popular Woven Echoes in easy to find places and grouped related Woven Echoes near each other. Here's some notable examples:
False Temple and Lostwood Folly (a popular combo placed repeatedly for XP farming) are placed in the top left corner of the Encounters and Auras sections.
Conquered Tower (Nemesis) is placed in the bottom left corner of the Encounters section.
Confluence of Oblivion (corruption catch up) is placed on the left edge of the Bosses section.
Omen's Veil and Fractured Prison (the new Season 4 Woven Echoes) are placed on the right edge of the Bosses section.
Collapsing Horizon, The Fading Brink, and Threshold of Eternity (Forgotten Knights Woven Echoes) are placed along the bottom edge of the Bosses section.
The Woven Echoes that award class-specific loot are placed along the top edge of the Encounters section.
The map overlay has been reworked to provide better contrast against any background: light or dark. It now has a light gradient on the outer edge and a dark gradient on the inner edge, which helps it stand out against a variety of backgrounds. In lighter zones (such as sandy or snowy areas), the dark inner gradient will stand out. In darker zones (such as void or indoor areas), the light outer gradient will stand out.
With Season 4 just starting, the theorycrafting is still ongoing so instead of a single build spotlight this month, we’ve decided to share some early builds from content creators to get you going!
Season 4: Shattered Omens is now live, and with it comes a new layer of depth and challenge to explore across Eterra. From the Omen Windows to Item Corruption to Idol Altars, this season invites you to push your builds further and rethink how you approach every encounter. Whether you’re chasing powerful new outcomes, experimenting with fresh character paths, or diving into the evolving endgame, there’s never been a better time to step back into Last Epoch. We have been watching watching the community closely and listening to your feedback. We will continue to deliver updates for Season 4 as we begin work on Season 5. Thank you for continuing to join us on this journey and we will see you in Eterra!
Fixed issue preventing quick filtering idols from working in the Bazaar.
The only companion to stare back at you in the abyss and never blink. Why settle for ordinary when you can watch the void grow in front of you!? Each Void Pet arrives ready to bond with its owner with an appetite that may increase over time. Just unpack it, set it down, let it fester and watch as it grows into something truly unforgettable.
That’s not all we have for you, there’s more! For a limited time, empower your Void Pet with the Rune of Corruption. What results will you discover with it? (Sold separately). Perfect for your desk, your shelf, or anywhere else you’d like to showcase the void! Void Pets are easy to care for and impossible to ignore. Adopt yours today before it adopts you.
Disclaimer: Void pets are not responsible for assimilating household objects or spreading like an unsettling cosmic plague. Spontaneous void duplication and late night whispering are normal. You don’t own the Void Pet, the Void Pet owns you.
The void is calling and this time, it wants you to help shape it. We’ve seen the creativity amongst our community before and now it’s time to prove who amongst our Travelers can bring the best Void Pet™ to reality.
The ask is simple: Using any medium you want create a Void Pet™ of your own creation.
How to participate:
Create your own Void Pet™ using any medium you want including, but not limited to, 3D printing, canvas, clay, or drawing. Please read the disclaimer about 3D printing below.
Share photos or videos of your creation on the Forum post here or on Discord in the #fanart channel.
Tell us about your Void Pet™: What makes it special compared to others? What’s their name? Etc.
Rules
No AI generated entries will be accepted.
Entries will be accepted until April 14th at 11 AM CDT.
What we’re looking for?
Creativity
Unique shapes and colors
Lore or background on your Void Pet™
Winners
Will be selected by Eleventh Hour Games.
Rewards
1st Place: Fractured Legend Supporter Pack
2nd Place: Fractured Vanquisher Supporter Pack
3rd Place: Fractured Templar Supporter Pack
We offer these files with no expectation of help from Eleventh Hour Games. These were used to model the graphics but were not built with 3D printing in mind so there is work to be done to get it into a 3D printable state.
OBJ File Downloads for 3D Printing:
Decreased the tether range on the Omen to incentivize it to stay within the window more.
Made adjustments to the Timeglass Core UI for improved readability and ease of use.
Omen Window range in the minimap is now more accurate.
Roaming Omens can now drop Idol Altars and Omen Idols in addition to their regular loot.
Switched the minimap fog to red when you exit any non-greater window.
Added a visual indicator to item UIs if the item is ruined.
Added a sound effect when an item is ruined by corruption.
Minor UI polish for ruined item tooltips.
Campaign: The Town Portal is now unlocked when arriving in any town, not just the Keeper's Camp. This avoids an issue in multiplayer where you could bypass unlocking it when portalling a party member who was further ahead in the campaign.
Monolith: Added minimap icons for the objects that let you open the Monolith Echo Web UI.
Echo Chains: Added feedback when continuation portal is used but previous echo still is active with another player inside.
Arena: Random events can no longer spawn in arena nor arena echoes (Exiled mages, Loot lizards, Nemesis, Caches, Champions) except those that are spawned as part of the waves (Rift Beast).
The corrupted affix granting Bees Per 10 Seconds, available on all Idols is now over 3 times as common as previously.
The corrupted affix granting Elemental Bees Per 10 Seconds, available on all Idols is now over 3 times as common as previously.
The Keeper's affix granting Bees Per 10 Seconds, available for Grand Primal Omen Idols and Ornate Heorot Idols is now over 5 times as common as previously.
The Rift Beast has gone through some counseling and has learned to better regulate his toxicity. Poison stacks applied from the Noxious Blood adaptation no longer pierces all poison resistance, while the ground DoT associated with the Acidic Petals adaptation no longer scales its damage infinitely over its lifetime.
Idol stalls.
Added item type and subtype filters to the idol stall.
If only 1 item type is selected, the subtype filter will appear (similar to unique modifiers).
This should make filtering for special idol subtypes easier (e.g. Omen, Weaver, Heretical).
Added class requirement filter to the generic idol stall.
Improved quick filter (shift+right click on an item with a Bazaar listing open).
Applying a quick filter automatically searches after the filters are set (previously only set the filters).
Affix filter now sets all exalted, reforged set, and corruption-only affixes (previously, only exalted).
Idol altars now sets the affix filter for every affix (previously, only exalted).
Affixes set by quick filter now use the lowest roll that would result in the same stat value for that item type (previously set exact rolls, which could exclude items with the same effective stats, but technically lower rolls).
Ability Tooltips: Moved the "mana" suffix from the number to the "cost" label so ability tooltip values are easier to quickly read.
Added a default open/close sound for panels that don't have a custom sound.
Added blocking of movement if full-screen panel is open.
Stash: The stash will now default to the last tab that was opened when you closed it during this game session.
Weaver Tree UI: Added new toasts informing players why an item couldn't be imprinted.
Added feedback for when a skill is attempted to be casted outside of it's max range.
Increased the vertical loot label spread when you drop multiple items close to each other.
Fire Aura: Improved the visibility of the Fire Aura visual effect.
Claw Totem: Edited Claw Totem's spawn sound to be punchier and more noticeable in combat.
Gathering Storm: Adjusted the Storm Bolt ice visuals to be more consistent with the Primalist's other ice abilities
Gathering Storm: Improved visibility of Gathering Storm's storm botl's visual effects for the cold and physical conversions.
Healing Hands: Updated the sound for the Skyfall node. Notably this stops it from playing quite so jarringly every second of channeling.
Warpath: The fire variant of the Warslash subskill has had it's visuals updated.
Honey Golem*:* Edited Honey Golem's hit sounds from "metallic" to "wooden" and edited its death sound effect.
Imperial Watcher: Edited Imperial Watcher's laser beam attack sound to cut through combat more effectively.
Overhauled the visuals of the Monolith Echo Burning Forest.
Updated several weapon models:
Coiled Bident.
Unique: Dragonslayer Glaive
Unique: Morditas' Reach.
Unique: The Judicator.
Aura of Decay: Fixed a visual issue when on inclines.
Bone Curse: Fixed an issue where it was possible to cause the wrong ailment visual to attach to enemies/the player by speccing Misery (physical conversion node), removing Misery, and then speccing Signet of Agony (aura toggle node).
Transplant: Fixed an issue where Transplant's casting sounds were missing.
Volcanic Orb: Fixed an issue where Volcanic Orb and its conversions were playing the shrapnel hit sound on each cast of shrapnel.
Arcane Ascendance: Fixed an issue where casting Arcane Ascendance would not prevent the player from moving if cast while using a channeled movement ability.
Black Hole: Fixed an issue where the Collapse subskill had a void tag instead of its intended cold tag.
Enchant Weapon: Fixed an issue where the Unstable Enchanment node would fail to cast Elemental Nova in online mode.
Fire Aura: Fixed an issue where the size of the visual did not match the skills effective range.
Runic Invocation: Fixed Rune icons appearing too high above the player.
Fixed an issue where, when using a controller, the some skills would not abide by their max distance targeting.
Gathering Storm: Fixed an issue where the lightning version visual was erroneously low resolution.
Summon Sabertooth: Fixed a visual issue for the Cold Sabertooth variant.
Summon Scorpion: Fixed an issue where Maelstroms cast by a Summoned Scorpion's Frozen Winds node were not benefiting from the player's Typhoon node.
Swipe: Fixed an issue where swipe was not applying on hit effects with the second attack in the sequence of the ability.
Tornado: Fixed an issue that was preventing Tornado's Eye of the Storm node from attaching Tornado to the player.
Werebear Form: Fixed Roar (from Intimidating Cry node) not playing a sound.
Rip Blood: Fixed an issue where Rib Blood cast by Chaos Bolt's Exacted Libation node was cast from the hit enemy position towards a constant direction, now it casts from the player's position towards the hit enemy position
Shadow Rend: Adjusted ending animation recovery to better blend into the shadow rogues motions.
Shadow Rend: Fixed some audio issues with the skill.
Forge Strike: Fixed the visual effects for the node Anvil Blow lingering after the skill ended.
Shield Bash: Fixed issues causing flurry of blows unique audio to playback more quiet than intended.
Shield Throw: Eruption of Coals tooltip has been corrected to reflect that the effect is triggered on both enemies and allies alike.
Shield Throw: Steel Defender and Faithguard now effect the caster when they are hit by a ricochet granted with Throwing Arm.
Shield Throw: Fixed an issue where shield throw could get a long cooldown if you got stunned during its cast.
Void Cleave: Fixed an issue where it would randomly fail to cast when using directional movement.
Abandoned Eyes of the Weaver: Fixed an issue where the first level of all skills would be applied at 60 total attributes, then additional points at every 120 attributes from that initial 60.
Apiarists Comb: Fixed the Added Melee Damage for Summon Bee from Apiarist's Comb being counted as regular, non-skill specific added melee damage for the purpose of the x% of Added Melee Damage gained as Added Spell Damage mod.
Apiarists Set: Fixed a visual issue with the Queen Bee's wings.
Fixed a visual issue for some weapons.
Idol Altar: Fixed an issue where Weaver Idol Max Limit affix did not allow swapping one weaver idol for another directly. You needed to remove one first and then add the second.
Roots of Vithrasil: Fixed an issue where the extra projectiles for Spirit Thorns granted by stacks of Germination from the Roots of Vithrasil unique boots would apply to minions that could cast Spirit Thorns.
The Land Before: Fixed an issue where The Land Before was not considering corrupted unique idols to be unique.
Triboelectra: Fixed an issue where Triboelectra's Static Orb cast on Evade would travel in the opposite direction if the player was targeting a point close to them when starting to use Evade.
Fixed an issue where the quest A Heoborean Cure: Bitterwing Fang, was not properly in the quest list.
Removed the no longer relevant crafting tutorial quest in Chapter 4.
The Risen Lake: Fixed an issue where the player could visually sink into the floor.
Observatory floor colliders: Fixed an issue where the player could visually sink into the floor.
The Ruins of Welryn: Fixed an issue where Evade could be used to pass through some walls.
The Tomb of Morditas: Fixed a visual issue with some of the trees in the scene.
Fixed several instances where atmospheric effects like rain or snow could appear in incorrect scenes or too intensely.
Fractured Prison: Fixed an issue where, in online, the Vision of the Observer's teleport ability could cause it to follow a player back to the Echo of a World if the target of this ability portaled out of the encounter before the ability had resolved.
The Fall of Ledria: Fixed some issues with the quest icons for NPC's in this quest echo.
Woven Echo Bloodline Glade: the Primordial Exalted items granted as reward for slaying the champion time beasts will now have their T8 affixes properly tied to the type of champions that have been defeated during the encounter.
Woven Echoes: Entrances for woven echo specific cemeteries are now named correctly.
Fixed an issue where, in a party, players were portaled back to the boss arena when a party member left the dungeon.
Offline: Fixed an issue where gold loot labels would remain stuck on the screen after Wave 20 if not picked up.
Nemesis: Fixed a visual issue with the object used to start a Nemesis encounter.
Omen Windows: Fixed an issue that caused omen window encounter UI to sometimes not disappear correctly after completion.
Omen Windows: Fixed an issue where enemies wouldn't play their special on death visual effects in offline.
Omen Windows: Fixed an issue where Omen chat barks were not translated.
Omen Windows: Fixed an issue where Omen Windows could take the texture of decals on the ground below them.
Omen Windows: Fixed an issue where the Fractured overlay visual effect was not noticeable on some enemies.
Omen Windows: Fixed an issue where Windows wouldn't look correct when placed on inclines.
Skarven: Fixed an animation issue with the Huntmaster.
Tombs: Fixed an issue where Silken Cocoons could spawn in Arena Echoes.
Fixed prophecies that rewarded weaver will items some times dropping an exalted instead of a weaver will item.
Ada (Dragons' Grotto boss): Fixed an issue where spark attack projectiles were not removed on death.
Coalesced Sludge: The damage over time from Poison Bone Spikes created by Coalesced Sludge now deals slightly less damage per interval, and can no longer critical strike.
Diamond Nagasa: Fixed an issue with its stunned animation.
Bumblebear: Fixed an issue where the Ramming Flight hitbox could extend beyond it's visual size.
Diamond Nagasa: Fixed an issue with its stunned animation.
Dryad Guardian: Fixed an issue where their feet weren't visible.
Emperor of Corpses: The Soul Bombs created by the Emperor of Corpses timeline boss now deals tremendously less damage. This is a temporary change while we investigate an issue with its indicators which causes them to regularly fail to properly indicate the area of the attack..
Flame Gryphon: Fixed an issue where it was damageable while emerging.
Imperial Researcher: Fixed an issue where some of its abilities were missing audio.
Maddened Grole: Fixed an issue where they were sliding in animation after spawning.
Rahyeh, The Black Sun: Fixed an issue where it would not always teleport to middle to start its Void Flares attack.
Rift Beast: Ice and Fire Whirlwinds created by the Rift Beast now have their AOEs standardized and deal considerably less damage per tick.
Rift Beast: Fixed an issue where the Fire Breath hitbox could extend beyond it's visual size.
Scarab Rider: Fixed an issue with their stun animation as well as its movement and idle animations.
Skeletons: Fixed an issue where skeleton enemies wouldn't animate properly when revived via the Familiar modifier.
Skeletons: Fixed an issue where some versions of skeletons would not animate properly on death.
Soul Cage Warden: Fixed an issue with its movement animation.
Swollen Corpse Champion: Fixed them dropping loot before Omen Window completion like other champions.
T-Rex: Fixed an issue where their feet would slide during idle animations.
Thornclaw: Balanced Thornclaw enemy to be more in line with enemies of this type.
Vision of the Observer: Fixed an issue where the teleport targeting for the Vision of the Observer would sometimes be incorrect.
Void Amalgamation: Fixed an issue where they would appear to visually shrink during certain animations.
Void Husk Nagasa: Fixed an issue with it's entrance and turning animations.
Voidborne Nemesis: It's Black Hole attack now no longer persists after its death.
Bazaar: Fixed an issue where clicking Buy or Cancel in the Bazaar would put you back to the top of the list.
Bazaar: Fixed an issue where Idol affix mod ranges were not scaled on the first rollable type, instead defaulting to that of a 1x1.
Bazaar: Fixed an issue where the rarity filter did not expand to be full width when the class requirement filter was hidden.
Bazaar: Fixed an issue where the back button could only be clicked along the bottom or right edges of it's visual.
Bazaar: Fixed an issue where the gold display in the Bazaar header could be partially obscured when viewing "My Stall”.
Blessings: Fixed an issue where discovered blessings sometimes showing an undiscovered tooltip.
Character Select: Fixed an issue where rapidly swapping characters in character select would cause armor visuals to behave strangely.
Character Sheet: Fixed an issue where the tooltip for Intelligence incorrectly stated that it granted 4% Ward Retention per point instead of the actual 2%. This is a text only fix (it has been 2% in functionality since Season 2) and matches what was already listed in the Game Guide.
Chat: Fixed an issue where announcements could overlap with chat messages.
Controller: Factions Menu: Fixed an issue where switching factions with LB/RB (L1/R1) moved selection focus to the faction selection window instead of the opened faction panel.
Controller: Loot Filter: Fixed an issue where controllers could not Up or Down movement to navigate the Color Selection in the Loot Filter Beams submenu.
Controller: MTX Shop: Fixed a navigation issue where it wasn't possible to reach the "View in Shop" button with a controller.
Cosmetics Shop: Fixed an animation issue with Primalists in the cosmetics preview window.
Cosmetics Shop: Fixed an issue where the UI size was smaller than it had previously been.
Echo Web UI: Fixed an issue where stability gains were still listed on completed echoes when moused over.
Fixed an issue where adjusting the UI scale would not adjust the scale of the settings menu until it was re-opened.
Fixed an issue where the confirm button for buying a new stash tab was not greyed out if you did not have the requisite gold.
Fixed some Woven Echoes not being fully hoverable when placing them in the monolith (The Fading Brink, Gauntlet of Strife, and Cenotaph of Worlds).
Forge: Fixed an issue that caused cocooned items to be displayed as corrupted items in the forge crafting panel.
Forgotten Knights Menu: Pressing on a certain Harbinger in the faction panel now correctly opens the map panel on the proper timeline.
Inventory: Right clicking on Timeglass Fragments in your Resources tab will now open a world map focusing on a waypoint next to Apophis.
Inventory: Fixed an issue where right clicking some resources in the Resources tab would open up a world map unnecessarily.
Item Tooltips: Fixed an issue where some hybrid mods had gaps in their alt text or repeated their alt text.
Loot Filter: Fixed an issue where filter icons would appear beneath the scrollbar.
Loot Filter: Fixed an issue where the 'Woven Echoes' condition could not be selected.
Loot Labels: Fixed an issue causing enlarged loot labels on widescreen displays.
Nemesis: Fixed an issue with the controller cursor on the Nemesis panel being incorrectly sized for Eggs and the Empower Button.
Weaver Tree: Fixed an issue where unconfirmed points spent text in the Weaver Tree were visibly behind the weaver tree nodes making them hard to read.
Weaver Tree: Smoothed out the visual effects when confirming allocating or respeccing nodes in the Weaver tree.
Woven Echo Placement UI: Controller: Fixed an issue where you couldn't select the woven echoes tab in the echo web placement mode without using the virtual cursor.
Venomous Fang Serpent Strike: Fixed an issue where Primal Serpent's spawned while this cosmetic was equipped would still have their default visuals.
Fractured Cosmetics: Fixed a visual issue.
Temple Familiar: Fixed a visual issue with the pet where it could take the textures of decals it was above like a chameleon.
Fixed some dialogue issues with Forgotten Knight and Masque.
Removed placeholder text in the Circle Of Fortune quest.
Fixed a typo in a chapter 10 quest.
Character Select: Fixed an issue where character effects cosmetic items were sometimes displaced above character in character select screen.
Controller: Haptics: Added a few missing haptics for Earthquake and Flame Wave abilities.
Controller: Haptics: Minor adjustments to existing melee ability haptics.
Fixed an issue that caused some items to be dropped on the ground instead of falling back to the inventory after failing to equip them.
Fixed an issue that could cause items to be offset in the UI after failing to equip them.
Fixed an issue where force movement setting allowed movement through UI panels.
Fixed an issue where NPC text boxes were preventing movement when your mouse was over the box.
Fixed an issue where portals could sometimes fail to display the nameplate of the area they would be taking you to.
Fixed an issue where you could not see a weapon equipped in the offhand if there was none equipped in the main hand.
Fixed an issue where, when first loading into the game from character select, gear could take a moment to visually appear on your character.
Rogue Animation: Fixed a visual issue with Rogue stunned animations.
We corrected two issues for online players last night with a server-side update so this update does the same for offline players.
Omen Idols: Fixed a bug preventing Omen Idols from dropping
Fractured Prison: Fixed a bug causing Oculus of Ruin to not drop
Fixed a bug where environmental sounds were not playing in multiple scenes throughout the campaign.
Fixed a bug where the Bazaar showed no items when swapping from grid to list view.
Fixed a bug where Idol Altars were not showing their implicits in Bazaar listings.
Fixed a bug where the subtype filter was not showing in the idol altar Bazaar stall.
Fixed a potential crash when browsing the MTX store and changing preview videos rapidly.
Omen Windows: Lesser Windows have been renamed to "Omen Window".
Fixed a bug where the waypoints would not be visually active after a Timeline Boss.
Fixed a bug where the cinematic in Maj'Elka Upper District would replay without sound.
Fixed a bug where items dropped by Omen Windows were not giftable. Note: Items with Champion Affixes still have this issue, but those that don't should now be properly giftable.
Fixed a bug where the "Don't show this warning again" checkbox for Rune of Corruption and banishing a Nemesis wouldn't be retained after restarting the game.
Added a fail safe to the Forge Tutorial quest to avoid players being stuck in a state where the quest is completed and the door does not open.
Added a beam to the ring that drops during the Forge Tutorial so it is more noticeable.
Fixed a bug with certain corruption results putting placeholder text in the item tooltip.
Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Primalists could not roll item types that had a below default drop rate for Mage. This prevented item types such as 1h axes, 2h axes, 1h maces, 2h maces, and spears from dropping from most enemies.
Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Mage could not roll item types that had a below default drop rate for Mage. This prevented catalysts from dropping from most enemies.
Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Sentinel could not roll item types that had a below default drop rate for Rogue. This prevented item types such as 1h axes, 2h axes, 2h swords, and 2h maces from dropping from most enemies.
Fixed a bug where Class Specific Corrupted Item Crates dropped large amounts of non-class specific items, rather than mostly items specific to their respective classes. They now also drop more corrupted unique and set items than they did previously.
Fixed a bug where the drops from Corrupted Item Crates depended on the level of the area you opened them in.
Fixed an error introduced in 1.4.0.1 that would cause an error spam on transitions.
Fixed cases where the MTX preview window changed lighting in some scenes.
Fixed a bug where sometimes enemies could freeze the player when they shouldn't be able to.
Fixed a bug where Collapse was gaining significantly more benefit from area increase modifiers than intended.
Fixed a bug where Black Hole with Binary System only had a fire tag, and did not have any base cold damage. It now has a fire and cold tag, and retains its base cold damage in addition to its converted base fire damage.
Fixed a visual bug where allocating both Binary System and Singularity caused Black Hole to not use the visual effects exclusive to Binary System.
NOTE: There is a known issue where Collapse's VFX is larger than the damaging area. The VFX will be corrected in an upcoming patch.
Fixed a recently introduced bug where Dread Shade would only target the minion nearest to you, instead of the minion nearest to your target location.
Added a minion Poison tag to Summon Scorpion
Added Alt-Text to the Consolidator and Rune Powercore nodes to clarify that a combination of Runes only cares about number and type, and that a change in order is not considered as changing the combination.
Fixed a bug where outcomes that applied multiple corruptions would sometimes fail to apply all of their extra corruptions.
Fixed bugs with the second Shadow Rend cast from Tabi of Dusk and Dawn. The second Shadow cast from Tabi of Dusk and Dawn now also leaves a Shadow.
Fixed a visual issue with Phase Sphinx pet.
Remove invalid cosmetics from the cosmetics flyout panel.
Fixed a bug where the Fractured Watcher title was not accessible.
Fixed a bug where Gilded Eclipse Umbral Blades projectiles would not be visible when used at close range.
Fixed a bug where the season 4 Twitch drop cosmetics weren't labeled as such in the skill effects section of the appearance inventory tab.
Removed the restriction to skip blocked cells in the Idol grid when navigating on gamepad.
Fixed a bug where you couldn't manually equip Idol Altar without using virtual cursor or quick equip (you weren't able to move the altar up in the inventory).
Fixed a bug where quick unequipping an altar left you with a small focus cursor.
Fixed a bug where the Vision of the Observer fight could become uncompletable if you dealt too much damage to the shade at once, because this could cause both the Shade and an Omen to become invulnerable at the same time.
Fixed a bug where damage instances that triggered the Vision of the Observer's phase threshold would reduce its health by an incorrect amount.
Fixed a bug where Omens could be damageable before emerging in the Vision of the Observer fight.
Fixed the Vision of the Observer having a consistent red outline.
Fixed a bug that prevented items from being picked up if the interaction button had been changed.
Possible fix for disconnects on joining a new server.
NOTE: We are aware of an issue preventing players from moving forward in the campaign after the crafting tutorial. A possible fix is to go back to the previous zone then return. The door may be open. We have a potential fix for this that we plan to release with tomorrow’s update.
The time has come, Travelers!
Last Epoch Season 4 - Shattered Omens is now live on Steam.
Once the patch is installed, you’ll be able to log in, find Omen Windows, corrupt items and more! We look forward to discovering the new content alongside you.
Don’t forget that we are currently running a Twitch Drops campaign! You can get all the details here.
Did you miss any of our Shattered Omens hype week content? Don’t worry we’ve got you covered. Here is a link to all the posts and the patch notes:
We would love to have more of you join us on Discord, Reddit, and our Forums where our players and developers discuss all things LE.
Stay up to date in real-time by following us on these platforms:
Champ and Chip have arrived! We’ve got new Fractured supporter packs available on Steam, check them out below.
We appreciate each and every Traveler who has joined us along our journey and are excited to share Season 4 with you all.
Please continue to provide feedback and suggestions; we’re always listening. Your passion helps us make Last Epoch even better, and we truly are inspired by it.
If you have not received the update, please exit Steam from the task tray and restart it. We can’t wait to see you in Eterra!
Hello Travelers, and welcome to the final Hype Week post, covering the Patch Notes for Last Epoch Season 4: Shattered Omens! To kick things off, we have a patch overview video, covering many of the exciting features to find in Season 4! Check out the video below:
Last Epoch Season 4 Overview by Game Director, Judd Cobler
Season 4 launches on March 26, 2026 11:00 AM CDT. Twitch drops will go live for creators to begin streaming and their communities earning cosmetic rewards on March 26th at 00:01 UTC through March 30th at 00:01 UTC. However, those cosmetics will not be active in Last Epoch until Season 4 launches.
Downtime Notice: Servers will become unavailable starting 24 hours before patch launch at March 25, 11:00 AM CDT in preparation of the Season 4 Launch.
True Offline mode will continue to be available during this downtime through Steam launch settings.
Check out the full patch notes here: Last Epoch: Shattered Omens Patch Notes
Welcome, Travelers! We’ve covered a lot over the last three days including Omen Windows, the Rune of Corruption and Idol Altars, and new Rogue skills and skill updates. As we continue to provide a glimpse into Season 4’s content, we wanted to shift gears a bit and showcase something everyone loves: items! With the release of Season 4, you will see all-new Unique and Set Items and updates to existing Uniques. Today, we’ll reveal some of the new items you can find during your journey.
Additionally, the audio team included a small melee hit sound update for 18 skills.
Full: Provides detailed feedback for every weapon impact and environmental explosion
Partial or Utility: Focuses on informational cues such as running out of mana, using potions, or landing critical hits.
Welcome to the third day of Hype Week. Following Omen Windows and the Rune of Corruption and Idol Altars, we are excited to share with you a preview of class adjustments. We are introducing two new Rogue skills and we are refining some older skills and nodes. Let’s dig in!
Let’s start by looking at the Rogue updates! First off, let's look at Shadow Rend.
Shadow Rend is an all-new Rogue skill designed to introduce more dramatic, higher-cost options, particularly for melee builds, where we felt her choices were limited. It delivers a powerful, delayed strike. This allows her to stay mobile while maintaining control on the battlefield.
When the shadow performs its attack, it is affected by modifiers such as increased damage for skills used by shadows, and its behavior changes depending on having a melee or ranged weapon equipped.
When a melee weapon is equipped, the Rogue performs a short dash, leaving a shadow at her previous location. After a brief delay, the shadow unleashes a sweeping attack, striking where you once stood.
If you have a bow equipped, the shadow will release a powerful piercing shot that rips through enemies.
Throughout the passive tree, you can increase damage and area modifiers, reduce mana cost, access conversion nodes, alter skill movement, and more. Here are some of the nodes you will see for Shadow Rend.
This node allows you to obtain stacks of Ghost Blades. When these stacks are consumed, Ghost Blades are thrown at nearby enemies. Ghost Blade is a throwing attack that has 100% chance to inflict Shadow Daggers.
Dusklight allows your shadow to convert Shadow Rend’s damage type to Lightning.
Night's Approach removes Shadow Rend’s movement component and instead send your shadow forward in the target direction.
This all-new skill opens up even more shadow-focused gameplay for the Rogue, with additional ways to manifest and utilize shadows.
Shadow Rend also introduces new ways to consume shadows through a node called Shadow Massacre. It causes shadows to imitate Multishot or Shadow Cascade, depending on your equipped weapon.
Unending Twilight grants a chance for shadows consumed by Shadow Massacre to persist, allowing them to be reused.
With careful positioning, your shadows can be reused multiple times before disappearing.
Hidden Strength is an alternative for Shadow Massacre for players who prefer to empower Shadow Rend itself. This node consumes all shadows to restore mana and grant more damage and melee area for Shadow Rend, enabling exceptionally large and powerful attacks depending on how many shadows you generate.
Shadow Rend’s introduction should inspire new Rogue builds and ideas, and we’re excited to see what players create with it. However, this isn't the only new addition to the Rogue skills. We've given Bladestorm a facelift by pulling it out of Umbral Blades, giving it its own dedicated skill tree.
Bladestorm has consistently been the most popular way to play Umbral Blades, so we wanted to flesh it out and create more ways to play with it.
With it being its own skill now, Bladestorm has its very own set of nodes to customize and tailor to your playstyle. Let’s check out some of these!
This also opened up room on the Umbral Blades skill tree for some new nodes for it. We also took the opportunity to buff some nodes in its tree and improve its baseline behavior so that it is more compelling as well.
Blade Detonation is an upgrade to the Explosive Blades node you may remember from Umbral Blades. Since Bladestorm is more expensive to use, their explosions are significantly more powerful as well: they have twice the area of your Bladestorm and 500% damage effectiveness.
There are some fun and chaotic nodes to follow Blade Detonation. One of them is called Lingering Fragments that grants you the ability to create Caltrops in an area.
Imagine a loot explosion but with Caltrops for enemies!
We’ve moved the Magnetic Grip into Bladestorm’s tree as well, but have improved it. They now move at a base speed of 3 meters per second (from 2), enabling homing Bladestorms that turn into automatic killing machines that slowly seek out enemies.
Alloy Animation significantly empowers the ability for your Bladestorms to seek out and destroy enemies on their own, gaining more movement speed and the ability for each of your Bladestorms to hit the same target simultaneously (also known as shotgunning).
Now imagine if you could spawn Shurikens from Bladestorm attacks. No need to because we added a node for that, too. We’re excited to have another source of Shurikens.
Shattering is a node for our Acid Flask enthusiasts. With this, Acid Flasks that explode inside a Bladestorm will have a larger radius. A treat for those who wish to control or master covering wider area of attacks.
There are other fun nodes for Bladestorm that you'll find out more about once the Season 4 patch notes drop.
The removal of Bladestorm allowed the team to provide better options for Umbral Blades, as well as buffing some existing nodes. The team has also adjusted the base targeting behavior so that it throws to your target position! Meaning you no longer have to allocate Precision Cuts to get this effect. Now the Precision Cuts node allows you to use the old targeting behavior.
Another new option you can expect to see for Umbral Blades is Calling Card, a node that gives a chance for recalled blades to create a shadow at their position.
In addition to the new Rogue skills and node updates, we’ve made some Mage class adjustments too.
Mages, we have something for you as well. We’ve adjusted some of your skills and nodes to feel better with the way you play Mage.
Firebrand will see a new node, Excitation, following its Lightning conversion option that causes Lightning Blast to consume stacks of Firebrand to chain 2 additional times per stack consumed.
Several Mana Strike nodes have also been adjusted or changed. Star Guide has been reworked. It now grants a 15% chance to cast Static Orb when you directly use Mana Strike and hit at least one enemy. It is doubled if you are above 80% mana. This has a limit of 3 times per 2 seconds. It also consumes 120% of Static Orb's mana cost. If Mana Strike has a cooldown, this effect is guaranteed.
With the change of Star Guide, Teleporting Strikes will now grant the auto-targeting effect that was previously on Star Guide.
Shocking Force, a new node, has been added to Arcanist's Blade's old position. It grants 8% more damage per point and +10% shock chance per point.
The Essence of Control node has been replaced with Power Surge. This provides 12% more damage and 20% increased Mana Arc mana consumption per point.
We’ve also clarified mana related behaviors in the tree by explicitly stating whether they affect the mana orbs that restore mana, or provide instant restoration of mana. For example, Transfusion now converts 25% of mana from mana orbs into twice as much ward.
Shatter Strike is another skill that is receiving some updated nodes in Season 4.
Frozen Shrapnel now fires 8 Ice Spikes on direct cast and half as many with indirect casts. The Ice Spikes themselves now have 300% effectiveness of added damage and 60 base damage. They no longer gain +1 spell damage per 3 added melee damage.
For those who choose to utilize Frozen Shrapnel, Unrelenting Winter has been reworked. Ice Spikes now have a 5% chance on hit per point to create a random Glacier explosion, consuming 25% of Glacier’s mana cost.
Instead of knocking enemies back, Arctic Blast will now pull enemies to a point in front of you. This can help set up other combos as the enemies remain within closer reach. Previously, Winter's Boon would grant mana if the killed enemy was frozen. Now, Winter’s Boon will grant 1 mana gained on kill, and double if the enemy was frozen.
If you wish to tap into the storms of nature another way, you can now pick up the Lightning conversion node, Clash of Lightning.
Volcanic Orb has also received some improvements. Its mana cost has been lowered from 70 to 50, its base damage and damage effectiveness have been raised, and we’ve condensed several of the large point costs throughout the tree. For example, Eruption now grants 20% more shrapnel damage per point (from 12%), and it has a max of 5 points (from 8).
The Frozen Orb node also converts Ignite from all sources to Frostbite Chance for Volcanic Orb. This will allow you play with Frostbite more in your build, leaning into the true Frozen Orb fantasy.
Black Hole can now have its cooldown reduced more than was possible before, and it can gain an additional charge.
We’ve changed Recurrence and it now grants up to 60% cooldown reduction (from increased cooldown recovery speed) and the new Pocket Dimension node adds a charge.
How about some more Meteor fun with Heat Flux? Check it out below.
We’ve updated some nodes in Spellblade as well including Blade Conduit, Flame Drinker, and Incinerating Aura.
As always, these are only some of the changes to expect when Season 4 goes live on March 26th. As we wrap up today’s Hype Week segment, we invite you to review the previous posts regarding Omen Windows and Runes of Corruption. Tomorrow, we will take a look at some new Unique and Set items, animation updates, and Quality of Life changes coming to Last Epoch in Season 4. We look forward to seeing you then!
Welcome to the second day of Hype Week! Following yesterday’s introduction to Omen Windows, today we will be diving into the world of the Rune of Corruption which unlocks a lot of great potential to alter how you approach items, Idols, and builds.
After successfully defeating the Omen, you will find the all-new Rune of Corruption among your loot. When forging an item with a Rune of Corruption, it can either make the item better or worse than before. Some examples of making the item better can include adding new effects and stats or maximizing the values of some or all rolls of the item. And when the item has become worse, its roll values could be minimized, it could lose affix tiers or turn to a random magic item. Make sure to craft your items to their full potential before corrupting them, as corrupting them makes them unmodifiable!
Similar to using other runes to alter equipment, you start by placing an item in the Forge and selecting the Rune of Corruption. A prompt will confirm if you wish to corrupt the item.
Corrupting items could lead to a wide variety of results including, but not limited to, adding affixes, reducing affix tiers, changing the rarity, or converting attributes to something new. The crafting results after using a Rune of Corruption on an item will be shared at the bottom of the Forge window in-game. Also, anytime you corrupt a class-specific item, it remains class-specific. However, its level requirements or subtype could be altered so bear that in mind. Here are some examples of what you will see after corrupting an item:
When you corrupt an Amulet you have a chance to get an affix which converts one of your character’s attributes entirely. When an attribute is converted this way, it’s base effect no longer applies to the item as the stat has been altered.
Don’t worry about losing out on other benefits of the attribute because the corrupted attributes will still be considered as their pre-converted attribute when it comes to skills and effects like “gain X stat per strength”. For example, when Intelligence is converted to Madness, the base effect of 2% Ward Retention per Intelligence no longer exists, and instead you’ll have the base effect from the Madness attribute. The base effects of these new corrupted attributes are listed below these two example amulet corruptions.
Vitality: 6 Health + 1% Poison & Necrotic Resistance per point. Converts to:
Rampancy:
3% increased effectiveness of Frenzy per point.
0.1% more damage taken while you don't have Frenzy per point.
Strength: 4% Armor per point. Converts to:
Brutality:
0.05% more damage for melee attacks per 1 mana cost (up to max 20%, multiplicative with other modifiers) per point.
Globally reduces Health Leech by 0.5% per point.
Dexterity: 4 Dodge rating per point. Converts to:
Guile:
0.3% cooldown recovery speed for movement skills per point.
1% reduced armor per point.
Intelligence: 4% Ward Retention per point. Converts to:
Madness:
1% Spell Critical Multiplier per point.
1% increased bonus damage taken from critical strikes per point.
Attunement: 2 Mana per point. Converts to:
Apathy:
2% increased Mana Regeneration per point
0.2% of Current Health lost when you directly use a skill per point.
There are some new item subtypes we are adding to Season 4. These can only be acquired while corrupting items. It isn’t a guarantee, but the risk might pay off. Again, whenever you are corrupting relics, class requirements are taken into account.
For Relics, you might see a few new things such as Bottled Time, a new subtype for Rogue. This comes with increased movement speed alongside increased cooldown recovery speed, but also increases your damage over time taken. For Mages, Aberrant Eye will provide you % of health gained as ward decay threshold while reducing your maximum health.
With Rings, you may come across Corrupted Insignia. This gives you an increased cooldown for your evade in exchange for gaining frenzy with each evade. Deadstar, a subtype for Amulets, will reduce your armor, but grant you less damage over time taken and increase your damage over time.
While corrupted items cannot be modified, they can still be shattered if they would normally allow it. However, the new affixes exclusive to corruption cannot be obtained as affix shards. You can also sell corrupted items to vendors, though they likely won’t offer much for them. Maybe it’s better to keep them in your stash as a reminder of what could have been?
It is up to you to decide if it is worth corrupting your favorite piece of equipment or not. If successful, the payoff may be magnificent, but if the corruption overtakes the entire item, you may be left with a weaker item or ruin it, making it entirely unequippable.
In addition to the Rune of Corruption, Omens may drop a new type of item called Idol Altars. These can be placed in a new slot above your Idol inventory, immediately changing the shape and properties of your Idol Grid. This unlocks a variety of new ways to optimize Idols in your builds.
Idol Altar affixes may affect the entire Idol Grid, or just idols in Refracted Slots, or have other effects. They may also roll with special Refracted Slots, which have their effects determined by the implicits or affixes of the Idol Altar. These are signified by glowing purple slots in your Idol Grid. Idols placed across one or more Refracted Slots have their affixes amplified or grant additional bonuses depending on the affixes of the Idol Altar.
Omen Idols are a new type of of 3x1 or 1x3 Idol that drop from Omen Window encounters and are always corrupted. These are more powerful than standard idols of their size, with prefixes and suffixes of the same power as 1x4 or 4x1 Idols, and the potential to roll with modifiers otherwise only available on 1x4, 4x1, or 2x2 Idols.
By default, you may only equip one Omen Idol, but some Idol Altars may drastically increase this limit.
We hope you’ve enjoyed a glimpse into what the Rune of Corruption and Idol Altars will bring in Season 4. We look forward to seeing all the new possibilities you come up with. Tomorrow, we’ll showcase the new Rogue skills and skill adjustments for other classes. Make sure you’re caught up with yesterday’s Omen Window overview, as well. Until tomorrow, stay safe, Traveler!
Greetings, Travelers, and welcome to day one of Hype Week for Season 4: Shattered Omens!
Over the next week, we are excited to go over the new Season 4 content, including Omen Windows, two new Rogue skills, the Rune of Corruption, Idol Altars, Quality of Life improvements, new Unique and Set Items, and more. At the conclusion of Hype Week, we will drop the full patch notes and the patch overview trailer presented by Judd on Friday, March 20! With that out of the way, let’s explore the new seasonal mechanic, Omen Windows.
An Omen Window is a new random encounter that will unleash a horde of enemies with the ultimate goal of defeating the Omen behind it all.
Omen Windows appear throughout the Campaign and Monolith of Fate. Upon entering the circle, the Omen Window shatters, spawning an all-new enemy: the Omen.
During the first phase, the Omen is invulnerable to all damage. Fractured enemies emerge from the shattered glass and join the battle. The Omen tethers itself to certain enemies, granting them buffs, and calls upon one of the four eras for aid to summon additional enemies from that era to the battlefield.
As you defeat Fractured enemies during this phase, a progress bar fills, and the encounter ring expands. If you leave the ring for more than 10 seconds, the Omen escapes, and the encounter ends. When playing in a party, only one player needs to remain within the ring to avoid the countdown.
Once the progress bar is full, the Omen absorbs all remaining Fractured enemies, empowering itself and initiating the second phase. When this happens, the Omen becomes vulnerable to damage and begins using new attacks. Upon defeating the Omen, you will receive rewards, including corrupted items, the new Rune of Corruption and Timeglass Fragments. At times, you may also encounter stronger Omen Windows that are more challenging and offer greater rewards.
Each Omen Window has a difficulty tier that indicates the risk and reward of the encounter. The higher the tier, the more Fractured enemies you’ll face, the tougher they will be, and the more loot you’ll obtain upon conquering the Omen.
Additionally, there are four variants of Omens you may encounter, so be prepared for different attacks, patterns, appearances, and even voice lines!
At the end of an Omen Window Echo Chain (We will share more about Echo Chains below), you will find a Greater Omen Window which is the final Echo objective. These are more challenging encounters that operate slightly differently from a standard one. The Greater Omen Window encounters don’t end in failure if you leave the ring; the entire Echo is your stadium for this showdown. Additionally, you will take on two Omens that buff enemies in this version.
After conquering the Greater Omen Window, in addition to the normal loot that drops from defeating an Omen, you have the opportunity to increase the tier of the Omen Window in new Echo Chains, select other Echo Chains to spawn, or earn more Timeglass Fragments by interacting with the Timeglass Core. This provides you with ways to spawn specific Echo Chains or grant Timeglass Fragments.
For those who crave a challenge, you can purchase an Omen Veil’s Woven Echo from Apophis with Timeglass Fragments. This Echo includes three Omen Windows in close proximity to each other. If at some point, you have all three windows active at the same time and manage to defeat them all, you will be rewarded with a Fractured Prison Woven Echo (and loot from each Omen). The Fractured Prison can be placed in your web after you’ve reached 400 corruption.
Once you enter the Fractured Prison it unleashes the Vision of the Observer, a new pinnacle encounter. What rewards will you earn by defeating him?
When you complete an Omen Window it will reward you with Timeglass Fragments. These fragments can only be obtained by defeating an Omen Window.
They can be exchanged in the Monolith of Fate with Apophis the Oracle for Runes of Corruption, Crates of Corrupted Items, Bags of Temporal Keystones, Bags of Ancient Bones, and more. You can also exchange them to generate specific types of Echo Chains when interacting with the Timeglass Core after defeating a Greater Omen Window.
Echo Chains are a series of Echoes that share a consistent enemy or encounter type. You can identify the type of chain by the small icon displayed above each Echo. All Echoes within an Echo Chain are visible in the Monolith Web and highlighted with a glowing effect.
Season 4 will launch with five Echo Chains that spawn naturally in the Monolith of Fate:
Nemesis Chains
High Stability Chains
Rift Beast Chains
Omen Window Chains
Pinnacle of Chaos Chains, which includes a Greater Omen Window filled with Champions.
The Omen Window Echo Chain guarantees an Omen Window in each Echo, leading up to a guaranteed Greater Omen Window encounter in the final Echo. The final Echo will also contain a Roaming Omen for each previous Echo in the chain that was completed on the first attempt.
A Nemesis Chain ensures that defeating a Nemesis is the objective in each Echo, culminating in a Conquered Tower in the final Echo.
High Stability Chains reward more bonus stability than standard Echoes.
Rift Beast Chains guarantees that each Echo’s objective will be to slay a Rift Beast, leading up to a new Woven Echo featuring multiple Rift Beasts that will try to ambush you.
The Pinnacle of Chaos Chains are like the Omen Window Chains, but each Echo contains a roaming Omen and they end in a Greater Omen Window filled with Champions instead of regular enemies.
There is also a new weaver tree node, Memories of the Observer, that causes most of the regular Echoes you uncover to be arranged in Echo Chains. This does not affect the spawn rate of the Echo chains that already spawn naturally. It does provide the convenience of Echo Chains, such as the continuation portal and reward distribution. Echoes at the end of a chain have more powerful gear based Echo rewards, while mid chain Echoes have vacuumable rewards that you don't have to spend time evaluating.
Before we wrap up the first day of Hype Week, we’d be remiss if we didn’t reveal Supporter Packs and Twitch Drops! The Twitch Drops for Season 4’s launch will include some fun cosmetics. If you have not seen the announcement, be sure to check it out. Along with another Support-A-Creator cosmetic, you can start earning these Twitch drops starting March 26th 00:00 UTC.
The Season 4 Fractured Supporter packs are now live. These will feature Wraithblade Death armor along with a paw-erful but small minion, Champ and more. With fresh packs arriving, the Woven Supporter packs will be leaving the store on April 13th, so be sure to pick them up while you still can.
Pre-Order Notice: The cosmetic items in this supporter pack will unlock and become available in-game on March 26th with the launch of Season 4 - Shattered Omens. Purchases made during the pre-order period (March 16th through March 26th @ 11am) will only see the Forum Titles and EP added to their account until the launch of Shattered Omens.
We look forward to sharing more content and features coming in Season 4 over the next few days. For now, that’s going to wrap up today’s post, but be sure to return tomorrow as we take a deeper look into the Rune of Corruption and what it may offer your builds. Remember, Travelers: you have been seen, and the Omen awaits!
Shattered Omens is here! Watch now and get ready to step into Omen Windows, harness the power of Corruption, and more when it launches on March 26.
More details will be shared soon! Join the war for Eterra today:
Travelers, today we’re releasing our updated roadmap leading to the launch of Last Epoch: Orobyss, and along with answers to several of the biggest questions the community has been asking.
The one we’ve heard the most is simple: “Will the Last Epoch: Orobyss expansion be free for existing players?” The answer is Yes. Anyone on PC who owns Last Epoch before the launch of the Orobyss expansion will receive the expansion as a free update. New players and PlayStation 5 players will be purchasing Last Epoch, all of its seasonal content, and the Orobyss expansion as one updated purchase.Alongside the free expansion content, I’m excited to announce that we’re introducing something genuinely new to Last Epoch, a fully alternate playable class built on systems that work differently from anything else in the game. We’re calling this new category Paradox Classes, and the first one will debut alongside the upcoming expansion as paid DLC for players who want to explore new playstyles. These classes will let us experiment in new and innovative ways, and we’ll have plenty to share as we get closer to release.We’re committed to supporting Last Epoch for years with new stories, systems, itemization updates, ways to play, onboarding improvements, seasonal mechanics, and more. There’s never been a better time to step into the world of Eterra.Before the expansion arrives, we have two more seasons planned. Season 4 is slated for early 2026 and will introduce a new seasonal mechanic along with several highly requested updates. We’ll start sharing teasers and a firm release date soon - keep an eye on our streams and social channels.We’ll also have more to reveal about Season 5 as we move later into 2026. Together, these two seasons lead directly into the launch of Last Epoch: Orobyss, as outlined in the roadmap below:While we want to shorten the time between seasonal releases, it matters more that each season is strong enough to be worthy of inviting our players back to play. Right now, we are upgrading internal tools, hiring and onboarding many new team members, and preparing the game for PlayStation 5 while building this seasonal content. Trying to speed up during this period would only sacrifice quality. We will work toward faster seasonal releases when the studio can support it in a healthy way as the team grows.
Also, there has been a lot of discussion around Krafton’s recent comments about being “AI-first” and what that might mean for EHG. To be clear, our development approach is not changing. We remain focused on building Last Epoch the same way we always have, with the same hands-on design philosophy. To support this, we are hiring across several disciplines. If you have experience that fits and a real understanding of the ARPG genre, we encourage you to apply here.The team is focused on upcoming seasons, the expansion, and getting Last Epoch ready for multiple platforms as we continue to grow and upgrade our studio. We appreciate your support and look forward to bringing you more great Last Epoch content soon.Judd Cobler Game Director, Last EpochAbout
This page aggregates Steam news feeds, patch notes, and developer announcements for Last Epoch, sourced from official Steam community posts.
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