Dear Santa, You can keep my 2 front teeth but please give me these Christmas patch notes!!

General Improvements:

  • Burning ground now deals less damage
  • Atalui, Blood Priestess can now be used to unsocket and destroy current runes/soul cores in items
  • After patch notes we will be dropping a separate post containing the item filter class id's and syntax
  • Augery level animation reduced from 5 seconds to 1 second (can now cancel the animation)
  • Charm slots are now implicit modifiers that can roll on all belts including unique belts
  • Added new rare currency item "Tanner's Orb" which adds a charm slot to a belt (up to a maximum of 3)
  • Blessed Orbs have been added into the game
  • Monster movement speed now has an internal cap on it so it can not extend past a certain point while effected by other modifiers
  • Map stash tab has now been added to the game
  • Fragment stash tab has now been added to the game (This includes a section for tablets)
  • Pantheon system has been added to the game. Maximum of one pantheon can be active at a time. Now have to kill certain map bosses under specific map mod conditions to unlock (Example: Kill Mektul the Forgemaster in an area level of 80 or higher while burning ground is active on the map to unlock immunity to burning ground pantheon)
  • Item rarity no longer applies to currency or quantity in any way. Now only applies increasing the "tiers" of rare items that drop and increasing the rarity of uniques that can be found.
  • Uncut Skill/Spirit Gems can now cut any gem level at or below the level found on the uncut gem. Much like the uncut support gems you can now for example take a level 18 uncut spirit gem and make a level 1-18 as you see fit
  • Changed how the armor calculation now works in game making it much easier to absorb a higher % of higher damaging hits. This should make armor in general much more viable as a defensive mod and make it take significantly less armor to block the same % of a higher damaging hit
  • Tribute gained from killing monsters in rituals is now much higher at higher tier maps
  • Significantly reduced the attribute requirements for gems and gear. Currently even ON class skills and gear require an absurd amount of dex/int/str to be able to use them even at character level of 90+

Mapping Improvements:

  • Portals in maps have been increased to 6 (boss will respawn at full life if boss in the map)
  • There is now a 1 screen monster free zone at map start
  • Towers no longer require a map to open
  • Can now put up to 4 tablets in each finished tower
  • Towers now open an arena to a single boss fight
  • Map now allows you to zoom out to roughly double what is currently available
  • Now shows arrow indicators on map showing the general direction of where citadel locations can be found
  • Implemented a way for players to set map markers and create notes for said markers
  • Many of the longer map layouts have been reduced by up to a third and now include less backtracking overall
  • Many visuals and unpassable objects (tres/rocks/cliffs/etc) have been significantly toned down
  • Monster density has been slightly increased along with the shortened maps should generally result in more density and engagement with more mobs while significantly decreasing the amount of dead zones and going multiple screens without any monsters at all
  • Increased the minimum amount of rares that could spawn on a map
  • Strongbox spawn time have been significantly increased
  • Strongbox loot has been significantly buffed
  • Omens now show up much more frequently in ritual reward windows

UI/Trade Site Improvments:

  • Rare and Magic monsters are visually now the same as they were in POE1
  • Greatly increased visual clarity for on death effects
  • Significantly reduced the number of on death effects in general
  • Added a % total res and % total ele res search to the trade site
  • Added filters for Djinn Barya's and Inscribed Ultimatums to search by area level and # of floors/trials
  • Added a search bar to the ritual reward screen

Drop Changes:

  • Significantly improved the amount of greater essences showing up
  • Essences now spawn with more essences in general
  • Significantly increased the amount of simulacrum splinter drops
  • Reduced the drop rate of Transmuation and Augmentation orbs
  • Slightly Increased the drop rate of Alchemy & Vaal Orbs
  • Slightly Increased the drop rate of Higher tier maps
  • Slightly Increased the drop chance of Uncut Spirit Gems
  • Breach splinters now drop at the end of a breach encounter in a single stack similar to how simulacrum splinters drop currently

Bug Fixes:

  • Fixed a bug where ctrl clicking relics into stash did not put them in relic locker
  • Fixed a bug where blinking could sometimes cause your movement speed to lower like you were channeling a skill until it was recast again
  • Fixed a bug where some bases like quarterstaffs would not have any flat physical damage roll on them
  • Fixed a display error that would cause towers on the endgame map to not show the range indicator of maps in it's area
  • Fixed a bug in certain maps/areas that would not allow players to activate the rituals
  • Fixed a bug that would allow rituals to spawn in impassable terrain and cliffs
  • Fixed a bug that would make delirium monsters from mirrors untargetable immediately after spawning and allow them to push players back