
Game intel
Last Epoch
Uncover the Past, Reforge the Future. Ascend into one of 15 mastery classes and explore dangerous dungeons, hunt epic loot, craft legendary weapons, and wield…
ARPG season is heating up again, and Eleventh Hour Games is swinging hard with Last Epoch Season 3: Beneath Ancient Skies, launching Thursday, August 21. I’ve been bullish on Last Epoch since 1.0 because it nails the “deep but not overwhelming” sweet spot that Diablo 4 and Path of Exile keep tugging from opposite ends. Season 3 goes straight for the good stuff: a fresh campaign chapter in the prehistoric era, a new Primal Hunt system that lets you breed deadlier enemies for better loot, and a sweeping Acolyte overhaul that could shake up the meta for Lich and Necromancer enjoyers.
The ancient era has always felt like a tease in Last Epoch’s time-hopping story. Chapter 10 finally makes it a real destination-dense jungles, snowcapped peaks, and a visual upgrade pass with livelier backgrounds and nicer water shaders. Last Epoch’s visual leap from early access to 1.0 was legit; if EHG is iterating that again, the prehistoric vibes could do a lot for immersion. Importantly, this isn’t just campaign fluff-Season 3 folds ancient-era content into endgame, so your builds actually live there post-story instead of bouncing back to familiar Monolith loops.
Primal Hunt is the headline mechanic. You track your quarry through rifts to their breeding grounds, fight through zones where Gold is replaced by Ancient Bones, and finally square up with a Rift Beast. Beat it, and you get to evolve its lineage in one of three directions—stack evolutions for juicier rewards and nastier mods or reset the lineage if it gets unmanageable. On paper, it’s part Monster Hunter fantasy, part “Nemesis-style” escalation. The key question: is the tracking loop snappy and readable, or does it turn into checklist gaming between Monoliths?
The vendor angle is promising. Take your Ancient Bones and primordial materials to Wengari Hunt Master Skarven Bloodhorn at the Garden (the new region) and convert focused effort into targeted power. That’s where Last Epoch usually outshines its rivals—rewarding you for engaging with systems without making it feel like a second job.

Primordial items come in unique and exalted flavors with beefed-up potential, but there’s a leash: you can only equip one primordial piece. Honestly, that cap is smart design. It lets EHG drop something spicy without detonating the entire balance curve. Still, expect the usual friction—nabbing a godly off-hand then finding a better primordial ring feels bad when the slot limit forces hard choices.
The new Rune of Evolution is the bigger meta shift. Turn a standard exalted with at least one tier-seven affix into a tier-eight monster. EHG says the boost “often” lands in the 50%-100% range over T7. That’s massive—especially combined with the clarification that a primordial sealed affix doesn’t consume your regular sealed slot, opening the door to six-affix exalteds. If you’ve ever min-maxed a DoT Lich or crit Rogue in Last Epoch, you know this pushes the ceiling higher than any previous season. The balance hinge will be drop rates and crafting friction; if T8s flood the economy, builds could get solved too fast.
EHG is touching a lot here—base Acolyte, Necromancer, and Lich. Headliners: Rip Blood now hits in a line instead of single-target, which is a clean quality-of-life change for mapping builds that leaned on it for sustain. Necromancer’s Assemble Abomination gets a redesign: no more health decay over time, it remembers what you built it from, and it can devour nearby minions of those types to heal. Crucially, it won’t eat your co-op buddies’ summons, but it can munch enemy spawns.

Lich’s Aura of Decay—once meta, then shelved—returns with a twist. You take less self-damage from your own aura (50% less), but poison reduction is less generous. That opens the door for a poison bruiser playstyle without full-time face melting. New passives help: Executioner allows off-hand dagger or axe for dual-wield Lich builds, while Accursed Feast amps leech at the cost of duration. Necromancer gets Forbidden Teachings (Intelligence and Vitality scaling minions) and a reworked Effigies that redirects a slice of your damage to minions and heals the squad when one dies. That last bit screams “safer bossing” if tuned right.
There’s also a new Lich skill, Flay: a short Spirit Step toward your target followed by a rending slash that pops enemies in a Blood Eruption. Its tree looks flexible—transfer your Aura of Decay to the target, or pivot to cold damage with freeze chance. Melee-caster Lich has been flirting with viability; Flay might finally make it a thing.
Seasonal ARPGs live or die on loop quality and power chase. Primal Hunt’s evolve-or-reset knob is a clever pressure valve against feel-bad spirals, but it needs strong audio/visual signposting so you know when to push or bail. The one-primordial-item rule is a fair limiter; the real wild card is T8 affixes. If crafting feels rewarding without trivializing progression, Season 3 could nail that rare “powerful yet still hungry” sweet spot.

As for Acolyte, these changes read like a genuine attempt to modernize old favorites rather than sandbag them. My only worry is collateral damage: if Abomination becomes too central, classic skeleton swarms may feel redundant. And Flay’s mobility-snap plus explosions will be amazing—unless animation locks or desync undercut it. Considering EHG’s track record post-1.0 of steady polish, I’m cautiously optimistic.
Last Epoch Season 3 lands August 21 with a meaty new hunt system, serious loot escalation via T8 affixes, and meaningful Acolyte reworks. If EHG balances the grind and keeps Primal Hunt snappy, this could be Last Epoch’s best season yet.
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