1.0 Key Content Revealed… New Shadow Class and Stronghold Conquest League Introduced

Path of Exile 2 Officially Launches Dec. 11 — From 6-Act Campaign Completion to Massive Endgame Rework

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©INVEN

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

GGG revealed its full launch plans and major content updates during the ExileCon 2026 keynote held in Auckland, New Zealand, on the 7th. Game Director Jonathan Rogers introduced the campaign completion, new classes, a new league, and an endgame overhaul. The core focus of Version 1.0 is to re-align and refine the entire game—which has expanded through separate updates—for official live service.

A Campaign Completed Across 6 Acts

Returning to Oriath, the Series' Origin

The biggest change coming with the full release is the completion of the campaign. While Early Access only offered select acts, Version 1.0 adds Acts 5 and 6 to conclude the six-act storyline. These two acts feature 24 new areas, 18 unique bosses, and over 20 new named rare monsters. GGG also added new rare monsters to existing acts to bolster combat experiences throughout the campaign.

Act 5 takes place in Oriath, a central location in the series. In a city left in ruins by repeated 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 naval assault is impossible. Players must land on the opposite side of the island, fight through the city center, and lower the chains from within to secure an advance route for friendly forces.

The new areas encompass diverse environments ranging from ruined slums and wealthy estates to a temple district and a grand arena. GGG explained that each zone offers not only visual distinctions but also unique enemies and combat encounters. ExileCon hosted hands-on demo stations for Act 5, allowing attendees to preview the campaign ahead of launch.

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©Grinding Gear Games

Boss fights are also a central pillar of the new campaign. A total of 18 new unique bosses will be added, including a giant rat king in the sewers, priests corrupted by the Twilight Order, and plague-themed enemies. Their combat dynamics shift across multiple phases, featuring varied attack patterns. GGG emphasized that the bosses in the new acts deliver some of the most complex and challenging battles they have created to date.

The role of general rare monsters has also expanded. Certain powerful rare monsters in the new acts are designed almost like mini-bosses, boasting distinct appearances and skills rather than just varying stats and prefix/suffix modifiers. This change aims to maintain combat intensity even in sections without major bosses, expanding campaign volume while ensuring a diverse variety of enemy encounters throughout playthroughs.

The Shadow and the Knight

The Shadow's Stealth Mechanics and the Knight's Chariot Charge

The new class 'Shadow' will also debut with the full release. Wielding daggers and traps, the Shadow centers its combat around the newly introduced Stealth system. In Stealth, players stay outside enemy vision up to a certain range, and executing an attack quickly dashes to the target for an ambush strike. Skills used from Stealth receive additional empowered effects.

The Shadow's combat loop accelerates with every kill. Although Stealth has a cooldown, killing an enemy resets it immediately, enabling chain attacks that fell one foe from ambush before instantly moving on to the next target. For instance, using 'Viper Strike' from Stealth coats the weapon in poison, causing follow-up attacks to trigger toxic explosions.

The trap system has also been redesigned differently from the original game. While traps in Path of Exile functioned more like skills thrown under enemy feet for immediate triggers, the sequel focuses on ambush combat where players set up traps in advance and lure enemies in. Traps set while in Stealth do not detonate until Stealth breaks, and they activate in the order they were placed. This allows players to embed shrapnel into enemies with a Shrapnel Trap and exploit it with a Freezing Trap, or spread poison gas before igniting it with fire.

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The Shadow wields stealth mechanics, poison, traps, and darkness ©Grinding Gear Games

The Shadow also utilizes a unique resource called 'Darkness'. Inflicting Darkness on enemies with certain skills and collecting it boosts attack power upon breaking Stealth. Players can also create a shadow illusion called a 'Shade' to draw enemy attacks or join in ambush strikes. Entering the shadow realm through specific skills treats all attacks as if executed from Stealth, linking multiple abilities into a fluid combat flow. At launch, two Ascendancies will be available: the 'Assassin' and the 'Infiltrator'.

The previously revealed new Ascendancy for the 'Duelist', 'The Knight', was also detailed. The Knight features a companion called the 'Squire', whom players can directly equip with gear and skill gems to assign specific roles. Players can also plant a 'War Banner' to boost attack speed and damage for both themselves and their Squire, with Ascendancy nodes extending the banner's capabilities. Skills capturing the theme of a commander and cavalryman were also showcased, such as 'Mounted Charge', which rides a chariot into battle to knock back enemies.

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The Squire is a formidable minion skill that can be fully equipped with items. ©INVEN

From Stronghold Construction to All-Out Warfare

New League: 'Conquerors of Wraeclast'

Launching alongside full release is the new challenge league, 'Conquerors of Wraeclast'. In this content, players recruit mercenaries, assemble armies, and assault fortresses while commanding their troops in active combat. It is not simply summoning allies to fight passively: players must assess enemy compositions and position their forces before battle, then join the front lines once combat begins.

The league's storyline begins early on by rescuing defected mercenaries captured by the enemy. Varek, the mercenary leader, subsequently aids the player in managing their military forces. Mercenaries are hired using gold, and conducting expeditions requires securing supplies to maintain troops. Tactical choices taking unit traits into account—such as placing shield-wielding units in front lines exposed to arrow fire—are essential.

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Conquerors of Wraeclast almost feels like a different genre entirely ©INVEN

Over 70 points of interest related to the new league are distributed across the campaign. Here, players can recruit new forces or engage in battles, with 23 standalone battles available in the campaign alone. Encounters range from village defense and fortress sieges to breaching castle gates. Victorious battles yield gold, supplies, and special crafting materials. These new materials allow players to select and re-roll specific modifiers on equipment, though restrictions apply, such as re-rolled modifiers becoming fractured.

In the endgame, players can construct and expand their own strongholds. They can choose from three architectural styles—Ezomyte, Maraketh, or Karui—with each style offering over 20 buildings and upgrades. As strongholds develop, players can recruit additional troops and unlock features that allow commanders to support Atlas exploration.

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

The new 'Commander' system in particular is expected to reshape endgame progression. By providing commanders with troops and Waystones, players can assign them to complete Atlas maps on their behalf. Completing a map takes time based on difficulty and distance, after which players claim the collected loot. Multiple maps can be queued, and players can deploy up to three commanders in the endgame. However, whether map clearing continues while offline was not confirmed during the keynote.

One of the ultimate goals of the league is controlling 100 strongholds located on the outer edges of the Atlas. Placed on a shared Atlas across multiple factions, these strongholds are contested by factions competing for control. Players who secure a stronghold receive an item rarity bonus, while their entire faction gains overall perks. Captured strongholds also grant access to nearby special hunting grounds or serve as staging bases for exploration, merging faction-wide objectives into the traditionally single-player endgame.

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Commanders can be recruited during gameplay to delegate map runs ©INVEN

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

Unfinished Content to Be Added Post-Launch

In addition to new content, wide-ranging reworks will be applied across the entire game. For unique items, approximately 70 existing uniques receive performance, effect, and visual overhauls, while over 40 new unique items are added. GGG explained that together, these deliver a fresh unique item experience totaling nearly 110 items. More than 200 base item types have also been added, allowing players to acquire a wider array of gear across the new acts and endgame.

The passive skill tree is also undergoing structural changes. While 18 jewel sockets were previously placed along primary travel paths, the rework distributes approximately 60 jewel sockets inside individual passive clusters. Connecting paths between clusters have also changed, enabling new build construction approaches. Support gems have been redesigned to function based on attack and spell characteristics, with existing class skills and Ascendancies rebalanced accordingly.

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New skills will also be added to existing Ascendancies ©INVEN

The endgame Atlas passive tree is streamlined significantly. Compressing a previously vast grid of options down to 70 nodes, the impact of each selection has been amplified. GGG explained that pursuing core objectives through the Atlas yields roughly 50 points by the time players defeat pinnacle bosses. Additionally, endgame zone travel procedures have been 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 strictly at the 1.0 update, CPU efficiency gained an additional 25% improvement while memory usage was reduced by several hundred megabytes. Optimizing existing data saved over 30 GB of storage space, though roughly 40 GB of new content has been added, meaning overall install size will not decrease by that amount.

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Numerous base item types and unique items are scheduled to be added ©INVEN

Meanwhile, Director Jonathan Rogers personally addressed elements that could not be completed in time for full release. Of the 12 classes originally promised, 10 will be included in Version 1.0, with the remaining 2 to be added later. The transfer of microtransactions purchased in the original Path of Exile to Path of Exile 2 will also be only more than half complete at launch. Rogers apologized for these shortcomings and assured that development on these features will continue post-launch.

Path of Exile 2 will officially launch on December 11 (PST). As a full launch update, it brings together a complete six-act campaign, new classes, the army- and stronghold-focused 'Conquerors of Wraeclast' league, and a massive endgame overhaul. It serves as a launchpad organizing all the content built up during Early Access. Nevertheless, not everything is complete. Director Jonathan Rogers concluded the announcement by noting that remaining unfinished elements will continue to be added post-launch, leaving a few ongoing tasks ahead.

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]