GGG Staff Tracker
ThreadPosterTime
Whirlwind Lance max stage (frenzy consumed) Jatin_GGG#0000 05/02
Thanks for your report, I'll pass this on.
Swapping to weapon 2 dcs (with a sigil of power weapon), bricks map and rolls back Jeff_GGG#0000 05/02
Thanks for your reports. We're building a fix for this now.

EDIT: A fix has been deployed for this.
0.2.0g Hotfix 1 Jeff_GGG#0000 05/02
[h3]0.2.0g Hotfix 1[/h3]
  • Fixed an instance crash that could occur when weapon swapping while using Spectres.
Evasion Bug ( 0 ) after Sekhemas Trial Jatin_GGG#0000 05/02
In both Kavhem and RollingShatter cases it seems that they have some amount of Evasion but 0% chance to Evade as the amount of Evasion these characters have is too low.
PS5 - CE-108255-1, Loading Screen crash Adam_GGG#0000 05/02
Hi guys,

The league wide crashes should be fixed now. Sorry for the delay.
Titan inventory expansion issues Jatin_GGG#0000 05/02
Thanks for your report, I'll pass this on.
unable to connect to server - ps5 Adam_GGG#0000 05/02
Hi,

The patch will be available shortly.
0.2.0g Patch Notes (deployed) Kieren_GGG#0000 05/02

0.2.0g Patch Notes

This patch contains significant changes to item drops, changes to the difficulty of Simulacrum, as well as other changes and bug fixes. Item drop changes
  • We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game.
  • We have halved the amount of "Rare Gold" drops. This means that if you roll a Rare item you get more Rare Equipment or Rare currency instead of gold. Rare Gold piles are now twice as large so you still get the same amount of gold as before on average.
  • Gold, Magic Currency, Quality Currency, Flasks, Charms, and Runes are now much less likely to drop from monsters with high Item Rarity. These three changes generally result in around 20-30% more Rare Currency (Exalted Orbs, Orbs of Alchemy, Regal Orbs, etc).
  • Tier 2 Rare items now drop 4x more often. Tiers 3 to 5 now drop 30% more often. The modifiers of Tiered Rares have also been improved by cutting out more low level modifiers making them better on average than before.
  • Tier 2 and higher Magic items now drop around 5x more often. The low level modifier culling of Tiered Magics has been significantly improved with Tier 2 now culling 50% of the modifier range, and improving from there. Tier 5 magic items will usually only roll the highest modifier available for a given type. This means that Tiered Magic items should be a much better starting point for crafting or Recombination.
Unique Monsters
  • Except for a few Unique Bosses at the start of Act 1, all Unique Monsters will always drop a Rare item.
  • In campaign, you only get the guaranteed Rare item the first time you kill each boss. In maps you always get it.
Azmerian Wisps
  • Rare monsters possessed by Azmerian Wisps now always drop a Rare item.
  • Fixed a bug where the first Wisp in the Grelwood didn't have its Item Rarity or Quantity stats.
Rare and Magic Chests
  • Magic chests have drastically increased Item Rarity and Quantity, and also guarantee at least a Magic item. They are approximately as rewarding as Rare chests were before.
  • Rare chests also have drastically increased Item Rarity and Quantity, and guarantee at least a Rare item.
  • In Cruel Difficulty chests get a further +50% more Item Quantity and Item Rarity, and +100% more in Endgame making them very powerful there.
  • We have changed the Map modifiers that increased the chance of finding Magic and Rare chests to instead add a fixed number of additional Magic or Rare chests.
Strongboxes
  • Strongboxes have increased Item Quantity and Item Rarity, guarantee a Rare item as well as getting a further +50% more Item Quantity and Item Rarity in Cruel, and +100% more in Endgame.
  • Researcher's Strongboxes will now have a much higher chance to drop Rare currency instead of Magic currency.
  • Reduced the variance in the number of items Strongboxes dropped. They should more consistently drop a good number of items.
Trial of the Sekhemas
  • Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
  • Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
  • Arcanist's Chests have had the same improvements to drop composition as Researcher's Strongboxes.
  • Arcanist's Chests (Currency) and Royal Chests (Jewels) are much more common.
  • The chance of getting Silver and Gold keys as room rewards instead of Bronze keys has been significantly increased.
Trials of Chaos
  • As you continue to increase the level you play the Trial of Chaos, corrupted Rares are phased out from the rewards, and Rare Currency stacks are phased in.
  • Items that drop from monsters in the Trial no longer have a chance to be Corrupted.
Expedition
  • Expedition Magic and Rare chests now have the same base balance as other endgame Magic and Rare chests.
  • Normal expedition chests have also been improved.
  • We also fixed a bug where Increased Chest Item Rarity from Expedition Remnants was not multiplying correctly with the Chest Item Rarity the chest already had. These Remnants will now have a greater effect.
  • Buffed the rewards from most Expedition Remnant mods.
  • Doubled the number of Expedition Artifacts that drop.
  • Increased the amount of Exotic Coinage that drops by +50%
  • Expedition Remnant upside modifiers have generally been buffed.
  • Several Expedition Remnant downsides have been adjusted.
  • The Expedition Remnant modifier that caused Monsters to have 100% chance to Avoid being Chilled, Frozen, Ignited, and Shocked has been replaced with a new modifier that increases their Elemental Ailment Threshold.
  • Two new Expedition Remnant upside modifiers have been added, these can be found in Map areas.
Delirium
  • Increased the amount of Item Rarity per depth in Delirium encounters. It increases to approximately 2.5 times what it was before.
  • The Delirious percentage scaling with waves in Simulacrum has been reduced. Each wave now adds 5% Delirious (previously 10%), up to a maximum of 75% at Difficulty zero (previously 100%), and 115% at Difficulty 4 (previously 140%).
  • Many Simulacrum modifiers have had the benefits they provide to Delirium Monsters reduced.
Accessibility to Pinnacle Content and Atlas Passives
  • Reduced the number of Corrupted Nexus' you need to complete your Atlas Passive Tree. Each Corrupted Nexus now grants 5 skill points allowing you to complete this task much faster.
  • Increased the visibility of Corrupted Nexus' so that you can see them from further away.
  • Atlas Passive Skill Points have been retroactively granted. There are a few scenarios where you will have fewer Atlas Passive Skill Points after the patch. In this case, your Atlas Skills have been reset.
  • Breach splinter drop rates have been increased by +50%.
  • Delirium splinter drop rates have been increased by +80%.
  • The chance of finding Audiences with the King in Ritual is increased by +50%.
Player changes
  • Trinity now provides 3-6% more Elemental Damage with Attacks per 30 Resonance at Gem levels 14-20 (previously 7-10%, per 50 Resonance). On dealing Elemental Damage with an Attack Hit, it now gains 10-13 Resonance of the highest Elemental Damage type and loses 3 Resonance of the other types at Gem levels 14-20 (previously gained 7-10, and lost 2). You now lose 10 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds (previously 5 Resonance per second). Quality now provides 0-15% increased Attack speed while total Resonance is over 250, instead of +0-2% more Elemental Damage with Attacks per 50 Resonance of any type. This results in the same damage on average with easier build up.
  • Beira's Anguish Dousing Charm no longer guarantees a Critical Hit if any amount of chance to be Critically Hit is present on the enemy. It now will roll Critical Hit chance normally in these cases.
  • Most Skills that have no mana cost which you don't cast yourself are now also granted a hidden no skill cost stat preventing them from gaining additional costs, such as from Lich's Eldritch Empowerment Notable Passive Skill. Examples include Elemental Discharge, Impending Doom's Doom Blast and Blink. Spells you cast yourself granted from Wands and Staves will still be able to get additional costs.
  • Bursting Plague now adds 100% of damage per second from Poison as Plague (previously 200%). It now stores up to a maximum of 20% of the Enemy's maximum Life as Plague (previously 10%).
  • The Starkonja's Head Unique Helmet now causes Damage from Hits to be taken from your Damageable Companion's Life before you (previously also non-Damageable Companions).
  • Lightning Bolt's base radius is now 0.8 metres (previously 0.5 metres).
  • Impale inflicted on players now lasts 4 seconds (previously never expired). Impale inflicted on non-players is not affected by this change.
  • Flash Grenade can no longer blind the user or their Allies.
  • Battershout's triggered explosion now counts as a Warcry skill.
  • Hazards created by Rearming will no longer count towards the maximum allowance of that Hazard type.
Other changes and improvements
  • Existing Crystalline Cores that are no longer obtainable have been deleted.
  • Sceptres, Wands, and Staves can now correctly roll an additional Rune Socket as a Corruption outcome.
  • The number of Monsters in Trials of Chaos areas below level 65 has been reduced.
  • Bladelash Transcendent's melee damage has been reduced, and their attack distance has been adjusted.
  • The Leap Slam skill used by Vile Imps and Unearthed Urchins can now be dodged, blocked, and evaded.
  • Urnwalker's scarab cloud skill now deals damage less frequently.
  • Faridun Plaguebringer's detonate dead skill has had its damage slightly lowered, and the visual effects improved.
  • Improved the visual effects of the Stalking Pustule monsters.
  • Temporarily disabled the Vaal Enforcer Monster.
  • Improved the visibility of connections between maps on the Atlas, especially in the desert biome.
  • Added minimap icons for the Landmark Rooms found in The Titan Grotto, Deshar and Mawdun Quarry.
  • Added a World Map icon for The Titan's Fall in The Titan Grotto.
  • Added checkpoints to the Twisted Domain.
Bug fixes
  • Fixed bug where invocations could trigger caltrops from Trail of Caltrops.
  • Fixed a bug where the Silent Cave Map could sometimes be uncompletable.
  • Fixed a bug where the Atlas could sometimes display the incorrect Atlas state.
  • Fixed a bug preventing Fracturing Mirrors from spawning in Delirium.
  • Fixed a bug where a checkpoint in the Fortress Map could sometimes place you in unwalkable terrain.
  • Fixed a bug which caused some terrain in the Decay Map to sometimes be inaccessible.
  • Fixed a bug where Overwhelming Presence was not being affected by modifiers to Aura effect. Overwhelming Presence now reduces Enemy Stun Threshold and Elemental Ailment Threshold up to a maximum of 90%.
  • Fixed a bug where Manifested Weapons died when taking damage for you.
  • Fixed a bug where Supporting Fire's Command: Death from Above would fail when used on uneven terrain, becoming unusable.
  • Fixed a bug where the Waistgate Unique Belt allowed Charms to be equipped in Flask equipment slots.
  • Fixed a bug where Ritual Sacrifice would not grant you modifiers from Sacrificed Rare Monsters if you used it while affected by Temporal Chains.
  • Fixed a visual bug where crafting on a fractured item with an Omen of Whittling, an Omen of Sinistral Erasure, or an Omen of Dextral Erasure could highlight the wrong modifiers.
  • Fixed a bug where some Persistent Skills could have an incorrect Spirit cost when affected by Supports that should increase the cost.
  • Fixed some instances where persistent minions were not being removed correctly when weapon swapping.
  • Fixed a bug where Tamed Beasts could be active in a weapon set that did not have the appropriate attribute or spirit requirements met.
  • Fixed a bug where the Lord of the Pit in the Deserted Map was not being affected by modifiers to Map Boss Difficulty, and were unable to drop a Vanquisher's Book of Knowledge.
  • Fixed a bug where Plague Bearer's Nova was not considered to be area damage.
  • Fixed a bug where Rattlecage, the Earthbreaker in the Crimson Shores Map would sometimes drop no items when slain.
  • Fixed a bug that prevented Zicoatl, Warden of the Core from using their wall laser skill.
  • Fixed a bug where Strongboxes with the "of Singularity" modifier would sometimes fail to drop an Unique item.
  • Fixed a bug where certain monsters could re-emerge after being revived during a Ritual encounter.
  • Fixed a bug where the red Boss arena perimeter blockers were not being removed correctly in the Steaming Springs, Burial Bog and Rustbowl Maps.
  • Fixed a bug where the compare feature on the Passive Skill Tree was not functioning correctly.
  • Fixed two client crashes.
  • Fixed two client crashes that were affecting some characters on Consoles.
  • Fixed 3 instance crashes.
Atlas Invasion not spawning bosses Josef_GGG#7088 05/02
Thank you for reporting this issue, we are currently investigating.
0.2.0g Incident Report Community_Team#0000 05/01

0.2.0g Incident Report


Downtime

Today we experienced around 5 hours of realm downtime for Path of Exile 2. This was caused by several overlapping factors and we will be making changes in the future to attempt to mitigate these issues.

Incident

After deploying 0.2.0g we had reports of people's Skill Gems being deleted on login. We immediately shut the realm down to prevent further damage to people's skills and attempted to roll back the database.

Unfortunately, due to a change in configuration between the databases for Path of Exile 1 and Path of Exile 2, we discovered that the rollback procedure was going to take longer than 24 hours to complete.

In order to reduce the time, we decided to take our most recent database snapshot and roll it forwards to the correct time. This process still takes a lot of time, but was still going to be significantly shorter.

Unfortunately, the process failed on our Ladder database for reasons that we have not fully investigated yet. We made multiple attempts at restoration of this database which ended up taking a significant amount of time, but eventually decided to use the old snapshot as is.

This means that the ladder will be 3.5 hours out of date, but because characters will regain their position on the ladder as soon as they gain experience, we decided that this was better than continuing to have downtime.

Causes

The initial reason that Skill Gems were being deleted is due to an accidental change where a Type ID that is stored in the database for a particular support gem was modified. When any skill with this support gem socketed into it was loaded, the item failed to load and the gem was deleted.

There are multiple ways in which this kind of problem is normally caught, but they all failed in this case.

Normally IDs of this type are marked as being unable to be changed, but this particular ID was not marked in such a way. This will be fixed going forwards.

The next is that normally, before deploying any significant patch, we run an "Item Destruction Test" which loads every item from the database to make sure that they are still valid. Unfortunately since these take a long time to run we usually only run these for patches with new content, and not for lettered patches which are generally small. We will be updating our policy on which patches need to have this test run.

Our rollback process also effectively failed due to taking an incredibly long amount of time. We will be changing the database configuration back to make rollbacks faster.

In addition, we would like to improve our deployment process to have a ready-to-go copy of the database snapshotted from after the realm is shut down, but before deploying the next version. This change will take some time to implement but should mean that we can rollback with more confidence in the future.

Conclusion

Obviously this incident is unacceptable, and we would like to apologise for all the inconvenience caused. This isn't an acceptable level of service. We will be making improvements in response to this incident and hopefully will not suffer such a long downtime again.

We will be deploying 0.2.0g tomorrow (Friday NZT/Thursday PDT) with a fix to the initial problem.
@GGG Novynn#0000 05/01
Thanks, this should be fixed now.
unexpected disconnection occurred. Natalia_GGG#0000 05/01
Console restart should bring you back to 0.2.0f version, the realm will be back online a bit later. Apologies for any inconvenience!
0.2.0g Patch Notes (deployed) Natalia_GGG#0000 05/01
We have found the issue that caused the skill gems to be missing in 0.2.0g and will be fixing it internally ASAP and will try to redeploy 0.2.0g again tomorrow (Thursday May 1st PDT). We'd like to apologise again for any inconvenience caused.
Item Changes in Path of Exile 2 Community_Team#0000 05/01
One of the things that we have had a lot of feedback about is item drops feeling unrewarding in various situations. Over the last two weeks we have done a major rework to item drops in order to try and address these issues. We are going to be deploying these changes in 0.2.0g today (we had to roll back 0.2.0g earlier after it caused some existing skill gems to be missing from your builds. We will re-deploy it on Thursday May 1st PDT. Apologies for any inconvenience caused.)

Item Rarity


In order to control the items that monsters drop, they primarily have two stats added to them. Monster Item Quantity is a stat that increases the number of items that are dropped. Monster Item Rarity on the other hand determines how good the items are that drop.

In order to prevent too much item spam, in Path of Exile 2 we want to rely on Item Rarity more, and Item Quantity less. This means that the effect that Monster Item Rarity has on your item needs to be powerful, and noticeable. Currently we believe that this stat is not affecting drops enough.

For example, when a Wisp has possessed a monster, it gives the monster +2 drops and 300% more Monster Item Rarity. The rarity is further increased by each monster that the wisp affected as you were chasing it. This should in theory result in noticeably better item drops, but in practice it doesn't feel meaningful enough.

This is just one example, but this problem affects drops game wide, from all monsters and chests.

We are making some very significant changes to the way that Item Rarity affects the items you get. Here are some of the highlights:

  • We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game.
  • We have halved the amount of "Rare Gold" drops. This means that if you roll a Rare item you get more Rare Equipment or Rare currency instead of gold. Rare Gold piles are now twice as large so you still get the same amount of gold as before on average.
  • Gold, Magic Currency, Quality Currency, Flasks, Charms, and Runes are now much less likely to drop from monsters with high Item Rarity. These three changes generally result in around 20-30% more Rare Currency (Exalt, Alch, Regal, etc).
  • Tier 2 Rares now drop 4x more often. Tiers 3 to 5 now drop 30% more often. The mods of Tiered rares have also been improved by cutting out more low level mods making them better on average than before.
  • Tier 2 and higher Magic items now drop around 5x more often. The low level mod culling of Tiered Magics has been significantly improved with Tier 2 now culling 50% of the mod range, and improving from there. Tier 5 magic items will usually only roll the highest mod available for a given type. This means that Tiered Magic items should be a much better starting point for crafting or Recombination.

These changes significantly improve the effect that Item Rarity has on the quality of the items you receive. Overall you should see significantly better items when killing more challenging content.

One side effect of this change would have been to make Player Item Rarity that you get on mods on your gear more valuable also, which is not our intention. In order to counter that, we have reduced the effect that these mods have.

We have also lowered the Map Item Rarity mods on Maps as these were having too large of an effect after these changes. The overall effect of these mods will still be similar to before, but the displayed number is lower.

Unique Boss Drop Protection


Even if a monster has high Monster Item Rarity, sometimes you can still get a bad drop because you happened to get unlucky.

Drop protection involves adding an additional item in the case where you didn't get lucky with the items that naturally dropped. We already have some drop protection rules in place to prevent some of the worst cases, but we didn't think that they went far enough.

We have made the following change:

  • Except for a few Unique Bosses at the start of Act 1, all Unique Bosses will always drop a Rare item.
  • In the campaign, you only get the guaranteed Rare item the first time you kill the boss. In maps you always get it.

Azmerian Wisps


Azmerian Wisps were a great example of content that wasn't feeling rewarding enough because Item Rarity was not having enough of an effect.

Wisps now feel much better from those changes alone, but we also made the following changes:

  • Rare monsters possessed by Azmerian Wisps now always drop a Rare item.
  • Fixed a bug where the first Wisp in the Grelwood didn't have its Item Rarity or Quantity stats.

Rare and Magic Chests


We didn't feel that Rare and Magic chests were exciting enough to find. Ideally each time you see one, you feel excited to open it.

In order to fix this, we made the following changes:
  • Magic chests have drastically increased Item Rarity and Quantity, and also guarantee at least a Magic item. They are approximately as rewarding as Rare chests were before.
  • Rare chests also have drastically increased Item Rarity and Quantity, and guarantee at least a Rare item.
  • In Cruel Difficulty chests get a further +50% more Item Quantity and Item Rarity, and +100% more in Endgame making them very powerful there.
  • We have changed the Map mods that increased the chance of finding Magic and Rare chests to instead add a fixed number of Magic or Rare chests.

We did need to lower the chance of these spawning, but you will still get a lot better items overall. This is especially true in Endgame where the number of rare / magic chests was lowered substantially, but the major increases in results from these chests more than make up for that.

Strongboxes


Strongboxes, as a baseline, have been increased to be equivalent to the new balance for Rare Chests. Specifically:

  • Strongboxes have increased Item Quantity and Item Rarity, guarantee a Rare item as well as getting a further +50% more Item Quantity and Item Rarity in Cruel, and +100% more in Endgame.
  • Researcher's Strongboxes will now have a much higher chance to drop Rare currency instead of Magic currency.
  • Reduced the variance in the number of items Strongboxes dropped. They should more consistently drop a good number of items.

Of course strongboxes also have mods that allow for further increasing Item Rarity. These mods were adjusted down for the same reason as the Map Item Rarity mods, they were having too much of an effect relative to other mods after the changes to Item Rarity more generally. They have the same effect as before, but show a lower value.

Trial of the Sekhemas


Sekhema Trial chests were very underwhelming considering the amount of work you need to do to earn them. We have made significant changes here:

  • Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
  • Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
  • Arcanist's Chests have had the same improvements to drop composition as Researcher's Strongboxes
  • Arcanist's Chests (Currency) and Royal Chests (Jewels) are much more common
  • The chance of getting Silver and Gold keys as room rewards instead of Bronze keys has been significantly increased.

Trial of Chaos


In the Trial of Chaos, we were finding that Corrupted Item rewards were no longer valuable in Endgame.

In order to improve the rewards, we have made the following changes:
  • As you continue to increase the level you play the Trial of Chaos, corrupted Rares are phased out from the rewards, and Rare Currency stacks are phased in.
  • Items that drop from monsters in the Trial no longer have a chance to be Corrupted

Expedition


Expeditions also received some improvements:
  • Expedition Magic and Rare chests now have the same base balance as other endgame Magic and Rare chests.
  • Normal expedition chests have also been improved.
  • We also fixed a bug where Increased Chest Item Rarity from Expedition Remnants was not multiplying correctly with the Chest Item Rarity the chest already had. These Remnants will now have a greater effect.
  • Buffed the rewards from most Expedition Remnant mods
  • Doubled the number of Expedition Artifacts that drop
  • Increased the amount of Exotic Coinage that drops by +50%

Delirium


The rewards you were getting from Delirium for going deeper into the fog were not high enough.

We have made some changes here too:

  • Increased the amount of Item Rarity per depth in Delirium encounters. It increases to approximately 2.5 times what it was before.

Accessibility to Pinnacle Content


In order to find loot more easily, it helps to be able to gain access to being able to fight Pinnacle Content more easily. We have made the following changes here:

  • Breach splinter drop rates have been increased by +50%
  • Delirium splinter drop rates have been increased by +80%
  • The chance of finding Audiences with the King in Ritual is increased by +50%

Other Changes in 0.2.0g


We also made some changes to Corrupted Nexus':

  • Reduced the number of Corrupted Nexus' you need to complete your Atlas Passive Tree. Each Corrupted Nexus now grants 5 skill points allowing you to complete this task much faster.
  • Increased the visibility of Corrupted Nexus' so that you can see them from further away.
0.2.0g Patch Notes (deployed) Natalia_GGG#0000 05/01
We're rolling back 0.2.0g to investigate an issue where people were missing skill gems after the patch was deployed. Apologies for any inconvenience.
3.25.3e Patch Notes Kieren_GGG#0000 05/01

3.25.3e Patch Notes

  • Added support for the upcoming private league events.
  • Disabled the Idol modifier for "Your Maps have an x% chance to contain a number of additional Rogue Exiles". We've replaced it with a new Idol modifier "Your Maps have a x% chance to contain 20 additional Rogue Exiles", where only the chance is variable.
0.2.0f Hotfix 7 Kieren_GGG#0000 04/30

0.2.0f Hotfix 7

  • Fixed a bug where Trail of Caltrops could be used to trigger skills when socketed into a Meta Gem.
Join Private League Events on May 1st PDT Community_Team#0000 04/30
Join your fellow Exiles in Private League Events starting at 3pm May 1st (PDT)! There are 15 free templates to choose from in both Hardcore and Standard leagues which will be available until 3pm May 30th (PDT). Check out the templates below:

Spoiler
Here's five options for those just wanting to try things out, nothing complicated and nothing too dangerous!

  • Settlers
  • Settlers + Idols
  • Settlers + Alternate Ascendancies
  • Settlers + Necropolis
  • Settlers + Shifting Stones

Here's five for the thrillseekers out there, warning: Danger!

  • Settlers + Gauntlet Boss + Gauntlet modifiers
  • Settlers + Idols + Gauntlet Boss + Gauntlet modifiers
  • Settlers + Alternate Ascendancies + Gauntlet Boss + Gauntlet modifiers
  • Settlers + Necropolis + Gauntlet Boss + Gauntlet modifiers
  • Settlers + Shifting Stones + Gauntlet Boss + Gauntlet modifiers

And here's five more for those wanting to combine some new mechanics with some old ones!

  • Settlers + Affliction
  • Settlers + Idols + Kalandra
  • Settlers + Alternate Ascendancies + Sentinels
  • Settlers + Necropolis + Beyond
  • Settlers + Shifting Stones + Atlas Invasion

FAQ


How can I create/join a free Private League?
The free Private League templates will be available on this page after a patch later this week. When those go live, you will be able to choose a template from the drop down list.



When the Private League based on the selected template has been created, the owner will be able to generate a link which they can share to invite up to 20,000 players. Simply accept the invite and then you’ll be able to create a character when the Private League starts.

Will these templates always be available going forward?
No, these templates will only be available during the event period (May 1st - May 30th PDT).

What happens with Alternate Ascendancies and the Idols system after these templates are no longer available?
They may return in the form of Private League templates or separate events in the future. We are not planning to add them to the core game.

Are the events voided?
No.

Are there Hardcore options?
Yes, all templates are available in Hardcore and Standard.

How will Affliction work?
Affliction will behave as it does in 3.25, just not exclusive to t16+ maps. This means no Wildwood Ascendancies or Charms.

How will Sentinels work?
Sentinels will also behave as they do in 3.25, just not exclusive to t16+ maps.

We hope you'll have fun playing in these Private Leagues. See you soon!
Item listed yet it’s not available Novynn#0000 04/30
I can see your listed items here: https://www.pathofexile.com/trade/search/Settlers/bnZOqeztL
Raging Spirits don't scale? Jatin_GGG#0000 04/29
Thanks for your report, I'll pass this on. It seems it be displaying the incorrect values.
GGG Tracker
ThreadPosterTime
P.S.A. Atlas Invasion Private League is just Invasion Community_Team 05/02

We've just applied a hotfix that replaces Invasion with Atlas Invasion! Have fun Exiles!

Path of Exile 2 0.2.0g re-deployment Community_Team 05/02

We're planning to re-deploy Path of Exile 2 0.2.0g at 5PM May 1st (PDT), a countdown will begin 30 minutes before this time.

P.S.A. Atlas Invasion Private League is just Invasion Community_Team 05/02

We're currently looking into this and will keep you all updated once we know more.

Waiting for 0.2.0g, cannot come soon enough... Natalia_GGG 05/02

Hey, we're currently working out the timing for 0.2.0g but we're still aiming for today. We'll post the exact time once we know it.

UPDATE: the patch will be re-deployed at 5PM May 1st (PDT)

0.2.0g Patch Notes Natalia_GGG 05/01

We have found the issue that caused the skill gems to be missing in 0.2.0g and will be fixing it internally ASAP and will try to redeploy 0.2.0g again tomorrow (Thursday May 1st PDT). We'd like to apologise again for any inconvenience caused!

Item changes in Path of Exile 2 Community_Team 05/01
https://www.pathofexile.com/forum/view-thread/3774647
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