PoE Harvest Changes, Starter, Harvest League Start

PoE Harvest Changes 3.14

The first three are direct nerfs to Harvest, and the second two are improvements. It's also worth noting that Harvest Atlas passives have been adjusted to accommodate these changes.

  • Previously, every seed in a patch granted an instance of that seed's craft. Now, only some of the seeds do (so you're getting far fewer of the crafts that were overwhelming people with their quantity). Higher-tier seeds are closer to the 1:1 ratio from before.
  • Some mods that had overly-deterministic behaviour have been removed. These include all annulment mods (other than the ones that remove a mod that isn't of a specific type before adding one of that type), and all type-specific divine mods.
  • Crafts that add mods of specific types (like Physical Modifiers, for example) to items can now only be applied to non-influenced items, except for the existing mod that applies an influenced mod to an influenced item.
  • The chance of encountering a portal to the Sacred Grove in a map has been increased by 60%.
  • The Heart of the Grove encounter is now a map fragment that sometimes drops from Tier 4 Harvest bosses, instead of randomly appearing in place of a normal Harvest grove. This allows you to trade the encounter if you don't feel up to it, and it means that finding The Heart of the Grove when you are in a map with difficult mods doesn't lead to an impossible encounter.

Overall, this is undoubtedly a heavy nerf to high-end Harvest Crafting, but GGG strongly believes that it is in Path of Exile's best interests going forward, and that there are still a lot of compelling Harvest crafts that make the grove worth running at any point in map progression.

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PoE Harvest 3.11

PoE 3.11 contains the Harvest challenge league, powerful new crafting options, eight new skills, two new support gems, revamps of Two-handed Weapons, Warcry skills, Brands, Slams, and the Passive Skill Tree itself. Harvest league also introduced 12 new unique items and changed over 50 existing ones. This is a basic guide for the Harvest league starter.

The Harvest 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!
  • In the Harvest Challenge League, you’ll meet Oshabi, an Azmeri Mystic who has enlisted your help in exploring the mysterious powers of the Sacred Grove. In each area of Wraeclast, you’ll discover a seed cache and will be able to travel through Oshabi’s portal to the Sacred Grove to plant those seeds. Fully grown seed crops unearth dangerous monsters when harvested. 
  • Slaying these harvested monsters yields their Lifeforce, a powerful resource which can be used for crafting and growing more exotic crops. The crafting potential from Harvest monsters is immense, unlocking new power for both leveling and end-game players alike. 
  • Some harvested monsters may yield higher-tier seeds that require more elaborate garden setups but grant even more powerful crafting options. Climbing the tiers of seeds will eventually pit you against some powerful new bosses who can drop new unique items exclusively available from them.
  • With 3.11.0, there are Standard, Hardcore and Solo Self-Found variations of the Harvest challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the Harvest Footprints. When you reach 24 challenges, you will receive the Harvest Cloak. At 36 challenges completed you’ll receive the Harvest Portal. 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 Harvest Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Harvest challenges you completed during the league.

1. Core Change: Builds your garden and harvest lifeforce

Oshabi is a new NPC in Harvest. The Sacred Grove is an ancient garden of mysterious power. Oshabi is the keeper of the Sacred Grove.

Players build gardens in the Sacred Grove. Plant seeds that grow into dangerous enemies and craft their Lifeforce onto your items. High tier seeds can produce more valuable crafting modifiers.

PoE Harvest 3.11

Plant Potent Seeds. Seek out the Seed Cache in every area you explore. Take its seeds through Oshabi’s portal to the Sacred Grove. Sow those seeds to grow dangerous and rewarding monsters. While most seeds grow easily, rarer high-tier ones require more careful planning but yield more valuable results. Harvest Seeds: Primal Feasting Horror Grain Primal Feasting Horror Grain(Tier 1), Vivid Razorleg Seed Vivid Razorleg Seed(Tier 2), Wild Brambleback Bulb Wild Brambleback Bulb(Tier 3).

Extract the Lifeforce. When your monsters are ready for harvest, slaughter them and claim their Lifeforce. Every enemy you fight in the Sacred Grove is one you intentionally planted. Customise your combat around your character’s capabilities and what rewards you’re seeking.

Reap a Bountiful Harvest. Every monster you defeat in the Grove grants you a crafting option. Performing one of these powerful crafts consumes Lifeforce from the monsters you just harvested. In order to maximise your Lifeforce and hence crafting potential, you’ll want to take on as many monsters as you dare handle. Harvest Crafting provides powerful directed crafting to an extent that Path of Exile has never seen before.

Evolve your Garden. As you build the ultimate garden, you’ll discover exotic seeds with specific needs that must be met in order to grow. Various pipes, condensers and dispersers can help you fertilise your garden with any remaining Lifeforce.

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2. Major New Content and Features

  • Added a new Strength Skill Gem – General’s Cry: Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
  • Added a new Strength Skill Gem – Intimidating Cry: Performs a warcry, Intimidating nearby enemies and taunting them to attack the user, as well as exerting the user’s next two attacks. Grants a buff which reduces the effect of enemy armour against your hits.
  • Added a new Strength Skill Gem – Seismic Cry: Performs a warcry, taunting nearby enemies to attack the user and exerting the user’s next four Slam attacks. Grants a buff which makes it easier for you to stun enemies.
  • Added a new Strength Skill Gem – Ancestral Cry: Performs a warcry, taunting all nearby enemies to attack the user and exerting the user’s next eight Strike strike attacks. Grants a buff which gives you bonus armour and melee range.
  • Added a new Strength Support Gem – Urgent Orders Support: Supports warcry skills, making them faster to use, but lengthening their cooldowns.
  • Added a new Intelligence/Strength Skill Gem – Penance Brand: Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.
  • Added a new Intelligence Skill Gem – Wintertide Brand: Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy.
  • Added a new Intelligence Skill Gem – Arcanist Brand: Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
  • Added a new Intelligence Support Gem – Swiftbrand Support: Supports Brand skills, causing them to activate more frequently, but reducing their duration.
  • Added a new Strength Skill Gem – Earthshatter: Slam the ground, sending out shockwaves that damage enemies and end in spikes. These spikes can be detonated by any Slam Attack or Warcry. Works with Maces, Sceptres, Axes, Staves and Unarmed.
  • Added a new Strength Support Gem – Fist of War Support: Supports slam attacks, ancestrally empowering the supported attack with improved damage and area of effect.
  • Reworked 3 Warcry Skill Gems: Enduring Cry Enduring Cry, Abyssal Cry Abyssal Cry (now called Infernal Cry) and Rallying Cry Rallying Cry.
  • Added 14 new Unique Items, one of which was designed by a Supporter.
  • Rebalanced more than 50 existing Unique Items (not including accomodations made for basetype changes).
  • Added 12 new Divination Cards designed by our Supporters.

2.1 Violent Slams

As part of our two-handed weapon improvements, several melee skills have been recategorised as slams. Harvest have introduced a new slam skill and support gem. GGG has also revamped several existing slams with new visual effects, improved functionality and greater power for two-handed weapon users.

2.2 Changes to Warcry Skills

PoE 3.11 has added four new Warcry skills and reworked three existing ones. Warcries now scale based on the power of nearby enemies rather than the quantity. Many Warcries also exert your attacks, increasing their power for a number of attacks.

  • Enduring Cry received a relatively minimal rework but we wanted to see if we could improve various aspects of this skill while we were reworking the others.
  • Intimidating Cry was previously only obtainable through a unique item. In addition to it now being available as a skill gem, it has undergone a full rework to be a lot more punchy and exciting.
  • Ancestral Cry is a new Warcry which was designed to work well specifically with strike skills. It causes your next few strikes to also target nearby enemies, similar to the Ancestral Call support.
  • Seismic Cry knocks enemies back and interrupts them when it taunts them. It then grants you a buff based on nearby enemy power which reduces enemy stun threshold, making it easier to stun enemies with your hits.
  • Rallying Cry has been reworked and given a new identity. It has traditionally worked well with support-style builds and we designed it to provide a new way to support allies.
  • Infernal Cry was previously known as Abyssal Cry Abyssal Cry and has received a full rework. GGG aims to keep its old features while providing some new exciting ones to refresh its appeal.
  • General’s Cry is an intense new Warcry that has been designed to be very open-ended in how it can be used. It’s a Skill/Support hybrid which melee attack skills can be linked to. This Warcry summons ghostly mirage warriors from corpses near you. These ghosts use one of the linked skills once before dissipating.

In addition, GGG adds a new support gem that speeds up your Warcries in exchange for a slightly longer cooldown.

Add Call to Arms keystone to the Passive Skill Tree that makes Warcries instant but causes them to share a cooldown (by default Warcries no longer share cooldowns in order to promote builds using multiple Warcries).

2.3 Brands

Harvest league has introduced three new Brands, one Brand support gem, and has revamped existing Brands. GGG has made Brands a lot more versatile while also reviewing how their core mechanics work. Brand Recall Brand Recall no longer reigns supreme but is a useful tool alongside many new options.

  • Arcanist Brand is a new Brand skill that also supports any triggerable spell linked with it. Each time the Brand activates, it triggers a supported spell, allowing you to build your own Brand setup, potentially even triggering multiple different spells in succession.
  • Penance Brand builds up energy on the branded target with each activation, though at first the activations don’t deal any damage. Each activation also spreads energy to another enemy, and then that enemy can then spread it to another uncharged enemy the next activation, and so on. This means that with repeat activations it can rapidly spread through a group of enemies, energizing them all.
  • Wintertide Brand applies Cold Damage over time to the branded enemy and chills them. Each activation, the Brand’s damage effect becomes more intense on that enemy.
  • The Swiftbrand Support greatly lowers the active and inactive duration of a Brand, but increases its activation rate. For a single Brand being cast once, it’s not as good as other supports, but if you’re rapidly placing many Brands, it’s a huge damage increase. You can play a much more aggressive Brand playstyle with this support. It also works very well with Penance Brand to rapidly detonate, as well as Armageddon Brand Armageddon Brand to make the most of its short cast time.
  • Brand Recall and Brand Mechanic Adjustments. Brand Recall Brand Recall still instantly moves your Brands to you and activates them, but no longer refreshes the Brand’s duration. It now consumes mana based on the Brands recalled. This prevents Brands benefiting heavily from the Archmage Support Archmage Support without the same mana upkeep the Support usually requires. 

3. Minor New Content and Features

  • Alongside improvements made to Path of Exile’s engine, we have changed the post-processing settings so that two specific ones are separately exposed: reducing the intensity of the new Bloom effect and disabling Blur effects (such as those played when transitioning into or out of an Incursion).
  • We have also improved how Screen Shake effects (such as those played on a critical hit) are handled, toning down the wild variance and ensuring you can always still see the action. This new screenshake can be disabled in options if desired.
  • Added 2 new Rogue Exiles, designed with the help of our talent competition winners.
  • Added new Labyrinth enchantments for both new and reworked skills.
  • Improved the visual effects of a number of player and monster skills, including Earthquake Earthquake, Firestorm Firestorm, Ground Slam Ground Slam, Ice Crash Ice Crash, Creeping Frost (previously Arctic Breath Arctic Breath), Perforate Perforate, All Warcry skills, Sunder Sunder, Molten Strike Molten Strike, Tectonic Slam Tectonic Slam, Incinerate Incinerate, Arc Arc, Herald of Ash Herald of Ash, Arcane Cloak Arcane Cloak, Armageddon Brand Armageddon Brand, Orb of Storms Orb of Storms and Lightning Warp Lightning Warp.
  • Updated the frames on passive skill hovers to the ones created for Path of Exile 2.
  • Taunted enemies now have a more visible effect played on them.
  • Improved the behaviour of pets playing their animations while deployed as a hideout decoration.
  • Updated the visual Surge effect played when casting an elemental spell.
  • Spells with a Stygian effect applied now produce a Stygian surge around the player character when cast.
  • Weapon Skins from Supporter Packs can now be applied to both weapons when dual-wielding.
  • Added more music to the list of Hideout music options. The default music for any particular hideout is now indicated.
  • Added some missing dialogue for Zana’s missions.
  • Improved the Dragon Fireball Fireball visuals, and reduced the flashing when they explode to make them easier on the eyes.
  • Added an option to prevent other players from using your Map Device portals in your hideout.
  • Carpets in Solaris Temple tilesets now align with the doors!
  • Improved how audio is handled for performance.
  • Continued to incrementally improve the sound, art, effects and environments.

4. New Vulkan Renderer

Harvest released a new Vulkan renderer which has greatly reduced stuttering and smoothed out game performance. This renderer has made a massive improvement for many players, and aim to fix issues that other players have encountered in Path of Exile. This new renderer comes alongside continued graphics technology improvements such as a new Bloom system that is used extensively in the Harvest league.

You must change the Vulkan Renderer options in the login screen that is not in the game. Otherwise, the option is grayed out.
Click “O” to display the Options. Then click the Graphics menu and set the value of Renderer.

New Vulkan Renderer

5. Passive Skill Tree Changes

The Passive Skill Tree has received many improvements including better support for some mechanics (for example, Two-handed Weapons or Rage) with both numeric buffs and entirely new clusters of passives. In addition, there are many new notable and keystones passives, which include both fan-favourites from Timeless Jewels and even some entirely new ones.

There are some Timeless Jewel keystones that are now part of the regular Passive Skill Tree

  • Wind Dancer is a keystone passive skill which grants you 20% less Damage taken and 40% less Evasion Rating if you haven’t been Hit Recently, while granting 20% more Evasion Rating if you have been Hit Recently.
  • Supreme Ego is a keystone passive skill which causes the user to only be able to reserve one aura without a duration, increases your mana reservation amount, and prevents your aura from affecting allies, but makes the aura more powerful.
  • Glancing Blows is a keystone passive skill which grants doubles both Attack and Spell Block while causing block to only prevent 50% of the blocked hit’s damage.
  • The Agnostic is a keystone passive skill that removes your energy shield and drains mana per second to recover your life while you are not at full life.
  • Eternal Youth is a keystone passive skill which causes energy shield recharge to apply to life, but halves your life regeneration and life leech.
  • Supreme Ostentation: Ignore Attribute Requirements, Gain no inherent bonuses from Attributes.
  • Transcendence: Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage.

Passive Skill Tree Changes

5.1 Passive Tree Balance

We’ve taken the opportunity with this patch to review the passive skill tree as a whole, with a few specific goals in mind:

  • We wanted to add support for mechanics that have been added in the past few years that as of yet do not have adequate support on the passive tree. Some of these mechanics include Rage, Unleash, Corpse manipulation, Warcries, Heralds and Banners.
  • Many passive skill clusters offered the same thing as other clusters, with the only differences being the location on the tree and the number of passive skills in the cluster. In this patch, we have endeavoured to give each cluster its own identity and function.
  • Timeless Jewel Keystone passives have become a popular feature for many builds, but are prohibitively difficult to acquire (especially without trade). We’ve moved some of the most build-defining Keystones out of the Timeless Jewels and into the tree itself. These Keystones have been added to the tree: The Agnostic, Glancing Blows, Supreme Ego, Wind Dancer and Eternal Youth.
  • We’ve also added new Keystones as part of our effort to support newer mechanics. These Keystones are: The Impaler, Imbalanced Guard and Call to Arms.
  • We also wanted to reduce the power of some clusters that were overly efficient, and increase the power of clusters that were inefficient. Ultimately, the passive skill tree should provide more interesting choices regardless of your build.

5.2 Ascendancy Balance

5.2.1 Necromancer

  • Corpse Pact: Now has an upper limit on increases to cast speed per corpse consumed recently of 200%.

5.2.2 Chieftain

  • Tawhoa, Forest’s Strength has moved and is no longer a prerequisite for Valako, Storm’s Embrace. It has been redesigned, and now grants level 20 Tawhoa’s Chosen skill, which is triggered when you use a slam attack, creating an image which mirrors your Slam attack. This skill has a short cooldown.
  • A new small passive leads to Tawhoa, Forest’s Strength. It grants 10% increased Area of Effect and 0.5% Life Regeneration per Second.
  • Valako, Storm’s Embrace no longer grants 3% more damage for each Endurance Charge lost recently, up to 15%. Instead, it now grants 15% more damage for 8 seconds when you lose or consume any Endurance Charges.
  • The small passive leading to Valako, Storm’s Embrace no longer grants 15% increased Endurance Charge Duration. It now grants 5% chance to gain an Endurance Charge on Kill.

5.2.3 Berserker

  • War Bringer has been redesigned. It now causes Warcries to grant 5 Rage per 5 Power if you have less than 25 Rage, and causes them to sacrifice 25 Rage if you have at least 25 Rage. It also causes Exerted Attacks to deal 50% more Damage if a Warcry sacrificed Rage recently.
  • The small passive leading to War Bringer no longer grants 20% increased Warcry Duration. It now grants 20% increased Warcry Speed.

5.2.4 Hierophant

  • Sign of Purpose has been redesigned. It now causes Brands to have 100% more Activation Frequency in the final 25% of their Attached Duration. It also causes Brand Recall Brand Recall to have 100% increased Cooldown Recovery Speed.

6. Skill Reworks

6.1 Warcries

  • Greater support for Warcries has been added to the Passive Skill Tree in the form of new and changed clusters, and even a new keystone.
  • Warcries no longer share a cooldown by default. All Warcries now have a base use time of 0.8sec, and their effects tend to linger for a greater duration. Their base cooldowns are also now longer.
  • Each Warcry is enhanced by the proximity of enemies, and for some warcries, allies or corpses too. This is measured as ‘Power’, with Normal enemies providing 1 Power, Magic enemies providing 2, Rare enemies providing 10, Unique enemies providing 20, and players providing 5. All Warcries also taunt enemies in range.
  • Warcries all now cause a certain number of attacks to become Exerted after the Warcry is used (except Enduring Cry Enduring Cry and General’s Cry, however the attacks done by the General’s Cry Mirage Warriors are Exerted). Exerted attacks are enhanced in different ways depending on the Warcry. Your Exerted Attacks can benefit from the effects of multiple Warcries, if the type of attack is valid.

6.2 Abyssal Cry (now Infernal Cry)

  • Now taunts all nearby enemies to attack the user, and exerts the next 4 melee attacks. It also covers enemies in ash, slowing them and making them more vulnerable to fire damage. Causes enemies to explode when they die, dealing fire damage in an area.
  • Exerted attacks trigger Combust, which converts 60% of Physical Damage to Fire Damage, and deals 100% Attack Damage in an area at gem level 1, up to 158% at gem level 20.
  • Now has a base duration of 5 seconds at gem level 1, up to 5.9 seconds at gem level 20.
  • Explosions from slain enemies deal Fire Damage equal to 8% of the monster’s maximum life.
  • Enemies covered in ash take 3% increased Fire Damage per 5 Power, up to 20%.
  • Now gains 1% increased Area of Effect for Infernal Cry (not Combust) per 1% gem quality.
  • Now has a new gem icon.

6.3 Rallying Cry

  • Now taunts all nearby enemies to attack the user, and exerts the next 5 melee attacks. Gives nearby allies a buff based on the damage of the user’s weapon.
  • Now has a base duration of 5 seconds at gem level 1, up to 5.9 seconds at gem level 20.
  • Buff grants added Attack Damage equal to 3% of the damage of your main hand weapon per 5 power, up to a maximum of 20%. Counts both allies and enemies in range for power. This buff has 100% more effect on your minions.
  • Exerted attacks deal 5% more Damage per affected ally, up to 25%.
  • Now gains 1% increased Area of Effect per 1% gem quality.

6.4 Enduring Cry

  • Now taunts all nearby enemies to attack the user, and grants endurance charges. Gives a brief burst of life regeneration, as well as a buff which grants resistances and physical damage reduction based on your endurance charges.
  • Now has a base duration of 2 seconds.
  • Now grants 1 endurance charge per 5 power, with a minium of 1 charge.
  • Buff grants +2% to all resistances and 2% additional Physical Damage reduction per endurance charge.
  • Now causes you to regenerate 120 life over 1 second at gem level 1, up to 1976 at gem level 20.

6.5 Sunder

  • Now slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. Enemies hit by the wave will release a damaging shockwave in an area around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
  • The wave creates 5 areas, and cannot stop before creating 2 areas.
  • There is a delay between areas the wave creates. The gem gains reduced delay between areas as it levels, up to 25% reduced delay between areas at gem level 20.
  • The wave can cause a shockwave from up to 5 enemies.
  • The wave gains +2 to the radius of each area in the sequence.
  • Shockwaves now deal 40% less Damage (from 60%).
  • Now gains more area of effect as the gem levels, up to 19% at gem level 20.

6.6 Tectonic Slam

  • No longer has a chance to consume endurance charges per attack to create a Charged Slam.
  • Now consumes an endurance charge every third time you create a fissure, and gains 5% more area of effect and +5% branching fissure chance per endurance charge.
  • The spread of fissures has been partially-normalised, ensuring both sides of the main fissure will get at least one branching fissure.
  • Now deals base damage and has an added Damage effectiveness of 180% at gem level 1 (from 170%), up to 220% at gem level 20 (from 200%).

7. Skill Balance

7.1 Mana Costs

  • Skills whose costs are reduced to zero are now shown to have a mana cost of zero, to differentiate them from skills which do not have a mana cost (such as Vaal skills).

7.2 Brands

  • Brands have had their detached durations reduced, and these durations are no longer refreshed by Brand Recall Brand Recall. New Brand playstyles are now supported through new passive skill tree clusters, keystones and support gems, as well as a suite of new Brand skills.
  • When an enemy dies while a Brand is attached, the Brand will return to its original position (ie. wherever it appeared when it was first cast) or recalled position.

7.3 Slams

7.4 Totems

  • Made improvements to Totem AI for skills that have some sort of prerequisite for use (such as blades for Blade Blast Blade Blast, or corpses for Detonate Dead Detonate Dead).

8. Specific Skills

8.1 Arcane Cloak

  • Now has a mana cost of 0 (rather than no mana cost).

8.2 Arctic Breath (now Creeping Frost)

  • There was an error which caused Arctic Breath to not correctly inherit damage penalties from gems like Greater Multiple Projectiles Support after gem level 1. We have fixed this, and have compensated the damage accordingly.
  • Now deals 11 to 16 Cold Damage at gem level 1 (unchanged), up to 383 to 572 Cold Damage at gem level 20 (from 301 to 450).
  • Now deals 16.7 base Cold Damage per second at gem level 1 (unchanged), up to 1391.2 Cold Damage per second at gem level 20 (from 1383.5)

8.3 Armageddon Brand

  • Now activates every 0.75 seconds while attached (from 0.8 seconds).
  • Now deals 34 to 51 Fire Damage at gem level 1 (from 29 to 43), up to 398 to 597 Fire Damage at gem level 20 (from 332 to 498).
  • Now has an added Damage effectiveness of 85% (from 75%).
  • Now deals 120% more Damage with Ignite at gem level 1 (unchanged), up to 250% more at gem level 20 (from 180%).
  • Now has a detached duration of 6 seconds (from 10).
  • Now has a base area of effect radius of 22 units (from 18).

8.4 Ball Lightning

  • Now deals 3 to 57 Lightning Damage at gem level 1 (from 3 to 48), to 28 to 533 Lightning Damage at gem level 20 (from 22 to 426).
  • Now has an added Damage effectiveness of 50% (from 40%).
  • Now costs 12 mana at gem level 1 (from 13), up to 23 mana at gem level 20 (from 25).

8.5 Bear Trap

  • Now has an added Damage effectiveness of 260% (from 200%).

8.6 Bodyswap

  • Improved the targeting behaviour of triggered Bodyswap when nothing was targeted. It now prioritises corpses if there are any near your targeted location.

8.7 Brand Recall

  • No longer refreshes the duration of recalled Brands.
  • Now spends 20% of each recalled brand's mana cost to activate them when they are recalled.
  • Now has a cooldown of 4 seconds (from 3).
  • Now gains up to 40% increased cooldown recovery speed at gem level 6 (from 50%).

8.8 Cyclone

  • No longer makes you immune to Stun while channelling.

8.9 Dual Strike

  • Now deals base Damage and has an added damage effectiveness of 125% at gem level 1 (unchanged), up to 190% at gem level 20 (from 170%).

8.10 Earthquake

  • Aftershocks no longer have added Attack Physical Damage.
  • Aftershocks now deal 150% more Damage with hits and ailments.
  • Can now be used while unarmed.
  • The base radius of the initial hit is now 14 units (from 18).

8.11 Fireball

  • Now has an added Damage effectiveness of 240% (from 180%).
  • No longer gains additional explosion radius as the gem levels up.
  • Now gains additional explosion radius based on the distance the projectile has travelled as the gem levels up, up to +9 at gem level 20.
  • Now gains 1% increased Projectile Speed per 1% gem quality (previously 0.5% chance to ignite per 1% gem quality).

8.12 Firestorm

  • Now deals 7 to 11 Fire Damage at gem level 1 (from 4 to 11).
  • Now has an added Damage effectiveness of 45% (from 30%).

8.13 Freezing Pulse

  • Now has an added Damage effectiveness of 200% (from 150%).

8.14 Frostbolt

  • Now has an added Damage effectiveness of 220% (from 160%).

8.15 Ground Slam

  • No longer has added Attack Physical Damage.
  • Now deals base damage and has an added damage effectiveness of 115% at gem level 1 (from 95%), up to 150% at gem level 20 (from 125%).
  • No longer tagged as a Physical gem.

8.16 Herald of Purity

  • No longer grants added Physical Damage with Spells and Attacks.
  • Now grants 9% more Physical Damage at gem level 1, up to 12% more Physical Damage at gem level 20.

8.17 Herald of Thunder

  • No longer has a 0.4 second cooldown on the storm repeatedly striking the same enemy. Now favours striking enemies that have been struck fewer times.
  • Now deals 1 to 31 Lightning Damage at gem level 1 (from 1 to 34), up to 23 to 1108 Lightning Damage at gem level 20 (from 27 to 1303).
  • Now has an added damage Effectiveness of 100% (from 120%).

8.18 Ice Crash

  • No longer has added Cold Damage.
  • Now converts 100% of Physical Damage to Cold Damage (from 50%).
  • Now deals base Damage and has an added Damage effectiveness of 230% at gem level 1 (from 190%), up to 280% at gem level 20 (from 240%).
  • Second stage now deals 15% less damage (from 10%).
  • Third stage now deals 30% less damage (from 20%).

8.19 Ice Trap

  • Now has an added Damage effectiveness of 200% (from 150%).

8.20 Infernal Blow

  • Now converts 60% of Physical Damage to Fire Damage (from 50%).

8.21 Lightning Trap

  • Now has an added Damage effectiveness of 170% (from 135%).

8.22 Lightning Spire Trap

  • Now has an added Damage effectiveness of 60% (from 70%).

8.23 Magma Orb

  • Now has an added Damage effectiveness of 185% (from 140%).
  • Now chains +2 times at gem level 1 (from +1), up to +3 times at gem level 20 (from +2).
  • Now deals 9 to 12 Fire Damage at gem level 1 (unchanged), up to 856 to 1284 Fire Damage at gem level 20 (from 716 to 1073).
  • Now gains base radius as the gem levels, up to +4 to radius at gem level 20 (previously did not gain radius).

8.24 Molten Strike

  • Now deals base Damage and has an added Damage effectiveness of 110% at gem level 1 (from 120%), up to 148% at gem level 20 (from 139%).
  • New: Projectiles now have a minimum travel distance of 2 units (from 6) and a maximum travel distance of 25 (from 20) by default. Modifiers to projectile speed, as well as modifiers to area of effect, now affect the distance projectiles can travel.

8.25 Orb of Storms

  • Now has an added Damage effectiveness of 65% (from 70%).
  • An error which caused Orb of Storms' strike frequency to benefit doubly from increased cast speed was fixed, which has affected the balance of this skill, particularly for high cast-speed builds.

8.26 Perforate

  • Now deals base Damage and has an added Damage effectiveness of 125% at gem level 1 (from 140%), up to 170% at gem level 20 (from 196%).
  • Now has 2 to 3 added Attack Physical Damage at gem level 1, up to 75 to 113 at gem level 20 (previously had no added damage).
  • Now creates 7 spikes (from 6).
  • Now creates 2 additional spikes if you've changed stance recently.
  • Now deals 75% less Damage while in Blood stance (from 65%)
  • Now gains more area of effect while in Sand stance as the gem levels, up to 76% more at gem level 20.

8.27 Purifying Flame

  • Now has an added damage effectiveness of 180% (from 140%).

8.28 Storm Brand

  • Now has a base critical strike chance of 6% (from 5.5%).
  • Now has an added Damage effectiveness of 30% (from 40%).
  • Now activates every 0.5 seconds while attached (from 0.6 seconds)
  • Now has a detached duration of 6 seconds (from 10).

8.29 Summon Holy Relic

  • Now has a base critical strike chance of 5% on its Nova skill (previously erroniously had 0%).

8.30 Static Strike

  • Now deals base Damage and has an added Damage effectiveness of 110% at gem level 1 (from 107%), up to 150% at gem level 20 (from 160%).
  • Now has a base duration of 2 seconds (from 4).
  • Now converts 50% of Physical Damage to Lightning Damage (from 60%).
  • No longer causes beams to deal 60% less Damage while Stationary and 40% less Damage while Moving.
  • Beams now deal 40% less Damage at all gem levels.
  • No longer creates a stacking buff, and no longer gains 10% increased Beam frequency per Buff Stack.
  • Beams now hit enemies every 0.4 seconds at gem level 1, down to 0.32 seconds at gem level 20 (from 0.4 seconds at all gem levels).

8.31 Wave of Conviction

  • Now has an added Damage effectiveness of 220% (from 160%).

9. Vaal Skill Balance

9.1 Vaal Earthquake

  • Base attack speed is now 75% to match Earthquake (from 100%).
  • Now has an added Damage effectiveness of 60% at gem level 1 (from 50%), up to 71% at gem level 20 (from 61%).

9.2 Vaal Fireball

  • Now has an added Damage effectiveness of 240% (from 180%).
  • No longer gains additional explosion radius as the gem levels up.
  • Now gains additional explosion radius based on the distance the projectile has travelled as the gem levels up, up to +9 at gem level 20.
  • Now gains 1% increased Projectile Speed per 1% gem quality (previously 0.5% chance to ignite per 1% gem quality).

9.3 Vaal Ground Slam

  • No longer has added attack physical damage.
  • Now has an added damage effectiveness of 190% at gem level 1 (from 185%), up to 300% at gem level 20 (from 227%).
  • Base attack speed is now 90% to match Ground Slam (from 100%).

9.4 Vaal Lightning Trap

  • Now has an added Damage effectiveness of 170% (from 135%).

9.5 Vaal Molten Shell

  • Now grants 25 additional armour at gem level 1 (from 60), up to 429 additional armour at gem level 20 (from 1030).
  • Now grants 20% more armour at gem level 1, up to 29% more armour at gem level 20.
  • Now causes 30% of Damage taken from hits to be taken from the buff before your life or energy shield at gem level 1, up to 35% at gem level 20 (from 80% at all levels).
  • The buff can now take Damage equal to 30% of your armour (from 60%), up to a maximum of 30000.
  • Now reflects 300% of Damage taken from buff as Fire Damage each second or when the buff expires or is depleted at gem level 1 (from 100%), up to 9000% at gem level 20 (from 3000%).
  • Now removes and is removed by any other Guard skill.

10. Support Gem Balance

10.1 Archmage Support

  • Supported skills now gain added lightning damage equal to 70% of Mana Cost at gem level 1 (unchanged), up to 108% at gem level 20 (from 127%).

10.2 Shockwave Support

  • Now gains additional uses as the gem levels up, up to 4 at gem level 20.
  • Now deals 160% of base Damage at gem level 1 (unchanged), up to 260% at gem level 20 (from 210%).

10.3 Slower Projectiles Support

  • Supported skills now have 20% less projectile speed at gem level 1 (from 30%), up to 30% less at gem level 20 (from 49%).

11. Integrate Delirium into Harvest

Delirium and Cluster Jewels are being integrated into the core Path of Exile experience! Because Delirium stacks with other league mechanics to make them more difficult and rewarding, the chance of encountering it rises exponentially with the number of other league mechanics in the area.

  • Delirium has been added to the core game. From the Torched Courts onwards, you'll have approximately a 5% chance to encounter a Mirror of Delirium in each area. Once you reach the Atlas, that chance will increase by a small amount for each other league, atlas or master mechanic that appears in that area. In other words, if your goal is to encounter Mirrors of Delirium then you are encouraged to use your Zana modifiers, master missions, sextants, and whatever else you have available to you!
  • You'll now have a greater chance of finding Cluster Jewels through Delirium encounters, proportional to the number of rewards you earn during that encounter.

Cluster Jewel Balance

  • Many balance changes have been made to passive skills granted by Cluster Jewels. This affects all existing Cluster Jewels with these passives automatically. The following notables have been affected: Hex Breaker, Evil Eye, Forbidden Words, Remarkable, Grand Design, Expert Sabotage, Vicious Bite, Holy Conquest, Flexible Sentry, Hulking Corpses, Cold-Blooded Killer, Wrapped in Flame, Fire Attunement, Hibernator, Capacitor, Replenishing Presence, Antivenom, Non-flammable, Antifreeze, Insulated, Readiness, Dragon Hunter, Conservation of Energy, Spring Back, Stubborn Student, Liquid Inspiration, Adrenaline, Peace Amidst Chaos, Heraldry, Disciples, Pure Agony, Purposeful Harbinger, Endbringer, Master of Fear, Victim Maker, Circling Oblivion, Wicked Pall, Drive the Destruction, Thaumophage, Numbing Elixir, Spiked Concoction, Sleepless Sentries, Chip Away, Precise Retaliation, Skullbreaker, Precise Commander, Savage Response, Precise Focus, Self-Fulfilling Prophecy, Surprise Sabotage, Mob Mentality, Cry Wolf, Haunting Shout, Lead By Example, Provocateur, Warning Call, Rattling Bellow and others.
  • Added several new Curse- and Aura-centric notables.

12. Item Balance

  • Labyrinth helmet enchantments that granted reduced Earthquake duration can no longer be obtained, though existing versions are unaffected.
  • Labyrinth helmet enchantments that granted Charged Slam chance for Tectonic Slam can no longer be obtained. Existing versions of this enchantment now grant extra chance for branching fissures.
  • Labyrinth helmet enchantments that granted 50/75% increased Rallying Cry buff effect now grant 10/15% increased Rallying Cry buff effect, and can no longer be obtained. This affects all existing items with this enchantment.
  • Labyrinth helmet enchantments that granted 30/45% increased Rallying Cry duration now grant 10/15% increased Rallying Cry duration, and can no longer be obtained. This affects all existing items with this enchantment.
  • Labyrinth helmet enchantments that granted increased buff effect for Enduring Cry now grant increased cooldown reduction instead, and can no longer be obtained. This affects all existing items with this enchantment.
  • Labyrinth helmet enchantments that granted increased duration for Abyssal Cry now grant increased cooldown recovery speed for Infernal Cry instead, and can no longer be obtained. This affects all existing items with this enchantment.
  • Labyrinth helmet enchantments that granted increased Abyssal Cry damage now instead grant increased Infernal Cry damage, and can no longer be obtained. This affects all existing items with this enchantment.
  • Essence of Hysteria on boots will now drop Burning Ground every 10 units (from 25).
  • Added a new type of Oil, Indigo Oil, in the middle of the Oil progression.
  • Added 13 new Ring anointments that utilise the new Indigo Oil.
  • Due to the removal of some notable passive skills, some existing Anointed amulets may now have new notables on them. Amulets previously anointed with Battle Cry now have Admonisher. Those with Words of Glory now have Natural Authority.
  • Added new Elderslayer influence modifiers to several slots.
  • The Hunter influenced ring modifier that grants faster start of Energy Shield recharge is now instead found on Redeemer influenced rings. Existing items with this modifier are unaffected.

13. Two Handed Weapons

We've reviewed all Two-Handed weapon basetypes and have adjusted their attack damage, speed and implicits, with the goal of giving Two-Handed weapon builds a different feel to their dual-wield and one-handed counterparts, and to ensure that the damage you gain by using a Two-Hander made up for the lack of block and slower attack speed. All Two-Handed weapons have had their base damage increased by at least 15%, with axes in particular gaining even more damage.

13.1 Warstaves

  • Ezomyte Staff: Base Crit chance is now 7.3% (from 7%), Implicit now grants 20% Block chance (from 18%).
  • Maelström Staff: Base Crit chance is now 6.8% (from 6.5%), Implicit now grants 25% Block chance (from 20%).
  • Judgement Staff: Base Crit chance is now 6.5% (from 6.3%), Implicit now grants 20% Spell Block chance (from 18% chance to block Attack Damage).

13.2 Two-Handed Maces

  • Morning Star: Implicit now increases Area of Effect by 15% (from 4%).
  • Solar Maul: Implicit now increases Area of Effect by 15% (from 4%).
  • Karui Maul: Base attacks per second is now 1.0 (from 1.1), Implicit now grants 45% increased Stun Duration (from 30%).
  • Colossus Mallet: Base attacks per second is now 1.3 (from 1.2), Base Crit chance is now 5.5% (from 5%), Implicit now grants 30% increased Area Damage.
  • Piledriver: Base attacks per second is now 1.35 (from 1.3), Implicit now grants 20% reduced Enemy Stun Threshold.
  • Meatgrinder: Implicit now grants 5% chance to deal Double Damage with hits from this weapon.
  • Imperial Maul: Base attacks per second is now 1.1 (from 1.2), Implicit now grants 10% increased Strength.
  • Terror Maul: Base attacks per second is now 1.15 (from 1.25), Base Crit Chance is now 6% (from 5%), Implicit now grants 25% chance to double Stun Duration.
  • Coronal Maul: Base attacks per second is now 1.2 (from 1.25), Implicit now increases Area of Effect by 20% (from 6%).

13.3 Two-Handed Axes

  • Karui Chopper: Base attacks per second is now 1.05 (from 1.15).
  • Sundering Axe: Base attacks per second is now 1.3 (from 1.25), Implicit now causes hits with this weapon to have +20% Damage over Time Multiplier for Bleeding.
  • Ezomyte Axe: Base attacks per second is now 1.35 (from 1.3), Base Crit Chance is now 5.7% (from 5%).
  • Vaal Axe: Base attacks per second is now 1.15 (from 1.2), Implicit now gives attacks with this weapon 25% chance to Maim on Hit.
  • Despot Axe: Base attacks per second is now 1.4 (from 1.3).
  • Void Axe: Base Crit Chance is now 6% (from 5%).

13.4 Two-Handed Swords

  • Implicits that granted 30% increased Global Accuracy Rating now grant 45% increased Global Accuracy Rating.
  • Implicits that granted 45% increased Global Accuracy Rating now grant 60% increased Global Accuracy Rating.
  • Reaver Sword: Base attacks per second is now 1.5 (from 1.45), Implicit now grants 60% increased Global Accuracy Rating.
  • Ezomyte Blade: Base attacks per second is now 1.4 (from 1.35), Crit Chance to 6.5% (from 5%), Implicit now grants +25% to Global Critical Strike Multiplier.
  • Vaal Greatsword: Implicit now gives attacks with this weapon +470 Accuracy Rating.
  • Lion Sword: Base attacks per second is now 1.45 (from 1.4), Implicit now grants +50 to Strength and Dexterity.
  • Infernal Sword: Implicit now gives attacks with this weapon 30% increased Elemental Damage.
  • Exquisite Blade: Base Crit Chance is now 5.7% (from 6%), Implicit now grants +50% to Global Critical Strike Multiplier (from 60%).

14. Other Changes

14.1 Monster Changes

  • Due to a number of changes making it much easier to reliably stun tough enemies, many bosses are now immune to stun while stunned and for a short time after the stun ends.
  • The base distance an enemy is knocked back by knockback effects is now based on the enemy's size. Smaller enemies are knocked farther back than large enemies.
  • The Man-Tracker monster in Hunter Influenced Maps now spread their spit attacks out (rather than all spitting at once). It is now correctly categorised as an attack, and will be mitigated as such.
  • Monsters which deal extra Chaos damage (many of whom are encountered in a Breach) now say so beneath their nameplate. Note that this does not change the balance of these monsters.

14.2 Abyss Changes

  • The area transition to an Abyssal Depths area now becomes interactable more quickly after appearing.
  • Monsters, crystals and other boss encounter elements are now destroyed when Amanamu is defeated.

14.3 Betrayal Changes

  • Elreon's Unholy Relics and Sentinel minions now die when Elreon is defeated.
  • Unholy Relics summoned by Immortal Syndicate members who possess Bu's Bottle now disappear when that member is defeated.
  • Ground effects created by Immortal Syndicate members will likewise disappear when the associated member is defeated.
  • You can now quick-move items between your inventory and the various Betrayal Safehouse benches.

14.4 Atlas and Map Changes

  • Map tiers and locations have been shuffled (though the 'pin' locations for maps has not changed). Most maps are now initially found at a different tier. Unique maps have not moved or changed tiers.
  • Improved the responsiveness of Sirus' storms to phase transitions.
  • Improved the layouts of the Spider Lair map to minimise backtracking.
  • Zana can now send you on a mission to find and activate a Legion Monolith.

14.5 Zana League Mods Available During 3.11.0

Zana's map device options are now unlocked as you complete bonus objectives on your Atlas. These are the League Mods available during 3.11.0.
  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Anarchy (costs 2 Chaos Orbs): Area contains 3 additional Rogue Exiles.
  • Breach (costs 2 Chaos Orbs): Area contains an additional Breach.
  • Ambush (costs 3 Chaos Orbs): Area contains 3 additional Strongboxes.
  • Nemesis (costs 4 Chaos Orbs): Rare monsters each have a Nemesis Mod. Area contains 5 additional packs with a Rare monster.
  • Harbinger (Costs 4 Chaos Orbs): Area contains 2 additional Harbingers.
  • Metamorph (Costs 5 Chaos Orbs): Area contains Metamorph monsters.
  • Legion (Costs 6 Chaos Orbs): Area contains an additional Legion Encounter.

14.6 User Interface Improvements

  • Oil costs for Notable passive skills can now be revealed by holding alt while hovering over the passive.
  • Map icons in the Map Stash Tab will now display which Atlas Region they are in when hovered over.
  • The Stash Tab list no longer closes after you select a tab.
  • Added the ability to hide Remove-Only stash tabs.
  • NEW:If you have no reclaimable hideout decorations, the button which reclaims all hideout decorations is replaced with a button that instead resets your hideout to its default layout.
  • NEW:You can now instantly buy all decorations (that cost only Favour) that your hideout template needs, as long as you have unlocked them and have enough Favour to do so.
  • NEW:Improved the error messages displayed when there are problems importing a hideout template, including one that will specify how much more Favour you need to buy missing decorations.

14.7 PvP Changes

  • Pyroclast Mine now deals 30% less damage against players.
  • Wintertide Brand has an attack time override (T-override) of 0.2 seconds.
  • Penance Brand deals 70% less damage against players.
  • Skills triggered by Arcanist Brand deal 70% less damage against players.
  • Blessed Rebirth is now disabled in PvP areas.

14.8 Character Balance

  • The Shakari God Power no longer makes you immune to poison. It now causes poisons on you to have 50% less duration, and prevents you from being poisoned while there are at least 5 poisons on you.
  • Hexproof now acts like an Immunity effect when gained (such as via Headhunter), and will remove any curses already present on you when gained.
  • Dual Wielding no longer grants 20% more physical attack damage. It still grants 10% more attack speed and 15% chance to block attack hits.

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