Path of Exile 2 leaves Early Access on December 11 PST with Acts 5 and 6, the Shadow and Duelist classes, Conquerors of Wraeclast, and major build-system changes revealed around ExileCon 2026.

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Store links: Path of Exile 2 on Steam
December 11 is the date, but 1.0 is also a reset point for builds
Path of Exile 2 will leave paid Early Access and launch its full 1.0 release on December 11 PST, according to MMOHuts’ report citing Grinding Gear Games’ ExileCon announcements. PCGamesN, reporting from ExileCon 2026, also says the 1.0 launch moves the sequel into its free-to-play release. That is the cleanest answer for anyone searching for the Path of Exile 2 1.0 release date, but it is only the surface of the change.
The tension for existing players is that this is not a simple content drop at the end of Early Access. The launch adds the last two campaign acts, two classes, a new league, fresh skills, a large Unique Item pass, Support Gem changes, Passive Skill Tree adjustments, and reworks for several classes and Ascendancies. MMOHuts reports that Mercenary, Infernalist, Blood Mage, and Acolyte of Chayula are among the affected archetypes. For a game where character planning lives or dies by pathing, support availability, weapon scaling, and ascendancy identity, December 11 is effectively a build-planning breakpoint.
Grinding Gear Games has been steering Path of Exile 2 through paid Early Access since December 6, 2024, according to the publicly listed release history on Wikipedia. The full launch lands almost two years later with a completed six-act campaign and the beginning of the game’s post-1.0 seasonal cadence. PCGamesN frames it as the start of years of leagues rather than the end of development. That distinction matters for players deciding whether to return now, wait for patch notes, or start theorycrafting around the Shadow and Duelist before the economy refreshes.
Acts 5 and 6 finish the campaign with a bigger boss roster
The confirmed Path of Exile 2 new acts are Acts 5 and 6, which complete the sequel’s campaign at six acts. MMOHuts reports that the new final chapters add 24 areas, 18 unique bosses, and more than 20 Champion Rare encounters. PCGamesN similarly reports 24 more areas and 18 new major bosses, along with an encounter with the Blight.
The setting details reported by PCGamesN give the finale a specific narrative pull: Act 5 returns players to Oriath, where the story involves the Twilight Order and The Beast. For long-running Path of Exile players, Oriath is not neutral scenery. It is one of the series’ loaded political and religious spaces, a place tied to authority, exile, faith, and collapse. The source material does not spell out how Path of Exile 2 resolves those themes, so the safe read is narrower: Grinding Gear Games is using the full release to bring the sequel’s main story back into one of the franchise’s most charged locations.
PCGamesN also reports that game director Jonathan Rogers emphasized the importance of larger non-boss enemies, saying many of the most exciting battles are outside the obvious boss structure. That is practical advice as much as flavor. If you are the kind of player who normally rushes the campaign to reach maps, 1.0 may reward a slower first clear, especially if Champion Rare encounters and zone-specific fights carry meaningful quest, loot, or build-testing value. The sources do not confirm campaign length, exact quest rewards, or whether any permanent character power is tied to optional encounters, so those remain items to check once official patch notes and player testing arrive.
The Shadow reveal changes early build planning because stealth has rules
The Path of Exile 2 Shadow class is now one of the most important 1.0 additions because it brings a distinct ruleset rather than merely another starting position on the tree. MMOHuts reports that the Shadow is built around daggers, traps, and a new stealth system, and that it launches with the Assassin and Infiltrator Ascendancies. PCGamesN reports the same two Ascensions from Grinding Gear Games’ ExileCon presentation, with Mark Roberts showing the class in action.
The crucial mechanical detail is visibility. PCGamesN reports that Shadow players can see enemy vision cones and circles, and that striking from outside those ranges grants powerful bonuses. MMOHuts describes enemies as unable to spot the player while stealthed until they get close, with dagger skills gaining extra bonuses. PCGamesN also reports that stealth resets on a kill, creating a chain-kill rhythm for players who can plan openings and finish efficiently.
That makes the Shadow more than a familiar name returning from the first Path of Exile. Maxroll’s pre-reveal coverage correctly identified the class as a Dexterity/Intelligence hybrid returning from Path of Exile 1 and noted that it shared a Passive Skill Tree starting location with the Monk. At the time, Maxroll said the toolkit was not yet confirmed. ExileCon reporting has now filled in some of that uncertainty: dagger attacks, traps, stealth bonuses, and the Assassin and Infiltrator launch choices are the confirmed planning anchors. Speculation from other pre-reveal coverage about Saboteur or Trickster should be treated as outdated or unconfirmed for 1.0 unless Grinding Gear Games later announces additional Shadow Ascendancies.
Traps may finally behave like traps, which affects pacing and defenses
The Shadow’s trap design may be the most important detail for players who care about action flow. PCGamesN reports that Rogers said traps in the original Path of Exile never really worked like actual traps, and that Path of Exile 2’s version aims to capture that feeling more directly. The reported implementation is specific: the Shadow’s traps will not detonate while he is in stealth, and once the player attacks, they trigger in the order they were placed. MMOHuts describes this as preparing traps from stealth and then triggering them in sequence for combo-style attacks.
That has immediate implications for build planning, even before gem numbers are known. A trap Shadow will likely care about setup windows, enemy awareness, engagement distance, and the reliability of kill resets. A dagger Shadow will need to judge whether stealth bonuses are worth building around as a primary damage engine or whether they function better as an opener layered onto poison, critical strikes, or other scaling routes. The source material does not confirm poison support, mine support, detailed dagger skills, or Ascendancy nodes for Assassin and Infiltrator, so those are still waiting on official details.
The defensive question is equally important. A stealth class in an ARPG can become fragile if its avoidance layer fails against bosses, dense packs, or arena mechanics. Path of Exile 2 has been described in public summaries as placing greater emphasis on boss timing and positioning, and the 1.0 campaign adds 18 unique bosses according to MMOHuts. Until players see how vision cones, stealth resets, and trap sequencing operate in boss arenas, it would be premature to call Shadow either a safe league starter or a high-risk specialist. What is confirmed is that its play pattern asks for planning before contact, which separates it sharply from straightforward melee or projectile leveling habits.
Duelist arrives beside Shadow, but the wider patch may reshape older plans
Shadow is drawing attention because it was teased through dagger imagery before the full reveal, but it is only half of the class story. MMOHuts reports that the Duelist also arrives in 1.0, focused on sword combat and stance management. Its Ready Stance powers up sword skills, with upgrades into Sand or Blood Stances, and its first two Ascendancies are Knight and Master-at-Arms. PCGamesN likewise describes Duelist as a returning favorite specializing in swords.
For progression-minded players, the more disruptive information is the surrounding balance pass. MMOHuts reports that 1.0 adds more than 40 Unique Items and reworks more than 70 existing Uniques. It also says the update adds skills for classes including Warrior and Witch, changes Support Gems, makes major Passive Skill Tree adjustments, and reworks several classes and Ascendancies. PCGamesN also reports new skills, passive tree reworks, and a massive uniques overhaul.
That combination should make players cautious with saved planners. A Monk-adjacent Dexterity/Intelligence Shadow start may appear easy to map in advance, especially if you already know nearby critical, spell, or evasion routes from Early Access. But passive tree changes and Support Gem adjustments can invalidate efficient-looking paths. The same warning applies to Duelist sword setups and to existing Early Access builds that rely on specific Unique Items. The sensible approach is to identify broad archetypes now, such as stealth dagger Assassin, trap Infiltrator, stance-based Duelist, or revised Witch, then wait for final numbers before committing to a leveling route.
Conquerors of Wraeclast turns the first full-release league into a territory game
The first full-release Path of Exile 2 league is Conquerors of Wraeclast. MMOHuts reports that players join Varek and his mercenaries, recruit troops, capture fortifications, and build toward a faction stronghold in the endgame. The same report says the league includes a storyline tied to the Blood Lord, more than 70 points of interest, castle treasuries, and a new crafting material for reforging gear.
PCGamesN describes the league as a strategy layer over the existing game, with army recruitment, castle building, and war against rival factions. That framing is important because Path of Exile leagues usually succeed or fail on how cleanly their side systems feed the core loop. If Conquerors of Wraeclast asks players to manage territory, troops, and stronghold progression while also learning two new campaign acts and major balance changes, its pacing will matter as much as its rewards.
For league starters, the practical question is whether this mechanic favors fast mappers, boss killers, durable generalists, or characters that can safely engage fortified encounters. The source material confirms the strategic premise, points of interest, treasuries, and reforging material, but it does not provide reward tables, encounter scaling, failure states, or how early in the campaign the league appears. Players trying to choose between Shadow and Duelist should therefore avoid assuming either class is automatically best for the Path of Exile 2 league. The smarter first plan is a build that can handle unknown encounter layouts, then specialize once the league’s economy and crafting value become clear.
What to watch from ExileCon 2026 and the remaining unanswered questions
Grinding Gear Games’ official forum post ahead of ExileCon 2026 told players to tune in on November 6 PST at 12:30 PM PST through the Path of Exile Twitch channel or the official YouTube channel. The post teased the road to Full Release, and community replies immediately latched onto dagger imagery as a possible Shadow hint. That part has now been resolved by post-show reporting from PCGamesN and MMOHuts: Shadow is part of the 1.0 launch alongside Duelist.
The more useful ExileCon follow-up is the detail still missing around those confirmations. Players should watch for full gem lists, Ascendancy node reveals, passive tree data, Unique Item rework lists, Support Gem changes, and precise Conquerors of Wraeclast reward mechanics. Those are the pieces that decide whether Shadow is a smooth first character, whether Duelist has enough early damage and defense to push campaign bosses, and whether existing Early Access favorites survive the transition to 1.0.
Availability is clearer than many of the systems. MMOHuts reports that Path of Exile 2 will remain free to play when 1.0 arrives. Maxroll’s coverage says players will be able to play the new Duelist and Shadow classes for free on PC and console, while Wikipedia’s public release summary lists the Early Access platforms as Windows, PlayStation 5, and Xbox Series X/S. The provided sources do not include a fresh official platform-by-platform 1.0 storefront listing, so anyone planning around a specific console should verify on the platform store or Grinding Gear Games’ own channels before launch day.
For now, the safest recommendation is patience with numbers and confidence in scope. The December 11 launch is confirmed in the supplied reporting, the final campaign acts and two returning classes are confirmed, and the first full-release league has a defined strategic identity. What remains unsettled is the part Path of Exile players care about most: the exact build math. If you are returning for 1.0, prepare concepts rather than finished trees. If you are new, the full release is the cleanest entry point yet because the campaign will finally have its ending, the game will be free to play, and the first league will begin with everyone learning the new systems together.
