Path of Exile 2 is gearing up for its biggest moment since early access with the arrival of The Last of the Druids update on December 12. This free patch is not just a content drop; it is the third major milestone after Dawn of the Hunt and The Third Edict, and it reads like a manifesto for where the action RPG is heading before its eventual 1.0 launch. Alongside a long awaited hybrid Druid class, a new dungeon crafting league, sweeping endgame revisions and a performance overhaul, Grinding Gear Games is also lining up a free weekend on PC and consoles from December 12 to 15, inviting lapsed exiles and curious newcomers to see how much has changed in the past year.
The Last of the Druids is built around a central fantasy that has been teased in the genre for years but rarely realised with this level of depth. 
The new Druid is Path of Exile 2’s first hybrid Strength and Intelligence archetype, a shape shifter who slips between spellcasting in human form and three distinct animal forms: bear, wolf and wyvern. From a lore perspective he is a broken remnant of the King in the Mists, a survivor who lost his humanity in the twisted forests of Ogham and now wanders in search of his missing wife and a way back to his former self. Mechanically, he stands at the crossroads between bruiser, assassin and storm made flesh, able to pivot forms mid fight and turn the battlefield into a living ecosystem of rage, frost, lightning and devoured corpses.
At the heart of the class sits a new weapon type called Animal Talismans. Rather than simply stacking raw damage, these talismans dictate which beast form the Druid can assume and grant that form a signature basic attack as an actual skill. Slotting a bear talisman, for example, unlocks the brutal Maul, while a wolf talisman emphasises nimble strikes and hunting tools, and a wyvern talisman supports aerial and elemental aggression. Casting any human form spell instantly snaps the character back to human, so every decision in combat becomes a conversation between forms: dive in as a bear to generate Rage, blink across the arena as a wolf to finish off stragglers, then rise into wyvern form to bombard distant packs before re grounding with a nature spell such as Entangling Vines or Thunderstorms. All of this sits atop a foundation of 21 new Druid skills, more than 30 new support gems, 11 unique items and over 250 additional passive skills woven into the class section of the tree.
Bear form represents the Druid at his most primal and destructive. Once transformed, players lean on Maul to generate Rage, a resource that fuels everything from heavy slam attacks to large area damage spikes. Burning through Rage powers huge finishers such as Rampage and the aptly named Walking Calamity, an ultimate style skill that turns the Druid into a moving disaster zone. Rage is not just a damage currency either; it can be converted into Endurance Charges, feeding one of the standout tools of the class, Ferocious Roar. This warcry Meta Gem lets the Druid socket warcries from other classes, such as Infernal Cry or Seismic Cry, effectively borrowing tools from the wider roster and stitching them into the Druid’s own identity. In practice, a bear build might chain Maul into a warcry that ignites or shatters the pack, slam with Walking Calamity to wipe the survivors, then roll that momentum into further Rage for the next pull.
If bear form is a landslide, wolf form is a blizzard in motion. This aspect of the Druid focuses on high mobility and cold damage, darting through packs rather than standing toe to toe. Skills like Lunar Assault, Rake, Pounce and Cross Slash can be combined to freeze enemies in place, shatter them into exploding ice fragments and maintain a snarling pack of summoned wolves that worry anything left standing. Pounce acts as a Meta Gem for mark skills drawn from other classes, turning targeted enemies into priority victims for the entire pack. Activate Lunar Blessing and the Druid becomes an Arctic Werewolf, gaining faster attacks, greater speed and a cooler, sharper combat profile. The result is a playstyle that feels closer to a roaming assassin than a traditional caster or tank; you are constantly repositioning, tagging elites, freezing and breaking entire screens of monsters while your pets harry the stragglers.
Wyvern form completes the triad by blending melee and ranged elemental attacks into a single, fluid kit. This bestial form leans on Power Charges and corpse consumption via Devour to sustain its damage loop. Rend and Wing Blast deliver savage melee blows that can be layered with lightning effects, while Rolling Magma and oil spit offer tools for fiery and ignite focused setups. On top of that, a channeled lightning Barrage and an intense Flame Breath give the wyvern strong sustained ranged damage, letting players reposition while still applying pressure. Devour stitches everything together by eating corpses to fuel Power Charges and other bonuses, turning every battlefield into a resource to be harvested. Wyvern form also benefits heavily from the human form nature spells; dropping Entangling Vines to hold enemies in place and then calling down Thunderstorms, which can inflict the wet status, makes subsequent shocks and lightning barrages dramatically more potent.
The fantasy of an ancient nature caster is reinforced by two new Druid ascendancies that ship with the update: Shaman and Oracle, with a third promised for later. Shaman is the more immediately recognisable archetype, amplifying spellcasting and turning Rage into elemental power. Notable nodes such as Druidic Champion and Furious Wellspring link spell damage and temporary buffs directly to Rage generation and expenditure, so the more the Druid throws himself into combat, the more empowered his elemental onslaught becomes. Wisdom of the Maji sprinkles Shaman specific bonuses onto Runes and Idols, supporting more intricate build crafting, while Bringer of the Apocalypse rewards sustained elemental damage by triggering roaming multi element storms that roam around the arena, finishing off weakened enemies or softening up the next pull. Built correctly, a Shaman Druid can resemble a walking natural disaster, chaining warcries and nature spells into a tide of storms and eruptions that never quite stops.
Oracle, by contrast, caters to players who enjoy planning several moves ahead and playing with timelines. This ascendancy uses foresight and temporal manipulation as core mechanics. Fateful Vision shows a vision of future self casts of particular skills, highlighting how and when they will be reused; if players replicate those outcomes at the right moment, they gain large damage bonuses. Converging Paths interacts with Moment of Vulnerability, allowing this effect to hit both the present and future versions of enemies so long as they are susceptible to freeze, stun or electrocution. In other words, the Oracle rewards setting up windows where enemies are perfectly primed for catastrophic damage, then detonating past, present and future all at once. Ascending as Oracle opens more than 130 new passive options in the Druid section of the tree. Allocating The Unseen Path unlocks passives such as Self Sacrificing, which increases the total number of minions at the cost of higher reservation, and Corruption Endures, which grants a small but meaningful chance to stave off death entirely, an enticing prospect for both hardcore players and anyone pushing deep endgame bosses.
The Last of the Druids is not only about the class itself; it also tries to glue the entire roster of characters together more tightly through new Meta Gems and support gems. Spell Totems stand out as one of the most flexible additions. This Meta Gem allows players to spend three Endurance or Power Charges to create a totem that automatically casts any linked spell, enabling new automation lines for casters of all kinds, including Druids who generate charges via Rage and Devour. More than 30 new support gems are also arriving, many of them new Lineage Supports. Examples highlighted by Grinding Gear include Fan the Flames, which spreads fire when linked to wind themed skills; Accelerated Growth, which makes plants grown by rain explode in satisfying chain reactions; Advancing Storm, which lets storm skills roam across the arena rather than staying fixed; Echoing Cry, which repeats warcries for extended impact; and Grounding Shocks, designed to turn shocked enemies into lightning beacons for further devastation. On top of the new toys, 21 existing Lineage supports have been reworked and roughly ninety active skills across all classes have been adjusted, a strong signal that this patch is as much about consolidating the meta as it is about adding fresh power.
On the league side, The Last of the Druids introduces Fate of the Vaal, a seasonal mechanic that sends players back to the height of Vaal civilisation. Instead of merely poking around ruins, you are walking the halls of power at their peak, challenging the Royal Architect and ultimately facing Atziri in a new role as a pinnacle boss. The path to her throne runs through Xipocado, a devoted servant whose defeat grants access to deeper temple layers and expanded crafting tools. Atziri herself, infamous queen worshipped for her beauty and the ruin she brought upon her people, now anchors the league’s narrative and challenge. Defeating her corrupted form offers a range of rewards, one of the most eye catching being Atziri’s Rule, a staff that elevates all corrupted gems and lets characters trade life for higher damage output. While this weapon is equipped, Mirrors of Refraction periodically appear across the battlefield; projectiles fired into these mirrors erupt into splitting novas and can chain between mirrors, dramatically multiplying the damage of carefully aimed shots and opening up entirely new projectile based build archetypes.
Fate of the Vaal is also the stage for a new take on dungeon crafting. As players explore maps, they encounter corrupted Vaal remnants that act like dark beacons, drawing monsters toward them. Powering six of these devices in a map opens a portal to Lira Vaal, an underground temple once ruled by Atziri. Inside, a console allows players to assemble a custom layout using six room tiles for each run. Some rooms lean toward heavy combat, others toward crafting opportunities or league interactions, and players can piece together layouts that suit their build and goals for that session. It is a system that recalls past favourites such as the original Temple of Atzoatl or certain Delve layouts, but with more agency on how each run is structured. Over time, learning which combinations of rooms and modifiers best fit your character should become its own mini metagame.
In parallel, the studio is folding the previous league, Rise of the Abyssal, into the core game as a permanent endgame mechanic. Abysses will no longer appear in every area by default, removing some of the clutter that had built up in maps, but they can still spawn randomly in endgame content or be deliberately targeted using new Abyss Tablets. These Tablets can be crafted to add Abyss specific modifiers and now sit on their own atlas passive tree, letting players invest in more monsters, stronger interactions with other leagues or specialisation in particular Abyss factions. To cut down on micromanagement and visual noise, Abyss crafting and Instilling on Waystones are being removed entirely. In return, Tablet modifiers are being significantly buffed and can be upgraded to rare quality with four modifiers after defeating the Arbiter of Ash. Instead of piling yet another crafting layer onto Waystones, future leagues are expected to pursue alternative systems, with Fate of the Vaal already offering Tablet corruption as a new vector for risk reward gambles, capable of producing a wide range of random outcomes.
All of this plugs into a broader attempt to make endgame mapping feel less overwhelming without gutting rewards. Monster density will no longer spiral upward as map tiers increase; instead, regular enemies gain roughly forty percent more life, drop around forty percent more loot and grant roughly forty percent more experience at the highest tiers. The idea is that players fight slightly tougher monsters that hit harder and live longer, but without drowning every screen in overlapping packs. At the same time, monster speed modifiers are being toned down so that enemies are less likely to teleport into melee range or desync visually, and the obfuscating fog from Delirium is being heavily reduced to improve clarity. For many players, these tweaks should make the mapping loop feel more readable and less exhausting while still delivering the sense of progression and payout that defines Path of Exile’s late game. Combined with the dedicated Abyss atlas tree and new league mechanics, the endgame now looks more modular and more under player control than it did at early access launch.
Performance, long a sore point in Path of Exile 2’s early months, is another pillar of The Last of the Druids. Grinding Gear Games says this update includes targeted CPU and multithreading optimisations that should raise frame rates by at least twenty five percent in many common situations while also reducing frame time spikes, especially on consoles where hardware is fixed and players cannot simply swap components. These are not the last technical improvements either; additional work is already underway and will arrive in subsequent patches over the coming months. If the studio delivers on those promises, the combination of more stable frame pacing, tamed monster speeds and toned down visual clutter from effects such as Delirium fog could transform how comfortable long mapping sessions feel, particularly on older PCs and living room setups.
It is worth remembering that Path of Exile 2 did not enjoy a flawless early access debut. The initial launch drew criticism for pacing, technical issues and the sheer weight of systems that could feel hostile to new players. One year on, however, sentiment is clearly shifting. Recent user reviews on Steam sit around the very positive mark, with roughly ninety three percent of recent players responding favourably, even though the aggregate score that includes launch era feedback still sits closer to seventy five percent. The Last of the Druids looks poised to continue that rehabilitation arc. A flexible new class that can be specced into several wildly different fantasies, a league built around one of the most iconic villains in the franchise, meaningful endgame restructuring and a serious push on performance all suggest a team focused on long term health rather than short term spectacle.
For veterans, this update reads like a fresh answer to the question of why they fell in love with the series in the first place: deep build crafting, dangerous bosses and a willingness to tear up systems that are not quite working. For newcomers who have been waiting for the right moment to jump in, the December 12 free weekend on PC and consoles is almost perfectly timed. You can roll a Druid, experiment with bear, wolf and wyvern forms, dip your toes into Fate of the Vaal and feel the impact of the endgame reworks without spending a cent. There is still no fixed release window for version 1.0, but The Last of the Druids gives Path of Exile 2 a clearer identity and a stronger foundation. If Grinding Gear Games can maintain this trajectory, the full launch may end up feeling less like a hard reset and more like a natural evolution of the game players are already rediscovering.
2 comments
Atziri with mirrors and that staff is gonna delete my hardcore chars, I can feel it already 😭
If the performance boost is real and not just marketing I might reinstall on my potato laptop