Path of Exile 2
Path of Exile 2 is a next generation Action RPG created by Grinding Gear Games. Set years after the original Path of Exile, you will return to the dark world of Wraeclast and seek to end the corruption that is spreading. Path of Exile 2 is a free-to-play online multiplayer game with co-op for up to six players.
Path of Exile 2 is a separate game to the original Path of Exile. We will continue to offer expansions for both games going forward. They are completely free-to-play and will never be "pay to win". Purchases are shared between the two games.
Launching on PC, macOS, Xbox Series X/S and PlayStation 5.
Closed Beta on June 7, 2024.
Return to a World of Grit and Despair
Since the death of Kitava, society has been slowly rebuilding, but Corruption has once again started to spread throughout Wraeclast. The people whisper of a ghastly living Seed that drives those around it to madness...
Path of Exile 2 features a brand new campaign with six acts, 100 distinct environments, 600 monsters and 100 bosses.
- Act 1: Ogham (Ezomyte Tribe)
- Act 2: Vastiri Level 17 (Maraketh Tribe)
- Act 3: Aggorat Level 31 (Vaal Tribe)
- Act 4: Ngamakanui Level 45 (Karui Tribe)
- Act 5: Act 5 (Azmeri Tribe?)
- Act 6: Act 6 (Eternal?)
Alva returns in Act 3.
Dual-specialise your Passive Skill Tree
Path of Exile's iconic Passive Skill Tree has made a return, with 2,000 skills that allow you to completely customise your gameplay experience. It now features Dual Specialisation, the ability to allocate some passive skill points to two different sets of skills. They engage whenever the appropriate weapon or skill type is used. For example, you can have some points allocated to both daggers and traps, or ice and lightning, and as you swap between attacks, the appropriate skill points will apply. This lets you specialise in multiple areas without opportunity cost.
- New Dual Specialization system. Can select which skills are used with each weapon set, switching dynamically on skill use.
- Certain Passive Points granted by Skill Books can be allocated separately per weapon set, changing dynamically on skill use.
- Reservations can be dynamically swapped based on weapon set.
- Shapeshifting also has a separate specialization.
- Dual Specialization swap speed can be modified by specific stats. Larger weapons take longer to swap.
Uncover All-new Items
Path of Exile 2 features 700 equipment base types and every single one has its own unique item you can find. You can augment your arsenal with new weapons such as Spears, Crossbows and Flails, as well as supplementary items like Focuses, Traps and redesigned Sceptres.
- Staves grant a spell as an implicit (e.g. Fireball, Unleash).
At the conclusion of Path of Exile 2's six-act campaign, you'll gain access to its endgame. Each of the more than 100 endgame maps has its own boss fight and modifiers that enable revamped versions of many of Path of Exile's past leagues. We'll reveal more details of the surprises that await you in Path of Exile 2's endgame in the leadup to release.
Endgame will have different storyline from PoE1. Map will contain revamped versions of story bosses. Map modifiers can roll league mechanics.
- Spacebar to Dodge Roll. No cooldown, no limitations, and includes path-finding. Grants stun resistance, but does not grant invulnerability. Avoids projectiles and melee attacks at start of roll. Cancels skill animations on use, but cannot cancel a Dodge Roll. Not faster than running. Roll Speed scales with Movement Speed. Can be modified via passives.
- Mana cost is spent throughout the skill instead of on use; cancelling skill or getting stunned will not consume mana.
- All crowd control mechanics (e.g. Freeze/Stun/Immobilise) build up over time, like "poise" allowing them to work on bosses if not immediately applied. Enemies and players also gain resistance to crowd control for a duration after being cc'd, reducing chain stun/freeze. Electrocute lets Lightning damage CC. Stun duration varies by monster
- Reviving in the Acts will return you to the start of the zone, instead of right at the boss, to prevent corpse rushing.
- Defeating optional Bosses can grant rewards like permanent stat and Spirit bonuses.
- Future Microtransaction system to turn items into skins - no ETA.
- Game pauses while looking at world map.
- The Hooded One can identify all items in your inventory in town.
- New character stat screen User Interface
- You can dodge roll and transform in town.
- Culling strike kills normal, magic, rare, and unique enemies at 30%, 20%, 10%, and 5% life respectively.
- Dialogue and quest states will differ if you skip lore
- Chaos Orbs now remove a random affix then add a random affix. Alterations and Scours do not exist. Mod pools are more relevant.
- Conversion now only scales by the final damage type, and does not remember converted damage types. (e.g. 100% Physical to Cold no longer scales with Physical).
- Nearby distance is measured in meters rather than units.
- Larger bosses can be more mobile because they have multiple hitboxes, unlike just 1 in POE 1
- Checkpoints before bosses. Teleports are destroyed in boss arenas. Logging out returns you to the save state you logged out from - no more logout macros. Dying resets the zone.
- League mechanics unlocked in story via quests (e.g. Delirium)
- Projectiles have gravity to limit off-screening (e.g. Porcupines) and can be dodge-rolled
- No crafting bench; vendors sell items with more modifiers instead to be more likely to sell good levelling items
- Increased Item Rarity and monster rarity bonuses will significantly affect currency drops.
- Light Radius extends minimap fog of war range
- Sceptres grant Spirit and Aura-like modifiers.
- Act 2/3/4 will unlock Ascendancy points. No Labyrinth
- No Masteries, instead more passives/notables. Passives are more generic and less weapon-specific.
- Charges do not grant inherent bonuses and instead empower skills which consume them. Skills that spend charges cannot gain charges.
- Gold system with proximity auto-pickup;
- Gold is the main currency used during campaign. can be used at vendors for NPC trading or gambling.
- Not the main form of trading currency though
- No flask charges from normal monsters.
- Flasks will be more reactive than permanent buffs. Guard Flask replaces Guard Skills.
- No Quicksilver Flask.
- Refill flask in town.
Spirit reservation system replaces mana reservations.
- Reservations can be dynamically swapped based on weapon set.
- Reservations do not deactivate on death.
- 100 Spirit by default. Increases can be obtained from boss drops, item modifiers, and sceptre implicits.
- Reserve flat amounts of Spirit to enable auras or trigger-able meta skills.
- Permanent minions also reserve spirit.
- Axes can be thrown.
- Dagger skills will be fast and sometimes linked to poison
2021/4/29 Act2 Concept Art
2021/4/23 Narrative Design Philosophies
2021/4/9 Second Trailer
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