This page covers stable fundamentals of Last Epoch: classes, masteries, damage, skill/passive trees, campaign, endgame, and crafting. Patches may tweak numbers—use this as a foundation and adapt to the latest notes.
Skills gain their own tree when specialized. You level skills by using them, unlocking nodes that change damage, mechanics, and utility.
Each class has a base tree plus three masteries. Investing in the base unlocks access to mastery trees and a unique passive bonus when you choose one.
The campaign jumps between Eterra’s eras. Side quests grant passive points and idol slots—don’t miss them.
Monolith of Fate (timelines & corruption), Dungeons with unique bosses/rewards, Arena waves, and faction systems to target drops/trading.
Tip: run a 5‑skill core: 1 mobility, 1 main clearer, 1 single‑target, 1 defensive, 1 support/resource.
You start with a base class and later choose a Mastery that defines your build identity. Quick overview:
Heavy melee fighter with armor, shield options, and on‑hit utility.
Elemental caster with strong burst and control.
Nature themes, shapeshifting, and animal companions.
Agility, stealth, and precision at range or melee.
Dark magic, plagues, and necromancy.
Friendly starters: Paladin, Marksman, Necromancer, and Beastmaster are forgiving to level with minimal gear.
Every skill has tags (e.g., melee, spell, throwing, bow, physical, fire, cold, poison). Affixes, passives, and attributes matching the tags will scale that skill’s damage.
Examples: Bleed, Poison, Ignite, Frostbite, Shock, Doom. Many stack and scale with application chance, duration, and DoT/ailment damage.
Attributes (Strength, Dexterity, Intelligence, Vitality, Attunement) grant defenses and can buff damage on skills with certain tags. Prioritize attributes that match your skills.
Many nodes convert a skill’s damage type (e.g., physical → fire). After converting, focus scaling/penetration for the new type. Penetration/resist shred increases effective damage.
Minions scale with minion damage, health, attack/cast speed, and can benefit from your auras/global effects when stated. Most of your personal modifiers don’t apply unless specified.
Leveling order idea: early damage/life passives, grab mobility, then build sustained defense (resists, armor, endurance, ward) and mitigation.
The campaign carries you through multiple eras to the End of Time, where the main endgame unlocks.
Use portals and your map hotkeys (T/M by default). Dungeons are optional for story completion but offer strong rewards.
Some quests award Passive Points and Idol Slots. Check in‑game logs and complete them.
Work toward resist “caps” via crafting/gear. Adjust based on zone/boss threats.
Bosses teach core mechanics: dodge telegraphs, use mobility, keep a defensive skill ready.
You can reach endgame without 100% map clear, but grabbing passive/idol rewards makes later progress smoother.
Wave‑based mode with scaling difficulty. Great to test build consistency and chase records/leaderboards.
Factions let you lean into different playstyles (e.g., personal drops vs. trade‑oriented). Pick one early that fits your goals and rank it up as you play.
Items have affixes (prefixes/suffixes) with tiers. Exalted items have higher tiers. Chase affixes that align with your skill tags.
The system uses Forging Potential: each craft spends some of it. Use Glyphs and Runes (shatter, remove, etc.) to optimize upgrades and extract shards.
Upgrade in steps. A “good for now” piece speeds up finding the “perfect” piece later.
Uniques bring powerful mechanics; Legendaries are created in the Temporal Sanctum by merging a unique with an exalted item, inheriting affixes.
Idols slot into a grid and offer specific bonuses (damage to a skill type, situational defense). Blessings come from Monolith bosses and are permanent per timeline.
1 main clearer + 1 single‑target + mobility + defense + support (e.g., resource/ailment enabler).
Life/ward, capped resists, speed (move/attack/cast), then tag‑aligned damage.
Specialize early the skills you’ll use at 50–70+. Avoid swapping constantly or you’ll lose skill levels.
Learn patterns, use mobility reactively, and save potions for dangerous phases.
Campaign checklist: grab all passive points/idol slots quests, adjust resists per zone, and keep a ring/belt with life plus helm/chest with armor/ward.
Yes. Skills lose levels and re‑level as you use them; passives can be removed (for recent nodes) by paying gold.
The one that matches the tags of the skills you enjoy. Check each mastery’s unique passive and exclusive skills.
A difficulty/reward slider for the timeline. The higher it goes, the harder the content and the better the loot/blessing odds.
Stack increased DoT/ailment, application chance, duration, and grab nodes that grant “more” multipliers for your DoT type.
Generally only from modifiers that mention minions; auras/global effects can help when the wording allows it.
A single damage instance (can crit).
Damage over time (usually doesn’t crit; different scaling).
Endgame difficulty/reward scaling within a timeline.
Permanent power from a timeline boss, per character.
Socketable charm that grants specific bonuses.
Item with higher‑tier affixes—great Legendary bases.
Unique upgraded in Temporal Sanctum by merging with an exalted item.
Temporary protective shield that decays over time.
Names may shift with patches, but the competitive concepts remain relevant.
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