Vaal Pact
50% more leech, 67% slower, no other recovery.
The keystone returns as a hard trade-off. Bigger leech, slower delivery, and no non-leech recovery means anyone tagging Vaal Pact builds the rest of their tree around it.
- Vaal Pact
Released on May 22, 2026. 733 alterations · 176 additions · 52 skill changes · 54 passive amendments.
50% more leech, 67% slower, no other recovery.
The keystone returns as a hard trade-off. Bigger leech, slower delivery, and no non-leech recovery means anyone tagging Vaal Pact builds the rest of their tree around it.
300+ allocatable nodes, three Masters, Origins of Divinity storyline.
The Atlas tree expands past 300 nodes and is fully allocatable. Three asymmetric Masters (Doryani, Hilda, Jado) offer swappable bonuses between maps. A new Arbiter of Divinity pinnacle anchors the endgame.
Monk gains Martial Artist. Huntress gains Spirit Walker.
Martial Artist (Monk) weaves illusions and illusory bells. Spirit Walker (Huntress) binds one of three animal spirits — Stag, Owl, or Bear — for a companion-heavy playstyle.
Tempest Bell: Can now be Ancestrally Boosted as though it were a Strike skill, and its maximum number of active Bells has been increased to 3 (previously 1), greatly improving its combo potential. Its Shockwave now deals 45-119% of Attack Damage at Gem levels 3-20 (previously 60-132%), and can trigger once every 0.3 seconds instead of 0.25 seconds.
The Blackflame Unique Ring no longer has Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite. It now has Withered you inflict also increases Fire Damage taken, Ignite you Inflict deals Chaos Damage instead of Fire damage, and Withered does not expire on enemies Ignited by you. Additionally, it now has 80-100% increased Ignite Magnitude (previously 50%), and 60-75% reduced Ignite Duration on Enemies (previously 50%). Ignite Magnitude and Duration modifiers can be updated to the new values using a Divine Orb, other modifiers will remain unchanged.
The Shatter Palm Notable Passive Skill now provides 20% increased Critical Damage Bonus (previously 10% chance to Daze).
The Sine Aequo Unique Gloves now have 150-200% increased Armour, Evasion and Energy Shield (previously 100-150%). It no longer has Enemies Immobilised by you take 20% more Damage, and instead now has 30-50% increased Damage against Immobilised Enemies.
Idol of Grold now is socketed into Boots. It now grants 50% increased total Power counted by Warcries (previously 20%). Now grants 15% increased Damage for each different Companion in your Presence when socketed into a Sceptre. The Bonded modifier now grants 30% increased glory generation (previously 20%).
Rolling Slam: Now has +1 second to total Attack time (previously +1.5 seconds). The First Slam now deals 75-272% of Attack Damage at Gem levels 1-20 (previously 90-367%), and the Second Slam now deals 150-543% of Attack Damage at Gem levels 1-20 (previously 180-735%).
Stag Idol now has a limit of 1. It now grants Projectiles have 15% chance to Fork when socketed in Helmets (previously 50% increased Thorns Critical Hit Chance). The Bonded Modifier for Helmets now grants 30% chance for an additional Projectile when Forking (previously Thorns Damage has 40% chance to ignore Enemy Armour).
Boar Idol now grants Allies in your Presence Regenerate 0.5% of your Maximum Life per second when socketed in Sceptres (previously Allies in your Presence Regenerate 8 life per second). The Bonded Modifier now grants 25% increased Warcry Cooldown Recovery Rate when socketed in Gloves (previously 15%).
The Covenant Unique Body Armour can now roll 10-25% increased Life Cost Efficiency (previously 25-50%).
The Atziri's Rule Unique Staff can now roll 10-20% increased Life Cost Efficiency (previously 20-40%).
The Hyrri's Ire Unique Body Armour now has 100-150% Increased Evasion Rating (previously 200-250%), and Gain 10-20% of Damage as Extra Cold Damage (previously 15-25%). Existing versions of this Unique can be made worse with a Divine Orb.
The "Squire's" Hybrid Physical Damage and Accuracy Modifier on Weapons now has a minimum level of 8 (previously 1). Existing items will have their level requirement changed.
The "Precise" Accuracy modifier on Weapons now has a minimum level of 8 (previously 1). Existing items will have their level requirement changed.
The Rathpith Globe Unique Focus can now roll 8-15% increased Life Cost Efficiency (previously 12-20%).
The Brass Dome Unique Body Armour now has 500-600% increased Armour (previously 700-800%). Existing versions of this Unique can be made worse with a Divine Orb.
Arjun's Medal: Now grants 25% chance to load a bolt into all Crossbow skills on dealing a Killing Blow with Supported Skills (previously 100%).
New economy built around Remnants that craft items via Runic Recipes. Verisium Runeforging adds Runic Ward to armours. NPC Farrow runs four campaign quests unlocking the system.
Three Masters offer Ascendancy-style endgame progression with 12 nodes each. Pick four simultaneously, swap between maps.
New Pinnacle Boss, locked behind the Origins of Divinity storyline.
The Reliquary has them all — including Mageblood, Voices, The Auspex, The Hollow Mask, Ironbound, Twisted Empyrean, and 38 more.
Class & ascendancy narrow what counts. Add the skills and uniques you actually use.
Pick a class and a skill or two to see the changes that matter for your build.
Try: Sorceress · Stormweaver · Spark
What Runes of Aldur is really about
Every Path of Exile 2 league so far has been a system added on top of an unfinished game. Affliction's wisps, Necropolis's coffins, Settlers' Kingsmarch — each one bolted a new toy onto the campaign while the endgame quietly waited for parts. Runes of Aldur is the first patch that stops waiting.
The headline is a new economy, sure: Verisium runes that craft items via bound recipes, Remnants that hold the rune charges, Farrow the dwarf who teaches you to forge them. But the real story is structural. The Atlas finally has a tree. The endgame finally has Masters. Two ascendancies that had been stubs since launch finally have full kits. And forty-four new uniques arrive with a Reliquary you can actually browse.
It's the patch where the game shape stops being provisional.
Three hundred allocatable nodes, three Masters, a storyline called Origins of Divinity, and a new pinnacle boss in the Arbiter. The Atlas is no longer a corridor — it's a tree, with the same identity-defining choices the passive tree carries.
Doryani, Hilda, and Jado each offer their own twelve-node mini-tree. You pick four masters worth of bonuses at a time, swap between maps, and never feel locked into one map archetype. It's the most consequential endgame change since maps were invented in PoE1.
Fifty percent more leech. Sixty-seven percent slower delivery. No non-leech recovery, at all.
Vaal Pact returns as a hard trade-off — the kind of keystone that defines the rest of your tree, the kind PoE2 had been carefully avoiding. It's a small change on paper and a tonal shift in practice: the game's keystones are allowed to be loud again.
Monk gets Martial Artist. Huntress gets Spirit Walker. Both had been announced and absent for the better part of a year; both arrive with kits that feel internally complete rather than placeholder.
Martial Artist weaves illusory bells and afterimage clones — a fast, bursty style that wants you to play around the moment of impact. Spirit Walker binds one of three animal spirits (Stag, Owl, Bear) for a companion-led playstyle that finally vindicates the Companion passive cluster.
The league mechanic is built around Remnants — items that carry rune charges — and Runic Recipes, which combine Verisium with a base item to produce something specific. It's deterministic crafting, which the playerbase has been asking for since 0.1.
Farrow, the dwarven smith, runs four campaign quests to teach the system. Runic Ward arrives as a new armour-stat. The whole thing is small enough to ignore and deep enough to specialize in, which is the exact league-mechanic sweet spot.
Mageblood. Voices. The Auspex. The Hollow Mask. Ironbound. Twisted Empyrean. Thirty-eight more besides. The Reliquary index makes them all browsable, filterable by class and tier, with proper hand-drawn tooltips for the first time. The uniques aren't the headline — but they're the part of the patch that will quietly anchor the next twelve months of build experimentation.
Official patch notes mirror. Source: https://www.pathofexile.com/forum/view-thread/3932540.
Source: https://www.pathofexile.com/forum/view-thread/3932540