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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.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.