0.5.5 Patch Notes - Patch Notes - PoE2.TOP
0.5.5 Patch Notes
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Автор: Stacey_GGG |
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Content Update 0.5.5 — Path of Exile 2: Forbidden Rites
Table of Contents

The Forbidden Rites Event League
- Start fresh in a new economy with the Forbidden Rites event league.
- The King in the Mists and his cultists have spread their influence, performing gruesome rituals throughout Wraeclast.
- In each area of the campaign you'll find a Ritual encounter. Unlike their Endgame counterparts, these instead provide items useful for levelling, such as Currency for crafting your gear, alongside a bunch of equipment.
- Twice within each Act, and once within each Interlude, you'll find clusters of Ritual Effigies on the World Map. Within these areas, you'll find the effigies aren't in a random location in the area like they usually are, but they're on top of that area's boss fight.
- Defeat these boss Rituals and the boss will then be carried forward and added to the next Ritual in the cluster in the next area, where you'll face it as part of an increasingly dangerous series of boss waves.
- Upon completing the series of boss encounters you'll be able to spend your tribute on Unique Items.
- The new Forbidden Rites event league includes a new set of challenges. Earn the Locust Footprints, Locust Swarm Rare Finisher Effect, Wildwood Guardian Pet, and Wildwood Affliction Level-up effect when you complete 2, 4, 6, and 8 challenges respecitvely in Forbidden Rites. These challenge rewards are only obtainable in this league.
- From the 1st challenge onwards and for every challenge after that, you will receive pieces of the Forbidden Rites Totem decoration to display in your hideout. The Totem Pole permanently showcases how many of the Forbidden Rites challenges you completed during the league.
- All of your old characters from the Early Access launch and Runes of Aldur League are still present, and the Runes of Aldur League is still available if you wish to continue playing there.
- With 0.5.5, there are Standard, Hardcore and Solo Self-Found variations of the Forbidden Rites challenge league available. They have the same core mechanics and items, and you can create private league versions of these leagues.
- The Hardcore variations of Forbidden Rites are parented to their Standard Forbidden Rites equivalent, meaning if you die in Hardcore Forbidden Rites you can continue on in the Standard Forbidden Rites League.
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Ritual Changes
- Party members can now gain Ritual Tribute from completing Ritual encounters. They will have their own limited selection of rewards that they can spend Tribute on to obtain, or offer up their Tribute to the King in the Mists. The rewards offered to Party members cannot be rerolled.
- Sacred Blooms can now be found as a Ritual reward, which can add the Viridian Wildwood to a cluster of Maps on your Atlas. Within the Viridian Wildwood, you will find trails of Wisps you can follow and collect. Upon leaving the Wildwood, Monsters in the Map area will be affected by the Wisps you collected, becoming more powerful and rewarding.
- The Viridian Wildwood Unique Map has been disabled, existing Viridian Wildwood Maps on your Atlas will be rerolled into another Unique Map where possible.
- Using more than one Ritual Tablet now adds an extra Altar to a Map if possible, and provides increased quantity of Azmeri Wisps collected inside the Viridian Wildwood.
- Added a new Royal Lenience Notable Ritual Atlas Passive Skill, which grants Tribute already offered to the King may be used to Defer items, and Deferring Favours using Tribute already offered to the King costs 500% more Offered Tribute.
- In party play, all players within the area will need to hear Aoife's introduction in order for the Ritual encounter to be started.
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Trial of Chaos Improvements
- A very frustrating point of the Trial of Chaos was that once you started a run, you had to complete that entire run before being able to leave, this meant if you needed to say trade, or stop playing the game for the night, you couldn't do so. Now you can leave the Trial of Chaos at any point and resume your run at a later time from the same room.
- The Trial of Chaos now has various inherent bonuses depending on the level of the Area. These bonuses are modifiers such as chance of Magic or Rare Monsters, Pack Size of Magic or Rare Monsters, amount of modifiers Rare Monsters can have, Quality and Quantity of items dropped from Bosses, and the ability for the area to drop Exceptional items. This is to compensate for Atlas Passive Bonuses not applying inside the Trial of Chaos.
- There is now a reward chest at the end of each room in the Trial of Chaos. This makes dying less punitive as you don't lose your entire set of rewards.
- The rewards for completing a Trial of Chaos run now consists of only Currency and Soul Cores. Corrupted items are no longer a reward outcome in the Trial of Chaos.
- The Trialmaster can no longer drop Magic Rarity Inscribed Ultimatums.
- When completing an Inscribed Ultimatum with 10 Trials, you are now able to continue your run immediately without providing another Inscribed Ultimatum item. You're able to do this twice per Inscribed Ultimatum, and if successful, will be awarded a different Trialmaster Fragment for each subsequent successful run. The Modifiers and quality of rewards will be carried over when continuing a run, so you can choose to have better rewards and more difficulty.
- When given the option to continue your run, you are also offered an optional double or nothing wager of Currency, similar to the existing Magic Inscribed Ultimatums that could drop from the Trialmaster.
- The Uxmal, the Beastlord Boss Fight in the Trial of Chaos has had its arena redesigned entirely. It no longer needs to fly around being annoying.
- The more significant, elite Monsters that spawn during the Trial of Chaos are now more dangerous, but more rewarding.
- The Modifiers you select at the start of each encounter have been adjusted. In general we have added more Modifier Tiers, and significantly reduced the amount of difficulty they were applying.
- Modifiers are now more explicit in what they do and display actual values. For example, the Shielding Monsters Modifier now describes the percentage of Maximum Life Monsters gain as Extra Maximum Energy Shield, instead of simply saying Monsters are protected by Energy Shield.
- Turrets and Petrification Statues added by Modifiers have been made non-exclusive with each other. Previously if one of these Modifiers were chosen, the other would never appear after that point.
- The location that Turrets and Petrification Statues appear in all encounter rooms has been adjusted. In general they are more consistently spread out, and more fairly placed.
- The Burning Turrets and Shocking Turrets Modifiers have been simplified, at all Tiers they now only shoot a singular projectile at a fixed frequency. These Modifiers start off with 3 Turrets in each encounter and higher Tiers will increase the amount of Turrets in each room.
- The Petrification Statues Modifier has had its Tiers simplified. This Modifier starts off by adding 2 Petrification Statues to each encounter, and higher Tiers will increase the amount of Petrification Statues in each room.
- The Modifiers applied between rooms in the Trial of Chaos that add difficulty now always also increase the quality of drops from slain monsters.
- The Escort the Statue, Sacrifice Monsters, and Implant the Soul Cores encounters now appear less often than the Slay all Monsters and Survive encounters.
- The Statue in the Escort the Statue encounter now has a short grace period when you are allowed outside its area of effect before it stops moving, preventing cases where you'd accidentally step out briefly and then have to wait for the statue to stop, return to the ground, then raise again before moving.
- The Statue in the Escort the Statue encounter has had its visuals updated to be more Vaal-themed, and the edge of the effect now has better clarity.
- The Survive encounter will now spawn the next wave of Monsters faster if all monsters have been slain, and also now spawns guaranteed Rare Monsters on certain waves. Killing Rare Monsters during the Survive encounter will reduce the time required to complete the encounter.
- The Trialmaster will now interrupt your Trial of Chaos less often with his timestopping abilities, now only stopping time at the very start of the entire run as opposed to in almost every single room. He will still appear to deliver his dialogue, but will just not stop time.
- The doors between each encounter which open based on your proximity now start opening sooner as you approach them, and you allow you to walk through them earlier. These changes should make progressing between rooms much smoother, especially when using characters with higher movement speeds.
- The elevators inside the Trial of Chaos are now more responsive once you step onto them. Previously you could run over them and if you were fast enough the elevator would ascend after you accidentally ran off it.
- The levers to call the elevator now make the elevators start their ascent or descent much faster.
- The elevators to move between rooms have been made significantly larger so you can fit more party members on them.
- Added the following new Soul Cores:
- Jiquani's Soul Core of Abundance
- Jiquani's Soul Core of Automation
- Jiquani's Soul Core of Malediction
- Jiquani's Soul Core of Munitions
- Jiquani's Soul Core of Quaking
- Jiquani's Soul Core of Radiance
- Jiquani's Soul Core of Rallying
- Jiquani's Soul Core of Rippling
- Jiquani's Soul Core of Severing
- Jiquani's Soul Core of Snares
- Jiquani's Soul Core of Squalls
- Jiquani's Soul Core of Targeting
- Jiquani's Soul Core of Thundering
- Atziri's Soul Core of Devotion
- Atziri's Soul Core of Alacrity
- Atziri's Soul Core of Inoculation
- Atziri's Soul Core of Vitality
- Atmohua's Soul Core of Retreat now grants 40% Increased Max Energy Shield from Focus when socketed into Body Armour, and 30% Increased Max Energy Shield from Body Armour when socketed into a Focus (previously Gain additional Ailment Threshold equal to 15% of maximum Energy Shield, and Gain additional Stun Threshold equal to 15% of maximum Energy Shield when socketed into either Body Armours or Foci).
- Cholotl's Soul Core of War now grants 20% chance to Chain an additional time from terrain when socketed into a Bow (previously 20% increased Projectile Speed).
- Estazunti's Soul Core of Convalescence now grants 15% increased speed of Recoup Effects when socketed into Boots (previously 12%), and 10% of Damage taken Recouped as Life when socketed into a Helmet (previously 8%).
- Jiquani's Thesis Soul Core now grants +1 to Maximum Mana per 3 Item Armour on Equipped Helmet when socketed in a Helmet (previously +1 to maximum Mana per 2 Item Energy Shield on Equipped Helmet).
- Uromoti's Soul Core of Attenuation now grants 20% increased Curse Duration (previously 15%), and 20% increased Poison Duration (previously 15%).
- The Soul Core of Atmohua now grants Convert 40% of Requirements to Strength (previously 20%).
- The Soul Core of Cholotl now grants Convert 40% of Requirements to Dexterity (previously 20%).
- The Soul Core of Citaqualotl now grants 40% increased Elemental Damage with Attacks when socketed into a Martial Weapon (previously 30%), and 6% to all Elemental Resistances when socketed into Armour (previously 5%).
- The Soul Core of Jiquani now has a Limit of 1. It now grants Recover 5% of Maximum Life on Kill when socketed into a Martial Weapon (previously 2%), and 5% increased Maximum Life when socketed into Body Armour (previously 3%).
- The Soul Core of Opiloti now has a Limit of 1. It now grants 40% increased Magnitude of Bleed when socketed into a Martial Weapon (previously 15% chance to cause Bleeding on Hit), and 25% increased Pin Duration when socketed into a Helmet (previously 20% increased Charm Charges Gained).
- The Soul Core of Puhuarte now has a Limit of 1. It now grants 40% increased Ignite Magnitude when socketed into a Martial Weapon (previously 30% increased Flammability Magnitude), and +2% to Maximum Fire Resistance when socketed into Gloves (previously +1%).
- The Soul Core of Tacati now grants +13% to Chaos Resistance when socketed into Armour (previously +11%), and 25% increased Magnitude of Poison when socketed into a Martial Weapon (previously 15% chance to Poison on Hit with this Weapon).
- The Soul Core of Ticaba now has a Limit of 1. It now grants Hits against you have 50% reduced Critical Damage Bonus when socketed into Body Armour or Shields (previously 20%).
- The Soul Core of Topotante now has a Limit of 1. It now grants Attacks with this Weapon Penetrate 25% Elemental Resistances when socketed into a Martial Weapon (previously 15%), and 25% reduced Effect of Non-Damaging Ailments on you when socketed into Boots (previously 25% increased Elemental Ailment Threshold).
- The Soul Core of Tzamoto now has a Limit of 1. It now grants 60% increased Freeze Buildup when socketed into a Martial Weapon (previously 30%), and +2% to Maximum Cold Resistance when socketed into a Helmet (previously +1%).
- The Soul Core of Xopec now has a Limit of 1. It now grants 25% increased Magnitude of Shocks you inflict when socketed into a Martial Weapon (previously 30% increased chance to Shock), and +2% to Maximum Lightning Resistance when socketed into Boots (previously +1%).
- The Soul Core of Zalatl now has a Limit of 1. It now grants Recover 4% of maximum Mana on Kill when socketed into a Martial Weapon (previously 2%), and 5% increased Maximum Mana when socketed into a Helmet (previously 3%).
- The Soul Core of Zantipi now grants Convert 40% of Requirements to Intelligence (previously 20%).
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Runes of Aldur Moving to Core
- Farrow, Dannig, and Expedition content is now available in the Atlas as a core mechanic, including in Standard League. You can now continue to find Expeditions in the game from Act 4 onwards.
- Expedition Tablets can now be found in Standard and in the new Forbidden Rites League. These cannot be obtained in the Runes of Aldur League.
- Below are the bonuses provided for using multiple Expedition Tablets on a Map:
- 1 Tablet: Adds a Kalguuran Expedition to a Map.
- 2 Tablets: Adds a Verisium Remnant to a Map, and 35% increased Kalguuran Expedition density.
- 3 Tablets: Adds an additional Kalguuran Expedition.
- 4 Tablets: Adds an additional Verisium Remnant, and an additional 35% increased Kalguuran Expedition density.
- Increased Kalguuran Expedition density increases the amount of Chests, Monster Flags, and Verisium Remnants within the Expedition site.
- There are new modifiers available for these Tablets, such as increased Expedition Explosive Area of Effect in Map, increased Quantity of Logbooks dropped by Runic Monsters in Map, Expeditions contain Additional Bosses encased in ice in Map, and Expeditions contain Additional Verisium Sentries in Maps.
- The Aldur's Saga cannot be obtained outside of the Runes of Aldur League, though the special modifiers from it can naturally be found on Grand Expeditions when using a Logbook in Standard and Forbidden Rites.
- The Verisium Anvil is now unlocked by completing The Runeseeker quest in Act 4 outside of the Runes of Aldur League.
- Farrow can now be placed in your Hideout in all Leagues after you have unlocked the Verisium Anvil.
- Expedition Uniques can now be placed in the Unique Item Stash Tab in all Leagues.
- The existing Runes of Aldur League will continue to run, so if you want to continue playing there to finish your Endgame and obtain all of the Challenge rewards, feel free to do so!
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Endgame Changes
- Large Abyssal Ravines can now appear throughout the Atlas. Maps found on these ravine are guaranteed to contain Abysses.
- Defeating the Arbiter of Divinity using the non-quest version of the Origin Core now completes the entire Precursor Fortress for the Map owner, allowing you to allocate the Atlas Passive Tree as desired.
- Defeating the Arbiter of Divinity using the quest version of the Origin Core no longer allows the completion of a section of the Precursor Fortress.
- Corrupted Nexus Maps are now able to be retried if previously failed, and previously failed Corrupted Nexus Maps that were completed have been uncompleted. Dying to a Map Boss and respawning no longer prevents the Corrupted Boss from spawning.
- The Arbiter of Ash no longer has All Elemental Resistances, they instead now have Fire Resistance and Cold Vulnerability.
- The Arbiter of Divinity no longer has All Elemental Resistances, they instead now have Lightning Resistance and Fire Vulnerability.
- Omniphobia, Fear Manifest no longer has All Elemental Resistances.
- The Raven Trickster no longer has All Elemental Resistances.
- When stabilising an Unstable Breach, it now spawns the Rare Monsters in waves of 5, instead of spawning them all at once.
- The "of the Invasion" Breach Tablet modifier now grants Unstable Breaches in Map spawn 1-2 additional Rare Monsters when stabilised (previously 1-3).
- The "of Champions" Abyss Tablet modifier now grants 2-3 additional Rare Monsters are spawned from Abysses in Map (previously 1-2).
- The Trial of Sekhemas now has inherent bonuses starting at Area Level 65. These bonuses are modifiers such as chance of Magic or Rare Monsters, Pack Size of Magic or Rare Monsters, amount of modifiers Rare Monsters can have, Quality and Quantity of items dropped from Bosses, and the ability for the area to drop Exceptional items. This is to compensate for Atlas Passive Bonuses not applying inside the Trial of Sekhemas.
- The Matriarch Halls and The Patriarch Halls can now spawn closer to the starting location of The Ziggurat Refuge on the Atlas Map.
- Doryani's Refined Formula Atlas Master Option has been removed. It has been replaced with the new Intensifying Corruption option, which provides Monsters released from Essences become Corrupted.
- The Ghastly Relics Abyss Atlas Passive now applies to all Large Abyssal Chests from Pits, instead of only the final Chest.
- The Reactive Hiveseeding Breach Atlas Passive and Jado's Ancient Activations Master Option now reveal the Maps they add Modifiers to on the Atlas Map.
- The Recurring Nightmares Multi-Choice Delirium Atlas Passive has its first option adjusted. It now provides Maps within the Delirium Fog have +30% additional Deliriousness (previously Delirium Fog spread to Maps has 50% increased chance to spread to an additional Map, and Delirium Fog spread to additional Maps has 25% chance to spread to each connected Map).
- The amount of maps the Delirium Fog spreads to from a Grand Mirror has been reduced to 10 (previously 8-14 in lower-Tier Maps, and 10-16 in high-Tier Maps).
- The number of Delirium Monster Packs no longer scales higher beyond 100% Deliriousness.
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League Content Changes
- The Releasing of Azmeri Spirits has been adjusted. When Azmeri Spirits are released, there is now just a chance they will manifest a new Spirit, scaling with the power of the possessed Monster.
- Each Spirit has a 1% chance per 2% empowerment on the Monster, split between each Spirit. For example, a Monster with 200% empowerment possessed by a single Spirit has a 100% chance to release the Spirit, while a Monster with 200% power possessed by 2 spirits will have a 50% chance to release each Spirit.
- The Deadliest Hunt Atlas Passive Skill now has Rogue Exiles have 15% increased chance to have equipped Unique Items (previously Azmeri Spirits Possess a Rogue Exile in the area when Possessed Non-Unique Monsters are slain).
- The Pandora's Box Atlas Passive Skill now provides Possessed Strongboxes have 15% increased Item Rarity (previously Possessed Strongboxes release the Azmeri Spirit when opened).
- The Omen of the Hunt description has been updated, though the functionality remains unchanged.
- The Modifier provided to Monsters from the Oath Rune in Remnant encounters has been adjusted. The Monster that receives the Oath Rune effect is no longer immune to damage, instead now receiving an increased amount of Ward and uses less of its Ward to summon Minions. The Rarity bonus the Oath Rune grants to Monsters has also been increased.
- Added a new Runeshape recipe to Expedition Remnants found in Logbooks that provides 10 Chaos Orbs.
- Monsters can now have Runic Modifiers added to them by multiple Verisium Sentries.
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User Interface Changes
- Added a button to the Currency Exchange window that toggles between having your Stash or your Inventory panel open.
- Added an indicator to the World Map that displays the location you just used a waypoint from.
- Added a notification for when you have received Atlas Passive Skill Points.
- The number of challenges you have completed is now displayed next to your name when sending a chat message.
- Using a Thaumaturgic Flux now displays the before and after values when hovering over a Kalguuran Skill Gem.
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Microtransaction Changes
- The Vanishing Dye microtransaction can now be applied to Foci.
- The Azmeri Weapon Effect, Charges Effect, and Dodge Roll Effect microtransactions now have a dynamic tier that changes based on your highest attribute, like the Azmeri Portal Effect.
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Bug Fixes
- Fixed a bug where Anundr, the Sandworm, would attempt to attack you when raised as a Spectre.
- Fixed a bug where Simulacrum of Delusion areas weren't respecting the available revives from the Waystone used to access it.
- Fixed a bug where the Quality bonus granted to Flash Grenade by the Gemling Legionnaire's Advanced Thaumaturgy Passive Skill only showed the extra Lightning Damage gained, and not the extra Cold Damage it also grants.
- Fixed a bug where the Jado's Mysterious Gifts Atlas Master option was not dropping Cryptic Keys from Rare Strongbox Monsters.
- Fixed a bug where the Loyal Gatekeepers Fate of the Vaal Atlas Passive was not applying to some Unique monsters summoned from Vaal Beacons.
- Fixed a bug where the Patrolling Legions Fate of the Vaal Atlas Passive was not adding monsters to the area. The description has also been updated to better describe it's functionality.
- Fixed a bug where the Bring Me Your Leader Atlas Passive was not dropping Crisis Fragments in high level areas.
- Fixed a bug where the I know your childhood fears… Delirium Atlas Passive was dropping Ancient Liquid Emotions 50% of the time, instead of the displayed 20%.
- Fixed a bug where the Survival of the Fittest Atlas Passive wasn't scaling properly, leading to less item drops than intended.
- Fixed a bug where Endgame Maps could fail to generate some League content if they were Corrupted Maps that were re-rolled by Jado's Unexpected Missions Atlas Master option.
- Fixed a bug where the quest Grand Mirror could be completed without actually using the mirror, which would prevent players continuing the quest chain. Existing cases have been uncompleted to allow players to try again.
- Fixed a bug where the portal in each room of the Simulacrum of Delusion would remain present during the active wave.
- Fixed a bug where Phya, Sentinel of the Cradle could r-u-n-n-o-f-t and not do her Gravity Well phase.
- Fixed a bug where Abysses could spawn in areas of the Digsite Map boss arena that would be inaccessible, causing the encounter to incompletable.
- Fixed a bug where it was possible to complete the Map containing the Immured Fury boss without killing them.
- Fixed a bug where other Atlas nodes could appear underneath the Stone Citadel.
- Fixed a bug where you could not apply Liquid Verisium to a Runic Remnant directly from your inventory.
- Fixed a bug where the Invigorated Sacrifices Atlas Passive Skill was causing Ritual Monsters to grant much more Tribute than intended.
- Fixed a bug where the visual effects indicator could sometimes be missing on the map connected to The Jade Isles when viewing the Endgame Map.
- Fixed a bug where fleeing Rogue Exiles would be of a different type when found in the nearby Map they fled to.
- Fixed multiple cases of Grand Delirium Mirrors being inaccessible, not appearing, or not spawning a mirrored version of the boss.
- Fixed a bug where some Rogue Exiles and Strongboxes were unable to drop Exceptional Items.
- Fixed a bug where players could become stuck flying in the Plateau of the Gods Hideout when using Click to Move.
- Fixed a bug where the explosion radius in Expedition encounters was slightly too small.
- Fixed a bug where Azmerian Swarms could not be supported by Melee Splash or be affected by Melee Splash modifiers.
- Fixed an issue in the Runes of Aldur League where if you had started the Expedition encounter in Plunder's Point but died before finishing it, your quest wouldn't update to direct you to enter the Deserted Post on re-entering Plunder's Point.
- Fixed a rare bug where Ocean Maps or Grand Expeditions could be disconnected on the Atlas and unreachable.
- Fixed an issue where item popups could disappear after selling items to a vendor.
- Fixed a bug where minions summoned from the portals in the Olroth, Origin of the Fall fight could be invisible.
- Fixed an issue where the Opulent Rune would be nullified by the Wisdom Rune in Remnant encounters.
- Fixed a bug where the Crossbow basic attack had an incorrect Area tag.
- Fixed a bug where the lasers from the Pyramid Beams Trial of Chaos modifier could visually desync.
- Fixed a bug where the Cryptic Key item was being suggested to use on Strongboxes it is invalid for.
- Fixed a bug where dying did not cancel queued movement actions when using Click to Move.
- Fixed a bug where the Forgemaster Ferocious Roar Skill Effect microtransaction was missing some of its animations when affected by skill speed modifiers.
- Fixed a bug where the Lead me through Grace... Invoker Ascendancy Passive Skill was not preventing the gain of Spirit Modifiers granted by Medved's Tending.
- Fixed a bug where Spirit Modifiers granted by Medved's Tending were not searchable on the Trade website.
- Fixed a bug which would allow Skills from an alternate Weapon Set to be used without the corresponding Weapon swap occurring.
- Fixed a bug where it was possible to snapshot the effects of the Prism of Belief and From Nothing Unique Jewels.
- Fixed a bug which would allow Auras and Support Gems from an inactive Weapon Set to still apply to the player.
- Fixed a bug which would allow using a Unique item granted Skill with non-Unique Weapons which were equipped in another Weapon Set.
- Fixed a bug with Haemocrystals Support in party play.
- Fixed a bug where projectiles from some skills would aim at an extreme downwards angle when splitting if in WASD control mode, and thus all uselessly hit the ground around the target's feet instead of reaching the other targets they split towards (or usefully hit the ground in the case of projectiles causing AoE on impact).
- Fixed an issue where after killing Omniphobia, Fear Manifest, other bosses in the area could fail to activate, or parts of their arena failed to function.
- Fixed a bug where the Matriarch Halls, Patriarch Halls, and Hive Colony Atlas pins were blue when failed, instead of red.
- Fixed a bug where some Unique Swords, Axes and Daggers were able to drop from Expedition Unique Chests.
- Fixed a bug where Frost Wall's explosion visuals when destroyed did not match their damage area.
- Fixed an issue where the cores spawned by Bitter Dead could fail to explode when approaching large enemies.
- Fixed a bug where Abyssal Strongboxes were not dropping Abyssal Currency.
- Fixed a bug where Wombgifts were only dropping for the Map owner at the end of a Hive Fortress.
- Fixed an issue where some Azmeri Spirits could get stuck in a Strongbox.
- Fixed various bugs where Monsters that should be descending from elevators in the Trial of Chaos would sometimes just appear out of thin air.
- Fixed a bug where Rings of Doom in the Trial of Chaos would turn invisible if you walked too far away, but still dealt damage when you returned to their position.
- Fixed a bug where certain non-Monsters could be culled in Trial of Chaos encounters, such as the Rings of Doom.
- Fixed a bug where Ferocious Roar's Increased Damage Modifiers had incorrect scaling at gem level 20 and above.
- Fixed a bug where the Damage Modifier from Legacy of Chernobog's Pillar was not stacking correctly with Chernobog's Pillar.
- Fixed a bug where Ignites that deal Chaos Damage wouldn't ignite Oil Ground.
- Fixed a bug where using Ctrl+C on an item linked in chat was not copying the advanced description information.
- Fixed a bug where the in-game trade market did not show the pseudo modifiers for search results.
- Fixed a bug where music did not play in Grand Expeditions upon beginning their encounter.
- Fixed a bug where boss fight audio could sometimes persist after killing Count Geonor.
- Fixed a bug where you were able to salvage items that had a Skin Transfer applied to them.
- Fixed a bug preventing certain microtransactions that track statistics from working correctly.
- Fixed a bug where the Watchmen Weapon Skin microtransaction could not be applied to Crossbows.
- Fixed a bug where the microtransaction tier selector did not function when using a controller.
- Fixed a client crash that could occur when changing your Ascendancy class.
- Fixed a client crash
- Fixed 6 instance crashes.
We really hope you enjoy Path of Exile 2: Forbidden Rites. Thanks for your support!
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