Grinding Gear Games has delivered a major shakeup to Path of Exile 2’s endgame with Patch 0.3.1. Originally planned for the bigger 0.4.0 update, these mechanical changes arrived earlier than expected—and they touch nearly every part of the mapping system. From how you use Tablets to map completion rules, here’s a full breakdown of everything changing in the endgame.

Alchemy Orbs Get Their Value Back
One of the smaller but impactful updates is the return of Alchemy Orbs as a meaningful crafting tool. They can now be used on magic items, transforming them into rares with four fresh modifiers. This makes them far more relevant for both map rolling and salvaging otherwise bad drops, giving players more flexibility in early- and mid-game crafting.
Towers and Tablets Decoupled
The most dramatic overhaul is the relationship between Towers and Precursor Tablets:
- Towers
- Towers no longer control which maps your Tablets affect. Instead, Towers serve as exploration tools—clearing Atlas fog in a large area—and guarantee a Tablet drop when completed. They’re still useful but no longer essential to juicing maps.
- Tablets
- Tablets now go directly into the Map Device. Each Tablet has a limited number of uses (10 for non-uniques) and consumes one charge per map. Depending on how many modifiers your map has, you can slot up to three Tablets at once (all three open up on a six-mod map).
This change gives players agency: instead of praying for overlapping Towers, you can now apply bonuses exactly where you want them.
Buffed and New Tablet Modifiers
To balance the lowered ceiling of stacking effects, Tablet modifiers are significantly stronger—in most cases two to three times their previous values. For example:
- Collector’s: 10%–30% increased item rarity (up from 7%–10%).
- Teeming: 25%–70% increased magic monsters (up from 15%–25%).
- Strongboxes: 50%–100% increased chance to contain strongboxes (up from 30%–50%).
On top of buffs, seven new modifiers were added, guaranteeing extra mechanics like Shrines, Essences, Rogue Exiles, Summoning Circles, Strongboxes, and Azmeri Spirits.
Unique Tablets also have their own number of uses, and reforging now combines charges without exceeding the original maximum.
Map Completion and Boss Changes
Map completion has been streamlined. Every map now contains a boss, and killing it is all you need to finish the map. No more running in circles to hunt down the last rare monster.
- Regular Bosses: Present in every map.
- Powerful Map Bosses: Marked by icons on the Atlas, tougher to fight, and far more rewarding. Certain Atlas passives now only apply when these bosses are present.
A long-standing bug where multi-phase bosses didn’t scale correctly has been fixed, so bosses that transform mid-fight are now just as threatening in later phases as they are at the start.
Guaranteed Extra Mechanics
To keep maps exciting, every map now spawns one to three extra mechanics. These can include Breach, Delirium, Ritual, Expedition, Shrines, Strongboxes, Essences, Wisps, Rogue Exiles, or Summoning Circles.
If a mechanic that can’t duplicate (like Expedition) rolls, it gets replaced with something else—ensuring you always get a full set of extra content.
Map Size and Density Adjustments
Some maps were notorious for dragging on too long. Patch 0.3.1 trims down the largest layouts, including Augury, Fortress, Oasis, Vaal City, Rupture, Savannah, and more.
Other tweaks smooth out the difficulty curve:
- Low-tier maps now have about 30% fewer monsters, reducing the campaign-to-endgame spike.
- Monster density scales back up gradually, hitting previous values again by Tier 15.
- Pack distribution has been adjusted to create smaller, more numerous groups rather than oversized swarms.
The result is a faster, more consistent mapping pace, especially for builds still climbing into endgame gear.
Atlas Tree Rebalancing
Because every map now has a boss, some Atlas passives have been reworked. For example:
- Crystal Realm now applies its Essence bonus only to Powerful Map Bosses.
- Fit for a King continues to apply to all bosses.
Overall, the power level of the tree remains roughly the same, just redistributed around the new mechanics.
Citadels More Common
Citadels now spawn 66% more often, making it easier to encounter them during your progression. This increases opportunities for Atlas advancement and smooths out one of the grindier aspects of mapping.
Ground Effect Nerfs
The dreaded ground modifiers—Chilled, Burning, and Shocked ground—now cover far less of the arena:
- 75% less coverage on Tier 1–5 Waystones
- 68% less on Tier 6–10
- 62% less on Tier 11+
This change makes many maps less of a slog and reduces the near-mandatory need for constant ailment immunity.
Other Fixes and Quality-of-Life
Patch 0.3.1 also includes a variety of smaller improvements:
- Remnant pickup range increased by ~50%, with passive nodes adjusted accordingly.
- Player evasion scaling removed, replaced by a new evasion formula balanced against monster accuracy.
- Elzarah in Sel Khari Sanctuary now drops a guaranteed Djinn Barya for third Ascendancy points.
- Numerous performance boosts (Abyss areas, Kingsmarch, Scorched Farmlands) and crash fixes.
- Visual and UI updates, including clearer Atlas indicators for Vaults, Sandstorms, and Maelstroms.
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Patch 0.3.1 is less about flashy new content and more about fixing the flow of Path of Exile 2’s endgame.
- Maps are faster and more consistent.
- Bosses are central to progression.
- Tablets are easier to use and far more rewarding.
- Citadels and mechanics show up more often.
- Nuisances like oversized layouts and oppressive ground effects have been toned down.
All of this sets the stage for the bigger content arriving in 0.4.0. Until then, players can enjoy a smoother, more rewarding grind through Wraeclast’s revamped endgame. Play Now!