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PoE2
DB
Objet
Objet
Gemme
Gemmes d'aptitude
Gemmes de soutien
Spirit Gems
Lineage Supports
Modificateurs
Modificateurs
Desecrated Modifiers
Keywords
Artisanat
Quête
Quête
Les classes d'Ascendance
Arbre des Talents
Act
Pierres de téléportation
Patreon
PoE
DB
TW 正體中文
CN 简体中文
US English
KR 한국어
JP Japanese
RU Русский
PO Português
TH ภาษาไทย
FR Français
DE Deutsch
ES Spanish
# System Changes * 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 * 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 * 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 * 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). * 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 * 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 * Charges do not grant inherent bonuses and instead empower skills which consume them. Skills that spend charges cannot gain charges.
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