The current league version is 3.14 and the expansion name is Path of Exile: Ultimatum. The next league version is 3.15.
The release date of PoE 3.15 is July 16, 2021 on PC, and July 21, 2021 on Xbox and PlayStation. Note that this release time is subject to change.
|June 24, 2021||Announce the precise release date of PoE 3.15|
|July 8, 2021||Announce the PoE 3.15 expansion via a livestream on www.twitch.tv/pathofexile.|
|July 16, 2021||The release date of PoE 3.15 on PC and Mac|
|July 21, 2021||The release date of PoE 3.15 on console(Xbox and PlayStation)|
Like any Path of Exile expansion, 3.15 contains a new challenge league, new rewards, game-wide balance changes and more. The scope of the 3.15 league is a bit larger than Ultimatum.
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The Ultimatum League will end roughly five days before the release of PoE 3.15. The end date of the Ultimatum league is July 12, 2021. On consoles, the Ultimatum League will end when the new expansion goes live on July 21st PDT.
|PC||July 12, 2021|
|Xbox and PlayStation||July 21, 2021|
Path of Exile always has a thirteen weeks cycle for every league. The release date of PoE 3.14 is April 16, 2021. Plus 13 weeks, tThe release date of PoE 3.15 is about July 16, 2021(note that this release date is subject to change). Before this date, the end date of PoE 3.14(Ultimatum) is about July 12, 2021.
|Release Version||Release Date(Timezone is UTC)||End Date||Expansion|
|PoE 3.14||2021-04-16||2021-07-12||Ultimatum league|
|PoE 3.13||2021-01-15 8:00:00 PM||2021-04-12||Ritual league|
|PoE 3.12||2020-09-18 8:00:00 PM||2021-01-11 9:00:00 PM||Heist league|
|PoE 3.11||2020-06-19 8:00:00 PM||2020-09-14 10:00:00 PM||Harvest league|
|PoE 3.10||2020-03-13||2020-06-15||Delirium league|
|PoE 3.9||2019-12-13 8:00:00 PM||2020-03-09 9:00:00 PM||Metamorph league|
|PoE 3.8||2019-09-06||2019-12-09 9:00:00 PM||Blight league|
|PoE 3.7||2019-06-07||2019-09-03||Legion league|
|PoE 3.6||2019-03-08||2019-06-03 10:00:00 PM||Synthesis league|
|PoE 3.5||2018-12-07||2019-03-04 9:00:00 PM||Betrayal league|
|PoE 3.4||2018-08-31||2018-12-03 9:00:00 PM||Delve league|
|PoE 3.3||2018-06-01||2018-08-27 10:00:00 PM||Incursion league|
|PoE 3.2||2018-03-02 8:00:00 PM||2018-05-28 10:00:00 PM||Bestiary league|
|PoE 3.1||2017-12-08 8:00:00 PM||2018-02-26 9:00:00 PM||Abyss league|
|PoE 3.0||2017-08-04 8:00:00 PM||2017-12-04 9:00:00 PM||Harbinger league|
|PoE 2.6||2017-03-03||2017-07-31 10:00:00 PM||Legacy league|
|PoE 2.5||2016-12-02 8:00:00 PM||2017-02-27 9:00:00 PM||Breach league|
|PoE 2.4||2016-09-02||2016-11-28||Essence league|
|PoE 2.3||2016-06-03||2016-08-29||Prophecy league|
|PoE 2.2||2016-03-04||2016-05-30||Perandus league|
|PoE 2.1||2015-12-11||2016-03-04||Talisman league|
|PoE 2.0||2015-07-10||2015-10-02||Warbands league|
|PoE 2.0||2015-07-10||2015-10-02||Tempest league|
|PoE 1.3||2014-12-13||2015-03-24||Torment league|
|PoE 1.3||2014-12-13||2015-03-24||Bloodlines league|
|PoE 1.2||2014-08-20||2014-11-20||Beyond league|
|PoE 1.2||2014-08-20||2014-11-20||Rampage league|
|PoE 1.1||2014-03-05||2014-07-05||Invasion league|
|PoE 1.1||2014-03-05||2014-07-05||Ambush league|
|PoE 1.0||2013-10-23||2014-02-23||Domination league|
|PoE 1.0||2013-10-23||2014-02-23||Nemesis league|
|PoE 0.11||2013-06-07||2013-10-07||Anarchy league|
|PoE 0.11||2013-06-07||2013-10-07||Onslaught league|
|Misc Map Item:|
|Challenges & Rewards:|
|Atlas base types:|
In Path of Exile: Ultimatum, it cotains four new skill gems and four support gems. In line with Ultimatum's Vaal theme, these gems focus on blood - the idea of spending life rather than mana to use your skills. Alongside the new skill and support gems, GGG also made some adjustments to the low life mechanic. Low life, Low Mana and Low Energy Shield now all count as being on 50% or below. This makes it much easier and safer to stay on low life for builds where it matters.
|Exsanguinate||Level 12||Release several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.|
|Corrupting Fever||Level 16||Draw out your own blood to power a buff, lefting you inflict the corrupting blood debuff on enemies you hit, dealing physical damage over time for a shorter secondary duration. The buff’s duration will be refreshed if you spend enough life before it expires.|
|Petrified Blood||Level 24||Apply a buff that protects the lower half of your life, preventing some of the immediate life loss when damaged by hits and applying the loss over time instead. Your life cannot be raised above low life other than by flasks, and while above low life, skills will cost life as well as mana.|
|Reap||Level 28||A bloody scythe swipes across a selected area, applying a physical damage over time debuff in addition to hitting enemies with physical damage. If enemies survive you gain a blood charge, which raises the damage and cost of the skill.|
|Lifetap Support||Level 8||Cause supported skills to cost life instead of mana. Once the skill has spent enough life, you gain Lifetap, which multiplies the skill’s damage for a short time.|
|Cruelty Support||Level 18||Grant a buff which increases the damage over time you deal with supported skills. It also boosts the hit damage from supported skills, and the Cruelty buff gets stronger the harder you hit.|
|Arrogance Support||Level 31||Cause supported skills to reserve life instead of mana and also provides an increase to the effect of auras that it supports.|
|Bloodthirst Support||Level 31||Add a percentage of your life as physical weapon damage while you’re on low life.|
|Flesh and Stone||
|Summon Carrion Golem||
|Wave of Conviction||
Alongside a Vaal-themed expansion and blood-themed gems, it felt right to take the opportunity to improve Vaal Skills, which are supercharged versions of regular gems that charge up with the souls of your slain enemies to deal huge bursts of damage. One of the main improvements is that you now get far more souls for Vaal Skills from damaging Unique enemies, so your Vaal Skills will recharge faster against bosses.
|Vaal Blade Vortex||
|Vaal Burning Arrow||
|Vaal Cold Snap||
|Vaal Ground Slam||
|Vaal Ice Nova||
|Vaal Lightning Strike||
|Vaal Lightning Trap||
|Vaal Rain of Arrows||
|Vaal Righteous Fire||
|Vaal Power Siphon||
|Vaal Spectral Throw||
|Vaal Storm Call||
It also improved the Atziri’s Reign unique jewel which grants Vaal Skills a 20% chance to regain all consumed Souls.
The release date of Path of Exile: Ultimatum is April 16 (PDT), 2021 on PC and Mac, and on April 21, 2021 on Xbox and PlayStation. The end date of Ritual league is April 12, 2021. On consoles, the Ritual League will end when the Ultimatum expansion goes live on April 21st PDT.
|Expansion Timeline (PDT)||Description|
|April 12||The end of Ritual League(PoE 3.13), Ultimatum Balance Manifesto|
|April 13||Patch Notes, Item Filter and Passive Tree Data|
|April 14||New and Changed Gems (20/20)|
|April 16||The release date of PoE 3.14 on PC and Mac|
|April 21||The release date of PoE 3.14 on console(PS4 / Xbox One)|
This expansion is about the concept of risking your items to get great reward.
In each area of the Ultimatum league, you'll meet the Trialmaster(a new NPC in PoE 3.14). Exiles must risk an escalating set of valuable rewards as they attempt to overcome progressively more difficult encounters.
In each Trial, you'll be presented with a reward, an objective, and a selection of difficulty modifiers that make the trial harder.
Once you've chosen one of the modifiers, you must then complete that objective under the constraints of that modifier in order to win the promised reward.
If you succeed in the challenge, the Trialmaster will present you with an ultimatum: either walk away with what you have earned so far, or risk it all to try to win additional rewards. He'll offer you another item if you can select an additional difficulty modifier and complete the challenge with both modifiers present.
This cycle continues until the rewards become increasingly valuable and the encounter extremely difficult.
You'll have to pick a point to end your run and claim your spoils before you make the encounter too hard and lose everything.
At its longest, an Ultimatum in endgame maps can sometimes have up to 10 fast trials in a row, with a special surprise in the last one.
The Trialmaster offers you a reward and a Challenge with three difficulty modifiers to choose from. Player need to select a mod to increase the difficulty of the trial, and then perform various Challenge Types. After finish a wave successfully, player can choose to leave the trial with the loot, or enter the next wave. But be careful how many trials you undertake - if you fail, you'll lose everything you've earned so far.
Challenge Type: Defeat waves of enemies(monsters slain), Survive(survival duration), Protect the Altar(attackers slain), Stand in the Stone Circles(stone circles conquered), Boss(boss fight).
|Choking Miasma||Very Easy||A cloud that deals Chaos Damage over Time will follow you||Chaos Damage over Time|
|Choking Miasma II||Very Easy||A large cloud that deals Chaos Damage over Time will follow you||Chaos Damage over Time|
|Choking Miasma III||Very Easy||A large and fast cloud that deals Chaos Damage over Time will follow you||Chaos Damage over Time|
|Stormcaller Runes||Easy||Runes will appear that will call deadly Lightning storms if you remain in them||Lightning|
|Stormcaller Runes II||Easy||Large runes will appear that will call deadly Lightning storms if you remain in them||Lightning|
|Stormcaller Runes III||Easy||Many large runes will appear that will call deadly Lightning storms if you remain in them||Lightning|
|Raging Dead||Easy||Skulls will appear that spit Fire if you remain near them||Fire|
|Raging Dead II||Easy||Many skulls will appear that spit Fire if you remain near them||Fire|
|Raging Dead III||Easy||Many skulls will appear that pursue you and spit Fire when near you||Fire|
|Blistering Cold||Easy||Frozen pustules will periodically appear and explode when you approach||Cold|
|Blistering Cold II||Easy||Many frozen pustules will periodically appear and rapidly explode when you approach||Cold|
|Blistering Cold III||Easy||Many frozen pustules will periodically appear, chill you, and rapidly explode when you approach||Cold|
|Restless Ground||Easy||Patches of Unhallowed Ground will appear that Hinder players and cause slain Monsters to resurrect as Phantasms||Movement speed|
|Restless Ground II||Easy||Many patches of Unhallowed Ground will appear that Hinder players and cause slain Monsters to resurrect as Phantasms||Movement speed|
|Restless Ground III||Easy||Many patches of Unhallowed Ground will appear that Hinder players and cause slain Monsters to resurrect as Ruin-inflicting Phantasms Fail on reaching 7 Ruin||Movement speed|
|Stalking Ruin||Easy||An invulnerable shade stalks you, inflicting Ruin with its Melee Attacks Fail on reaching 7 Ruin||Ruin|
|Stalking Ruin II||Easy||An invulnerable shade stalks you, gaining speed and inflicting Ruin with Melee Attacks and Spells Fail on reaching 7 Ruin||Ruin|
|Stalking Ruin III||Easy||An invulnerable shade stalks you, gaining further speed and inflicting Ruin with Melee Attacks and powerful Spells Fail on reaching 7 Ruin||Ruin|
|Razor Dance||Easy||Blades will periodically appear and fly at you, applying Corrupted Blood on Hit||Corrupted Blood|
|Razor Dance II||Easy||Many blades will periodically appear and fly at you, applying Corrupted Blood on Hit||Corrupted Blood|
|Razor Dance III||Easy||Swarms of blades will periodically appear and fly at you, applying Corrupted Blood on Hit||Corrupted Blood|
|Totem of Costly Might||Easy||An invulnerable Totem will appear that imbues both its allies and its enemies with Speed and powerful Physical Damage benefits, but causes enemies to take 10% of their maximum Life and Energy Shield as Physical Damage per second||Totem|
|Totem of Costly Potency||Easy||An invulnerable Totem will appear that imbues both its allies and its enemies with Speed and powerful Elemental Damage benefits, but causes enemies to take 15% of their maximum Life and Energy Shield as Fire Damage per second||Totem|
|Limited Arena||Easy||The encounter area will be much smaller||Smaller arena|
|Ruin||Easy||A Monster type will apply Ruin with its special ability Fail on reaching 7 Ruin||Ruin|
|Ruin II||Easy||A Monster type will apply double Ruin with its special ability Fail on reaching 7 Ruin||Ruin|
|Ruin III||Easy||Two Monster types will apply double Ruin with their special abilities Fail on reaching 7 Ruin||Ruin|
|Reduced Recovery||Hard||30% Reduced Life, Mana, and Energy Shield Recovery Rate||Recovery rate|
|Reduced Recovery II||Hard||60% Reduced Life, Mana, and Energy Shield Recovery Rate||Recovery rate|
|Lessened Reach||Hard||Players have 50% less Area of Effect and Projectile Speed||AoE, Projectile Speed|
|Buffs Expire Faster||Hard||Buffs expire three times faster on players||Buff|
|Less Cooldown recovery||Hard||Cooldowns take five times longer to recharge||Cooldown|
|Escalating Damage Taken||Hard||For the remainder of the encounter, damage taken will slowly increase by 1% per second, up to 50%||Damage taken|
|Escalating Monster Speed||Hard||All Monsters gain 2.5% increased attack, cast, and movement speed per second they are alive, up to 50%||Monster speed|
|Bonus Chaos Damage||Hard||Monsters deal 30% of Physical Damage Added as Chaos Damage||Chaos Damage|
|Unlucky Criticals||Hard||Your Critical Strike Chance is Unlucky||Critical Strike Chance|
|Hindering Flasks||Hard||Using a Flask Hinders you by 50% for 4 seconds||Flask|
|Limited Flasks||Hard||Using a Flask removes any existing Flask effects||Flask|
|Ailment and Curse Reflection||Hard||Curses and Non-damaging Ailments you apply are Reflected||Reflected|
|Lightning Damage from Mana Costs||Hard||Take 50% of Mana costs as Lightning Damage||Mana|
|Lightning Damage from Mana Costs II||Hard||Take 200% of Mana costs as Lightning Damage||Mana|
|Lightning Damage from Mana Costs III||Hard||Take 1000% of Mana costs as Lightning Damage||Mana|
|Random Projectiles||Hard||Your Projectiles fly in random directions Monsters fire additional Projectiles||Projectiles|
|Treacherous Auras||Hard||Your Auras that affect Allies also affect Enemies||Aura|
|Occasional Impotence||Hard||You and your Minions deal no damage for 2 seconds every 8 seconds||No damage|
|Siphoned Charges||Hard||Lose a Power, Frenzy, and Endurance Charge every second Monsters gain Power, Frenzy, and Endurance Charges on hit||Charge|
Ultimatum doesn't punish you for being in a party with other players. Party members compete in trials together but have separate rewards available to them that will need to be locked in to begin the trial.
Each player votes on which difficulty modifier to select. If there's a draw in votes, the modifier will be chosen at random. If one player wants to take their reward and opt out of the next difficult trial, they're able to do so without stopping the other party members from continuing.
Rewards are dropped allocated to the players who earned them.
PoE 3.14 has made a lot of changes to Path of Exile's reward systems. There's a bunch of ones to the core drop pool to keep it really interesting. It not only affects the Ultimatum league but also Standard league too.
It has added a bunch of very powerful and valuable league-specific uniques into the core drop pool. This means they can drop from any sufficiently high-level monster, without you having to engage with specialised content. Examples of these are Badge of the Brotherhood, Assailum, Pledge of Hands, Maloney's Mechanism, Brutus' Lead Sprinkler and... Headhunter. The goal with all of these changes is to make sure that every monster you kill in Path of Exile has a chance to drop something incredibly valuable, regardless of what content you're playing.
It also added a handful of new vendor recipes, which let you make some pretty cool stuff. There are six new secret vendor recipes to uncover!
It has made some changes to how you receive your labyrinth enchantments. Previously, when you completed the Labyrinth and went to enchant an item, you couldn't see what random result you'd get. Now, the result for each type of enchantment is shown to you in advance so you can make the right choice.
In the Eternal Labyrinth, you're now offered three different helmet enchantments to pick between in addition to the boots and gloves. This will make it a lot easier to find enchantments relevant to the skills you're using and to apply them to appropriate items.
In 3.14, GGG is going to stop giving out unique jewels(such as Emperor's Cunning, Emperor's Mastery, Emperor's Might, Emperor's Wit, etc.) for each day's fastest labyrinth runs, and have added these jewels as very rare drops that you might find in the labyrinth's final reward chests.
Another highly-requested labyrinth-related improvement is that you can now consume an Offering to the Goddess in the map device to open portals directly to a random trial. This greatly accelerates the speed at which you can find your final trials.
It has also added two new labyrinth-specific unique items(e. g. The Scales of Justice).
It has made some changes to how Unveiling mods works. You still get offered a choice of three mods, but these are now more powerful versions of the existing ones.
The powerful ones are unveiled onto items and the normal versions are the ones you unlock that can be crafted onto items.
Also, progress towards unlocking crafting of veiled mods is at a slightly faster rate than before.
Some very powerful Veiled modifiers are now only available at their original strength on the Unveiled version of the modifier, and the crafted version of the modifier has been lowered in power.
It has also added a new currency item: Veiled Chaos Orb. This new currency item rerolls the target item with new mods (like a regular Chaos Orb does), but one mod is guaranteed to be a Veiled mod. While it can drop from any monster or chest in the game, by far the most effective way of getting it is from Aisling in some Betrayal Safehouses.
Abyss jewels have been rebalanced, and are on average more powerful than they were before. It has also buffed Abyss chests to make sure that they are the best place to get Abyss jewels.
It has added four new Abyss-specific unique jewels, such as Tecrod’s Gaze, a Murderous Eye Jewel that increases your main hand critical strike chance and your off hand critical strike multiplier based on how many murderous eye jewels you have equipped. Another example is the Ulaman’s Gaze Searching Eye Jewel which counts how many searching eye jewels you have equipped and grants your projectiles a chance to be able to chain when colliding with terrain, proportional to this number.
Essences have been numerically rebalanced, and are in general stronger than they were before.
Screaming Essences can now be used to reroll rare items, in addition to their capability to upgrade items to rare.
The four corrupted Essences(Essence of Hysteria, Essence of Insanity, Essence of Horror, and Essence of Delirium) have had some of their less-useful outcomes improved or replaced.
Now, the only way to get the powerful upgrade-only top-tier essences is through Remnants of Corruption, which come from Essence content.
A big problem with rewards in Betrayal is that players deem it not worthwhile to kill Catarina, because it resets your Betrayal Syndicate board. In this expansion, it has massively increased the incentive for doing this.
Now, if you manage to kill Catarina, all Syndicate members drop their rewards at one tier higher than they previously would. This change required the introduction of a new fourth tier of reward from each Syndicate member and encourages the use of a larger variety of syndicate targets and safehouse leaders.
It has improved rewards that were not as interesting or valuable as the best ones. For cases where we deemed rewards too powerful, we moved them to Tier 4 rather than nerfing them. The tier 4 rewards are approximately twice as powerful as Tier 3 ones were.
It has also added a new unique item( Cane of Kulemak) to Catarina's drop pool, as further incentive for killing her. The Cane of Kulemak drops only from Catarina. Similar to Paradoxica, it has three veiled modifiers that must be unveiled one at a time via Jun. This means that each version of the Cane could be entirely different and because of the way the veiled modifier system works, you have the chance to get three mods that potentially synergise extremely well, or maybe just a crazy bag of mods that don't work together.
Furthermore, the Cane itself scales up the magnitudes of any unveiled modifiers on it.
The item yield from Chests in Blighted Maps is now affected by a portion of the map's item quantity, giving you a reason to roll your Blighted Maps if you can handle the additional challenge.
Anointments to Blighted Maps have been rebalanced and reworked so that each has its own purpose and with a consistent increase in reward as the oils get rarer. This is basically entirely buffs, because the one big nerf we needed to do was already done last league.
You can now corrupt Blighted Maps. These can very rarely drop the new Tainted Oil which allows you to apply anointments to corrupted items.
Blessings, the currency used to upgrade breach uniques, can now be used to upgrade breachstones between tiers also.
Right click a Blessing currency item then left click an applicable item to upgrade it. Blessing currency: Blessing of Xoph, Blessing of Tul, Blessing of Esh, Blessing of Uul-Netol, and Blessing of Chayula.
|Esh's Charged Breachstone
||1x Blessing of Esh
1x Esh's Breachstone
|Esh's Enriched Breachstone
||1x Blessing of Esh
1x Esh's Charged Breachstone
|Esh's Pure Breachstone
||1x Blessing of Esh
1x Esh's Enriched Breachstone
|Tul's Charged Breachstone
||1x Blessing of Tul
1x Tul's Breachstone
|Tul's Enriched Breachstone
||1x Blessing of Tul
1x Tul's Charged Breachstone
|Tul's Pure Breachstone
||1x Blessing of Tul
1x Tul's Enriched Breachstone
|Uul-Netol's Charged Breachstone
||1x Blessing of Uul-Netol
1x Uul-Netol's Breachstone
|Uul-Netol's Enriched Breachstone
||1x Blessing of Uul-Netol
1x Uul-Netol's Charged Breachstone
|Uul-Netol's Pure Breachstone
||1x Blessing of Uul-Netol
1x Uul-Netol's Enriched Breachstone
|Xoph's Charged Breachstone
||1x Blessing of Xoph
1x Xoph's Breachstone
|Xoph's Enriched Breachstone
||1x Blessing of Xoph
1x Xoph's Charged Breachstone
|Xoph's Pure Breachstone
||1x Blessing of Xoph
1x Xoph's Enriched Breachstone
|Chayula's Charged Breachstone
||1x Blessing of Chayula
1x Chayula's Breachstone
|Chayula's Enriched Breachstone
||1x Blessing of Chayula
1x Chayula's Charged Breachstone
|Chayula's Pure Breachstone
||1x Blessing of Chayula
1x Chayula's Enriched Breachstone
Cadiro Perandus now has a much larger selection of unique item rewards.
It has also rebalanced all sources of perandus coins so that Perandus content is still the best place to get them from.
Incursion's Temple of Atzoatl can now be itemised. Once you have access to the Map Device, Alva can turn your completed and ready-to-run temple into a tradeable object that can be consumed in the map device. This means that players can specialise in either making temples to trade to other players, or trading for temples that are ready to run.
There have also been a lot of changes to the temple. As you may know, specific rooms in the Temple of Atzoatl can drop unique incursion items that can later be upgraded. Many of these base unique items have been improved in this update.
Previously, the temple's boss, the Omnitect, dropped random rare items with special incursion mods on them. Now it also drops rare items with incursion mods based around the themes of the rooms your temple contains.
Higher-tier rooms cause more rare items. Specific rooms now add specific monster packs to the temple, which result in more monster density, challenge and reward.
Temple mods have been buffed so that if your temple has more high-tier rooms then it's equivalent to a good map.
It has performed a modernisation pass on rewards from temple rooms so that they're competitive with rewards from newer leagues. The Explosives Rooms now contain some basic chests that can be opened with Flashpowder Kegs if you don't need them for opening a path elsewhere in the temple.
Delve has both a big increase to early rewards and reduction to the quantity of high-tier rewards spawning at very deep depths.
For the vast majority of players, the Delve changes are a buff. Basically from around depth 1,000 and earlier you should feel a rewards increase ~ particularly between 200-800. At very deep levels you'll see more variety in the value of each node, rather than each node being very valuable. Delving deeper still results in better rewards than shallow levels but just not at the level of reward growth seen before.
The end result is that Delve is a lot more rewarding for almost everyone, but a few extreme players who delve very deep will not be getting quite so rich from it.
It has added five new Atlas Base Types, for example: Iolite Ring((18-22)% increased Chaos Damage). These drop in specific regions of the Atlas of Worlds and have some powerful new implicit mods.
Veteran community members will remember when people used to do Vaal Oversoul or Dominus runs over and over because they were a profitable use of time.
Final Act Bosses now drop more and better items, giving you a much more satisfying close to a difficult act, and a more item-focused approach to getting ready for maps if you prefer.
Path of Exile's first expansion, Sacrifice of the Vaal, introduced a new ultimate boss: Atziri, Queen of the Vaal. This fight holds up pretty well these days considering that it is seven years old, but its rewards really needed a refresh.
It has improved Atziri's rewards by buffing her exclusive Sacrificial Garb base type. It has also added two new unique items to Atziri's drop pool(e. g. Atziri’s Rule) and two more to Uber Atziri's.
It has introduced three new types of Incubators, Blighted Incubator for Blight, Morphing Incubator for Metamorph and Maddening Incubator for Delirium, and have modernised the rewards from other Incubators.
It has added a handful of new beastcrafts such as "add a mod to a map" or "add a mod to an influenced item", which consume existing beasts.
There are some other aspects of beastcrafting that it has been keeping our eye on for a while, and it is taking this opportunity to rework them, so that high-level gameplay is less reliant on obtaining certain beastcrafts.
Now, when you use the Splitting beastcraft recipe on an item, both copies are marked as split, which prevents them being split again. You can not imprint split items.
As discussed in the recent Development Manifesto, the 3.13 version of Harvest is too rewarding, so they are rebalancing its crafting and are also increasing how often you'll encounter portals to the Sacred Grove.
The 3.13 version spams you with way too many crafts, so each seed has a chance to grant a craft. In PoE 3.14, it reduces the overall number of crafts you can perform per garden, though you will encounter the Grove 60% more than you did before.
Some of the most powerful crafting options have been removed or changed.
The "Heart of the Grove" encounter is now a map fragment that can randomly drop from tier 4 harvest bosses, instead of rarely replacing the entire grove when it spawns.
With the release of Ultimatum, Ritual will be added to the core game, with a chance to occur in each map you play.
Ritual has been added to Haewark Hamlet, with two notables available. It replaces Beyond there. Power Hungry no longer exists, and the Per Diemon notable has been moved to Glennach Cairns at a slightly lowered value, as the pun was too good not to keep.
It is also available as a Sextant mod.
Almost every time it releases a league, PoE later rolls it into the core game with a chance to spawn in maps (usually 10%, sometimes 5%). When Ritual is added to the core game, PoE is standardising this rate at 8%, which means a small decrease for some leagues and an increase for Harvest.
Fractured items no longer have a visual effect applied to them.
Talismans no longer drop using the well-rolled modifier system.
GGG has rebalanced other things to compensate, like the rate at which Heist rogues level up. Most Atlas passive trees have the same increase in chances for bonus content, meaning they now offer more than double the chance of encountering your preferred content.