The Fall of Oriath

Path of Exile: The Fall of Oriath (also referred to as Path of Exile 3.0) is the sixth expansion for Path of Exile. It was officially announced by Grinding Gear Games on February 15, 2017 and entered a beta phase on June 8th before its full release on August 4th, 2017. The Fall of Oriath is the game's largest expansion to date, introducing six new acts, a new story progression, the Pantheon system and several new unique items and skill gems.

New acts
The Fall of Oriath adds six new acts:
 * Act 5
 * Act 6
 * Act 7
 * Act 8
 * Act 9
 * Act 10

The expansion removes Cruel and Merciless difficulties, leaving one difficulty mode. After travelling to Oriath in Act 5, the exile returns to Wraeclast in Acts 6 to 10, revisiting familiar lands and slaying the once suppressed gods that have awoken since confronting the Beast in Act 4. Campaign is divided into two parts: Part 1 being Acts 1 to 5, and Part 2 being Acts 6 to 10. Both parts follows a similar progression; players visit roughly the same areas but their deeds in part one have had consequences that will have to be faced in part two.

Resistance reduction and experience loss on death which were previously tied to difficulty had its functionality changed. Players gain a permanent resistance loss and Vaal skill soul cost increase after completing Acts 5 and 10, and experience loss is based on the zone you are in, split between Part 1, Part 2, and Epilogue.

The Pantheon
Defeating the gods in Part 2 unlocks their power, providing passive defensive bonuses. The Fall of Oriath introduced eleven gods which grant their power; four major gods and seven minor gods. Players may equip a major god and a minor god's power at one time. These bonuses can be swapped in town freely. In addition, Pantheon bonuses can be upgraded by capturing the soul of certain map bosses with a.

New leagues
The Harbinger leagues are the new challenge leagues, released alongside the expansion.

New items
The expansion added several new items and skill gems.

Balance changes

 * Damage over time rework:
 * Bleed and poison are now considered ailments.
 * Ailments now have its total damage scale off the hit's base damage rather than the final hit damage, removing double dipping mechanics. Ailments also have its own Critical Strike Multiplier.
 * Many damage increasing nodes in the passive tree now grant a separate damage increase modifier to ailments, on top of new nodes and clusters focused on improving specific ailments.
 * Chill and Shock now have its effect scale based on the damage dealt, rather than increasing the duration of the effect. Life threshold and base duration were decreased as well.
 * Energy shield values from armour were adjusted to be higher at starting levels and lower at high levels.
 * Vaal Pact no longer applies to Energy Shield leech. Ghost Reaver now reduces energy shield recharge rate.
 * Pierce rework: No longer chance based; pierce modifiers change how many targets a projectile can pierce through.
 * Damage taken Gained as Mana when Hit applies over 4 seconds rather than instantly.