Acolyte Leveling Build for Last Epoch (Patch 1.2)
This is the perfect leveling guide for new players wanting to start with Acolyte! This page will cover everything and anything you could need to know about leveling the class, including which skills to use, what stats to prioritize, and what uniques are useful early in the game. Acolyte will allow you to play as either a Necromancer, Lich, or Warlock.
Acolyte Leveling Build
With Patch 1.2, Tombs of the Erased, players have the opportunity to change their Mastery for
a small price of Gold at the respec NPC they've used previously to reassign Passive Nodes.
Due to this change, we will only be offering a single leveling build per class. For
Acolyte, the Mastery being suggested by Icy Veins will be Warlock. This does not mean
by any means that Necromancer or Lich can not be successfully leveled with. All it means
is that we're opting to offer the path of least resistance.
In the event you really do not want to level using Warlock, we'll cover some other options further down the page, albeit in less detail than the Warlock option.
The Warlock is all about applying Curses to enemies and stacking damage off of these Curses in any way that you can. When these Curses are combined with the heavy ailment damage that Warlock is capable of outputting, you get the build presented on this page. Ignite and Damned stacks are used as a trigger to buff your character with Overloads, a Warlock staple. These Overloads are then taken to the next level with Witchfire, a Warlock-specific ailment that combines Fire and Necrotic damage types to deal an insane amount of damage.






Leveling Walkthrough
Beginning in Eterra
Without access to the core Warlock spells, leveling to start will be
a bit different than it will be later on. The combination of
Wandering Spirits and
Rip Blood will serve it's purpose all
the way until you hit The End of Time, which is where you can select your Mastery.
While Wandering Spirits won't be retained for the entire campaign, Rip Blood will be,
so there is no reason to spec out of it even when unlocking Warlock.
Starting out, and before Level 4, just spam Rip Blood. Upon gaining access
to
Summon Skeleton, summon up to the limit of three to help clear out the first few maps.
Marrow Shards unlocks at Level 3, offering a better option to AoE, but does come at the cost of
health. Alternate between Rip Blood and Marrow Shards, making sure your health doesn't drop too low. Rip Blood
will heal you on every cast that hits an enemy, so there's a decent flow between these two skills early on.
At Level 4 you'll be able to specialize in your first skill, which should be the newly unlocked Wandering Spirits.
Immediately start by placing two points in Lingering Souls, which will then path into
Familiar Souls. Decreasing the reveal range of these ghostly ghouls is of utmost importance, as
it concentrates them into a more condensed location and allows for higher damage to be dealt to single boss enemies.
Wandering Spirits does come with a cooldown though, so keep in mind you will still want to use your
Rip Blood and
Marrow Shards combo to deal with enemies when you don't have access to Spirits.
Bone Curse becomes available at Level 7, and this allows you to use
Bone Curse. It's really only useful
for killing boss enemies faster, but should be kept on the bar for that purpose. Hitting enemies afflicted by Bone Curse
will cause them to take damage when dealt a hit.
Level 8 comes with a second skill specialization, and this will ramp up our damage and provide somewhat of a rotation
until we unlock Warlock. Rip Blood should be specialized in, and four points should be placed into Arcane Absorption.
Every cast of Rip Blood will grant us flat Spell Damage, something casters in general crave early in the leveling process. This is a
global buff, meaning the Spell Damage added per cast of Rip Blood will apply to your
Wandering Spirits, ramping their damage
by a considerable amount. Keep in mind, there is no buff icon for this, so there isn't a feasible way to track your stacks. Just cast Rip Blood
as much as you can and cast Wandering Spirits as you walk through maps. Enemies will follow you and fall over to the ghosts spawning in your tracks.
Eventually you'll also gain access to
Transplant, which should be taken to gain better mobility and cross over maps faster.
With extra points, move into Hemomancer next.
At this point, you really don't need much else until unlocking Warlock. Don't feel you need to specialize in a skill to use it!
Especially for things like Transplant, where the base skill serves a purpose without actually empowering it.
Below is the list for Passive Point allocation for the Acolyte Passive Tree. Don't bother spending more than the necessary 20 here, you'll want as many in Warlock as you can get beyond this.
- (Acolyte) 8 points in Forbidden Knowledge: Intelligence will be the main scaler for the build, and Necrotic Resistance is very useful around the mid-point of the campaign.
- (Acolyte) 6 points in Blood Aura: General damage increase for everything you do.
- (Acolyte) 1 point in Mania of Mortality: Pathing node.
- (Acolyte) 5 points in Unnatural Preservation: Ward Retention, Necrotic Resistance, and Poison Resistance.
Unlocking Warlock
Unlocking Warlock, which usually happens around Level 16, allows you to specialize into
Chthonic Fissure. De-specialize
in
Wandering Spirits here. Chthonic Fissure is a very powerful spell that will rip a line in the earth and spew
spirits out of it which will target nearby enemies, dealing tons of Spell and DoT damage to them. This skill has
a bit more uptime on it than Wandering Spirits did, and makes it more useful as you start moving through maps
faster and faster. Immediately path into Fragile Crust to drop the mana cost, then start
moving your way towards Mantle of Flames after taking a single point in Death from Below.
Reaching Level 20, you should have just enough points to place the following Passive Points into the Warlock Tree.
- (Warlock) 5 points in Chaos Flames: All of the damage we deal going forward will be a mix of Necrotic and Fire, which fully takes advantage of this node. Eventually you'll gain access to an ailment called Witchfire, which scales heavily off your chance to inflict Damned and Ignite as well.
This is just enough points in Warlock to give you access to Chaos Bolts! Specialize in this skill and immediately
begin pathing towards Another Affliction. This skill will be replacing
Rip Blood, and in its place you
should instead specialize
Bone Curse. There's a fat 25% damage boost through Sigil of Mortality that
should be grabbed as soon as possible, enabling you to apply Mark for Death onto enemies.
Levels 20 - 35
Having swapped your skills around, moving through maps should get much faster. Simply drop Chthonic Fissure down on enemies and spam
Chaos Bolts
until they're dead.
It's imperative that you use a wand for this build. You absolutely need the mana cost reduction in order to sustain the resource cost of both
Chaos Bolts and
Chthonic Fissure early on. A staff might look enticing due to the high stats on it, but it may result in your character
running dry on Mana until later on when there are other ways to mitigate Mana cost, or before you're able to find better gear.
As far as actual stats are concerned, Increased Necrotic Damage should be prioritized over Increased Fire Damage, however both are good to have.
This is due to the Spirits that come off Chthonic Fissure; these deal a ton of damage, and only scale off Necrotic, while the fissure portion
of the skill scales off Fire. Chance to inflict Ignite or Damned will also be useful, and will have different amounts of value depending on what level your character is.
Intelligence is useful, but will not make or break the build. As with most every
leveling build, Movement Speed is a highly sought after skill. Faster character means faster campaign.
Node allocation to Level 35 should be as follows. This assumes you have 12 points in the skill. If you happen to have more due to additional skill levels on gear, just look ahead on this page to see where the next points are spent!
Chaos Bolts
- 1 point in Abrupt Chaos: Extra Cast Speed.
- 2 points in Doom's Vindication: Small multiplicative damage boost to Chaos Bolts, that also effect on-hit effects.
- 1 point in Devour the Damned: If an enemy is Cursed, you'll gain health and mana back when you hit them.
- 1 point into Cursed Blood: Chaos Bolt hits now refresh Curse timers. This includes things like
Bone Curse, Penance, and Mark for Death.
- 1 point in Another Affliction: This allows you to automate
Bone Curse so long as a Curse exists on the target you're hitting with Chaos Bolts.
- 3 points in Mania in Flames: Chance to inflict Ignite.
- 3 points in Condemned to Chaos: Chance to inflict Damned.
Chthonic Fissure
- 3 points in Fragile Crust: Huge mana reduction cost.
- 1 point in Death from Below: Small damage bonus to damage dealt by Fissure.
- 4 points in Mantle of Flames: The fissure portion of the spell has a much higher chance to Ignite enemies that stand on it.
- 2 points in Fell Fire: Ignite stacks will now spread when hit by a Spirit.
- 2 points in Stygian Current: Spirits are released more frequently.
Bone Curse
- 5 points in Conflation: Drastically increases the size of Bone Curse.
- 1 point in Sigil of Mortality: Bone Curse applies Mark for Death, reducing enemy resistances by 25%.
- 2 points in Reaper's Mark: Doubles the active time for Mark for Death to 4 seconds.
- 2 points in Defile Defenses: We're dealing mostly ailment damage, this node doesn't do much for us.
- 2 points in Marrow Thief: Chance to kill (if the killed had an active Bone Curse on them) to activate Bone Armor on us, mitigating the damage we take.
Passive Points
At minimum, upon reaching Level 35, you should have another 15 Passive Points to spend since the previous level tier. However, it's likely you have more due to quest rewards. Thus, the following list will assume you have access to 20 extra points. If you have less, it isn't a big deal. You can always go back and finish optional quests after the campaign is finished.
- (Warlock) 5 points in Soul Stealer: Increased Mana Regen, and a chance to gain mana when hitting a Cursed enemy.
- (Warlock) 5 points in Spiteful Decay: Health, increased DoT, and a multiplicative bonus to DoT when an enemy is Cursed.
- (Warlock) 5 points in Occultist's Mind: Intelligence and a healthy mana pool increase scaling off how much total Intelligence you have.
- (Warlock) 5 points in Harrowing Armor: Armor, Health, and more Armor based on how many Curses the target has on them.
Specializing Transplant
Transplant is something that, by Level 35, you should be very accustomed to using. It's a great mobility
tool that we can now start using for even more value.
Bone Curse will automate itself off this, and casting
Transplant will also grant us Bone Armor. Yes, it's the same as the one off Marrow Thief. They won't stack,
but this does ensure you will have it up far more often. Additionally, Transplant usage will give us Haste and Frenzy,
making us move faster and cast faster and boosting the speed at which we can move through the campaign.
While Transplant will start out at a lower level than your other skills, we'll still list out the first 12 points to place into the skill.
- 2 points in Acolyte's Fervor: Provides Haste and Frenzy on Transplant use.
- 1 point in Reign of Blood: You now detonate the area you arrive in, as well as where you left from.
- 1 point in Doom Bringer:
Bone Curse is cast on arrival.
- 1 point in Fleeting Form: Cooldown reduction for Transplant.
- 2 points in Anemia: Transplant now costs us less health to use.
- 2 points in Bone Armor: Using Transplant will grant us Bone Armor, mitigating the damage we take for a short period of time.
- 3 points in Apostasy: Bone Armor now lasts much longer, from 4 seconds to 7 seconds.
Levels 35 - 50
This part of the campaign should feel incredibly smooth as we move into more powerful passive nodes being taken within the Warlock tree. At this point in the campaing, if you have not yet, it is highly encouraged you craft on the gear that you have found. Lucky Nemesis drops can easily carry you through the story portion of the game, however for pieces that weren't dropped from a Nemesis you'll want to cover certain things that may not be covered naturally. These things include Movement Speed, all Resistances, and any increase to Necrotic, Fire, or Damage Over Time that you can fit in. This is especially important around the time you go to fight Lagon, as this boss hits extremely hard. Prioritize Cold, Physical, and Lightning Resistance for this fight.
Upon reaching Majelka on your first character, you'll have the opportunity to to join a trade faction; either Merchant's Guild and Circle of Fortune, both providing a unique way to obtain loot and customizing your gameplay experience. Both have their pros and cons, and it's entirely up to the player to make the decision on which to choose.
Node allocation to Level 50 should be as follows. This assumes you have 16 points in the skill. If you happen to have more due to additional skill levels on gear, just look ahead on this page to see where the next points are spent!
Chaos Bolts
- 1 point in Abrupt Chaos: Extra Cast Speed.
- 2 points in Doom's Vindication: Small multiplicative damage boost to Chaos Bolts, that also effect on-hit effects.
- 1 point in Devour the Damned: If an enemy is Cursed, you'll gain health and mana back when you hit them.
- 1 point into Cursed Blood: Chaos Bolt hits now refresh Curse timers. This includes things like
Bone Curse, Penance, and Mark for Death.
- 1 point in Another Affliction: This allows you to automate
Bone Curse so long as a Curse exists on the target you're hitting with Chaos Bolts.
- 5 points in Mania in Flames: Chance to inflict Ignite.
- 5 points in Condemned to Chaos: Chance to inflict Damned.
Chthonic Fissure
- 3 points in Fragile Crust: Huge mana reduction cost.
- 1 point in Death from Below: Small damage bonus to damage dealt by Fissure.
- 4 points in Mantle of Flames: The fissure portion of the spell has a much higher chance to Ignite enemies that stand on it.
- 2 points in Fell Fire: Ignite stacks will now spread when hit by a Spirit.
- 4 points in Stygian Current: Spirits are released more frequently.
- 1 point in Severed Wards: Spirits will now shred Necrotic Resistance on hit.
- 1 point in Singed by Terror: Spirits will now shred Fire Resistance on hit.
Bone Curse
- 5 points in Conflation: Drastically increases the size of Bone Curse.
- 1 point in Sigil of Mortality: Bone Curse applies Mark for Death, reducing enemy resistances by 25%.
- 2 points in Reaper's Mark: Doubles the active time for Mark for Death to 4 seconds.
- 2 points in Defile Defenses: We're dealing mostly ailment damage, this node doesn't do much for us.
- 3 points in Marrow Thief: Chance to kill (if the killed had an active Bone Curse on them) to activate Bone Armor on us, mitigating the damage we take.
- 2 points in Bone Feast: When Bone Armor activates, you'll be healed by it.
- 1 point in Iron Maiden: Pathing node.
Transpant
- 3 points in Acolyte's Fervor: Provides Haste and Frenzy on Transplant use.
- 1 point in Reign of Blood: You now detonate the area you arrive in, as well as where you left from.
- 1 point in Doom Bringer:
Bone Curse is cast on arrival.
- 3 points in Fleeting Form: Cooldown reduction for Transplant.
- 2 points in Anemia: Transplant now costs us less health to use.
- 2 points in Bone Armor: Using Transplant will grant us Bone Armor, mitigating the damage we take for a short period of time.
- 3 points in Apostasy: Bone Armor now lasts much longer, from 4 seconds to 7 seconds.
- 1 point in Scarlet Rain: Pathing node for future levels.
Passive Points
At minimum, upon reaching Level 50, you should have another 15 Passive Points to spend in since the previous level tier. However, it's likely you have more due to quest rewards. Thus, the following list will assume you have access to 20 extra points. If you have less, it isn't a big deal. You can always go back and finish optional quests after the campaign is finished.
- (Acolyte) 5 points in Dark Protections: You take less damage per Curse on the target.
- (Acolyte) 5 points in Chains of Ruin: Grants a global chance to inflict Damned on hit, but also allows us the ability to activate Damned Overload when we reach 25 total stacks of Damned on all enemies and cast a Necrotic spell.
- (Acolyte) 5 points in Infernal Lash: Grants a global chance to inflict Ignite on hit, but also allows us the ability to activate Ignite Overload when we reach 25 total stacks of Ignite on all enemies and cast a Necrotic spell.
- (Acolyte) 5 points in The Ashen One: Increased Necrotic and Elemental Damage. The bonus node here causes our Overloads to inflict Witchfire, a powerful Fire and Necrotic Damage Over Time ailment. This will only activate upon gaining an Overload, and spreads to nearby enemies once.
Specializing Profane Veil
At Level 50, you will specialize Profane Veil, giving you a moment of near immunity as you sink into a puddle of fire. The only thing that
can damage you while in form will be DoTs. Sinking into the puddle will cleanse you of all ailments, set foes ablaze with a ton of Ignite stacks,
and also cast
Bone Curse when we enter and exit the puddle. You won't move very fast while in this state, so it should mainly be used to
ignore hard hitting attacks from bosses, or to deal with a lot of enemies at once without fear of death.
While Profane Veil will start out at a lower level than your other skills, we'll still list out the first 16 points to place into the skill.
- 3 points in Loose Tongue: Reduces the mana cost of using the skill.
- 1 point in Penitent Tangent: Inflicts targets touched by the puddle with Penance, a Curse that will scale our offenses and defenses.
- 3 points in Hell Fire: The puddle will inflict Ignite stacks at an increased rate based on our Damned, Bleed, Poison, Slow, and Ignite chance.
- 3 points in Eternal Blasphemy: You now move faster and deal more damage while inside of Profane Veil.
- 1 point in Unholy Renewal: Sinking into the puddle cleanses all ailments on us.
- 2 points in Harsh Words: Mana cost reduced, and more damage dealt.
- 1 point in Forked Tongue: Creates a secondary puddle that acts on its own, moving towards nearby enemies.
- 1 point in Desecrated Graves:
Bone Curse is used on entry and exit of the puddle.
Entering the Monolith of Fate (Levels 50 - 70)
Entering the Monolith using this is going to feel like you're cheating. While just killing normal
enemies, it won't be uncommon that you don't even get your Overloads up, because enemies just die too quickly
for the stacks to build up. Your rotation going forward will be to lay down Chthonic Fissure near enemies,
Transplant into the group, immediately
Profane Veil, and once the channel finishes spam
Chaos Bolts
until everything is dead, or refresh
Chthonic Fissure if it runs out and things are still alive. This will be very rare,
don't plan on encountering this problem very much. This build can easily bypass Level 70. In the event you're unsure
about what to do for endgame, but you're enjoying this, feel free to flesh the build out further. In fact, there's a
new unique for Patch 1.2 called Downfall of the Righteous that empowers Witchfire, and could be used to enable
an even stronger version of this build if found. If you do have an endgame build in mind, it's around this time that you'd
want to set up a loot filter to start finding the gear you need on the different build.
This build was tested without twink gear, and was capable of entering and completing Empowered Echoes at level 70. For your first character, you may not even be able to get through the normal Monolith at this level, simply because there's forced Monolith Islands you must complete.
Congratulations on getting this far. Below, you'll find the remainder of the skill point and node allocations that you will need through to Character Level 70 and Skill Level 20.
Class and Mastery Passives
- (Acolyte) 8 points in Forbidden Knowledge: Intelligence will be the main scaler for the build, and Necrotic Resistance is very useful around the mid-point of the campaign.
- (Acolyte) 6 points in Blood Aura: General damage increase for everything you do.
- (Acolyte) 1 point in Mania of Mortality: Pathing node.
- (Acolyte) 5 points in Unnatural Preservation: Ward Retention, Necrotic Resistance, and Poison Resistance.
- (Warlock) 5 points in Soul Stealer: Increased Mana Regen, and a chance to gain mana when hitting a Cursed enemy.
- (Warlock) 5 points in Spiteful Decay: Health, increased DoT, and a multiplicative bonus to DoT when an enemy is Cursed.
- (Warlock) 5 points in Occultist's Mind: Intelligence and a healthy mana pool increase scaling off how much total Intelligence you have.
- (Warlock) 5 points in Harrowing Armor: Armor, Health, and more Armor based on how many Curses the target has on them.
- (Warlock) 5 points in Dark Protections: You take less damage per Curse on the target.
- (Warlock) 5 points in Chains of Ruin: Grants a global chance to inflict Damned on hit, but also allows us the ability to activate Damned Overload when we reach 25 total stacks of Damned on all enemies and cast a Necrotic spell.
- (Warlock) 5 points in Infernal Lash: Grants a global chance to inflict Ignite on hit, but also allows us the ability to activate Ignite Overload when we reach 25 total stacks of Ignite on all enemies and cast a Necrotic spell.
- (Warlock) 5 points in The Ashen One: Increased Necrotic and Elemental Damage. The bonus node here causes our Overloads to inflict Witchfire, a powerful Fire and Necrotic Damage Over Time ailment. This will only activate upon gaining an Overload.
- (Warlock) 5 points in Grimhilde's Domain: A massive multiplier for Witchfire, scaling off global chance to Ignite and Damned. Witchfire now also spreads to nearby enemies during Overloads when the afflicted are hit.
- (Warlock) 5 points in Grasping Damnation: Significant boost to Damned and the chains off Damned Overload. The bonus portion of the node is great for a defensive layer, especially on mobile enemies like Exiled Mages.
- (Warlock) 5 points in Wither: Applies Wither on hit, negating damage enemies afflicted by this can deal.
- (Warlock) 2 points in Fleeting Crone: Chance to apply Haste to our character when an enemy dies or you hit a boss.
- (Warlock) 1 point in Encroaching Darkness: Allows us to apply Anguish to enemies, an extra Curse.
Chaos Bolts
- 3 point in Abrupt Chaos: Extra Cast Speed.
- 2 points in Doom's Vindication: Small multiplicative damage boost to Chaos Bolts, that also effect on-hit effects.
- 2 point in Devour the Damned: If an enemy is Cursed, you'll gain health and mana back when you hit them.
- 1 point into Cursed Blood: Chaos Bolt hits now refresh Curse timers. This includes things like
Bone Curse, Penance, and Mark for Death.
- 1 point in Another Affliction: This allows you to automate
Bone Curse so long as a Curse exists on the target you're hitting with Chaos Bolts.
- 5 points in Mania in Flames: Chance to inflict Ignite.
- 5 points in Condemned to Chaos: Chance to inflict Damned.
- 1 point in Seed of Chaos : Small chance for Chaos Bolts to double cast.
Chthonic Fissure
- 3 points in Fragile Crust: Huge mana reduction cost.
- 1 point in Death from Below: Small damage bonus to damage dealt by Fissure.
- 4 points in Mantle of Flames: The fissure portion of the spell has a much higher chance to Ignite enemies that stand on it.
- 4 points in Fell Fire: Ignite stacks will now spread when hit by a Spirit.
- 5 points in Stygian Current: Spirits are released more frequently.
- 1 point in Severed Wards: Spirits will now shred Necrotic Resistance on hit.
- 1 point in Singed by Terror: Spirits will now shred Fire Resistance on hit.
- 1 point in Of Gloom and Flames: This doubles the size of the fissure, and doubles the amount of Spirits released.
Bone Curse
- 5 points in Conflation: Drastically increases the size of Bone Curse.
- 1 point in Sigil of Mortality: Bone Curse applies Mark for Death, reducing enemy resistances by 25%.
- 2 points in Reaper's Mark: Doubles the active time for Mark for Death to 4 seconds.
- 2 points in Defile Defenses: We're dealing mostly ailment damage, this node doesn't do much for us.
- 3 points in Marrow Thief: Chance to kill (if the killed had an active Bone Curse on them) to activate Bone Armor on us, mitigating the damage we take.
- 2 points in Bone Feast: When Bone Armor activates, you'll be healed by it.
- 2 point in Iron Maiden: Pathing node.
- 3 points in Brittle Bones: Adds a kill threshold of 12% to any enemy afflicted with Bone Curse.
Transpant
- 3 points in Acolyte's Fervor: Provides Haste and Frenzy on Transplant use.
- 1 point in Reign of Blood: You now detonate the area you arrive in, as well as where you left from.
- 1 point in Doom Bringer:
Bone Curse is cast on arrival.
- 3 points in Fleeting Form: Cooldown reduction for Transplant.
- 4 points in Anemia: Transplant now costs us less health to use.
- 2 points in Bone Armor: Using Transplant will grant us Bone Armor, mitigating the damage we take for a short period of time.
- 3 points in Apostasy: Bone Armor now lasts much longer, from 4 seconds to 7 seconds.
- 1 point in Scarlet Rain: Pathing node for future levels.
- 1 point in Ethereal Body: Converts Transplant into a Necrotic skill, helping to apply Damned.
- 1 point in Squeamish: Casts Fear on departure. This is great for when you're overwhelmed and need space.
Profane Veil
- 3 points in Loose Tongue: Reduces the mana cost of using the skill.
- 1 point in Penitent Tangent: Inflicts targets touched by the puddle with Penance, a Curse that will scale our offenses and defenses.
- 3 points in Hell Fire: The puddle will inflict Ignite stacks at an increased rate based on our Damned, Bleed, Poison, Slow, and Ignite chance.
- 3 points in Eternal Blasphemy: You now move faster and deal more damage while inside of Profane Veil.
- 1 point in Unholy Renewal: Sinking into the puddle cleanses all ailments on us.
- 3 points in Harsh Words: Mana cost reduced, and more damage dealt.
- 1 point in Forked Tongue: Creates a secondary puddle that acts on its own, moving towards nearby enemies.
- 1 point in Desecrated Graves:
Bone Curse is used on entry and exit of the puddle.
- 1 point in Spirit Plate: Armor mitigation applies to DoT while in the puddle.
- 1 point in Profane Orbs: Adds a hit component while we're in the puddle, inflicting more ailments.
- 1 point in Hex Flurry: Orbs generate faster based on Cast Speed, but also deal more damage per Curse on the target.
Mechanics and Playstyle
While still in low level areas and working off only three specialized skills,
most mobs should be dealt with by spamming Chaos Bolts. Apply
Bone Curse
manually for the Mana Regen off Cursed enemies, as well as the Mana reduction when
you cast
Chthonic Fissure. The Fissure deals a ton of damage, and the Spirits
that release from the chasm will act as homing missiles, chasing down even distant enemies.
Be mindful of how often you use this, as the Mana cost is steep and it can not be spammed
without specific gear requirements that you likely will not have while leveling, especially
on a Cycle character. Instead, opt to use this for large packs of enemies or on Boss fights.
Once Transplant has been specialized in, you will have a much easier time engaging targets,
so long as you are okay with playing aggressively. Transplant automates
Bone Curse, applying
multiple Curses to nearby enemies when you teleport. This will speed up our clear time on makes
quite a bit, as Transplanting into groups and immediately using
Chthonic Fissure is a
very efficient way of bringing death to a full screen of mobs.
Profane Veil should be used to quickly apply stacks of ailments to groups enemies or as
a defensive measure to avoid a large AoE. Just be careful, as this won't completely protect you from
DoT, even though we've done what we can to mitigate the risk with Spirit Plate.
Witchfire Scaling
While Witchfire isn't the only source of damage for the build, it is a powerful, single application ailment that deals a lot of damage and has the ability to jump from enemy to enemy, helping to clear out entire screens of enemies so long as they're close enough to each other. Witchfire scales off the following things.
- Having a Curse applied to an enemy. (Spiteful Decay)
- Global Ignite Chance with Fire Skills. Does not take into account chance from skill trees. (Grimhilde's Domain)
- Global Damned Chance with Necrotic Skills. Does not take into account chance from skill trees. (Grimhilde's Domain)
- In the event you proceed past Level 70, taking Vessel of Chaos will scale Witchfire further by adding a multiplicative modifier per Overload.
The easiest way to scale Witchfire from the above mentions will be through gear affixes that provide a chance to inflict Ignite or Damned. These can be found on various pieces of gear, from weapons to helmets. Every little bit makes a difference.
Gear Recommendations
Gear drops can vary wildly during campaign runs. For this reason, leveling builds on Icy Veins are always tested with minimal to average gear drops to ensure players don't end up having a poor experience simply because they didn't get a specific piece to drop for them early on with their character. This build has a very lax requirement on weapon choice, allowing you to take the best drop between a Wand, Sceptre, or Staff, depending on your level and Mana requirements at the present time.
Affix Priority
Below are all the affixes you should aim to get on gear. Priority affixes should be sought out and/or crafted onto gear you find, while useful affixes are simply complimentary to the build, but won't make or break your efficiency.
Priority Affixes | Useful Affixes |
---|---|
Increased Necrotic Damage Increased Mana Regen Increased Cast Speed Chance to apply Ignite Chance to apply Damned |
Intelligence Armor Resistances Flat Health Ward per Second/Ward Decay Threshold |
Idols
Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.
The target Affixes we want to look for in our Idols are:
- +% Health
- + Health
- Needed Resistances
If you are near the end of the leveling process, be on the look out for Ward Retention as well. Intelligence also provides Ward Retention and it's something you will want to take advantage of.
Blessings
While there are suggested Blessings listed below, if you've been unlucky with suffixes and are lacking a specific resistance, that resistance should take priority. Likewise, you may not feel the need to spam a specific Monolith in search of what's listed below. That's perfectly reasonable. In most cases, taking the best defensive option, or at least something that effects the build you're playing, will be the proper choice. This helps to ensure entering Empowered Timelines is as smooth as possible.
Blessing Name | Affix | Timeline |
---|---|---|
Flames of the Black Sun | Chance to apply Ignite on hit | The Black Sun |
Resolve of Humanity | All Resistances | Reign of Dragons |
Resonance of the Sea | Ward per Second | Ending The Storm |
Body of Obsidian | Armor | Spirits of Fire |
Bulwark of the Tundra | Increased Armor | The Age of Winter |
Usable Uniques
Uniques in Last Epoch will start dropping very early. Even low level Uniques in this game can be extremely strong. With that in mind, there are a few Uniques that this build would love to have early on.
Mad Alchemist's Ladle is one of the best weapons in the game, and synergizes perfectly for Warlock due to Curses counting as an ailment. This can add a whopping 48% extra damage to enemies, as long as there is six total ailments on them. This can be DoTs, Curses, Shred effects, or any negative ailment listed under an enemies health bar. These have a decent drop rate chance from killing Exiled Mages, which can be found fairly early in the campaign.
Advent of the Erased are Weaver's Will boots, so while there is a chance to make these boots even stronger than their base effects, they are already quite useful for the leveling process, providing us with Haste when a nearby enemy dies and reduced damage taken from Damage Over Time effects while under Haste status.
Particularly further along in the leveling process, once you have made it into the Monolith,
a pair of Mortality's Grasp would be ideal. You can not wear these until level 63, but they
automate the Curse Marked For Death off hits that normally would not apply a Curse.
This is useful for Chaos Bolts, as we no longer require
Bone Curse to apply a Curse
or casting
Chthonic Fissure for the Torment that comes off Spirit hits to
reap the benefits of hitting Cursed enemies.
Downfall of the Righteous is a new item that turns your character into almost an autobombing Witchfire machine. With both Damned Overload and Ignite Overload active, nearby enemies will become afflicted with Witchfire every second. Increases to Curse Damage now also scale Witchfire, making it much more potent.
General Leveling Tips
When it comes to leveling efficiency, there are a few things to mention in order to make your experience as quick and painless as possible. The top priority should always be to enjoy yourself while leveling, so don't take what's written here as mandatory; these tips are simply here to mention things newer players may not realize while working their way into The Monoloth of Fate.
- Nemesis and Rune Prisons – If you're aiming for speed, you will likely want to avoid these at all costs. However, Nemesis can offer a way to gain extremely early Exalted items, including a weapon, which can then be used for 50+ levels with relevant rolls. Likewise, Rune Prisons can potentially offer your character affixes that completely alter your gameplay, such as Minion Teleportation. Judge this on a case by case basis, based on what you're leveling with.
- Full Clearing Maps – Absolutely not necessary, and should be avoided. There's an argument for players on their first campaign run, as full clearing will ensure you're over leveled for fights that can cause problems, such as Lagon, for new players. In general though, full clearing maps is not suggested, as experience gains ramp as you enter higher level areas.
- Crafting – Crafting can give you an insane edge early on in the season. Early crafting will allow you to focus the main stats on your leveling build, and also keep your resistances topped off, ensuring the campaign is a breeze. Last Epoch is known for it's amazing crafting system; you're better off diving into it early on rather than waiting. The default key for opening crafting is the F key, and can be done from anywhere.
- Early Respec – Mastery respec can be done at any point after you select one in the End of Time. While it may slow you down to swap your Mastery mid-campaign, if you hate your selection, it's better to rip the band-aid off early rather than later. Skill respec is a bit different; having to re-level skills early in the campaign can be a pain. This becomes easier the further into the game you get!
Necromancer and Lich Alternatives
While we won't be providing a step-by-step breakdown for either of the other two Masteries, it should be noted that all Acolyte Masteries can be used to level with, however their method for doing so will vary greatly. If you just don't like Warlock, the following two options can be used instead.
Necromancer Variant
Necromancer is beloved by any and all minion connoiseurs, and for good reason. Creating an army
of skeletons is just really awesome, and they'll fight on your behalf with minimal work. Most leveling setups
will work for Necromancer minions, however if you're looking for speed and a fun interaction, it's highly suggested
that players use the synergy created between Summon Bone Golem and
Rip Blood. This leveler allows you to
hit the Bone Golem with Rip Blood (Marrow Drinker), and in return the Bone Golem retaliates with Bone Shatter
(Betrayal), a hard-hitting Physical damage spell that attacks all nearby enemies in a full 360 degree angle
around the Bone Golem.
Summon Skeleton should also be used, forcing only Skeletal Archers in order to provide a backline for
the Golem, and shredding Armor off enemies from a distance.
Lich Variant
Keeping with the theme of the Lich (Death and Decay), the following setup will revolve
around a poison and disease spreader. This build utilizes Reaper Form to apply
as much Poison to enemies as you possibly can. While Reaper Form is a huge enabler for
your DoT, the skills taken here that allow you to translate this into real damage will
be
Spirit Plague and
Wandering Spirits. Pestilence, Queen of Plagues,
and Endless Decay in Spirit Plague act as a huge ramp up of the Lich's damage, while
Infectious Dead, Spectral Putrescence, and Spectral Scorn
allow us to widen the range of our Poison to wipe entire screens of enemies instantly. This works
fantastically for both map clearing and single-target boss fights.
Progressing to Endgame
While this guide only serves to bring players up to Level 70 through guided node selection and helpful tips, it's likely it will serve you all the way through normal Monolith. However, upon gaining access to Empowered Monolith, you will find yourself looking to move out of the leveling build and into an endgame build. We have you covered, with new builds crafted specifically for Patch 1.2! Don't forget, you are not locked into Warlock anymore! Feel free to change your Mastery and explore both Necromancer and Lich.
Necromancer Builds
Lich Builds
Warlock Builds
Changelog
- 11 Apr. 2025: Guide created.


GhazzyTV is a professional content creator that knows all about theory crafting builds in Path of Exile and Last Epoch and has been teaching players how to build their characters for over 9 years. He is a huge Blizzard fan with thousands of hours invested into Diablo 3 and 4 and is a frequent World of Warcraft Classic player. His builds will be helpful content for new players and veterans alike. You can find his PoE Vault Guide Hub here and his LE Guide Hub here. You can follow him on Twitch, YouTube or Twitter.
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