Aggorat
Old: chuanhsing#2097 2023-12-21 22:18:21
New: chuanhsing#2097 2023-12-21 22:24:02
| Old | New | Differences | |
|---|---|---|---|
| 1 | - | # Path of Exile 2 | |
| 1 | + | # Act 3: Aggorat (Vaal Tribe) | |
| 2 | + | * The Ziggurat Encampment (Town) | |
| 3 | + | * Marsh Crossing | |
| 4 | + | * Sandswept Marsh | |
| 5 | + | * Jungle Depths | |
| 6 | + | * Jungle Outskirts | |
| 7 | + | * Treasure Vault (Present) | |
| 8 | + | * Treasure Vault (Past) | |
| 9 | + | * Upper Machinarium | |
| 10 | + | * Lower Machinarium | |
| 2 | 11 | ||
| 3 | - | ||
| 12 | + | <a href="https://i.imgur.com/5weme1G.jpg" data-lightbox="panel"></a> | |
| 4 | 13 | ||
| 5 | - | 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. | |
| 6 | - | ||
| 7 | - | Launching on PC, macOS, Xbox Series X/S and PlayStation 5. | |
| 14 | + | [Path of Exile 2](poe2) Act 3 takes place on the Aggorat, Vaal Tribe. Aggorat is located near Utzaal Outskirts showed in Expedition Site. | |
| 8 | 15 | ||
| 9 | 16 | <a href='#' class="js-modal-btn" data-video-id="y8OL9qqnhDo"></a> | |
| 10 | 17 | <a href='#' class="js-modal-btn" data-video-id="Go4ykizk_Uo"></a> | |
| 11 | - | <a href= | |
| 18 | + | <a href='#' class="js-modal-btn" data-video-id="6MMPF1NbK40"></a> | |
| 12 | 19 | ||
| 13 | - | ||
| 20 | + | Boss: Silverback Blackfist | |
| 14 | 21 | ||
| 15 | - | ## | |
| 22 | + | ## Area: Sandswept Marsh | |
| 16 | 23 | ||
| 17 | - | S | |
| 24 | + | Sandswept Marsh, Marsh Crossing, Monster Level: 30, When the city flooded, the peasants fled quickly... but not quickly enough. | |
| 18 | 25 | ||
| 19 | - | Path of Exile 2 features a brand new campaign with six acts, 100 distinct environments, 600 monsters and 100 bosses. | |
| 26 | + | POI: | |
| 27 | + | * Utzaal Lake | |
| 28 | + | * Vastiri Outskiris | |
| 29 | + | * Chimeral Wetlands | |
| 30 | + | * Carver Bog | |
| 20 | 31 | ||
| 21 | - | * Act 1: [Ogham](Ogham) (Ezomyte Tribe) | |
| 22 | - | * Act 2: [Vastiri](Vastiri) Level 17 (Maraketh Tribe) | |
| 23 | - | * Act 3: [Aggorat](Aggorat) Level 31 (Vaal Tribe) | |
| 24 | - | * Act 4: [Ngamakanui](Ngamakanui) Level 45 (Karui Tribe) | |
| 25 | - | * Act 5: [Act 5](Act_5) (Azmeri Tribe?) | |
| 26 | - | * Act 6: [Act 6](Act_6) (Eternal?) | |
| 32 | + | NPCs: | |
| 33 | + | * The Hooded One | |
| 34 | + | * Emal | |
| 27 | 35 | ||
| 28 | - | Alva returns in Act 3. | |
| 36 | + | Boss: | |
| 37 | + | * Rootdredge | |
| 29 | 38 | ||
| 30 | - | ||
| 39 | + | ## Area: The Ziggurat Encampment | |
| 31 | 40 | ||
| 32 | - | ||
| 41 | + | The Ziggurat Encampment: Sunken Ziggurat, Only a small crown of stone remains above the deadly waters | |
| 33 | 42 | ||
| 34 | - | Path of Exile 2 features 240 Skill Gems that grant devastating active skills and 200 Support Gems that modify their behaviour. Combine these together to create your perfect build. | |
| 43 | + | NPCs: | |
| 44 | + | * The Hooded One | |
| 45 | + | * Alva | |
| 46 | + | * Oswald: weapon vendor | |
| 47 | + | * Servi: potion vendor | |
| 35 | 48 | ||
| 36 | - | ||
| 49 | + | ## Area: Jungle Depths | |
| 37 | 50 | ||
| 38 | - | * Characters start with 9 sockets. Gems always have 2 gem sockets by default. | |
| 39 | - | * Attacks scale more significantly with levels. | |
| 40 | - | * Support Gems add additional attribute requirements to Skill Gems based on the support's attribute theme. | |
| 41 | - | * Socket crafting (extra sockets, colouring) is deterministic. | |
| 42 | - | * Chromatic Orb let you pick the colour. | |
| 43 | - | * Jeweller's Orb tiers: Each upgrade tier is rarer than the previous. | |
| 44 | - | * Lesser Jeweller's Orb: Upgrades 2 → 3 additional gem sockets on a Skill Gem | |
| 45 | - | * Jeweller's Orb: Upgrades 3 → 4 additional gem sockets on a Skill Gem | |
| 46 | - | * Greater Jeweller's Orb: Upgrades 4 → 5 additional gem sockets on a Skill Gem | |
| 47 | - | * Orb of Fusing, Orb of Scouring, Orb of Alteration removed | |
| 51 | + | Monster Level: 31 | |
| 48 | 52 | ||
| 49 | - | ||
| 53 | + | The bountiful fields of the city of Utzaal are now nothing but tangled jungle. | |
| 50 | 54 | ||
| 51 | - | ||
| 55 | + | ## Area: Jungle Outskirts | |
| 52 | 56 | ||
| 53 | - | * New Dual Specialization system. Can select which skills are used with each weapon set, switching dynamically on skill use. | |
| 54 | - | * Certain Passive Points granted by Skill Books can be allocated separately per weapon set, changing dynamically on skill use. | |
| 55 | - | * Reservations can be dynamically swapped based on weapon set. | |
| 56 | - | * Shapeshifting also has a separate specialization. | |
| 57 | - | * Dual Specialization swap speed can be modified by specific stats. Larger weapons take longer to swap. | |
| 57 | + | Monster Level: 32 | |
| 58 | 58 | ||
| 59 | - | ||
| 59 | + | Anthills, Monster Level: 32, Armies march unseen under the earth. | |
| 60 | 60 | ||
| 61 | - | ||
| 61 | + | ## Area: Exposed Summit | |
| 62 | 62 | ||
| 63 | - | ||
| 63 | + | ## Area: Upper Machinarium | |
| 64 | 64 | ||
| 65 | - | ## Explore a new Endgame | |
| 65 | + | NPCs: | |
| 66 | + | * Alva | |
| 66 | 67 | ||
| 67 | - | 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. | |
| 68 | + | Boss: | |
| 69 | + | * Blackjaw, the Remnant | |
| 68 | 70 | ||
| 69 | - | ## System Changes | |
| 70 | - | * 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. | |
| 71 | - | * Mana cost is spent throughout the skill instead of on use; cancelling skill or getting stunned will not consume mana. | |
| 72 | - | * 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 | |
| 73 | - | * Reviving in the Acts will return you to the start of the zone, instead of right at the boss, to prevent corpse rushing. | |
| 74 | - | * Defeating optional Bosses can grant rewards like permanent stat and Spirit bonuses. | |
| 75 | - | * Future Microtransaction system to turn items into skins - no ETA. | |
| 76 | - | * Game pauses while looking at world map. | |
| 77 | - | * The Hooded One can identify all items in your inventory in town. | |
| 78 | - | * New character stat screen User Interface | |
| 79 | - | * Reservations do not deactivate on death. | |
| 80 | - | * You can dodge roll and transform in town. | |
| 81 | - | * Culling strike kills normal, magic, rare, and unique enemies at 30%, 20%, 10%, and 5% life respectively. | |
| 82 | - | * Dialogue and quest states will differ if you skip lore | |
| 83 | - | * Chaos Orbs now remove a random affix then add a random affix. Alterations and Scours do not exist. Mod pools are more relevant. | |
| 84 | - | * 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). | |
| 85 | - | * Nearby distance is measured in meters rather than units. | |
| 86 | - | * Larger bosses can be more mobile because they have multiple hitboxes, unlike just 1 in POE 1 | |
| 87 | - | * 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. | |
| 88 | - | * League mechanics unlocked in story via quests (e.g. Delirium) | |
| 89 | - | * Projectiles have gravity to limit off-screening (e.g. Porcupines) and can be dodge-rolled | |
| 90 | - | * No crafting bench; vendors sell items with more modifiers instead to be more likely to sell good levelling items | |
| 91 | - | * Increased Item Rarity and monster rarity bonuses will significantly affect currency drops. | |
| 92 | - | * Light Radius extends minimap fog of war range | |
| 93 | - | * Sceptres grant Spirit and Aura-like modifiers. | |
| 94 | - | * Act 2/3/4 will unlock Ascendancy points. No Labyrinth | |
| 95 | - | * No Masteries, instead more passives/notables. Passives are more generic and less weapon-specific. | |
| 96 | - | * Charges do not grant inherent bonuses and instead empower skills which consume them. Skills that spend charges cannot gain charges. | |
| 71 | + | ## | |
| 97 | 72 | ||
| 98 | - | ## Gold System | |
| 73 | + | Boss: | |
| 74 | + | * Zicoatl, Warden of the Core | |
| 99 | 75 | ||
| 100 | - | * Gold system with proximity auto-pickup; | |
| 101 | - | * Gold is the main currency used during campaign. can be used at vendors for NPC trading or gambling. | |
| 102 | - | * Not the main form of trading currency though | |
| 76 | + | ## Reference | |
| 103 | 77 | ||
| 104 | - | ## Flask | |
| 105 | - | ||
| 106 | - | * No flask charges from normal monsters. | |
| 107 | - | * Flasks will be more reactive than permanent buffs. Guard Flask replaces Guard Skills. | |
| 108 | - | * No Quicksilver Flask. | |
| 109 | - | * Refill flask in town. | |
| 110 | - | ||
| 111 | - | ## Spirit Reservation | |
| 112 | - | ||
| 113 | - | Spirit reservation system replaces mana reservations. | |
| 114 | - | ||
| 115 | - | * 100 Spirit by default. Increases can be obtained from boss drops, item modifiers, and sceptre implicits. | |
| 116 | - | * Reserve flat amounts of Spirit to enable auras or trigger-able meta skills. | |
| 117 | - | * Permanent minions also reserve spirit. | |
| 118 | - | ||
| 119 | - | ## New Skills | |
| 120 | - | Many skills have in-built dynamic movement to close gaps if targeting far away or move away from enemies for some charge-up skills, and can change directions mid-skill (longer animations can turn further). | |
| 121 | - | ||
| 122 | - | Uncut Gems can be turned into specific gems via the Gemcutting menu. Skills are not locked by class and are only sorted by theme per class. | |
| 123 | - | ||
| 124 | - | Extra skill options and shift-attack behaviours, as well as targeting options | |
| 125 | - | ||
| 126 | - | Skills will mostly be limited to a single type of weapon. | |
| 127 | - | ||
| 128 | - | * Brands somewhat merged with Totems | |
| 129 | - | * Mines and traps are no longer spells or attacks and instead a separate damage type. They also are a separate weapon type with different detonation types (proximity, manual, etc) | |
| 130 | - | * Wand skills now are spells (as wands do not have attack stats) | |
| 131 | - | ||
| 132 | - | ### Monk-themed skills | |
| 133 | - | * Killing Palm allows culling (blue flame marker) to grant Power Charges. Inherent dash forward. | |
| 134 | - | * Falling Thunder: Power Charges grants extra projectiles. | |
| 135 | - | * Whirling Assault: Spins and turns while attacking and moving. | |
| 136 | - | * Wind Blast: Knocks enemies back. | |
| 137 | - | * Ice Strike: Third strike has high chance to freeze. | |
| 138 | - | * Wave of Frost: Moves you backwards | |
| 139 | - | * Shattering Palm: Unarmed attack that attaches a bomb, which explodes dealing cold damage. | |
| 140 | - | * Glacial Cascade: Final spike explodes frozen enemies. | |
| 141 | - | * Flicker Strike: Consumes Power Charges to teleport and attack enemies. | |
| 142 | - | ||
| 143 | - | ### Sorceress-themed skills | |
| 144 | - | * Spark: bounces around randomly | |
| 145 | - | * Arc: about the same as before | |
| 146 | - | * Ice Nova: chills enemies in area of effect | |
| 147 | - | * Arctic Armour: Spirit skill; No longer a reservation. buff that builds up when you stay still, dealing cold damage and freezing enemies. | |
| 148 | - | * Frost Bomb: explodes after a delay. | |
| 149 | - | * Comet: rolls you backwards, long cast time/mana cost but deals heavy damage. | |
| 150 | - | * Fireball: replaces melee attack, granted by staves. | |
| 151 | - | * Unleash: now a cooldown skill; slams staff in ground, and triple casts next spell. | |
| 152 | - | * Mana Tempest: creates a circle of power that drains mana but empowers spells, causing lightning spells to fork, | |
| 153 | - | * Cast on Shock: Spirit skill; casts spell after using a certain amount of lightning skills | |
| 154 | - | * Barrier Invocation: Spirit skill; losing energy shield grants charge to trigger multiple copies of spells | |
| 155 | - | ||
| 156 | - | ### Warrior-themed skills: | |
| 157 | - | * Rolling Slam: hits an enemy and stuns them, then deals a jumping slam | |
| 158 | - | * Supercharged Slam: covers weapon in stone, dealing a heavy slam after charging up | |
| 159 | - | * Armour Breaker: Third hits breaks armour, knocks back | |
| 160 | - | * Infernal Cry: Grants phys damage as fire, Combust | |
| 161 | - | * Sunder: Jagged ground; always criticals when armour is broken | |
| 162 | - | * Herald of Ash: only applies to attacks | |
| 163 | - | * Leap Slam | |
| 164 | - | ||
| 165 | - | ### Huntress-themed skills: | |
| 166 | - | * Whirling Slash: creates a storm around you that reduces enemy movement speed by 30% and blinds enemies. Explodes when you exit the storm. | |
| 167 | - | * Rapid Assault: barrage of spear stabs. Final strike does more damage and longer range | |
| 168 | - | * Spearfield: creates a cone of spears that explode on contact with enemy. Increased effect of maim | |
| 169 | - | * Herald of Thunder: Converts Phys to Lightning, adds Lightning attack damage, lightning bolts on killing shocked enemy | |
| 170 | - | * Storm Spear: Lightning conversion, fires a spear that bolts out towards other enemies | |
| 171 | - | * Puncture: Knocks enemies back and inflicts bleeding; more damage based on distance traveled | |
| 172 | - | ||
| 173 | - | ### Ranger-themed skills: | |
| 174 | - | * ?: back-jump while firing an arrow | |
| 175 | - | ||
| 176 | - | ### Shadow-themed skills: | |
| 177 | - | * ?: multi-stab with dagger | |
| 178 | - | * Ethereal Knives: now uses your daggers. (Unclear if still a spell or not) | |
| 179 | - | ||
| 180 | - | ### Druid-themed skills: | |
| 181 | - | ||
| 182 | - | <a href='#' class="js-modal-btn" data-video-id="buc4-NTomSU"></a> | |
| 183 | - | ||
| 184 | - | ### Other | |
| 185 | - | * Axes can be thrown. | |
| 186 | - | * Dagger skills will be fast and sometimes linked to poison | |
| 187 | - | ||
| 188 | - | ### 2021/4/29 Act2 Concept Art | |
| 189 | - | ||
| 190 | - | [Act2 in Path of Exile 2](https://www.pathofexile.com/forum/view-thread/3100660) | |
| 191 | - | ||
| 192 | - | ### 2021/4/23 Narrative Design Philosophies | |
| 193 | - | ||
| 194 | - | [Narrative Design Philosophies](https://www.pathofexile.com/forum/view-thread/3091715) | |
| 195 | - | ||
| 196 | - | ### 2021/4/9 Second Trailer | |
| 197 | - | ||
| 198 | - | <a role='button' class="js-modal-btn" data-video-id="jVRADmjzsss"></a> | |
| 199 | - | <a role='button' class="js-modal-btn" data-video-id="JCDIBA2Icls"></a> | |
| 200 | - | ||
| 201 | - | ### 2019/11/16 Exilecon | |
| 202 | - | ||
| 203 | - | <a role='button' class="js-modal-btn" data-video-id="V2VRRSVgCL4"></a> | |
| 204 | - | <a role='button' class="js-modal-btn" data-video-id="9OosC1E8TVM"></a> | |
| 205 | - | ||
| 206 | - | [Official Site](https://pathofexile2.com/) | |
| 207 | - | ||
| 78 | + | * [Path of Exile 2: Aggorat Teaser](https://www.youtube.com/watch?v=kdD2JlyYrps) | |
| 79 | + | * [Zizaran gets CRUSHED in first look of Path of Exile](https://www.youtube.com/watch?v=6MMPF1NbK40) |












