1.0 Main Content Revealed... New 'Shadow' Class and Castle Conquest League Introduced

'Path of Exile 2' Full Release Set for Dec. 11... From 6-Act Completion to Massive Endgame Overhaul

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©INVEN

Grinding Gear Games (GGG) has confirmed the full release date for 'Path of Exile 2' as December 11 (PST). Concluding its long Early Access period and transitioning to Version 1.0, the game will become free-to-play for everyone upon its full release.

On the 7th, GGG unveiled its full release plans and major content updates during the 'ExileCon 2026' keynote in Auckland, New Zealand. Game Director Jonathan Rogers introduced the completion of the campaign, new classes, a new league, and an endgame overhaul during the presentation. The core focus of Version 1.0 is reorganizing the entire game—which had previously expanded through separate updates—for full official service.

Campaign Completed Across 6 Acts

Returning to the Series' Starting Point, 'Oriath'

The biggest change in the full release is the completion of the campaign. While only certain acts were playable during Early Access, Version 1.0 adds Acts 5 and 6 to complete a story spanning six acts. These two acts feature 24 new areas and 18 unique bosses, alongside more than 20 new named rare monsters. GGG also added new rare monsters to existing acts to enhance the combat experience throughout the campaign.

Act 5 is set in 'Oriath,' a major region in the series. In a city left in ruins after multiple cataclysms, players embark on an operation to stop the 'Twilight Order' and 'The Beast'. Because the city's harbor is blockaded by massive chains, a direct attack from the sea is impossible. Players must land on the opposite side of the island, fight across the city center, and lower the chains from within to secure an advance route for allied forces.

The new areas consist of diverse environments ranging from desolate slums and wealthy estates to the temple district and a grand arena. GGG explained that each area features distinct visual styling as well as unique enemies and combat encounters. At this year's ExileCon, hands-on demo stations for Act 5 were operated, allowing attendees to experience the upcoming campaign ahead of the full release.

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©Grinding Gear Games

Boss fights are also a core pillar of the new campaign. 18 new unique bosses are added, ranging from a giant rat king in the sewers to corrupt priests of the Twilight Order and plague-themed enemies. Their combat dynamics change across multiple phases as they utilize diverse attack patterns. GGG emphasized that the bosses in the new acts offer some of the most complex and challenging combat encounters they have created to date.

The role of standard rare monsters has also been expanded. Certain powerful rare monsters appearing in the new acts are designed almost like mini-bosses with unique appearances and skills, rather than simply having different stats and prefix/suffix modifiers. This change aims to maintain combat intensity even in segments where major bosses do not appear. It reflects the developer's intent to increase the campaign's volume while ensuring enemy variety throughout the playthrough.

The Shadow, and The Knight

The Shadow with 'Stealth' Mechanics, and The Knight with Chariot Charges

The new class 'Shadow' also makes its debut with the full release. Wielding daggers and traps, the Shadow fights primarily around the newly introduced 'Stealth' mechanics. In stealth, the player can remain undetected by enemies up to a certain distance, and attacking allows them to quickly approach the target to execute a surprise attack. Skills used while stealthed gain additional empowered effects.

The Shadow's combat scales faster with every enemy slain. Although stealth has a cooldown, killing an enemy resets it. This allows players to fell a target with a surprise attack and immediately close in on the next. For instance, using 'Viper Strike' while in stealth imbues the weapon with poison, triggering a toxic explosion on subsequent attacks.

The trap system has also been redesigned in a different direction from the original game. While traps in 'Path of Exile' functioned more like skills thrown under an enemy's feet for instant triggers, the new game focuses on ambush combat—setting traps in advance and luring enemies in. Traps placed while in stealth do not detonate until stealth ends, triggering in the order they were deployed. Players can embed shrapnel into enemies with a shrapnel trap and detonate it with a freeze trap, or spread poison gas and ignite it with fire.

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The Shadow, wielding 'Stealth' mechanics alongside poison, traps, and darkness ©Grinding Gear Games

The Shadow also utilizes a unique resource called 'Darkness.' Applying Darkness to enemies and collecting it increases attack power upon exiting stealth, while creating a shadow clone, 'Shade,' can draw enemy attacks or join in surprise strikes. Entering a shadow domain via specific skills treats all attacks as if executed from stealth, chaining multiple abilities into a fluid combat flow. At full release, two Ascendancies—'Assassin' and 'Infiltrator'—will be available.

The newly revealed Ascendancy for the 'Duelist,' 'The Knight,' was also introduced. The Knight features the ability to command a 'Squire' as a companion, equipping them directly with items and skill gems to tailor their role. Players can also plant a 'War Banner' to boost attack speed and damage for both themselves and the Squire, expanding the banner's capabilities via Ascendancy traits. Skills evocative of commanders and cavalry were showcased, including 'Mounted Charge,' where players ride a chariot into battle while pushing enemies back.

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The Squire is a capable minion skill that can even be outfitted with items. ©INVEN

From Stronghold Construction to Large-Scale Warfare

New League 'Conquerors of Wraeclast'

The new league launching alongside the full release is 'Conquerors of Wraeclast'. Centered around recruiting mercenaries, assembling armies, and assaulting strongholds, it lets players command their troops while directly participating in combat. It is not simply a matter of summoning allies to handle the fighting; players must assess enemy compositions and deploy forces before battle, then fight on the front lines once combat begins.

The league's story begins early on by rescuing deserted mercenaries captured by enemies. Varek, the leader of the mercenary band, assists players in managing their army thereafter. Mercenaries can be hired using gold, and conducting expeditions requires securing supplies needed to maintain forces. Tactical decisions taking unit traits into account—such as placing shield-bearing troops on the front lines exposed to arrow attacks—are also required.

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Conquerors of Wraeclast, almost looking like a different genre entirely ©INVEN

Over 70 points of interest related to the new league are scattered throughout the campaign. Here, players can recruit new forces or enter battles, with 23 standalone battles available in the campaign alone. Combat scenarios vary from village defense to fortress assaults and breaching city gates. Winning battles yields special crafting materials alongside gold and supplies. While these new materials allow players to select and re-roll specific modifiers on equipment, restrictions apply, such as locking the modified option.

In the endgame, players can construct and expand their own strongholds. They can choose from three architecture styles—Ezomyte, Maraketh, or Karui—each offering over 20 building types and upgrades. Developing the stronghold yields additional troops and unlocks the ability to receive Atlas exploration assistance through commanders.

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Selectable factions are 'Karui', 'Ezomyte', and 'Maraketh' ©INVEN

Notably, the new 'Commander' system is expected to transform endgame progression. By supplying commanders with troops and Waystones, players can order them to clear Atlas maps on their behalf. Clearing takes a set amount of time depending on map difficulty and distance, after which loot earned can be collected. Multiple maps can be queued, and up to three commanders can be dispatched simultaneously in the endgame. However, whether map clearing continues while offline was not confirmed during the presentation.

One of the league's ultimate goals is capturing 100 strongholds located on the outer edges of the Atlas. These strongholds are placed on a shared Atlas across multiple factions, with each faction competing for control. Capturing a stronghold grants the player an item rarity bonus and provides additional perks to their entire faction. Players can also utilize special hunting grounds surrounding captured strongholds or use them as staging bases for exploration. In effect, it merges faction-wide goals with traditional solo-centric endgame progression.

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Players can rescue commanders during gameplay and delegate commands to them ©INVEN

Atlas Compression, New Skills, Unique Items, and Jewel Overhaul

Unfinished Content to Be Added Post-Launch

Beyond new content, sweeping overhauls affect the entire game. For unique items, around 70 existing items receive performance, effect, and visual reworks, while more than 40 new unique items are added. GGG explained that combined, this provides what is effectively 110 new unique item experiences. Over 200 new base item types are also added, allowing players to acquire a wider variety of loot in the new acts and endgame.

The structure of the passive skill tree is also changing. Previously, 18 jewel sockets were located along major pathing routes, but after the overhaul, around 60 jewel sockets will be distributed inside passive skill clusters. Pathing connections between clusters have also changed, enabling new approaches to build creation. Support gems are being redesigned to operate according to the properties of attacks and spells, while existing class skills and Ascendancies receive balance adjustments as well.

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New skills are also added to existing Ascendancies ©INVEN

The endgame Atlas passive tree is streamlined significantly compared to before. Compressing the previously option-heavy structure down to 70 nodes, the impact of each node is boosted to make choices feel more meaningful. GGG explained that players focusing on core objectives will earn around 50 points by the time they defeat top-tier endgame bosses. Additionally, the process of traveling to endgame areas is simplified, alongside the addition of 25 new endgame maps.

Technical optimizations have also been implemented. According to GGG, CPU processing performance has improved roughly threefold compared to early access Version 0.1.0. Looking at the 1.0 update alone, CPU efficiency improved by about 25% further, with memory usage reduced by several hundred megabytes. While data optimizations saved over 30 GB of storage space, roughly 40 GB of new content is being added simultaneously, meaning the total installation size will not decrease by that amount.

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A substantial number of base item types and unique items will also be added ©INVEN

Meanwhile, Director Jonathan Rogers personally addressed features that could not be finished in time for full release. Of the 12 promised classes, 10 will be included in Version 1.0, with the remaining two arriving in later updates. The transfer of cosmetic microtransactions purchased in the original game for use in 'Path of Exile 2' will also be just over half complete at launch. Rogers apologized for the situation and stated that work on these elements will continue post-launch.

'Path of Exile 2' officially launches on December 11 (PST). As a full launch, the update brings together a completed 6-act campaign, new classes, the army- and stronghold-focused 'Conquerors of Wraeclast' league, and a massive endgame overhaul all at once. It serves as a fresh starting line that consolidates everything built throughout Early Access. However, not everything is fully in place yet. Director Jonathan Rogers concluded the release announcement noting that incomplete elements will continue to be added after launch, leaving a few remaining tasks on the table.

Originally written in Korean, this article was translated with AI assistance and edited by a native English-speaking editor. Every translation is reviewed by our editorial team before publication. [Read Original]