Version 2.6.0

Patch notes
These are the official patch notes for version 2.6.0 released by Grinding Gear Games.

The Legacy Challenge League

 * Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
 * With 2.6.0, there are Standard and Hardcore variations of the Legacy challenge league available. They have the same core mechanics and items.
 * Path of Exile: Legacy pays homage to the leagues and items of the past. Do you want to experience the heart-stopping surprise encounters of Invasion, risk valuable items for even more valuable rewards in Talisman, or acquire powerful crafting items in Essence? In the Legacy league, you can choose your own challenges, and even mix and match them.
 * You can find and equip up to three Leaguestones at once, which turn the next area you enter into a supercharged version of all of those leagues. Leaguestones can also drop with modifiers, which makes those areas both more challenging and more rewarding. If you've ever wanted to fight a triple-Essence Avian Retch holding a Talisman while a Corrupting Tempest is active, now's your chance.
 * Many of Path of Exile's most desirable unique items were only available during past leagues. In the Legacy league, when a leaguestone is active, you have a chance to find unique items from that league. We have reviewed league-specific uniques dating back to the first challenge leagues and have improved many that we felt were not relevant to the current state of Path of Exile. So while, , and more are within your grasp, they may not be the only ones you want.
 * Players in the Legacy league may find a special item that, when placed in the map device, allows travel to a Reliquary. These treasure chambers contain a chest that can drop a Relic - a special alternate-frame version of an iconic unique item from Path of Exile's history, restored to its original balance values. There are over 40 different Relics to find, and the powerful ones are very rare. We're mindful of the impact these could have on existing legacy items, so these will be clearly identifiable and commensurately rare.
 * The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the Legacy Footprints Effect. At 24, you will receive the Legacy Weapon Effect. When you complete your 36th challenge, you will receive the Legacy Portal Effect. These microtransactions are only obtainable in this league.
 * From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Legacy Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Legacy challenges you completed during the league.

Solo Self-Found Mode

 * Solo Self-Found (SSF) is common self-enforced playstyle where trading and partying are not allowed. This means that your character's progress is entirely based on your own efforts and cannot be influenced by other players.
 * In Content Update 2.6.0, there are SSF versions of the existing leagues, where you can create characters by ticking a checkbox on the character creation screen.
 * This mode is available once you have rescued the Scion on your account (which can be done in a previous league, so almost all existing players will already have fulfilled this).
 * While playing an SSF character, you can't trade or party up with other players.
 * You're able to convert your SSF characters into regular characters, moving them back to the equivalent non-SSF league. This is a one-way process and can be done by clicking the buttons to the left of the character on the character selection screen. One button moves just a single character, and the other one moves all your SSF characters in that league including your stashes, hideout, masters and Atlas progress.
 * Ladders on the website record what level you reached in SSF before moving back to the regular leagues. Characters that have moved back to the regular leagues are marked as "retired".
 * SSF leagues share their global chat channels with their non-SSF equivalent. They have no access to trade chat channels.

Major Features and Content

 * Lioneye's Watch now has stairs.
 * Added 12 new Unique Threshold Jewels.
 * Added 12 new Unique Items, 6 of which are designed by our supporters.
 * Added a new unique Strongbox: Weylam's War Chest.
 * Added five new Rogue Exiles.
 * Added four new Divination Cards.
 * Added 25 new Grandmasters. Updated and replaced several others.
 * Siosa now sells all quest gems once you've completed his quest and the quests required to unlock the appropriate tiers of gem rewards
 * The "Purchase Items" vendor screen now allows you to highlight items by keyword.
 * The Passive Skill Tree can now be searched by keyword.
 * The friends and guild screens now sort online contacts alphabetically and offline contacts by last online time.
 * You can now filter the friends and guild screens by name to find specific contacts.
 * Improved game performance, load times and memory usage.

Minor Features and Content

 * Items are now destroyed when they hit the ground in areas where items can't be dropped on the ground (such as towns).
 * Tempests capable of harming a player now only spawn in the broad vicinity of alive monsters.
 * Wilorin Demontamer now wears the Lightning Armour Pack.
 * Some types of Shrines now affect all nearby allied players when activated.
 * Changed the explosion effect of and . The new one has better performance.
 * Improved the performance of the Mark of Cannibalism Bloodline.

General Balance Changes

 * s can now roll a new mod that increases the level of the socketed gem by up to three levels.
 * The item prefix that gave +1 to socketed Chaos Gems now appears on level 4 items and above, down from level 40. Added a new mod,, that grants +2 to socketed Chaos Gems.
 * Diviner's Strongboxes can now only spawn in maps.
 * The mod (found from Brinerot Warbands) now grants Damage +% during Flask Effect, instead of Rarity during Flask Effect. This is because the rarity mod was overshadowed by the fact you could already get rarity on Gloves and unique items. This new stat is more valuable, useable and competes with the Redblade/Mutewind mods better.
 * Spectral Wolves summoned by unique items such as and  now have 80% more life. They are now the same size as the player for the purpose of pathing or collision checks which allows them to swarm enemies better, or follow the player through tight areas. They also now have impact audio when attacking.
 * The "" mod can no longer appear on immobile monsters such as Eye Hatchery or Rakangos.
 * The Faun now does more damage in Cruel and Merciless.
 * Reduced monster damage because it can hit twice when turning.
 * Substantially reducing the size of Perandus Packs, for both balance and performance reasons.
 * The Docks unique monster The Revenant has been renamed The Shipyard Terror.
 * The Riverways unique monster Kall Foxfly has been renamed Targa, Beast Poacher.
 * The Northern Forest unique monster Tailsinger has been renamed Seleslatha.
 * The Sewers unique monster Spinesnap has been renamed Gloomgut.
 * The Climb's unique monster Guardian of the Mound has been renamed Ungulath.

Skill Balance Changes

 * has had its damage increased by 13% at level 1, and has slightly improved damage progression as the gem levels. The second stage now deals 10% less damage, down from 15%. The third stage now deals 20% less damage, down from 30%
 * has had its primary damage increased by 40% at level 1 and has slightly improved damage progression as the gem levels. The secondary shockwave effects now deal 40% of base damage, down from 70%.
 * has had its damage reduced by 18% at level 1 of the gem, scaling to a 15% reduction at level 20 of the gem.
 * 's explosion radius has been increased by 28%.
 * The skill now has a maximum of 50 animated weapon minions that can be active at once.
 * now converts 100% of the attack's physical damage to a random element, up from 60%.
 * now has approximately 40% less Mana Cost at all Levels. Flame Surge previously had one of the highest mana costs per second of any offensive spell, and will now be more in line with similar skills.
 * now has a base skill duration of 6 seconds, down from 10.
 * now have a melee attack range of 9 on their basic attack, up from 4. Their slam ability is now more visible, has a 25% larger radius, and will be used more readily.
 * now grants at 75% Increased Fortify Duration up from 50% at level 1, and increases by 5% each gem level.
 * now gives 25% attack speed, 24% cast speed and 10% movement speed at level 1 of the gem, down from 30% attack speed, 29% cast speed and 14% movement speed. At level 20, Vaal Haste now gives 31% attack speed, 31% cast speed and 13% movement speed down from 36% attack speed, 36% cast speed and 20% movement speed. The duration of Vaal Haste has been reduced to 4s from 6s at all levels.
 * has been changed to no longer provide any bonus energy shield.
 * You can now only have one instance of active at once.
 * damage has been increased by 33% at level 1, scaling up to 49% increased damage by level 20. The additional damage dealt by the Shock Nova ring has been reduced from 50% of base damage down to 20% of base damage.
 * damage has been increased by 3% at level 1, scaling up to 24% increased damage by level 20.
 * now has 60% Physical to Cold conversion (previously 40%)
 * now has 60% Physical to Cold conversion (previously 40%)

Passive Tree Balance Changes

 * Vitality Void/Spirit Void: Moved the Mana and Life Leech combined passive to the bottom and attached it to the outside perimeter.
 * The Thick Skin cluster now attaches to the outside perimeter.
 * The Slashing Comeback, Fatal Blade and Brutal Blade clusters have been merged.
 * The Flash Freeze cluster now has a second arc for increased Cold Damage with Weapons and converting Physical Damage to Cold.
 * The Forces of Nature cluster has been moved to between the Ranger and the Shadow on the inner path.
 * A new Weapon Elemental Damage wheel has been added on the South-East corner of the tree. This is a large source of weapon elemental damage to provide support to more of the ranger-orientated elemental skills.
 * The area between Ranger and Shadow has been changed: a number of the more expensive weapon clusters have been reduced into 3-point clusters to be more efficient.
 * The Revenge of the Hunted and Void Barrier clusters are now more accessible.
 * Master Fletcher has been removed and replaced by Avatar of the Hunt.
 * Blood Drinker Life Leech is now all attack damage, not just physical.
 * Mind Drinker Mana Leech is now all attack damage, not just physical.
 * The large claw wheel has been generally improved and now offers more Critical Strike support.
 * Soul Raker Life and Mana Leech is now all attack damage, not just physical.
 * The Nightstalker cluster now only contains a total of three passive skills.
 * The Claws of the Falcon cluster now gives a higher value of Claw Critical Strike Chance and Accuracy percentage.
 * The Arcing Blows cluster has been moved and is now joined with the Crackling Speed cluster.
 * The Crackling Speed passive skill is now cheaper to acquire.
 * Mind over Matter has been moved (it is still connected to the same passive though). A new smaller cluster has been added behind Mind over Matter providing large increases to mana.
 * In the Explosive Impact cluster, it is now cheaper to acquire the notable skill. The two paths to it now differ, one is combined Increased Fire Damage and Increased Cast speed with Fire Skills.
 * Zealot's Oath has been repositioned to the perimeter of the tree.
 * The staff wheel to the left of Templar has been improved. A third notable has been added which focuses on improving Critical Strikes. This should be accessible to all Critical Strike-orientated staff builds.
 * The Razor's Edge passive skill now grants 30% increased Physical Damage with Swords and 15% chance to cause Bleeding. This now also has +1 to Melee Weapon Range.
 * Removed the passive skills behind Razor's Edge and Blade Master.
 * The Blade Master passive skill and passives before it have been improved. Blade Master now grants +200 Accuracy Rating with Swords, instead of Accuracy percentage.
 * Master of Force has been moved and made cheaper to acquire. This also now provides 10% reduced Reflected Physical Damage Taken.
 * Ash, Frost and Storm now provides 10% reduced Reflected Elemental Damage Taken.
 * Aspect of the Eagle, and the passive between it and Ballistic Mastery now give Bow Damage percentage (not just physical). This is to open up a path for non-physical bow builds.
 * Revenge of the Hunted has been moved and now grants 8% increased maximum life.
 * The Blade of the Cunning cluster has been improved.
 * The Hatchet Master cluster has been improved.
 * Prism Weave now grants 30% increased Elemental Damage with Wands (from 20%).
 * Soul of Steel is now cheaper to acquire. The two paths to it now differ, one is now combined. Increased Armour +% and Elemental Resistances.
 * Celerity now has 5% increased Attack and Cast Speed.
 * Blast Cascade now has 15% chance to gain a Power Charge when your Mine is Detonated. targeting an Enemy.

Map Mod Balance Changes

 * The '' Map mod now has 20%, 25% or 30% less Armour at Low, Mid and High Tier Maps respectively, down from 30%, 40% and 50%.
 * The '' Map mod now has 40% and 60% less Curse Effect at Mid and High Tier Maps respectively, down from 50% and 75%. The Low Tier Hexwarded mod is unchanged.
 * The '' Map mod now has 30%, 40% and 50% reduced Flask Charges gained at Low, Mid and High Tier Maps respectively, up from 20%, 25% and 30%.

Threshold Jewel Balance Changes

 * Unique Threshold Jewels that applied to specific skills have had their attribute requirements reduced to 40, from 50. They also no longer require those attributes to be allocated.
 * The unique threshold jewel now grants 5% increased damage to Spectral Throw projectiles for each enemy hit, up from 4%.
 * The unique threshold jewel now grants a 35% increased angle for Ground Slam. It also has a 25% chance to grant an Endurance Charge when you Stun an enemy with Ground Slam, and is now limited to 3.
 * The unique threshold jewel now also has a 10% chance to grant Unholy Might when for each poison stack on an enemy you hit with Viper Strike. It is now limited to 1.
 * The unique threshold jewel now allows up to 8 ranged weapons to be animated, and is now limited to 2.
 * The unique threshold jewel is now limited to 2.
 * The unique threshold jewel now fortifies you and nearby allies for 12 seconds, and is now limited to 1.
 * The unique threshold jewel now grants spectres a 50% chance to gain Soul Eater on kill, and is now limited to 2.
 * The unique threshold jewel is now limited to 3.
 * The unique threshold jewel is now limited to 2.
 * The unique threshold jewel now grants a 50% chance for Cold Snap to grant a power charge on kill. It is now limited to 2.
 * Note that there are some other Threshold Jewel changes listed in the Area of Effect Balance section below.

Weapon Balance Changes

 * All One-handed weapons have had their base damage increased. Lower-level weapons, weapons with lower critical chance, and weapons with lower-value implicits have had their damage increased by a higher value.
 * Local Added Physical Damage modifiers to One-handed weapons have had their values increased by 10%. Using a will cause existing mods to be updated to the new values.
 * Weapon critical strike chances have been adjusted. Most critical chance values have been reduced on base types that could have over 6.5% base critical chance. This is to create a more distributed choice of weapon types for critical strike characters.
 * Two-handed swords have had their weapon speed increased by 0.1 attacks per second, and their base damage reduced to compensate. This makes them the highest average speed two-handed weapon type.
 * Many one-handed and two-handed swords now grant additional flat accuracy as their implicit mod, replacing percentage increases to accuracy. Existing copies of these swords will not be updated.
 * Dagger implicit mods have been reduced. Daggers now grant 30%, 40% or 50% increased global critical chance, down from 40%, 60% and 80%. This will automatically apply to existing copies of these weapons.
 * Lower-level claw base types that previously granted life leech now grant life gained for each enemy hit. Cat's Paw now grants 8 life on hit, Timeworn Claw now grants 19 life on hit, and Fright Claw now grants 20 life on hit.
 * Maraketh claw base types (Double Claw, Twin Claw and Gemini Claw) now have separate life and mana on hit values, as they now grant more life on hit (15, 28 and 38 life on hit respectively).
 * Maraketh thrusting swords have a higher chance to bleed, going from 8%/12% to 15%/20%.
 * Using a will update existing weapons to these new values.
 * Thrusting swords that granted Critical Multiplier now grant +25%/+35% Critical Strike Multiplier, down from +30%/+50%. Using a Blessed Orb will update existing weapons to these new values.
 * One-handed maces now grant 10%/15% stun threshold, instead of 20%/40% stun duration.
 * All staves have had their block values increased. Previously, staves granted either 12% block chance or 18% block chance. They now grant 18% and 20% respectively. Using a will update existing staves to these new values.

Area of Effect Balance Changes

 * In this update, we are removing the concept of "Increased Radius of Area Skills" and replacing it with "Increased Area of Effect" for all skills, items and passives. The broad impact of this change is that early increases to area of effect will be significant and impactful, while every subsequent point will be less and less noticeable. Previously, each point spent towards increasing the radius of area skills was better than the last, making accumulation of the stat far too desirable.
 * Players who went out of their way to get as many sources of increased radius of area skills as they could will see significant reductions in their skill area of effect.
 * With this change we are hoping to make increasing the area of effect for skills a meaningful, and eventually costly, decision.

In light of this change, area of effect skills have been reviewed and the base radius of many skills has been adjusted:
 * 's radius has increased from 16 to 19 units.
 * 's initial hit radius has been reduced from 20 to 18 units.
 * 's radius has increased from 20 to 24 units.
 * 's radius has gained 2 units on all of its ranges. (The damage area has increased from 12 to 14 units, the channelling targeting area has increased from 15 to 17 units and the release targeting area has increased from 17 to 19 units.)
 * 's radius has increased from 20 to 24 units.
 * 's radius has increased from 18 to 20 units.
 * 's radius has increased from 14 to 18 units.
 * 's radius has increased from 16 to 20 units.
 * 's radius has increased from 10 to 14 units.
 * 's radius has increased from 14 to 15 units.
 * 's radius has increased from 10 to 14. Kinetic Blast's spread of explosions has also been increased to avoid overlapping with the primary target as a result of the changes to the explosion radius.

Skills which used to gain increased area of effect radius as they levelled no longer do. Instead, the following skills gain additional base radius at certain intervals:
 * gains 1 additional unit of radius every 3 levels.
 * gains 1 additional unit of radius every 3 levels.
 * gains 1 additional unit of radius every 3 levels.
 * gains 1 additional unit of radius every 3 levels.
 * gains 1 additional unit of radius every 3 levels.
 * gains 1 additional unit of radius every 3 levels.
 * gains 1 additional unit of radius every 4 levels.
 * gains 1 additional unit of radius every 4 levels.
 * gains 1 additional unit of radius every 4 levels.
 * gains 1 additional unit of radius every 4 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 5 levels.
 * gains 1 additional unit of radius every 6 levels.

Support Gems

 * now gains 3% more area of effect per level (from 1% radius per level).
 * now grants 30% increased area of effect at level 1 (from 20% increased radius of area skills), up to 49% increased area of effect at level 20 (from 39%). This is a significant reduction to the area of effect provided by the gem.
 * now has 30% less Area of Effect for supported skills (from 25% less Radius) and now grants 35% More Area Damage at Level 1 (from 40%) to 54% More Area Damage at Level 20 (from 59%).

Other skill changes

 * no longer has any variance in the size of the explosion between uses.
 * and now gains 50% more area of effect per stage, instead of 20% more radius per stage.

The following passive skills have been adjusted
 * Bone Breaker now grants 8% increased area of effect.
 * Amplify now grants 10% increased area of effect.
 * Blast Radius now grants 10% increased area of effect.
 * Leadership now grants 50% increased aura area of effect.
 * Volatile Mines now grants 8% increased area of effect.
 * Hex Master now grants 40% increased curse area of effect.
 * Champion of the Cause now grants 20% increased aura area of effect.
 * Explosive Impact now grants 8% increased area of effect.
 * All of the increased area of effect bonuses on the tree on all non-notable passive skills now grant 8% (up from 5%).
 * All of the increased aura area of effect bonuses on the tree on all non-notable passive skills now grant 20% (up from 12%).
 * Unstable Munitions now grants 8% increased area of effect.
 * All of the increases to trap trigger radius and mine detonation radius have also been changed to increased area of effect. As a result, all of these values have been doubled on the passive tree.

Ascendancy Skill Changes

 * Endless Munitions (Deadeye) now grants 50% increased area of effect.
 * Impact (Slayer) now grants 20% increased area of effect. The non-notable skill preceding Impact now grants 10% increased area of effect.
 * Illuminated Devotion (Hierophant) now grants 40% increased area of effect.
 * Bomb Specialist (Saboteur) now grants 8% increased area of effect for each Mine.
 * Chain Reaction (Saboteur) now grants 20% increased area of effect for Traps.
 * Pendulum of Destruction's area of effect modifier is unchanged.

All items which previously granted increased radius of area skills now instead grant increased area of effect at the same values. We will monitor the impact of this change closely.

In addition to the change to increased area of effect, the following items have also had their values modified (a Divine Orb can be used on existing items to receive these changes):


 * now gives 60% increased area of effect of curses, instead of 30% increased curse radius.
 * now has 20-40% increased aura area of effect, instead of 10-20% increased aura radius.
 * now has 20% aura area of effect, instead of 10% aura radius.
 * now has 40-60% trap trigger area, instead of 20-30% trap trigger radius.

Threshold Jewels (s cannot be used for this change):
 * The jewel previously granted up to 50% increased radius to fireball projectiles as they travel. New copies of the jewel grants up to +4 radius. A shared limit of 2 Rolling Flames jewels in the passive tree has been imposed on both existing and new copies of the jewel. Existing copies will now grant 50% increased area at maximum distance, instead of radius.

In most cases, monster area of effect remains unchanged. There will be some cases (such as monsters using Reave, which will start with a larger area but grow less per stack) that will experience minor changes.

The following changes have been made to map mods which granted increased radius of area skills to monsters. Despite these values being much higher, they will have the same impact as the original mods. Existing maps with these mods will have a much smaller impact on the area of effect of monsters:


 * now grants monsters 45% increased area of effect on tier 5 and lower maps, 70% increased area of effect on tier 6 to 10 maps, and 100% increased area of effect on tier 11 and higher maps.
 * now grants the unique boss 45% increased area of effect on tier 5 and lower maps, 55% increased area of effect on tier 6 to 10 maps, and 70% increased area of effect on tier 11 and higher maps.

League-Specific Unique Item Changes
The following changes can be obtained by rerolling the item's mods with a Divine Orb:
 * : Cold Resistance mod increased to 40%. Maximum Life mod increased to 50-70.
 * : Increased Movement Speed increased to 25%. Maximum Energy Shield mod increased to 120-150.
 * : Increased Movement Speed mod increased to 25%. Critical Strike Chance with Spells increased to 50-70%. Added Cold Damage to Spells mod increased (25 to 30)-(40-50)
 * : Chance to Shock mod increased to 10%. Increased Damage versus Shocked Enemies mod increased to 40%
 * : Increased Cold Damage mod increased to 25-30%. Added Lightning Damage mod increased to 1 to (50-70) to attacks and spells. Now has Damage Leeched as Life against Shocked enemies instead of Frozen enemies. Now has Damage Leeched as Mana against Frozen enemies instead of Shocked enemies.
 * : Increased Fire Damage mod increased to 25-30%. Added Cold Damage mod increased to (20-25) to (30-50) to attacks and spells.
 * : No longer creates Shocked Ground when hit at a 10% chance. Now has a triggered spell called Shock Ground that casts when you are hit. No longer casts random curse on hit. Now has 20% chance to curse uncursed enemies on hit.
 * : Number of Additional Arrows reduced to 2.

The following changes cannot be obtained by rerolling the item's mods with a Divine Orb:
 * : No longer has Mana on hitting a Taunted Enemy. No longer has 8-12% Increased Attack Speed. Now has 8-12% Increased Cast Speed. Now has the property Gain 2 Power Charges on Using a Warcry. Increased Level of Socketed Warcry Gems mod increased to +3.
 * : Maximum Life mod increased to 50-60. No longer has additional Level to Warcry Gems. Now has 80-100% Increased Armour. Now has 2% Attack Damage Leeched as Life against Taunted Enemies. Now has 50% increased Warcry Cooldown Recovery. No longer has Endurance Charge Duration.
 * : No longer has 20-30% Increased Chaos Damage. No longer has Additional Level to Warcry Gems. No longer has Onslaught on Killing Taunted Enemies. Now has 25% Increased Warcry Effect. Now has 80-100% Increased Evasion. Now has the property gain Onslaught for 4 seconds on using a Warcry.
 * : Now has 50-70 Maximum Life. Increased Movement Speed mod increased to 25%.
 * : Cold Damage up to (7 to 10)-(15 to 20) and now added to attacks and spells. Chance to Freeze mod increased to 10%. No longer has physical damage added versus frozen enemies. No longer has 20% reduced chill duration on self. Now has 40-60 added cold damage against chilled enemies. Now has 50% chance to avoid chill.
 * : Chance to ignite mod increased to 10%. Added fire damage now added to attacks and spells. No longer has life gain on hitting ignited enemies. Now has 20-30 Life Gained on Igniting an Enemy.
 * : No longer has Reduced Block Chance. Now has 5% Increased Chance to Block. Now has the property gain Unholy Might for 10 seconds on Block. No longer has Increased Damage on no Energy Shield. Now has 100% increased Global Armour on no Energy Shield.
 * : No longer has 1% of Damage Leeched as Life by totems. Now has 0.5% of Damage Dealt by Totems is Leeched to you. Now has increased Armour of 130-150%.
 * : Now has 60-80 Maximum Life.
 * : Lightning Damage up to 25-30%. Added fire damage now (20-25) to (30-50) to attacks and spells. Now shocks all nearby enemies on killing a shocked enemy. Now ignites all nearby enemies on killing an ignited enemy.
 * : No longer has Create Consecrated Ground on Critical Strike. Now has a triggered spell called Consecrate that Casts when you deal a Critical Strike. Now has 50% Increased Damage on Consecrated Ground. Now has 5% additional Block Chance on Consecrated Ground.
 * : Now has 30-40% Cold Resistance. Now has 60-80 Maximum Life. Now has 40-65 Maximum Energy Shield. No longer has Life and Energy Shield gained on kill. No longer has Maximum Mana.
 * : No longer has Life gained on kill per level. No longer has Increased Elemental Damage per level. Now has 1-2 Physical Damage added per level.
 * : No longer has 100% increased mana regeneration on left ring slot. Now has 40 Mana regenerated per second on left ring slot. Now has 100 Maximum Mana on right ring slot. Now has 100 Maximum Energy Shield on left ring slot.
 * : Onslaught on kill duration increased to 4 seconds. Increased Armour mod increased to 260-300. Now has Maximum Life of 40-50.
 * : No longer has the property of preventing life recovery during flask effect. Now has 100% Increased Life Recovery.
 * : No longer has -5% Maximum Fire resistance. Now has -50% fire resistance.
 * : Now has the additional property 25% chance to cast level 20 Animate Weapon on kill.
 * : No longer has Added Fire Damage against Ignited enemies. Now Adds 2-4 Fire Damage to Attacks per 10 Strength.
 * : No longer is supported by level 15 Concentrated Effect. No longer is supported by level 15 minion life. Increased Spell Damage mod increased to 20-25%. Increased Level of Socketed Golem Gems increased to +3. Now socketed golem gems have +25% buff effect. Now socketed golem gems have 20% of golem life added as Energy Shield.
 * : No longer is supported by level 13 Faster Attacks. No longer is supported by level 16 increased minion Speed. Chance to dodge attacks is now 3-5%. Increased Level of Socketed Golem Gems increased to +3. Now socketed golem gems have 20% increased attack and cast speed. Now socketed golem gems grant onslaught for 10 seconds on summon.
 * : No longer is supported by level 12 Lesser Multiple Projectiles. No longer is supported by level 17 increased minion damage. No longer has (8-12) to (20-30) fire damage to attacks. Now has Maximum Life of 30-40. Increased Level of Socketed Golem Gems increased to +3. Now socketed golem gems have a 25% chance to taunt on hit. Now socketed golem gems have 5% life regenerated per second.
 * : Increased level requirement to 25

Other Unique Item Changes
The following changes can be obtained by rerolling the item's mods with a Divine Orb:
 * : Maximum Energy Shield mod increased to 100-160
 * : Added Lightning Damage mod increased to 1-200. Now is on a Vaal Claw base type.
 * : Reduced Physical Damage taken from Projectile Attacks mod changed to 50-80
 * : Evasion Rating on Full Life mod increased to 500
 * : Increased Level of Socketed Cold Gems mod increased to +2
 * : Increased Damage mod increased to 10-30%. All Attributes mod increased to 10-30. All Resistances mod increased to 10-30%. Increased Item Rarity mod increased to 10-30%.
 * : Reduced Elemental and Physical Reflected Damage mod taken up to 40%
 * : Increased Attack Speed mod increased to 10%
 * : Increased Chance to Ignite mod increased to 10-15%. Increased damage to Ignited Enemies mod increased to 25-40%.
 * : Added Fire Damage mod increased to (7-8)-(15-16). Added Cold Damage mod increased to (5-6)-(12-14). Added Lightning Damage mod increased to 1-(30-34).
 * : Increased Evasion/Energy Shield mod increased to 220-250%. Maximum Life mod increased to 60-80. Life Regenerated per second per Endurance Charge mod increased to 20-30.
 * : Physical Damage added as Cold mod increased to 25-30%.
 * : Chance to Bleed on Hit mod increased to 30%. Life Leech against Bleeding Enemies mod increased to 3%.
 * : Maximum Energy Shield per 5 Strength mod increased to 2.
 * : Maximum Life mod increased to 50-70. Movement Speed mod increased to 25%. Increased Evasion Rating while on Onslaught mod increased to 100%.
 * : Maximum Energy Shield mod increased to 32. Intelligence mod increased to 20. Spell Damage mod increased to 50-60%. Reduced Cast Speed mod reduced to 15%.
 * : Maximum Life mod increased to 160-180.
 * : Socketed gems now supported by level 20 Spell Totem.
 * : Increased Mana Cost mod now reduced to 40-80%.
 * : Onslaught duration increased to 4 seconds.
 * : Onslaught duration on Hit increased to 2 seconds per Endurance Charge
 * : No longer has Increased Flask Charges used. Increased recovery of Maximum Life mod increased to 75-100%
 * : No longer has 50% Increased Energy Shield. Now has 30-50 Maximum Energy Shield.
 * : Increased Accuracy mod increased to 300. Physical Attack Mana leech is now Attack Mana leech and increased to 0.4%.
 * : No longer has Reduced Maximum Resistances mod. Now has -15% to -25% to All Resistances.
 * : Movement Speed mod increased to 20%.
 * : Movement Speed mod increased to 25%.
 * : No longer has Reduced Movement Speed mod.
 * : Added cold Damage mod increased to (50 to 60)-(70 to 80). Dexterity mod increased to 40-50.
 * : Movement Speed mod increased to 15%. Increased Elemental Damage mod increased to 10-20%.
 * : Attack Speed mod increased to 5-10%.
 * : Increased Physical Damage mod increased to 130-150%.
 * : Added Lightning Damage mod increased to 1-100.
 * : Life Gain on Hit mod increased to 40-60. Mana Gain on Hit mod increased to 30. All Resistances mod increased to 16-24%.
 * : Increased Mana Regeneration mod increased to 80-100%. Maximum Mana mod increased to 100. Increased Maximum Mana mod increased to 16-24%.
 * : Increased Energy Shield mod increased to 125-150%.
 * : No longer has the property non-critical strikes deal 40% less damage.
 * : Reduced Maximum Life mod is now 10%. Reduced Energy Shield mod is now 10%.
 * : Duration of Unholy Might increased to 10 seconds. Increased Energy Shield mod increased to 200-220%.
 * : Chance to Bleed on Critical Strike mod increased to 50%. Chance to Poison on Critical Strike mod increased to 50%. Increased Physical Damage mod increased to 250-270%.
 * : Added Physical Damage mod up to (30 to 50)-(65 to 80).
 * : Increased Chaos Damage mod increased to 50-80%.
 * : Reduced Elemental Equilibrium Effect mod reduced to 25%. All Resistances mod is now reduced by 20%.
 * /West/North/South: Increased Level of Socketed Lightning Gems mod increased to +2
 * : Global Critical Strike Multiplier mod is now reduced by 25%.
 * : Maximum Energy Shield mod increased to 70-90.
 * : Attack Speed no longer has a range. Chance for Smoke Cloud when Hit mod up to 25%. Increased Damage against Blinded Enemies mod increased to 40-60%. Added Physical Damage mod increased to (8 to 10)-(14 to 16).
 * : No longer has Reduced Charge Duration mod.
 * : Increased Cast Speed mod increased to 5-10%. Maximum Energy Shield mod increased to 15-25. No longer has Reduced Mana Regeneration mod. Now has 15% Increased Mana Regeneration mod. Reduced Temporal Chains Effect on Self mod increased to 50%.
 * : Life regeneration Given to Allies increased to 2%.
 * : Life Leech mod increased to 2%.
 * : Chance to Bleed mod increased to 30%.
 * : Added Cold Damage mod increased to 12-15.
 * : Increased Attack Speed mod reduced to 5-10%
 * : No longer has Zombies Deal 80-100% Increased Physical Damage. Now has Zombies Deal 80-100% More Physical Damage. Zombie Maximum Life mod increased to 5000.
 * : Attack Damage Leeched as Life mod increased to 1%. Enemies ignited by an attack now burn 35% faster.
 * : Life regenerated per second up to 3%. Life regenerated per second on low life down to 3%.
 * : Reduced Movement Speed mod reduced to 5-10%.
 * : Increased Energy Shield mod increased to 210-250%.
 * : Increased Level of Socketed Curse Gems mod reduced to +1.
 * : Maximum Energy Shield mod increased to 75-80.
 * : Accuracy per 2 Intelligence mod increased to 4. Mana per 4 STR mod increased to 2. Energy Shield per 10 STR mod increased to 2%. Evasion Rating per 10 INT mod increased to 2%. Melee Physical Damage per 10 DEX mod increased to 2%.
 * : Increased Spell Damage mod increased to 60-70%.
 * : Cold Damage converted to Fire Damage mod reduced to 40%.
 * : Lightning Damage converted to Cold Damage mod reduced to 40%.
 * : Increased Physical Damage mod increased to 80-95%. Increased Attack Speed mod increased to 20-25%.

The following changes cannot be obtained by rerolling the item's mods with a Divine Orb:
 * : Now has 15% Increased Movement Speed
 * : Now has the property Cannot be Chilled. Now has 30-40% Cold Resistance. Now requires Level 24.
 * : No longer has flat added armour. Now has 20-30 to Maximum Life. Now has the property 10% chance to gain a frenzy, power or endurance charge on kill. (Note: we previously incorrectly stated it no longer had reduced mana)
 * : Increased Physical Damage mod increased to 220-260%. Now has Increased Critical Strike Chance of 50-75%.
 * : Now has Maximum Life mod of 30-50. Now has the property Socketed Gems are Supported by level 10 Added Fire Damage.
 * : Cooldown on Illusory Warp is now 3 seconds. Duration of Chilled ground is now 1.5 seconds. No longer has 30% Increased radius of Curse skills. Now has 60% Increased Area of Effect of Curses.
 * : Now has 15% Increased Attack and Cast Speed on Using a Movement Skill Recently.
 * : Reduced Chaos Damage taken increased to 30-40. Now has 25% Reduced Chaos Damage Taken Over Time.
 * : No longer has Increased Evasion Rating mod. Now has 40-50 Evasion Rating. Physical Damage converted to Cold mod increased to 50%. Cold Resistance mod increased to 20-30%. Now has (5-7) to (13-15) Added Cold Damage to Spells and Attacks.
 * : Now has 10-15% Physical Damage Added as Cold.
 * : Less weapon damage reduced to 40%. Now has 100% increased local physical damage. Now has 2 mana gain per hit.
 * : Reduced Frenzy Charge Duration mod reduced to 40%. Now has 40-70% Increased Armour and Evasion.
 * : Now has 10-20 Added Physical Damage.
 * : Maximum Life mod increased to 150-200. Now has the property Cannot Be Slowed to Below Base Speed".
 * : Now has 20% Increased Energy Shield.
 * : Increased Level of Socketed Curse Gems mod increased to +2. Now has 100-120 Maximum Energy Shield.
 * : Chance to Gain Flask Charge on Critical Strike increased to 50%. Onslaught per Frenzy Charge increased to 2 seconds. Now has 50% Increased Duration.
 * : Now has 30% increased Projectile Damage.
 * : Movement Speed on Full Life mod reduced to 20%. Now has 15% Increased Movement Speed.
 * : No longer has 2% Energy Shield Regenerated on Low Life. Now has 1% Energy Shield Regeneration.
 * : No longer has Reduced Life or Reduced Energy Shield. Now has 30-40% Increased Damage While Leeching. Now has Increased Life Leech Rate of 50%.
 * : Dexterity mod increased to 50-70. Increased Evasion Rating on Low Life up to 150%. Now has 100-130% Increased Evasion Rating.
 * : Now has 40-50 Maximum Life. Now has 50-70 Maximum Energy Shield.
 * : Now has 10-20% All Resistances.
 * : No longer has 60-80 Armour. Increased Armour and Energy Shield mod increased to 220-240%. Now has 10-20% of Elemental Damage Added as Chaos. Now has Attack Damage Leech instead of Physical Attack Damage Leech.
 * : Now has 10-20 Added Cold Damage.
 * : Now has the property 10% of Damage Reflected Gained as Life.
 * : Added Fire Damage mod increased to (12 to 15)-(25 to 30). Reduced Chill Effectiveness on Self increased to 75%. No longer has Longer Ignite Duration. Now has 10% Increased Movement Speed While Ignited.
 * : Now has 50% Increased Herald of Ice Damage.
 * : Now is supported by Level 30 Generosity. Reduced Reservation Cost of Socketed Gems increased to 30%. No longer has 10-20% Increased Radius of Aura skills. Now has 20-40% Increased Aura Area of Effect.
 * : No longer has Blood Magic. Now has Socketed gems have Blood Magic. No longer has Reduced Maximum Life but has 10% Increased Maximum Life
 * : Increased Energy Shield mod increased to 180-200%. Gems now supported by Level 20 Concentrated Effect. No longer has Slower Start of ES Recharge, but has Reduced ES Recharge rate of 50%.
 * : No longer has Cannot Leech. Now has Cannot Leech Life instead. Increased Physical Damage mod increased to 110-125%.
 * : Curse with Level 10 Temporal Chains on Hit instead of Level 1.
 * : Now is on a Crystal Belt base type. Mana leech per Power Charge now works for all forms of Attack Damage rather than Physical Attack Damage alone.
 * : Now has 20-25% all Elemental Resistances at 200 Strength or more.
 * : Now has 2% Life Regeneration per Second at 400 Strength or more.
 * : No longer has 2% Life Regeneration on Low Life. Now has 2% Life Regeneration if you have been Hit recently. Now has 60-80 Maximum Life.
 * : No longer has individual resistances. Now has All Resistance of 10-20%. Now has 20% chance to Block Spells if you've Blocked an Attack recently. Now has 20% chance to Block Attacks if you've Blocked a Spell Recently.
 * : Now has (12 to 15)-(30 to 35) Added Fire Damage to Spells and Attacks. Now has 60-80 Maximum Life. No longer has 10% chance to cast Enfeeble on hit. Now has a 25% chance to curse un-cursed enemies with Enfeeble on hit.
 * : Now has (15 to 20)-(25 to 30) Added Chaos Damage to Spells and Attacks while using a Flask. No longer has 10-20 Maximum Mana. Maximum Life mod increased to 20-30.
 * : Now has the additional property Socketed Lightning Spells have 100% Increased Spell Damage if Triggered. This affects existing versions of the item.
 * : No longer has the property Cannot be Shocked while Frozen. Now has cannot be Shocked while Chilled. Now has a 50% chance to Shock Chilled Enemies.
 * : Now Curses with Level 10 Flammability on Hit instead of Level 1.
 * : Increased Movement Speed on throwing a trap mod reduced to 15%. Now has 15% Increased Movement Speed.
 * : Now has 50-70 Maximum Life. No longer has Block and Stun recovery. No longer has Chance to Avoid Freeze or Chill. Now has the property Cannot be Frozen or Chilled if a Fire Skill is used recently.
 * : Chance to Shock mod increased to 15-20%. Now has 50% increased Herald of Thunder buff effect.
 * : Reduced Effect of Curse mod increased to 40%. No longer has (13-17) Life Regeneration per second. Now has 1 Life Regeneration per Second per Level.
 * : Increased DPS by 50%. Enemies chilled by you now take 100% increased burning damage. No longer has 100% increased chill duration on enemies when in off hand. Now has the additional property of chilling enemies for 1 second on hit with this weapon when in off hand.
 * : Desecrated Ground created on block now deals more damage (250 chaos damage per second).
 * : No longer is Supported by Level 10 Cold to Fire Support. No longer is Supported by Added Fire Damage Support. Now has the additional property +2 to level of Socketed Fire Gems. Now has additional property of 63-94 Added Fire Damage to Socketed Gems.
 * : Projectile damage is now increased by 50% of Arrow Pierce chance. This affects existing versions of the item.
 * : No longer has Reduced Chance to Block. All Resistances mod increased to 10-15%. Now has the property of Nearby enemies are intimidated.
 * : No longer has 30% Movement Speed on Low Life. Now has 15% Increased Movement Speed. Now has the additional property of You and Allies have 10% Increased Movement Speed.
 * : Now has 5% Elemental Penetration with this weapon.
 * : No longer has 20% Increased Physical Damage taken. Now has 15% Increased Damage taken while on Full Energy Shield.
 * : Now has 100% Increased Duration.
 * : Now has 20% Lightning Penetration.
 * : No longer has 100-150 to Maximum Mana. Now has the property Insufficient Mana doesn't prevent your Melee Attacks. The aura now provides culling strike to allies, rather than culling strike to spells. Now has 30-40% Increased Critical Strike Chance.

New Zana Mods for Legacy League

 * Because Legacy returns many previous challenge leagues, we're trying out a different approach to Zana mods for the next three months.
 * Zana Mods now obey similar rules to the rolling of items. Monster Life, for example, cannot be applied to a map that already has a Monster Life mod.
 * cannot be applied to a map that already has a mod which causes that area to be inhabited by other monsters.
 * These new mods cannot be applied to unidentified maps.
 * Zana still has her basic Item Quantity mods that can be applied to maps, including unidentified ones.
 * Note that the Monster Life IV and Monster Damage IV provide more damage and life bonuses than you would normally be able to get on a map, but also give more Item Quantity and Rarity bonuses than normal.

Zana Level 2:
 * Monster Life I, 2 Chaos Orbs: 20-29% more Monster Life, 14% increased Quantity of Items found in this Map, 7% increased Rarity of Items found in this Map.
 * Additional Totems, 2 Chaos Orbs: Area contains many Totems, 12% increased Quantity of Items found in this Map, 6% increased Rarity of Items found in this Map.

Zana Level 3:
 * Monster Damage I, 2 Chaos Orbs: 15-19% increased Monster Damage, 16% increased Quantity of Items found in this Map, 8% increased Rarity of Items found in this Map.
 * Area is inhabited by Spiders, 6 Chaos Orbs: Area is inhabited by Spiders.

Zana Level 4:
 * Monster Life II, 2 Chaos Orbs: 30-39% more Monster Life, 16% increased Quantity of Items found in this Map, 8% increased Rarity of Items found in this Map.
 * Additional Rogue Exiles, 3 Chaos Orbs: Area is inhabited by 2 additional Rogue Exiles, 15% increased Quantity of Items found in this Map, 8% increased Rarity of Items found in this Map.

Zana Level 5:
 * Monster Damage II, 2 Chaos Orbs: 20-24% increased Monster Damage, 18% increased Quantity of Items found in this Map, 9% increased Rarity of Items found in this Map.
 * Area is inhabited by Blackguards, 6 Chaos Orbs: Area is inhabited by the Blackguard, 10% increased Quantity of Items found in this Map, 5% increased Rarity of Items found in this Map.

Zana Level 6:
 * Monster Life III, 2 Chaos Orbs: 40-49% more Monster Life, 18% increased Quantity of Items found in this Map, 9% increased Rarity of Items found in this Map.
 * Monsters from Beyond, 3 Chaos Orbs: Slaying Enemies close together can attract Monsters from Beyond, 12% increased Quantity of Items found in this Map, 6% increased Rarity of Items found in this Map.

Zana Level 7:
 * Monster Damage III, 2 Chaos Orbs: 25-30% increased Monster Damage, 20% increased Quantity of Items found in this Map, 10% increased Rarity of Items found in this Map.
 * Area is inhabited by Bandits, 6 Chaos Orbs: Area is inhabited by Bandits.

Zana Level 8:
 * Monster Life IV, 2 Chaos Orbs: 50-59% more Monster Life, 22% increased Quantity of Items found in this Map, 11% increased Rarity of Items found in this Map.
 * Monster Damage IV, 2 Chaos Orbs: 31-35% increased Monster Damage, 24% increased Quantity of Items found in this Map, 12% increased Rarity of Items found in this Map.
 * Twinned Unique Bosses, 3 Chaos Orbs: Area contains two Unique Bosses, 12% increased Quantity of Items found in this Map, 6% increased Rarity of Items found in this Map.

One-time Passive Skill Reset

 * Due to balance changes, every existing character has been granted an optional full passive skill reset.
 * This process will also reset your allocated Ascendancy points.
 * To perform this operation, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.

Bug Fixes

 * Fixed some issues with walkability being blocked in the.
 * Fixed a bug where after a league merge, it was possible to get into a bad state where some Shaper's Orbs could never drop
 * Fixed a bug where the the lighting environment could be incorrect after completing a Zana mission inside another map.
 * Fixed a bug where would sometimes play its audio a second time before it expires.
 * Fixed further issues with fog of war visibility on the Atlas screen.
 * Fixed a bug with the Ancient Ruins where inaccessible monsters could spawn, occasionally making certain Master missions impossible.
 * Fixed a bug where Labyrinth/Trial traps would do too much damage to you if your energy shield was protecting your mana instead of your life.
 * now cancels properly if a channelling skill renews
 * Fixed an issue where had two separate damage modifiers at gem level 2 and above, which displayed as "Deals 50% base damage, Deals 101.2% of base damage". These have been combined into one modifier.
 * Fixed a bug where the Shaper audio was swapped in the Phoenix and Minotaur maps.
 * Removed the invulnerability buff applied to Izaro when he is waiting to flee from his arena. This fixes an issue where Izaro would attack, but couldn't be attacked back, preventing Life Leech.
 * Monsters holding a now correctly indicate that they cannot have life leeched from them.
 * Maraketh Two Handed Axes now have 50% increased local Critical Chance, up from 25%/25%/40% on, and.

Skill Balance Changes

 * Shock Nova damage has been increased by 33% at level 1, scaling up to 49% increased damage by level 20. The additional damage dealt by the Shock Nova ring has been reduced from 50% of base damage down to 20% of base damage.
 * Ice Nova damage has been increased by 3% at level 1, scaling up to 24% increased damage by level 20.
 * Ice Shot now has 60% Physical to Cold conversion (previously 40%)
 * Frost Blades now has 60% Physical to Cold conversion (previously 40%)

Bug Fixes

 * Maraketh Two Handed Axes now have 50% increased local Critical Chance, up from 25%/25%/40% on Talon Axe, Dagger Axe and Fleshripper

Area of Effect Balance Changes

 * Skills which used to gain increased area of effect radius as they levelled no longer do. Instead, the following skills gain additional base radius at certain intervals:
 * Vaal Reave gains 1 additional unit of radius every 5 levels.

Other Unique Item Changes

 * The following changes cannot be obtained by rerolling the item's mods with a Divine Orb:
 * Lochtonial Caress: No longer has flat added armour. Now has 20-30 to Maximum Life. Now has the property 10% chance to gain a frenzy, power or endurance charge on kill. (Note: we previously incorrectly stated it no longer had reduced mana)

League-Specific Unique Item Changes

 * The Gull: Now grants skill Create Lesser Shrine, which triggers when you kill an enemy. Now has 30-40% Cold Resistance. Now has 60-80 Maximum Life. Now has 40-65 Maximum Energy Shield. No longer has Life and Energy Shield gained on kill. No longer has Maximum Mana.

Skill Balance Changes

 * Raised Zombies now have a melee attack range of 9 on their basic attack, up from 4. Their slam ability base radius has been increased to 18 units (from 10), deals 20% more damage, and will be used more readily. ( Note: we previously incorrectly stated they had a 25% larger slam radius, and did not mention any damage increase.)

Changes not included in the patch notes

 * Full life condition can now be met if the recovery is greater than the damage over time.