Changelog

Taken from Unofficial Path of Exile PnP Alpha Version 1.8.2

### 1.8.1

* Updated descriptions of multiple areas of rulebook to provide additional clarity.
* Numbers pass on all keystones and Ascendancies
* Added Divine Ire, Storm Brand, Armageddon Brand Skill Gems, Arcane Cloak and Steelskin. Also reworked Molten Shell into a Guard skill.
* Increased the damage of Split Arrow, Lightning Strike and Spark
* Renamed Poison Arrow to Caustic Arrow and Critical Weakness to Assassin’s Mark
* Added something nasty to Contagion and Essence Drain
* Changed the Threshold name of "Frozen" to “Chilled".
* Skill Gems: Clarified multiple gems functionality. Added Tier costs to each gem.
* Added Unique's The Blood Thorn, Last Resort, The Consuming Dark, Tabula Rasa and Heartbreaker.
* Updated offensive auras to buff the caster more than allies.
* Added tier mana costs and reworked tier bonuses for Support Gems
* Removed STR/INT/DEX as magical modifiers and replaced them with skill modifiers. This is to make calculating changes to characters easier.
* Added item rolling tables based off d% for all magic and rare items

### 1.8

* Added Essence Drain, and Chaos Adept notable to support Chaos damage play. Added Dash movement skill and Lightning Trap.
* Added the Artifice skill, that allows you to make a range of mechanical gadgets.
* Cloak of flame has been retuned (thanks Ziz)

### 1.7

* Added Lucky and Unlucky roll mechanics
* Reworked speed to be a factor of 6 instead of 2, allowing for more granular speed changes

### 1.6

* Added Chieftain, Berserker and Gladiator ascendancies. All ascendancies are now added.
* Balance tweaks of ascendancies, especially making on kill effects more reliable or stronger.

### 1.5

* Added the Assassin, Guardian, Champion, Deadeye, Trickster, Slayer, Raider, Pathfinder and Hierophant ascendancies
* Minor balance changes to Support Gems, and minor rules corrections and edits.
* I’m planning on adding more GM friendly tools such as a fleshed out Monster Manual.
* Changed fortify to scale off defences instead of rewarding people for having no defence.

### 1.4

* Minor tweaks and clarifications to rules
* Started adding Ascendancy mechanics, Inquisitor, Necromancer, Elementalist, Ascendant and Occultist added so far. Going to need to add a lot of details to the labyrinth mechanics etc for GMs.
* Removed Martyr's blessing and Summon Gestalt (great skills, just want to keep skills only from PoE at this point)

### 1.3

* Added functionality to support more supportive play styles outside of auramancy, which, while present in most group games, isn’t in the source material of PoE.
* This included a new flask enhancement, some new keystones, and a new Skill Gem called Martyr’s Blessing.
* There is also the ability to have one big minion instead of a bunch of small ones, in the form of Summon Gestalt.
* Renamed the souls (endurance, power, frenzy) from souls to charges. Mostly because the term soul is overused, and it really doesn’t fit anything but a visual motif of the original Path of Exile.

### 1.2

* Reduced bonus crit damage. Instead of adding STR/DEX/INT to bonus crit damage you now add half your stat rounded down. I didn’t change crit during the number crunch and it has made crit way too strong relative to other options.
* Incorporated a lot of suggestions and feedback from playtesters and editors. Lots of rules have been clarified.
* Added Summon Raging Spirits Skill Gem
* Added the Melee Splash Support Gem

### 1.1

* Entirely reworked the flameblast Skill Gem.
* Lots of wording fixes/clarification
* Minor balance changes
* Added Mjolnir, Karui Ward, Varunastra and Malachai’s Artifice uniques
* Massively buffed Ancestral Bond Ultimate Keystone. A more careful balance pass on all of the UKs will be done soon.
* Enduring Cry is now a minor action, mana cost increased to 3.

### 1.0

NUMBER CRUNCH: big changes (Here is a link to the old version before number crunch: https://docs.google.com/document/d/16eVRy7dOHeA4eNvWvH4SHoEUYqZrXCp0VKmOaNzG-jQ/edit?usp=sharing )

* Most values for every 5 have gone to 2. For example 25 life is now 10 life.
* WAM values are usually halved where possible.
* The goal here is to make numbers smaller and more manageable without changing the game much. Feedback is appreciated. As a result of these changes, WAM has gotten a slight buff. Crit has received a moderate buff due to the number crunch changes, I’m letting it play out and see if I need to change it later.
* Stun and Shock have been changed, hopefully more interesting and simpler. Gear and keystones that interact with this have changed. Shocked enemies allow you to roll twice and take the higher result. Stunned enemies roll twice and take the lower result on their attacks.
* INT no longer adds to ES, but still adds half to ER. Significantly boosting its effect relative to its old ER bonus.
* DEX now adds half its total value to Armour instead of its full amount. This keeps it at a relatively similar power level.
* Conduit now adds +1 maximum power, frenzy and endurance charges
* Minor changes to the base stats of items. Notably leather grants only ER and metal grants only armour.
* Skills now gain a bonus of +5 on a 10, and a penalty of -5 on a 1 instead of an automatic success or failure.

### 0.98 changes

* Auras have had several changes: there are no more conditional modifiers to damage auras, and purity auras no longer double a specific resist, but instead increase it by 20.
* Added Mind Over Matter Ultimate keystone
* Slightly buffed Incinerate
* Added some unique items: Dreamfeather, Matua Tupuna and Wanderlust
* Changing weapons is now a Major Action, thanks Ziz.
* Changed the Skill Gem absorb limit to be simpler.
* Renamed Physical Reduction to Armour
* Reworked Fork
* Reworked Kinetic Blast
* Reduced the mana cost of the Poison Support by 1

### 0.97 changes

* Minor modifications to monster stats, giving them more Life/ES in general and sometimes damage.
* Minor rulebook edits and clarifications, especially for death/unconsciousness

### 0.96 changes

* Added the INT skill Incinerate
* Added Facebreakers unique
* Lots of language editing to make things clearer, courtesy of SangoDragon and others.
* Tier bonus to Heralds, changed Freezing Pulse’s Tier bonus
* Fixes to a lot of the skill tags
* Clarified zombie rules
* Increased Ethereal Knives tier bonus
* Removed pierce immunity from Determination aura
* Halved the damage of poison but noted it cannot be reduced by PR.

### 0.95

* Moved most static damage bonuses (from equipment etc) into WAM and temporary damage boosts (from Skill Gems) to flat damage. This should make things easier to calculate since your WAM bonus won’t fluctuate very much.
* Soul Masteries are renamed to Support Gems.

### 0.94

* Added purity of fire, lightning and cold. Added desecrate, righteous fire, bone offering, flesh offering, kinetic blast, minor keystone adjustments and minor skill balance. Added some Soul Masteries: Cast On Critical Strike, Cast When Damage Taken, Controlled Destruction and Poison (perhaps OP). Renamed Weapon Attack Modifier to Weapon Attack Multiplier, don’t worry it's still WAM.

### 0.93

* Added Flame Totem, Earthquake, Herald of Ash, Blade Flurry, Blade Vortex, Herald of Ice, Herald of Lightning, Contagion and Summon Flame Golem. Minor balance tweaks, such as reducing energy shield regen and increasing ES threshold.
* Minor keystone tweaks, adding mana keystones to life and dex, adding a life keystone to int. Slightly buffed life keystones for str, slightly buffed mana for int.

### 0.92

* Added brief descriptions to skills, moved Negotiation, Charm and Intimidate to skills without keyed stats. STR and INT might need an additional skill.
* Added the Totem Support
* Added the Ancestral Bond Ultimate Keystone
* Minor offensive aura rework to make them easier to bookkeep.
* Removed critical strike damage reduction from DEX, instead doubled the amount of PR DEX gives. Dex is the toughest stat to balance.
* Changed the bonus you get from consuming a Frenzy charge.
* Added Dan’s Hand optional item rolling rule
* Added new signature item mods
* Adjusted Acrobatics and Phase Acrobatics so it has a flat chance to dodge attacks/spells instead of insane scaling.
* Adjusted cover

### 0.9 -> 0.91 changes

* Added Fortify mastery
* Added Accuracy mastery
* Added Blind mastery
* Added Endurance Soul on stun mastery
* Added Generosity Soul mastery (might be overpowered)
* Added fire, cold and lightning penetration masteries (probably overpowered)
* Added increased critical strike damage mastery
* Rebalanced crit slightly, nerfed all bonus crit damage sources to flat bonus damage
* Added critical strike damage reduction to DEX stat
* Reverting Shock and Stun to previous, simpler iterations