Interludes
Old: chuanhsing#2097 2025-08-20 18:29:42
New: chuanhsing#2097 2025-08-20 18:40:47
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1 | - | # | |
1 | + | # Interludes | |
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3 | - | ||
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4 | 4 | ||
5 | - | * Druid will not be added with version 0.3, but will arrive in a future season! | |
6 | - | * [Act 4](Act_4) | |
7 | - | * [Interludes](Interludes) | |
8 | - | * [Sprint](Sprint) | |
9 | - | * [Lineage Support Gems](Lineage_Support_Gems) | |
10 | - | * [Ranger and Dexterity Classes: New Skills, Reworks, and Reinforced Defenses](The_Third_Edict_league_Ranger) | |
11 | - | * [Warrior: Rekindled Flames, Ancient Totems, and New Defenses](The_Third_Edict_league_Warrior) | |
12 | - | * [Mercenary: Smoother crossbows and stronger combos](The_Third_Edict_league_Mercenary) | |
13 | - | * [Witch: Enhanced Summons and New Occult Weapons](The_Third_Edict_league_Witch) | |
5 | + | There are three of these Interludes. They form parallel narratives that will take players from level 60 to level 65, the threshold at which the endgame finally opens. Although temporary— they will disappear with the arrival of Acts 5 and 6 —these stories bring new locations, new fights, and a rich narrative transition between the campaign and the endgame content. | |
14 | 6 | ||
15 | - | ## Spoiler | |
7 | + | ## Interlude I: The Curse of Holten | |
8 | + | The first Interlude takes the player back to [[Ogham Village]], which has been rebuilding since the fall of [[Count Geonor]]. But a new threat looms: the neighboring town of Holten is trapped in an impenetrable darkness. Every night, its corrupted inhabitants invade the surrounding farms. The player will have to explore new areas, face new bosses, and unravel the mystery of this nocturnal corruption. | |
16 | 9 | ||
17 | - | ### Act 4: Karui Islands and [[Kingsmarch]] | |
10 | + | ## Interlude II: The Stolen Barya | |
11 | + | The second Interlude takes the adventure to the Vasteri Desert. [[Sekhema Asala]], invested with a sacred role, must perform the “Gift of Water” ritual when the stars align. But the Selkari, guardians of the sacred water, have disappeared. Players must find them, understand who disrupted the ritual, and face new adversaries. Between exploring desert areas, fighting new bosses, and discovering ancient secrets, this Interlude offers a journey steeped in mysticism. | |
18 | 12 | ||
19 | - | * New Areas | |
20 | - | * New Monsters | |
21 | - | * New Bosses | |
22 | - | * [[The Prisoner]] | |
23 | - | * [[The Blind Beast]] | |
24 | - | * [[Krutog, Lord of Kin]] | |
25 | - | * [[Diamora, Song of Death]] | |
26 | - | * [[Scourge of the Skies]] | |
27 | - | * [[Hoko, of the Tukohoma Tribe]] #1,#2 | |
28 | - | * New Higher ilvl Item Basetypes | |
29 | - | * New Story/Lore progression | |
13 | + | ## Interlude III: Doryani's Contingency | |
14 | + | The third and final Interlude immerses the player in a thousand-year-old story. [[Doryani, Royal Thaumaturge]] of Vaal, once sealed a group of volunteers in a vast mountain crypt to survive the cataclysm. Thousands of years later, their descendants may still exist and hold the key to defeating the Beast. The ascent of the mountain will be perilous: bitter cold, formidable enemies, ice caverns, and the entrance to the mysterious crypt await the player. | |
30 | 15 | ||
31 | - | ### New Ascension Trial in Act 4: [Trial of the Ancestors](Trial_of_the_Ancestors) | |
16 | + | ## Temporary wealth, but integrated into the endgame | |
17 | + | Each Interlude includes between 6 and 7 zones and 4 bosses , which, added to Act 4, represents 35 new zones and 24 new encounters in total. Although the Interludes are intended as temporary stories, their zones and bosses will not disappear: they will be integrated into the endgame. | |
32 | 18 | ||
33 | - | ### A new League mechanic: [[Abyss]]/The Lightless (possibly a fusion with Delve) | |
34 | - | ||
35 | - | ### New crafting options related to the new League Mechanic | |
36 | - | ||
37 | - | ### New combat mechanic related to the new League mechanic | |
38 | - | ||
39 | - | ### Skill rebalance: With the aim to make more skills and builds endgame viable | |
40 | - | ||
41 | - | ### An Ascendancy rebalance/rework: Buffing Weaker and Less played ascendancies | |
42 | - | ||
43 | - | ### Skill tree rebalance: Making notables and Keystones more interesting & meaningful | |
44 | - | ||
45 | - | ### Atlas tree expand/rebalance | |
46 | - | ||
47 | - | ### New Unique items | |
48 | - | ||
49 | - | ### More Simple endgame-map Layouts: More maps "like Sandspit" with simple geometry layouts | |
50 | - | ||
51 | - | ### [[Essence]] rework or buffs (Mentioned by GGG to be something they're fixing) | |
52 | - | ||
53 | - | ### A campaign crafting tutorial for new players | |
54 | - | ||
55 | - | ### EXP buffs for levels 95+ | |
56 | - | ||
57 | - | ### New Pinnacle Boss?: Kulemak | |
19 | + | With this new system, it is no longer necessary to replay the campaign multiple times. This development promises to make the progression experience more enjoyable. | |
58 | 20 |