Releases April 24th 2026
The premise of the Conflux league is to lean into the aspect of the elemental damage of the mob and player. Furthering out the content for Fire, Cold, Lightning, and the new Chaos damage. More information on these changes in the dedicated section below.
In the Conflux league you will encounter Rifts within your world that contain enemies from beyond your reality. Clear these rifts by killing mobs from the Rift to increase the Stability of your rift, and then sealing it. The higher the stability you generate the more rewards you will get.
We don't want to spoil too much and want to let you discover what is out there but the general premise of the Conflux SPECIFIC content is as follows.
As you progress deeper into maps, the amount of Rifts you will encounter will increase. Therefore also increasing rewards per map.
Now — we will go over all of the base mod changes that are not conflux league specific.
A fundamental change to how Path of Terraria works in 0.3 will be the introduction of the Class System. There are four classes the player can choose from on character creation, and these classes CANNOT be changed once you have created your character. This will be the only fundamental thing about your character in PoT that CANNOT be changed.
• Mage
• Summoner
• Melee
• Ranged
This core change allows us to do a few things that would otherwise be difficult or confusing to do without classes.
1. Where you start on the new passive tree - Previously there was one starting point, but with the new tree, each class will start in a slightly different cardinal direction of the tree. With travel nodes, you are still able to visit other sides of the tree, but this will slightly encourage the core class archetypes further, and allowing for easier balancing of certain synergies.
2. Future systems regarding any class-specific designs - This includes elements such as sub-class archetypes found in most RPGs, specific questlines tied to each class, and future systems that rely on clear class identity. By establishing distinct class foundations now, we can later introduce meaningful progression paths that deepen each playstyle.
3. Skills - As the skill system has also been mostly overhauled, there are certain elements of skills being involved within the new class system. For example, the mage will start with the fireball skill, and the ranger will start with the rain of arrows skill. If we want a new “tier” of skill to be unlocked at specific quests, like wall of flesh, we can make it so each class will receive their respective skill.
Important Note: All skills can still be used by every class, what matters primarily is the weapon type. If you want to try out a skill, like rain of arrows, as a mage, this is still doable. Skills will be purchasable via their respective class-specific NPC's. (Alaric being the Mage NPC, for example.)
- Each class will have its own identity, starting point, and natural progression path.
- Future updates can now include sub-classes, questlines, etc.
- Builds will feel more cohesive and reflect the strengths of their archetype.
- Balance will be easier to fine-tune around some-what defined archetypes.
- You’re not locked out of using other skills or weapons.
- Hybrid or experimental builds are still viable, just more intentional designs.
We understand that a change of this scale may introduce certain limitations for some existing builds or weapon combinations. However, this shift is a necessary foundation for more meaningful growth in the long term. By defining clearer class boundaries, we can begin to design systems that reward commitment to an archetype, rather than spreading power too thin across all directions. Enhancing existing class fantasy is the goal, as it is an ARPG-inspired mod.
The passive tree has been redesigned from the ground up. Now with hundreds of choices, allowing you to have unique choices all the way to level 100.
As the passive tree is fully modular and easily expandable, we will continue to evolve and expand the tree as feedback comes in.
The below list includes all new minor passives added in the redesigned passive tree.
Masteries have been added to the passive tree. Every “cluster” contains a mastery passive that offers a choice between 2-3 often build-defining passives. Mixing combinations of masteries encourages synergy, offering players the tools to design uniquely personalized and interactive builds. You can see our custom passive tree editor here: []
The below list includes all mastery passives currently present in the redesigned passive tree.
Mage
Magic Damage Mastery
| Arcane Surge | Critical Overload | Anticipated Strike |
| Using skills or magic attacks 5 times in 4 seconds grants Arcane Surge, boosting magic damage by 15% and mana regeneration by 2/second. | Increase critical strike chance by 5% for every hit that is not a crit. Resets on crits. | If you have not used a skill in 10 seconds, your next skill is used twice. |
Fire Mastery
| Scorching Flames | Afterburning | Bursting Fury |
| Your fire damage has a chance to inflict Scorching Flames, reducing enemy fire resistance by 30%. | 40% increased fire damage multiplier, but 20% increased damage taken. | Killing an enemy with Fire damage causes it to explode, dealing a percentage of the original damage done. |
Cold Mastery
| Sharpened Spells | Bludgeoning Blow | Absolute Zero |
| Enemies frozen by you take 25% more damage from all direct sources. | Killing a frozen enemy shatters it, dealing a percentage of the killing blow's damage to nearby enemies. | Chilled is 40% stronger and freeze lasts 20% longer. |
Lightning Mastery
| Chain Lightning | Thunderboots | Electrostatic Charge |
| Lightning damage has a 5% chance to chain to another enemy. | Jumping spawns a small Lightning Nova under yourself, inflicting maximum Shocked on enemies it hits. | Dealing Lightning damage grants a stacking short-duration Lightning damage multiplier, capping at 50%. |
Mana Mastery
| Starbombs | Magic Guard | Deep Pools |
| Every 100 mana spent sends out chasing mana bombs, dealing magic damage with additional scaling from your max mana. | When above 50% mana, take 8% less health damage. Otherwise, deal 12% more damage. | Gain 50% max mana. Gain 1% increased magic damage per 25 max mana you have. |
Astral Mastery
| Starcaller | Center of the Universe | Overloading Energy |
| Your magic critical hits spawn a star that deals 250% of the original hit's damage, once per second per enemy. | Your magic hits have a chance to spawn an orbiting planet, up to 10 max. Each planet deals 20% of the hit's damage and restores 5 mana on hit. | Gain 5% of your max mana every few seconds. At max mana, deal 15% more damage. |
Caster Mastery
| Reverberation | Skillful Magic | Automagic Missile |
| Magic projectiles have a chance to be spawned twice at 70% damage, costing 50% of the original mana cost. | Using a skill gives 3 seconds of increased crit damage and movement speed. | Magic hits have a chance to spawn a homing Magic Missile that deals 50% of the original hit's damage. |
Channeling Mastery
| Singular Focus | Channeling Burst | Energy Surge |
| While channeling, gain 3% increased damage every 0.5 seconds, up to 10 stacks. | Deal more Magic damage and use more mana the further your mouse is from yourself when channeling. | For the first 2 seconds of channeling, deal 30% more damage. |
Ranger
Ranged Damage Mastery
Note: the current passive data appears to have this cluster's third choice miswired. Only Sniper and Pinning Shot have a matching ranged mastery implementation; the third linked node currently points at Whip Reach in data.
| Sniper | Unknown / Data Mismatch | Pinning Shot |
| Enemies that are far away take 20% more ranged damage. | Current passive data does not match the original wiki entry for this slot. Verify before publishing a named mastery here. | Ranged projectiles have a 10% chance to inflict Rooted, and deal 30% more damage to Rooted enemies. |
Ammo Mastery
| Bouncing Ammo | Bloodrounds | Tracing Shots |
| Ammo-based projectiles bounce off enemies once. | Killing a bleeding or burning enemy adds a 50% chance to not consume ammo. | Ammo shot speed is 50% higher and hit enemies are identified for 3 seconds. |
Poison Mastery
| Contagion Burst | Corrosive Touch | Lethal Dose |
| Enemies killed spread 50% of their Poison stacks to nearby enemies. | Every 5 hits on a poisoned enemy will pop one stack, instantly applying all damage it would deal. | Enemies hit by you take 1% more damage per poison stack, up to 30%. |
Gun Mastery
| Hair Trigger | Explosive Slugs | Advantage Shot |
| Gain 20% ranged attack speed but reduce accuracy. | Critical strikes with bullets explode, dealing 50% of base damage. | Standing still for 3 seconds grants 40% increased ranged damage. |
Explosive Mastery
| Demolitions Expert | Shrapnel Storm | Blast Chain |
| Explosions are 40% larger and deal 15% more damage. | Explosives burst into shrapnel, which deal damage per shard. | Killing an enemy with an explosion makes the enemy explode for 50% damage. |
Bow Mastery
| Fat Bullets | Marksman | Returning Bullets |
| Ranged projectiles are stronger and bigger, but have damage and speed falloff quickly. | A nearby enemy can be Marked. Marked enemies deal a percentage of the damage they take to nearby enemies. | Bullets return to their spawn location after a short delay. |
Melee
Melee Damage Mastery
| Titanic Impact | Fatal Focus | Wide Swings |
| Melee strikes have a chance to deal massive knockback and increased damage. | Gain 30% critical strike damage, but lose 20% critical strike chance. | Critical hits with melee strikes increase melee weapon size, stacking up to a cap. |
Yoyo Mastery
| Puppeteer | Translucent Tricks | Spoolbreaker |
| Hitting an enemy with a yoyo ties it to the yoyo, pulling it toward the yoyo and causing it to take damage whenever you deal damage to anything. | Yoyo damage and speed are increased, and yoyos can pass through tiles. | Hitting an enemy with a yoyo makes the yoyo grow until it explodes for bonus damage. |
Rage Mastery
| Burning Rage | Furious Siphon | Raging Speed |
| Gain max health per rage stack. At max rage, gain 100% fire damage conversion. | At max rage, siphon 1% of melee or ranged damage. | Gain attack speed per rage stack. At max rage, hits gain a chance to apply twice. |
Guardian Mastery
| Undying Grasp | Willing Sacrifice | Reprisal |
| Heal a percentage of the damage you deal after a short delay. | Gain defense and knockback immunity, and take a percentage of nearby allied players' damage for them. | Reflect a percentage of damage back on successful blocks as a large slash. |
Bleed Mastery
| Exsanguination | Bloodbender | Hemorrhage |
| Killing a bleeding enemy deals a percentage of its remaining bleed damage in an area. | Critting a bleeding enemy siphons a percentage of the damage done, scaling with bleed stacks. | Double your maximum bleed stacks. |
Regen Mastery
| Heart and Mind | Pain Transference | Blood Rush |
| A percentage of life regeneration is added to mana regeneration. | A percentage of life regeneration or life healed is dealt as damage to nearby enemies. | Chance to siphon a percentage of your max health on kill. |
Summoner
Summon Damage Mastery
| Undead Legion | Opportune Strike | Empowerment |
| 15% increased summon damage. This increases by 3% with each maximum minion slot you have. | Every critical hit from a minion reduces all summoner skill cooldowns by 10%, with a 1 second cooldown. | Minion movement and behavior speed are increased by 25%. |
Swarm Mastery
| Shattered Bond | Limited Opening | Deathrush |
| Every time a summon despawns, except Grimoire summons, it explodes for 100% damage. | For 3 seconds after spawning, summons deal 30% more damage. | For every minion, up to 10, you gain movement speed and your minions gain behavior speed. |
Synergy Mastery
| Sacrificial Summons | Symbiotic Summons | Overheal Pulse |
| When you or anyone nearby dies, sacrifice summons to cheat death and return to 100 health. 5 minute cooldown. | Every 30 seconds, your summons drop a healing orb that heals a percentage of your max health when collected. | When overhealing, emit a pulse of damage from every minion you have, scaling with the amount of overheal. |
Whip Mastery
| Lightning Strikes Twice | Branded | Crackling Reach |
| Whip attacks hit an additional time for 50% damage. | Enemies hit by your whip take 20% increased critical damage from your minions for 3 seconds. | 50% increased whip range, but attack 25% slower. |
Occult Mastery
| Soul Reave | Raging Spirits | Chaotic Reverberation |
| Summon damage has a chance to apply a stack of Soul Reave, which heals max health and deals damage when it expires. | Minions have a chance to spawn a temporary Raging Spirit, which counts as a summon. | 20% of your damage is echoed as Chaos damage. |
Grimoire Mastery
| Blessed Knowledge | Twin Power | Mana Leech |
| Grimoire summons pulse an aura that heals health every few seconds. | Using the Grimoire spawns two summons at reduced damage. | Grimoire summons constantly increase in damage but consume more and more mana. |
Sentry Mastery
| Swift Placements | Withering Bolts | Tower Defense |
| Placing a sentry grants 25% movement speed and 15% increased summon damage for 5 seconds. | Enemies hit by your sentries are slowed by 40%, or 15% for bosses, for 2 seconds. | Sentries gain an area-of-effect damage aura that pulses every 3 seconds for base weapon damage. |
Utility Nodes
Item Rarity Mastery
| Eye for Uniques | Magical Bleed |
| 15% increased Unique item drop chance. | For every boss killed at least once in a world, increase magic find by 0.5%. |
Fishing Mastery
| Multifishing | Bountiful Bobbers |
| Fishing rods cast an additional line. | Catching a fish adds a stackable 10 fishing strength for 10 seconds, up to 5 stacks. |
Movement Mastery
| Pseudoicarian | Hermes Boon |
| 40% increased jump height and permanent Featherfall. | When out of combat, gain 60% movement speed and massively increased jump speed. |
Building Mastery
| Journeyman | Master Builder |
| Mining is 40% faster and strong tiles are easier to break when directly below you. | When stationary, gain 6 tile range and increased tile placement speed. |
Mining Mastery
| Rock and Stone | Spelunky |
| Every 50 blocks broken, gain a buff that increases mining speed for a short duration. | Permanent Spelunker and Mining buffs. |
Economy Mastery
| Extra Stock | Haste of Avarice |
| Reroll the Traveling Merchant's stock once per visit. | Picking up a coin grants increased movement speed for a short duration. |
Potion Mastery
| Alchemist | Bursting Bottles |
| Mana and health potion cooldowns are reduced by 30%. | Using a mana or healing potion deals minor damage and pushes away nearby enemies. |
Skill Mastery
| Prolonging Skill | Surplus Vitality |
| 20% increased skill duration. | Using a skill gives nearby players 8% of their max health as overhealth. |
In this new league release we wanted to introduce the future of what our elemental damage looks like in the mod. Allowing you to invest in several new angles never before thought possible. Scaling for each of these elemental types or all three should become possible to further enhance your characters.
One problem we noticed and wanted to reconcile was that spawning seemed a bit boring, as vanilla spawning is often one or two mobs at the same time. This doesn't really fit with the ARPG experience and thus a new system was implemented that we are calling “Encounters”
Encounter spawning will be turned on within your explorable and select boss domain maps but will not be present in the overworld. Think of this as micro dungeons that just randomly appear throughout your mapping system and trigger when coming within the radius of the encounter spawner. This will enable spawns to come from all directions and contain set amounts of mobs. The count of these mobs, and their strength will be influenced by your map modifiers allowing you to further juice this content.
We received many complaints regarding the previously tedious hardmode mapping quests such as “Complete X tier 1 maps to receive the Queen Slime Map”, and have added a brand new hardmode questline, with 3 freshly designed NPCs. This stays consistent with all vanilla bosses having their own thematic quest associated with their domain. Every quest has unique dialogue, interesting quest steps, and will begin to reveal an overarching storyline for Path of Terraria & namely, the Conflux League.
Queen Slime - Kill the Queen - Garrick
The Twins - The Twin Shadows - Pyra Cogwright
The Destroyer - Heart of the Machine - Pyra Cogwright
Skeletron Prime - Prime Reconstruction - Pyra Cogwright
Plantera - The Ravenous Bloom - Morgana
Golem - The Stone Sentinel - Thrain Ironfist
Duke Fishron - The Terror of the Deep - Marlin
Empress of Light - Radiance Manifested - Alaric
Lunatic Cultist & Moon Lord - World's End - Azariel
Pyra Cogwright, The Eccentric Tinkerer
Centralized NPC for the Mech Bosses - She will serve as the first new hardmode NPC you find. She will be the NPC that contains the questline for all 3 mech bosses. Her workshop teleporter will serve as the entry point to each Boss.
Unique Evolving Workshop in Ravencrest - Her workshop will evolve as you progress the quests. The teleporter in her workshop will be used to teleport the player to each mech boss during their respective quests.
Tinkerer's Shop - Pyra will have a unique shop allowing for the purchase of certain “mechanical” type items that are otherwise not sold by the vanilla Mechanic.
Marlin, the Mysterious and Seasoned Fisherman
The Fishron Questline - Marlin will assist the player with gaining access to the Fishron domain, after the discovering of a newly found tear near the ocean floor.
Repeatable Fishing Quests - Marlin will have fishing quests just like the Angler. This means there will be two fishing NPC's that contain fishing quests.
Fisherman's Shop - Marlin will have a unique shop, selling bait and fishing rods, along with some vanity gear based on his attire. This shop will change once fishron has been killed.
Ravencrest Fishing Hut and Lake - Marlin will take home in a brand new fishing hut next to a lake that can be found on the right side of Ravencrest. This means you can now fish in Ravencrest!
Azariel, the Forsaken Lunatic Cultist
Storyline - Azariel will act as the player's entry point into the Cultist and Moon Lord quests. He will also act as a somewhat reliable narrator, providing some knowledge into these new rifts, and why they may be appearing.
Shop - Azariel will have a unique, and constantly changing shop, consisting of Exploration maps, and he will also sell specific Boss Domain maps, for a costly price.
Azariel's Hideout - There is a new and secret room which can be found in the tavern's basement. This room can be accessed once Azariel moves in, as this is his new home for the time being.
Mapping - He will provide the player with knowledge on Exploration Maps, and handle the epilogue surrounding them.
Internally, once the player has completed an Exploration map, [REDACTED] will make an appearance. This will begin a new questline with Azariel to further pursue this target.
A summoning skill that summons various insects
Volatile Insects: Once they reach their target after 1 second they explode dealing small AoE around them. Deals fire damage
Antlion Swarm: 1/2 Maximum Summons, Rounded up. Summoned insects now fly towards their target and have increased damage.
Locusts: 2x Maximum Summons, Rounded up. Lay 10 eggs in area around you, after 0.5 seconds the eggs hatch and summons start off with velocity in random directions. High cooldown but large clear with high damage. Eggs attach to enemies if they make contact
Gestation: Enemies killed by these summons now have a 10% chance to lay an egg in their corpse. Spawning a new locust after 0.5 seconds.
Increased Spawn Rate: Eggs hatch 0.1 second faster.
Infected Detonation: Enemies that die from this explosion have a 10% chance ot explode dealing % based life (10%) in a small radius. So if the enemy had 1000 health, they deal 100 damage. Fire damage.
Eggsplosion: Eggs deal damage around them when hatching. This could allow a good bit of burst on a boss if placed correctly.
Startling Emergence: Nearby enemies are shocked when an egg hatches.
Glacial Antlion: Summoned antlion is now a Glacial Antlion. Dealing cold damage instead (100% conversion)
Frosted Mandibles: Antlions have increased cold damage and a 10% chance to apply chilled on hit.
Shattering Carapace: When antlions kill an enemy they shatter dealing damage around them.
Carapace Cracker: Antlions apply a debuff reducing damage reduction to hit enemies.
Vicious Bites: Antlions deal bites that apply a bleed effect.
Cold Blooded: Killing an enemy adds an additional second to the summon’s lifetime.
Inferno
Fire Nova: Igniting an already-ignited enemy triggers a small fire nova, dealing damage in an area
Scorched Earth: Fireballs explode into smaller fireballs, which linger on the ground
Longer Scorched Earth: Scorched Earth mini-fireballs last longer
Stronger Scorched Earth: Scorched Earth mini-fireballs deal more damage
Longer Ignites: Ignite lasts longer
Stronger Smoldering Fury: Smoldering Fury explosions deal more damage per stack
Larger Smoldering Fury: Smoldering Fury explosions are larger per stack
Slowing Smoldering Fury: Smoldering Fury explosions slow enemies on hit
Pyroclasm: Ignite from Fireball deals more damage
Frostfire Meteors
Crystalline Impact: Frostfire Meteors burst into shards on impact
Rime: Shards increase in size per stack
Everburning Frost: The longer you channel, the faster meteors are spawned
Frozen Ground: Meteors leave a small slowing area
Cold Focus: Move faster while using Frostfire Meteors
Absolute Zero: Meteors deal extra damage to frozen or ignited enemies
Thermal Feedback: Enemies hit directly by a meteor restore mana
Shadowflame Pyre
Everburning Pyre: Shadowflame Pyre lasts longer
Scorching Penance: Standing in your own Pyres deals damage to yourself but substantially increases Chaos and Fire
Abyssal Hunger: The pyre has a chance to restore a percentage of damage dealt as health and mana
Crawling Flame: The pyre grows the longer it remains active
Pyremaniac: Shadowflame debuff deals significantly more damage
Hasteful Magic: Shadowflame Pyre cooldown is reduced
Conjoined Flames: Pyres that touch combine into a single, much stronger pyre
Umbral Eruption: Combining two pyres temporarily boosts their damage
Frostfire Blast: Applying Frozen or Chilled and Ignited clears the debuffs and causes a powerful explosion
We realize a common annoyance is not having a loot filter. With how terraria works, picking up loot around you instead of a click-to-loot system like other ARPGS have we have come up with a solution to hopefully mitigate this issue.
The virtual loot bag is an optional way of looting. When the virtual loot bag is enabled all GEAR that is looted will go to this virtual bag. The virtual bag is opened when the player goes to leave the explorable map. The virtual loot bag is cleared when an exploration map is left. So the virtual bag clears each map.
Some things to expect:
Beyond this original implementation we will explore being able to further filter loot. Such as an interface for defining your own loot filter system, akin to Last Epoch, where loot will just simply be put into a “Filtered” section of this loot bag so you can re-check your filter to make sure you haven't missed anything important and allow you to further tweak your loot filter settings.
Similar to the Virtual Looting Bag, but available everywhere and for currency only. Instead of currency going into your inventory, it'll get sorted directly into the pouch, which provides an easy place to use them for crafting as well.
Some things to expect:
On release, the online mod will also directly reach into your pouch instead of requiring you to have the currency shards in-inventory as well, for further ease of use.
We have made some changes to how questing works in multiplayer. You can read more specifics here
But the TLDR of this you can now skip the boss fight if the world has marked said boss as completed already.
The swamp is our first exploration map that makes use of our new custom encounter system that will be the foundation of our new dynamic NPC spawning and loot system. In addition to encountering random enemies just spawning in off screen you will also reach certain points of a map that will trigger an encounter. You can choose your path to determine which encounters you appear. Some may be harder than others but contain better loot. We won't divulge too much information on how this works but we encourage you to explore and find what works best for your build.
Glacial Rifts
Infernal Rifts
Celestial Rifts
Misc Enemies
[mechanic:Name] chat tag for inbuilt 'wiki' functionality
-skipselect launch argument will no longer cause a error to be logged mentioning GetAssignedKeys.