Version 2.2.0

Version 2.2.0 introduces the Ascendancy expansion, which adds new content and features as well as vast changes to the existing game.

Patch notes
These are the official patch notes for version 2.2.0 released by Grinding Gear Games.

Important Note
Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, 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.

The Trials of Ascendancy
Seeking a worthy successor, Emperor Izaro constructed deadly trials throughout Wraeclast to find candidates.


 * There are six Trials of Ascendancy to solve in each difficulty level. Completing each of these Trials unlocks the Lord's Labyrinth in that difficulty level.
 * Trials are present in the Axiom Prison, Crypt, Chamber of Sins, Crematorium, Catacombs and Hedge Maze.
 * Each Trial introduces you to a particular type of trap. Learn well, as these traps will be combined in complex situations in the Labyrinth.
 * Higher difficulties have more difficult trials.
 * Tagging the plaque at the end of a completed trial will show your progress through that difficulty.
 * It will also open a portal back to the start of the trial so you can resume your exploration.
 * Once you have completed all of the Trials in one difficulty level, you can access the entrance to the Labyrinth in the Sarn Encampment (Act Three town).

The Lord's Labyrinth
Having proved your mettle in the Trials of Ascendancy, you earn the right to enter Izaro's Labyrinth. Centuries have passed, but the traps are as dangerous as the day they were activated.


 * The Lord's Labyrinth is a new area full of traps, secrets and puzzles. It is unlocked by completing the Trials of Ascendancy in that difficulty level.
 * Dying in the Labyrinth ends the run for you. You must survive all the way through in one attempt If you leave the Labyrinth (for example, via a portal to town), then you cannot return to that run. You must start the Labyrinth again.
 * The Labyrinth's layout changes once every day. You can run it multiple times on the same day using information you have learnt from previous runs. Hidden passages, along with secret rooms and their rewards stay the same for every run on a given day.
 * You'll encounter Emperor Izaro three times during the Labyrinth. The fight mechanics are randomised each day. The way you play each fight influences how much of that mechanic makes its way into the next fight.
 * You can earn Treasure Keys by killing Izaro and by completing certain challenges throughout the Labyrinth. These keys can be used to unlock reward chests at the end of the Labyrinth, in the reward room. This room also contains the devices that allow you to pick an Ascendancy class and Enchant one of your items.
 * You can attempt the Labyrinth in a party, but once the Labyrinth entrance has been opened, no more party members may join that Labyrinth run.
 * You can access your Stash before each Izaro encounter in the Labyrinth.
 * The solo player who completes the Labyrinth the fastest each day in each difficulty and each league will receive a special Unique Jewel as a reward. You can see the ranking of Labyrinth times for the day on the website. There are different rewards for each difficulty level. There are three difficulty levels and four leagues, so twelve rewards are given out each day.
 * Special Labyrinth Items like keys and trinkets cannot be removed from the Labyrinth. These items also bypass item filters so that they are always visible to you.

Ascendancy Classes
Nineteen souls survived the Trials of Ascendancy. Nineteen men and women stood at the gates of the Lord's Labyrinth. Nineteen challengers whose exceptional martial and mystical talents still linger long after their death.


 * Upon completing the Lord's Labyrinth for the first time, your character can choose one of the three Ascendancy Classes available to its core class.
 * There are nineteen total Ascendancy classes. Each core class has three Ascendancy classes available that embody a different playstyle. The Scion has one Ascendancy class that reinforces her mastery of the passive skill tree.
 * Upon completing the Lord's Labyrinth for the first time in each difficulty level, you receive two Ascendancy Skill Points you can spend on skills available to your Ascendancy Class.
 * Respeccing an allocated Ascendancy Skill costs five passive skill refund points. Once you have refunded all your allocated Ascendancy points, you can pick a different * Ascendancy Class (at no cost) by completing the Labyrinth again and selecting a new class.
 * Once you have chosen an Ascendancy Class, you can view its skill tree on the Passive Skill Tree near your character's start location.

Enchantments

 * Each time you complete the Lord's Labyrinth, you can imbue one of your items with an Enchantment.
 * Enchanting an item replaces any existing implicits, including previous Enchantments. They are always fixed values, so Blessed Orbs will have no effect on them. Though they share the same colours as master-crafted explicit mods, you can have both on an item.
 * When you enchant your gloves in Normal difficulty, they gain a triggered "Word" skill. This skill can't be modified by support gems, but is powerful enough on its own. It can be modified by your item stats and passive tree stats.
 * When you enchant gloves in Cruel difficulty, they gain a triggered "Edict" skill, a more powerful version of the Word skills.
 * In Merciless difficulty, your gloves gain "Decree" skills, which are even more powerful versions of the Words and Edicts.
 * From Cruel difficulty onwards, you can choose to enchant your boots. When you do this, they gain a powerful stat that only applies when you meet certain conditions. Some boot enchantments are weaker but easier to activate, while others are powerful but harder to trigger. When an enchantment says "recently", it refers to the past four seconds. This new wording is also used elsewhere in the game.
 * In Merciless difficulty, you can choose to enchant your helmet. It'll gain a bonus that only applies to a specific skill. There are two or three of these skill-specific stats for every player skill in the game, amounting to over 300 in total.

Perandus Challenge Leagues

 * Challenge leagues are a great opportunity for a fresh start in a new economy. All 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 climb the ladder!


 * With 2.2.0, there are Standard and Hardcore variations of the Perandus challenge league available. They have the same core mechanics and items.
 * The Perandus Challenge Leagues offer the wealth of the Eternal Empire. Discover caches of Perandus family treasure, slay their guardians, and claim the coins contained within. Trade these coins to Cadiro Perandus himself to receive vital equipment and ancient artefacts.
 * Six of the new Unique Items in this expansion are exclusive to the Perandus challenge leagues. They include one unique map and five ancient treasures.
 * The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you receive the Perandus Footprints Effect. At 24, you receive the Perandus Weapon Effect. When you complete your 36th challenge, you receive the Perandus Portal Effect. These microtransactions are only available in this league.
 * From the 19th challenge onwards and for every third challenge after that, you receive pieces of a Perandus Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Perandus challenges you completed during the league.

New Skills

 * Added a new Dexterity/Intelligence Skill Gem - : Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
 * Added a new Intelligence Skill Gem - : Creates a stationary electrical orb that frequently unleashes a splitting bolt of lightning at a nearby enemy. Using another lightning skill while inside the orb's cloud unleashes additional bolts. Casting this skill again will replace the previous orb.
 * Added a new Intelligence Skill Gem - : Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies that reduces their cold resistance and life regeneration. When its duration ends, the crystal explodes, dealing heavy cold damage to enemies around it.
 * Added a new Strength/Dexterity Skill Gem - : Summons a Stone Golem that grants you life regeneration while alive. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that taunts enemies.
 * Added a new Strength Skill Gem - : Smashes the ground with an Axe, Mace or Staff, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Earthquakes created before the first one has erupted will not generate their own aftershocks.
 * Added a new Strength Skill Gem - : Slams the ground with your main hand weapon, creating a wave of broken ground that damages enemies in an area in front of you. Enemies hit by the wave will release a circular shockwave, dealing damage to other enemies around them. Requires a Mace, Axe, or Staff.
 * Added a new Strength Skill Gem - : Summons an Ancestor Totem which will attack enemies with melee strikes while you stand close to it. Being near it increases your attack speed.

New Support Gems

 * Added a new Dexterity Support Gem - : Throw multiple traps at random locations in a radius around the target.
 * Added a new Dexterity Support Gem - : Reduces the cooldown on supported Trap skills.
 * Added a new Intelligence Support Gem - : Supported skills deal more elemental damage, but can't cause elemental status ailments.
 * Added a new Intelligence/Dexterity Support Gem - : Deploys multiple mines simultaneously and lets you have more armed mines.

New Unique Items

 * Added a new Unique Belt:
 * Added two new Unique Body Armours: and
 * Added a new Unique Boots:
 * Added a new Unique Bow:
 * Added a new Unique Claw:
 * Added a new Unique Dagger:
 * Added three new Unique Flasks:, and
 * Added a new Unique Gloves:
 * Added a new Unique Helmet:
 * Added four new Unique Jewels:, , and
 * Added three new Unique Maces:, and
 * Added a new Unique Map:
 * Added a new Unique Ring:
 * Added two new Unique Sceptres: and
 * Added four new Unique Shields:, , and
 * Added a new Unique Staff:
 * Added three new Unique Swords:, and
 * Added a new Unique Wand:

New Utility Flasks

 * Added a new Utility Flask - : Grants additional physical damage reduction.
 * Added a new Utility Flask - : Grants additional chance to avoid cold damage and creates chilled ground on use.
 * Added a new Utility Flask - : Grants increased evasion and creates smoke clouds on use.
 * Added a new Utility Flask - : Grants increased damage and creates consecrated ground on use.
 * Added a new Utility Flask - : Grants Onslaught.
 * Added a new Utility Flask - : Grants elemental resistances.

Utility Flask Balance

 * Resistance Flasks have been reduced to +6% maximum resistance. They all now last for 4 seconds (increased from 3.5). It's getting easier to dramatically increase maximum resistances, so this change is designed to partially counteract the new tools such as the Flask Effect mod and new Ascendancy options.
 * Quartz Flasks, now lasts for 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60). They now provide 10% Dodge and Spell Dodge, as well as Phasing.
 * Jade Flasks now lasts 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60).
 * Diamond Flasks now last for 4 seconds (increased from 3.5 seconds) and consume 20 of 40 charges (down from 80 of 80).
 * Quicksilver Flasks now last for 4 seconds (down from 5 seconds).
 * These changes affect existing Utility Flasks that your characters have. No legacy versions are created.

Other New Features and Content

 * Added a new Tier 10 map:
 * Monsters with Nemesis or Bloodlines mods are now indicated differently. Nemesis monsters have orange rather than yellow glows, and Bloodlines monsters are purple rather than blue.
 * When you use an or a  on an item, the item's quality is no longer consumed. The way that quality affects the result has also been changed. Each 1% quality improves the result by 1%. This makes the Fusing process 20% easier on 20% quality items, for example.
 * Item drops from chests are now staggered so that they drop in sequence quickly.
 * The /remaining command now shows up to 50 monsters remaining in end-game maps. We expect to add this to the map information screen soon.
 * Added a new Flask mod - of Curing: Poison Removal and Immunity
 * Added a new Flask mod - Chemist's: Reduced number of Charged Used
 * Added a new Utility Flask mod - Experimenter's: Increased Duration
 * Added a new Utility Flask mod - Alchemist's: Increased Effect and Reduced Duration
 * PvP-only characters can now access the Sarn Arena from their Hideout. Talk to Leo to do so.
 * Oak and Kraityn now call for reinforcements as they are injured.
 * The effect from the Rotfeather Talisman now has a buff icon to display the effects on your character.
 * Added a new Keyword - Recently: Refers to the past 4 seconds.
 * Added a new Keyword - Savage Hit: A Hit that removes at least 20% of maximum life is a Savage Hit.
 * Added a new Keyword - Maim: Maimed enemies have 30% reduced movement speed. Multiple maims do not stack. Maim is applied by attacks, just like hinder is by spells. Since maim and hinder are different debuffs, an enemy can be affected by both simultaneously.
 * Added a new Keyword - Elemental Conflux: While you have Elemental Conflux, all damage from hits will cause chill, shock, and ignite.
 * Adding 3D art for the following Unique Items:, , Alternate Art (Race Season Reward),  and.
 * The Mine Map has been renamed to the . It now has a new boss - The Eroding One.
 * Item notes (in public stash tabs) are now shown in the Ctrl+C information for that item, and hence can be filtered by stash tab filters.
 * The alternate art now has unique 2D art that matches its 3D art. This should update retroactively for those who received one in the Winterheart Race Season.
 * Continued to incrementally improve the sound, art, effects and environments.

Skill Balance

 * had a bug that caused its damage per volley reduction to apply too early, reducing the damage of the first four stages. This has been fixed, which has raised its damage. To compensate, Bladefall's damage has been reduced by 25% at all levels. Bladefall now does 6% less damage per stage (up from 5%). Its damage effectiveness has been reduced from 120% to 90%.
 * is now 10% slower.
 * 's accuracy has been increased by 40%.
 * now heals less life on block at gem level 21 and above.
 * now deals 20% more damage at all levels.
 * has been nerfed in almost every way possible. Its critical strike chance has been reduced from 6% to 5%. The base duration of the Sparks has been reduced from 3.5 seconds to 2 seconds. The number of projectiles has been reduced from 150 to 100. The duration of the spiral has been reduced from 4.5 seconds to 3 seconds at all gem levels.
 * The frequency with which 's can repeatedly hit the same enemy has been halved, but its damage and damage effectiveness have been doubled.
 * now causes enemies to take 20% increased extra damage from critical strikes at all gem levels, rather than a value that increased every level.
 * now always causes enemies to have a 50% chance to be pierced. Enemies cursed with Projectile Weakness take a further 5% increased damage from projectiles at all gem levels.
 * now casts more quickly (250ms, rather than 1000ms). A one-second cooldown has been added to prevent accidental re-casting.
 * and now have cast times of 500ms.

Support Gem Balance

 * The Support Gem now grants additional critical strike chance in addition to increased critical strike chance, but the value of increased critical strike chance has been reduced. This brings it closer to other support gems by making its overall effect on DPS multiplicative.
 * 's "Onslaught on Killing a Shocked Enemy" has been increased in duration from 3 seconds to 5 seconds at gem level 1, and from 5 seconds to 7 seconds at gem level 21. Innervate now also grants a fixed 15% chance to shock at all levels. Its mana cost multiplier has been reduced from 120% to 110%.
 * 's chance to gain Frenzy Charges on slaying a frozen enemy has been increased from 40% to 50% at level 1, and from 59% to 69% by level 20. Its damage bonus against frozen enemies has been increased from 0.5% to 1% per point of quality. Its chance to freeze has been increased from 10% to 15%. Its mana cost multiplier has been reduced from 120% to 110%.
 * The support gem's mana multiplier has been increased from 125% to 135%. It now has 0.5% poison duration per quality (down from 1%). It has 0% increased Poison Damage at gem level 1 (down from 25%) and gains 2% per gem level (down from 5%).
 * is now available for the Shadow from the vendor after you enter the Prison.
 * Any skill with an associated Threshold Jewel is now supportable by Support Gems that could affect the additional properties added by the Threshold Jewel.
 * The Support Gem now grants 20% more damage to supported skills at Level 1, increasing to 29% more damage to supported skills by Level 20. This change was made so that this support gem is a good option for Firestorm, Icestorm, Lightning Warp, Storm Call and similar skills.

Passive Skill Balance

 * The Nightstalker notable passive now grants 50% Increased Critical Strike Chance with Daggers (down from 60%). The nodes prior to Nightstalker now grant 20% increased Critical Strike Chance with Daggers each (down from 30% each). One of the nodes on the Adder's Touch path now grants 20% increased Critical Strike Chance with Daggers (down from 30%). Daggers already have the highest implicit critical strike chance for all melee weapons, and have crit on their weapons, so they didn't also need the most critical strike chance in the tree. These weapons still have the most available critical chance/multiplier, just not the highest per skill as well.
 * The passive skills in the Precision cluster (including the notable passive) now each grant an additional 3% cast speed, in order to make the cluster better for casters. As a related change, the two 3% cast speed skills in the Light of Divinity cluster have been replaced by 10% spell damage.
 * The Master Sapper notable passive (in the trap cluster in the Ranger part of the tree) now grants a 15% chance to generate a Frenzy Charge when an enemy triggers one of your traps.
 * The Fatal Toxins notable passive now only grants 50% increased poison damage (down from 100%). The skill prior to it now only grants 20% (down from 25%).
 * The attributes granted by early Shadow passive skills have been adjusted. This is because Chaos casters need intelligence and elemental attackers need dexterity. Coordination has been changed from 20 Dexterity to 10 Dexterity and 10 Intelligence. Trickery has been changed from 20 Intelligence to 10 Dexterity and 10 Intelligence. Fangs of the Viper has been changed from 10 Dexterity to 20 Dexterity. [[Coldhearted Calculation has been changed from 10 Intelligence to 20 Intelligence.

Item Balance

 * Adjusted the sell prices on all item mods. Many items now sell for more Alchemy Shards. All mods now have a sell price. Magic and Rare items can no longer sell for just a Scroll Fragment.
 * The five Izaro uniques can now only be found in the Labyrinth:, , , and.
 * Reduced the maximum resistances on from 6% to 4%.
 * The now upgrades to the new  Base Type.
 * The life regeneration stat on has been changed to a flat value of 200 life regenerated per second.
 * no longer requires extra charges to use and can be used twice. It now also provides 30-35% more melee physical damage (instead of a fixed 30%).
 * now requires between 50-100% extra charges to use rather than 100-150%.
 * The chaos damage conversion on has been lowered from 75% to 50%.
 * now only makes you take 20% of physical damage as cold damage. It now adds 20-30% of physical as cold, rather than always 30%.
 * Vessel of Vinktar has been reduced to 20% Life and Mana leech. It no longer grants "Leech applies instantly during Flask effect". It also consumes more charges when used, so you cannot use the flask twice per fill any more.

Other Balance Changes

 * Tier 15 s can now get the "Twinned" map mod. Be careful out there.
 * There's now more diversity among Cannibals found in maps. You will no longer encounter packs that are entirely flame torch throwers.
 * The Fracturing end-game Map Mod can no longer be generated on maps. Existing maps with this mod will still retain their functionality.
 * Added a new end-game map mod "of Toughness" which makes monsters take less damage from critical strikes.
 * Raging Spirits spawned in Haku missions now deal substantially less damage at all levels. The density of them has also been reduced at level 65 and above.
 * Rampage no longer grants bonuses to minions.
 * The area of effect of Detonate Dead skills used by monsters has been reduced by 18%.

Zana Changes

 * The Zana-specific mod that she sells on magic maps has been changed to: Item Quantity +30% and Monster Pack Size +20%. This Map's modifiers to "quantity of items found" also apply to rarity.
 * The maps that Zana sells to players have been repriced. In general, most are now cheaper. Low-tier maps are now always priced in Orbs of Chance. Mid-tier maps are now priced in Orbs of Alchemy. The price differences for magic and rare maps have been adjusted so that the additional rarity doesn't cost as much.
 * At level 1, Zana missions are now Tier 2 (monster level 69) and she sells Tier 1 maps.
 * At level 2, Zana missions are now Tier 4 (monster level 71) and she sells Tier 2 maps.
 * At level 3, Zana missions are now Tier 5 (monster level 72) and she sells Tier 3 maps.
 * At level 4, Zana missions are now Tier 6 (monster level 73) and she sells Tier 4 maps.
 * At level 5, Zana missions are now Tier 7 (monster level 74) and she sells Tier 5 maps.
 * At level 6, Zana missions are now Tier 8 (monster level 75) and she sells Tier 6 maps.
 * At level 7, Zana missions are now Tier 9 (monster level 76) and she sells Tier 7 maps.
 * At level 8, Zana missions are now Tier 11 (monster level 78) and she sells Tier 10 maps.
 * When opening a map in Zana's map device, the set of prior league mods that can apply to the map is now a set of seven specific ones. The price, order and composition of this list will change every three months. The list for the next three months is:
 * Level 2: Onslaught, 2 Chaos Orbs, 20% increased map item quantity, monsters receive the same benefits
 * Level 3: Anarchy, 3 Chaos Orbs, 4 additional Rogue Exiles, 20% increased map item quantity
 * Level 4: Torment, 4 Chaos Orbs, 3 additional Tormented Spirits, 20% increased map item quantity
 * Level 5: Warbands, 4 Chaos Orbs, 3 additional Warband Packs, 20% increased map item quantity
 * Level 6: Beyond, 5 Chaos Orbs, 15% chance for monsters to spawn a Beyond portal, 20% increased map item quantity
 * Level 7: Ambush, 8 Chaos Orbs, 3 additional Strongboxes
 * Level 8: Nemesis, 1 Exalted Orb

Critical Strike Rework/Balance

 * All sources of increased Critical Strike Multiplier have been changed to additional Critical Strike Multiplier. This change brings the functionality in line with how most players think it works.
 * Because of this, all items, passives and some skills/support gems that used to have increased Critical Strike Multiplier are now 33% less effective on players, despite having the same value. A number of these have been adjusted in value to maintain similar effectiveness.
 * The following have all been increased by approximately 50% for cases when they are on players, and 30% on monsters. For some cases, manual rounding has occurred: All values on the passive skill tree, Support Gem, the  Skill Gem and all uses of Enfeeble from monsters and other sources, all monsters with Powerful Crits, the Deadly map mod and the Corrupted jewel mod.
 * Blessed Orbs are required to update the following to their new values: implicits mods on all Rapier base types, implicits mods on Curved Blades, Lithe Blades and Exquisite Blades.
 * Divine Orbs are required to update the following to their new values: All craftable Jewel mods which grant Critical Strike Multiplier, Facebreaker, Marylene's Fallacy, Fragment of Eternity (the Descent: Champions Unique), Bino's Kitchen Knife, Romira's Banquet, Shadows and Dust, Ungil's Harmony, Eclipse Solaris, Death's Harp, Mortem Morsu, The Goddess Scorned and Abyssus.
 * The following were not updated to new values: Maligaro's Virtuosity, all craftable item mods (non-jewel) and master-crafted mods.
 * Master-crafted Critical Strike Chance on Amulets (the "of Puncturing" mod) now has a range of 22-27%, This has been implemented in a way where existing items with this mod will not have their ranges changed when using Divine Orbs.

Bug Fixes

 * Fixed a bug where you could sometimes encounter temporary performance loss when resizing the game window or changing graphics settings.
 * Fixed a bug where the graphical fidelity of certain effects would get worse once the game client had been open for several hours.
 * Inua and Vakali Totems can no longer receive the "Shimmering" mod, as they have no base energy shield.
 * The Shaper's Seed amulet now retains its level requirements when its implicit mod is changed via corruption.
 * The Ghostflame Helmet Microtransaction Skin now correctly suppresses hair on all character classes.
 * The countdown for Haku missions now starts when the grace period ends, rather than upon entering the area.
 * Fixed a bug where The Three Dragons (a unique helmet) prevented the Pitch Darkness threshold jewel from dropping tar ground.
 * Fixed a client crash related to Daresso dying after you have rejoined his area.
 * Witches using Staves will now play the correct effects when using Double Strike.
 * Fixed a bug where Essence Drain applied to Frost Wall.
 * Fixed an issue where life recovery on block did not work with Bone Offering.
 * Shrapnel Shot is now affected by modifiers specific to lightning skills, such as "Critical Strike Chance for Lightning Skills" on Jewels.
 * Fixed a bug where Vanishing Dye applied to your body armour would cause on-hit effects to not play properly when you were hit.
 * Fixed various issues with The Retch's property that deals chaos damage. It is now also clearer that the portion of life leech that is dealt as damage is dealt as chaos damage.
 * Fixed a bug where it was too easy to select the end portal in corrupted side areas.
 * Fixed a bug where you couldn't pick up some items from the four bosses in Olmec's Sanctum because some locations were blocked.
 * Fixed a bug where The First Rhoa (found in the Untainted Paradise) didn't use regular attacks. Previously it would only use shield charge on far away targets. It will now shield charge more aggressively when not near players
 * Fixed a bug where Bearded Shamans would attempt to cast Shock Nova through walls.
 * Fixed a bug where many of the monsters that use Flicker Strike would aimlessly move around until the cooldown expired.
 * Fixed a bug where it was possible for a quest boss to not drop a quest item in rare circumstances.
 * Fixed a bug where another entity's Blade Vortex effects wouldn't show up for you if you joined the area after it was cast.
 * Fixed a rare bug where the boss room in the Vinktar Square wasn't accessible.

Additional Notes

 * now displays a visual effect on your character when you use it.
 * Added a new Keystone Passive - Elemental Overload: 40% more Elemental Damage if you've Crit in the past 8 seconds. No Critical Strike Multiplier.
 * The notable passives Lava Lash, Arcing Blows and Fangs of Frost now also penetrate enemy resistances (of their respective element) with weapons.
 * Adding some new passive skills behind the Conduit keystone passive that grant a chance to gain Endurance, Power, and Frenzy Charges on kill.
 * The support gem now grants 10% more damage at gem level 1, up to 29% at gem level 20. It also grants 50% chance to pierce at all gem levels.