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Path of Exile 2: Core Mechanics Analysis and Comparison (As of April 19, 2025)

abril 19, 2025 | by Admin

I. Introduction

Purpose

This report provides a detailed technical analysis of the core game mechanics implemented in Path of Exile 2 (PoE2) based on publicly available information confirmed as of April 19, 2025. It focuses on explaining the function of these mechanics, presenting known mathematical formulas, and critically comparing them to their counterparts in the original Path of Exile (PoE1). The objective is to serve as a comprehensive reference for players and analysts seeking a precise understanding of PoE2’s systemic foundations and its key departures from its predecessor.

Significance

Initially announced as a major update, Path of Exile 2 has evolved into a distinct, standalone game set decades after the events of the original.1 While sharing thematic lineage, PoE2 introduces significant overhauls to fundamental systems, including skill gems, resource management, character progression, and core combat interactions.2 These changes necessitate a detailed comparative analysis to understand the new gameplay landscape, build potential, and economic dynamics that differentiate PoE2 from PoE1.

Methodology Note

The information compiled herein relies on official communications from Grinding Gear Games (GGG), including developer blogs, announcements, and patch notes, supplemented by reputable community resources such as the poe2wiki.net/wiki/poe2wiki, poe2db.tw, Maxroll guides, and documented community testing.1 Where official formulas or complete details are unconfirmed, this report notes the status and may draw comparisons based on established PoE1 principles or logical derivations from available PoE2 data. It acknowledges that some information may be pending further GGG clarification or discovery post-April 19, 2025.

II. Core Path of Exile 2 Mechanics

(A) Combat & Offensive Mechanics

Damage Calculation Fundamentals

  • Explanation (PoE2): The process of determining the final damage dealt by a hit involves several core components. It begins with Base Damage, sourced either from the skill gem itself or the equipped weapon(s) for attacks. To this, Added Damage (flat numerical bonuses from gear, skills, or supports) is applied, scaled by the skill’s specific ‘damage effectiveness’ multiplier. This sum is then modified by percentage-based multipliers: Increased Damage modifiers from various sources (passives, gear, buffs) stack additively with each other, while More Damage modifiers (primarily from support gems and certain unique effects) stack multiplicatively with each other and with the total Increased Damage multiplier.6 Effectively balancing these different multiplier types is crucial for maximizing damage output.7
  • Formula (PoE2): While not explicitly confirmed by GGG for PoE2 as of the cutoff date, the damage calculation structure is anticipated to follow the established PoE1 formula: $Damage = (Base\_Damage + Added\_Damage) \times (1 + \sum Increased\_Damage\%) \times \prod (1 + More\_Damage\%) \times Hit\_Rate \times (Conditional\_Crit\_Multiplier)$ Where Hit_Rate represents attacks/casts per second and Conditional_Crit_Multiplier applies only on critical strikes (incorporating Critical Strike Chance and Multiplier). Source: Derived from PoE1 principles 6, PoE2 confirmation pending.
  • Comparison to PoE1: The fundamental architecture of damage calculation—Base, Added, Increased, and More damage types and their interactions—appears conceptually identical to PoE1.6 The core mathematical relationship between these components seems preserved. Any significant differences will likely manifest in the specific values of base damage or effectiveness on skills, or the availability and magnitude of Increased/More modifiers obtainable through PoE2’s revamped systems (gems, passives, items), rather than a change in the calculation logic itself. The preservation of the Increased vs. More damage distinction, a cornerstone of PoE1 theorycrafting, suggests a deliberate choice to maintain familiarity in core scaling logic while innovating elsewhere. Changes to gem sockets, Spirit, and crafting directly impact the acquisition and opportunity cost of these multipliers, shifting the strategic landscape without altering the underlying math.

Accuracy and Chance to Hit

  • Explanation (PoE2): Accuracy Rating is the offensive statistic used by attacks (but not spells 8) to determine the chance of successfully hitting a target, checked against the target’s Evasion Rating. Characters gain a base +5 Accuracy Rating per point of Dexterity.8 A notable addition in PoE2 is an accuracy penalty based on distance: attacks suffer no penalty against targets within 2 metres, but Accuracy Rating is effectively reduced by up to 90% against targets further than 12 metres away.8
  • Formula (PoE2): The formula for calculating the chance to hit before clamping is: $Uncapped\ Chance\ to\ Hit = \frac{Attacker’s\ Accuracy \times 1.5 \times 100}{Attacker’s\ Accuracy + Defender’s\ Evasion}$ The final Chance to Hit is capped between a minimum of 5% and a maximum of 100%.4 Certain effects, like the Amazon’s Critical Strike notable, might allow chance to hit to exceed 100% for specific interactions.8 Source: poe2wiki.4
  • Comparison to PoE1: PoE1 utilized a more complex formula involving an exponent: Accuracy / (Accuracy + (Evasion / 4)^0.8). The PoE2 formula is algebraically simpler and removes the exponent, potentially altering the relative effectiveness of Accuracy versus Evasion at different rating levels compared to PoE1. A major difference is the absence of an inherent distance penalty for accuracy in PoE1. While PoE1 had the Resolute Technique keystone (100% hit chance, cannot deal critical strikes), PoE2 features analogous effects described as “Always Hit” or “Can’t be Evaded”.4 The introduction of the distance penalty and the simplified formula in PoE2 incentivizes different positioning strategies for ranged attackers and may make achieving high hit chance more intuitive, especially at lower gear levels. This directly challenges the common PoE1 ranged tactic of maximizing distance, forcing consideration of optimal engagement ranges or higher investment in Accuracy.

Critical Strikes

  • Explanation (PoE2): A hit can randomly be determined as a Critical Strike, causing it to deal significantly more damage based on the character’s Critical Strike Multiplier. The base chance for an attack to be a critical strike typically comes from the equipped weapon(s) (for martial weapons), while spells derive their base critical strike chance from the skill gem itself.9 Unarmed attacks have a base chance of 0%.9 When a skill is used, a single random roll (0-99.99) generally determines the critical threshold for all hits resulting from that skill use; hits critically strike if the character’s effective critical strike chance exceeds this rolled value.9 Certain skills, like channelling skills, may perform new rolls periodically.9 Modifiers granting “Lucky” critical strike chance allow two rolls, taking the more favorable result, while “Unlucky” takes the less favorable.9 Critical strikes from attacks can be downgraded to normal hits if a secondary Evasion check against the target succeeds.4
  • Formula (PoE2): The calculation for effective Critical Strike Chance likely mirrors PoE1: $Effective\ Crit\ Chance = (Base\ Crit + Added\ Base\ Crit) \times (1 + \sum Increased\ Crit\ Chance\%) \times \prod (1 + More\ Crit\ Chance\%)$ The base Critical Strike Multiplier (bonus damage on crit) is expected to be +100% (resulting in 200% total damage) by default, consistent with PoE1 player characters.7 Source: Derived from PoE1 principles 11 and PoE2 descriptions.7 Exact PoE2 confirmation pending. For Lucky/Unlucky binary rolls like critical strike chance 10: $Lucky\ Chance = 2 \times Chance – Chance^2$ $Unlucky\ Chance = Chance^2$ Source: poe2wiki.10
  • Comparison to PoE1: The fundamental mechanics—base chance derived from weapon/gem, scaling via increased/more modifiers, critical multiplier adding bonus damage, and the single roll per action (with exceptions)—appear consistent with PoE1.11 The potential downgrade of attack crits via Evasion also existed in PoE1.11 Potential differences lie in the specific base crit values of PoE2 weapons and skills, and the availability or potency of crit-related modifiers. The application of the Luck mechanic 9 provides a layer of deterministic modification beyond simple percentage increases. Pure percentage increases in PoE1 could yield diminishing returns relative to base crit chance, whereas Luck offers a non-linear boost, particularly effective at moderate crit chance levels (e.g., 50% base chance becomes 64% with Lucky, a significant relative increase). This may encourage different build strategies compared to solely stacking “increased critical strike chance”.

Attack Speed & Cast Speed

  • Explanation (PoE2): These statistics determine the frequency with which attack skills and spell skills are used, respectively. They directly influence damage per second (DPS) and the rate of resource consumption. Speed is modified by passive skills, equipment affixes, skill effects (e.g., Arcane Tempo support gem 12), and potentially temporary buffs or debuffs. Modifiers on weapons specifying increased Attack Speed typically apply locally, modifying the weapon’s base speed, while global sources stack additively before multiplying with the base speed.13
  • Formula (PoE2): The standard calculation applies: $Actions\ Per\ Second = Base\ Speed \times (1 + \sum Increased\ Speed\%) \times \prod (1 + More\ Speed\%)$ Source: Standard ARPG calculation, consistent with PoE1.
  • Comparison to PoE1: Functionally identical to PoE1. The primary differences will arise from the specific sources, values, and opportunity costs associated with obtaining attack and cast speed modifiers within PoE2’s ecosystem of items, skills, and passives. While speed remains a core DPS multiplier, its overall value might be evaluated differently in PoE2. The potentially slower baseline combat pace 1 and increased emphasis on managing finite resources like Mana (with limited flasks 14) and Spirit 15 could make excessive speed stacking less universally optimal than in PoE1, demanding greater consideration of resource sustainability and animation commitment times.

Damage Conversion

  • Explanation (PoE2): Damage conversion is a mechanic that transforms damage of one type into another during the calculation of hit damage (it does not affect damage over time).16 It follows a strict, unidirectional order: Physical → Lightning → Cold → Fire → Chaos.16 Conversion modifiers exist in two main forms: “X% of Converted to” removes that percentage of Type A damage and adds it as Type B; “Gain X% of as Extra” adds Type B damage based on the Type A amount without removing any Type A damage.16 Conversion calculations occur before percentage-based damage scaling modifiers (‘Increased’/’More’) are applied.16 There is a two-step process: conversion effects inherent to the skill gem itself are applied first; subsequently, all other conversion effects (from gear, passives) and all “Gain as Extra” effects are applied simultaneously in the second step.16 If the total “Converted to” percentage for a given damage type within a single step exceeds 100%, the contributing sources are normalized proportionally to sum to exactly 100%.16
  • Formula (PoE2): This is a procedural calculation governed by the fixed order (Phys → Light → Cold → Fire → Chaos) and the two-step application (Skill conversion → Other conversion + Gain as Extra).16 No single formula encapsulates the process. Source: Mobalytics PoE2 Guide.16
  • Comparison to PoE1: The core mechanics, including the specific conversion order, the distinction between “Converted to” and “Gain as Extra,” the timing of application (before scaling mods), and the normalization process, appear to be identical to the system used in PoE1.17 The retention of this complex system signals its importance to GGG’s design philosophy for build diversity and depth, allowing for intricate interactions where damage can benefit from modifiers related to multiple damage types it passes through. While powerful, its complexity remains a significant element for players to master.

Resistance Penetration

  • Explanation (PoE2): Resistance Penetration allows hits to effectively bypass a percentage of the target’s resistance to the corresponding damage type (Fire, Cold, Lightning, Chaos) when calculating damage dealt.7 It lowers the resistance value used in the damage formula but does not alter the target’s actual resistance stat.7 This mechanic applies only to hit damage, not damage over time.19 Sources include support gems, passive skills, and item affixes. Available information suggests penetration cannot reduce a target’s effective resistance below 0%.7
  • Formula (PoE2): The effective resistance used for damage calculation would be: $Effective\ Resistance = max(0, TargetResistance – PenetrationValue)$ 7 This contrasts with the PoE1 formula where penetration could result in negative effective resistance: $EffectiveResistance = min(CurrentRes, MaxRes) – Penetration.19 PoE2’s exact handling of negative effective resistance requires confirmation.
  • Comparison to PoE1: Functionally similar in that it reduces effective resistance for hits.19 The critical potential difference lies in whether PoE2 penetration can drive effective resistance below zero. PoE1 penetration could, making it a powerful damage multiplier even against targets with low or negative base resistance.19 If PoE2 penetration is capped at reducing resistance to 0%, as suggested by phrasing in 7, this represents a significant functional change. It would shift penetration’s role from a universal damage scaler to primarily a tool for overcoming high resistances. This change would elevate the relative importance of other resistance reduction mechanics like Curses and Exposure 7, as those can reduce the target’s actual resistance value, potentially below zero, which penetration could then help bypass down to the 0% floor.

Ailments

  • Explanation (PoE2): Ailments are debuffs applied by hits, typically associated with specific damage types. They are categorized as Damaging (Ignite, Poison, Bleed) which inflict damage over time, and Non-Damaging (Chill, Freeze, Shock, Electrocute) which apply detrimental effects.22 The application of most ailments (Ignite, Chill, Freeze, Shock, Electrocute) is probabilistic, determined by the magnitude of the relevant damage type in the hit relative to the target’s Ailment Threshold.22 Bleeding and Poison application rely on explicit chance modifiers rather than the threshold system.22 A new Lightning ailment, Electrocute, has been introduced.22 A player’s base Ailment Threshold is equal to half of their maximum Life.22
  • Formula (PoE2): Ailment application chance and magnitude for threshold-based ailments scale based on the ratio: Damage Dealt / Ailment Threshold. A player’s Ailment Threshold can be calculated as Base (0.5 * Max Life) * (1 + Increased Ailment Threshold%). Specific ailment effects and durations vary (see table below). Source: poe2wiki.22
  • Comparison to PoE1: The Ailment Threshold being based on 50% of maximum Life 22 is a major change from PoE1, where the threshold was based on 100% of maximum Life. This makes ailments significantly easier to apply with smaller hits in PoE2. Electrocute is entirely new. The base effects and durations of existing ailments have been rebalanced:
  • PoE2 Ignite: 20% of Fire hit/sec for 4s 22 (PoE1: 90%/sec for 4s 23).
  • PoE2 Poison: 20% of Phys+Chaos hit/sec for 2s 22 (PoE1: 30%/sec for 2s 23).
  • PoE2 Bleed: 15% of Phys hit/sec for 5s, +100% damage if target moves/aggravated 22 (PoE1: 70%/sec for 5s, +200% if moving 23).
  • PoE2 Shock: 20% increased Damage Taken for 4s 22 (PoE1: Scaled up to 50% increased Damage Taken based on Lightning damage vs threshold).
  • PoE2 Chill: Slows actions up to 50% for 2s 22 (PoE1: Scaled up to 30% slow).
  • PoE2 Freeze: Prevents action for 4s base duration 22 (PoE1: Duration scaled with Cold damage vs threshold). PoE1 critical strikes inherently applied their associated elemental ailments; PoE2 crits likely still enhance application chance/magnitude via the threshold system but may not guarantee application. The lowered Ailment Threshold fundamentally increases the baseline effectiveness and consistency of non-damaging ailments. While base damage values for damaging ailments appear lower, the easier application might compensate, shifting build focus away from needing massive single hits. Electrocute adds a potent hard control option for Lightning damage builds, diversifying its utility beyond the standardized damage amplification of Shock.
  • Table: Path of Exile 2 Ailment Summary
AilmentTypeAssociated DamageEffectBase DurationApplication Basis
IgniteElemental, DamagingFireBurns for 20% of Fire hit damage per second4 secondsThreshold
ShockElemental, Non-DamagingLightningTarget takes 20% increased damage from all sources4 secondsThreshold
ChillElemental, Non-DamagingColdSlows target’s action speed (up to 50%)2 secondsThreshold (Always applies if min threshold met)
FreezeElemental, Non-DamagingColdTarget cannot move or act4 secondsThreshold
ElectrocuteElemental, Non-DamagingLightningTarget’s action speed drops to 0 (immobilize)(Unspecified)Threshold
BleedNon-Elemental, DamagingPhysicalDeals 15% of Phys hit/sec as Phys DoT (+100% damage if target moves/aggravated). Immune via CI.245 secondsChance
PoisonNon-Elemental, DamagingPhysical, ChaosDeals 20% of Phys+Chaos hit/sec as Chaos DoT2 secondsChance

(B) Defensive & Recovery Mechanics

Armor

  • Explanation (PoE2): Armor is a primary defense statistic, primarily associated with Strength-based equipment, that provides Physical Damage Reduction against hits.3 It does not mitigate damage over time effects like Bleed, although it reduces the initial hit damage that may cause Bleed.3 The percentage of physical damage reduced by Armor is dependent on the character’s Armor value relative to the magnitude of the incoming physical hit; it is significantly more effective against numerous small hits than single large hits.3 The maximum physical damage reduction achievable through Armor (and other sources combined) is capped at 90%.3 PoE2 introduces the ‘Armour Break’ debuff, which reduces a target’s Armor value. If an enemy’s Armor is reduced to zero via Armour Break, they gain the ‘Fully Broken Armour’ status, causing them to take 20% increased physical damage from hits.3 Certain skills also gain effects based on Armor values, such as scaling added damage.3
  • Formula (PoE2): The Physical Damage Reduction (DR) percentage from Armor against a raw physical hit damage (D<sub>raw</sub>) is calculated as: $DR = \frac{A}{A + 10 \times D_{raw}}$ Where A is the character’s Armor rating. This reduction is capped at 90%. Source: poe2wiki.3
  • Comparison to PoE1: The core function and scaling principle of Armor remain similar. However, the PoE2 formula uses a denominator constant of 10, compared to PoE1’s constant of 12 (based on external knowledge, though PoE1 wiki formula uses 10 as well, suggesting potential past changes or wiki discrepancy; PoE2 wiki explicitly uses 10). If PoE1 used 12, the PoE2 formula represents a slight buff, requiring less Armor to achieve the same percentage reduction against a given hit size. The 90% cap is consistent. The Armour Break mechanic is entirely new to PoE2. While PoE1 had mechanisms for Armor to apply to elemental damage (e.g., Transcendence keystone, Formless Flame unique), PoE2 also features similar effects through items like the Blackbraid unique body armor 3 and the Refraction support gem.3 The introduction of Armour Break provides direct counterplay against heavily armored enemies, a facet less developed in PoE1, while the potential formula tweak makes Armor a more consistently viable defense.

Evasion

  • Explanation (PoE2): Evasion Rating, primarily found on Dexterity-based equipment, provides a chance to completely avoid being hit by both attacks and spells.1 The chance to evade is calculated based on the defender’s Evasion Rating versus the attacker’s Accuracy Rating.4 Unlike PoE1’s purely random chance, PoE2 employs an entropy system: this system tracks near-misses and guarantees that a hit will eventually land after a statistically determined number of evaded attacks, preventing extreme streaks of luck or unluck.4 The maximum chance to evade is capped at 95%.4 If an attack would critically strike but the evasion check fails (meaning the hit connects), a second, independent evasion check occurs; success on this second check downgrades the critical strike to a normal hit without affecting the entropy counter.4 The ‘Hobble’ debuff can reduce a target’s Evasion Rating.4
  • Formula (PoE2): The chance to evade is calculated as: $Chance\ to\ Evade = 1 – \frac{Attacker’s\ Accuracy \times 1.5 \times 100}{Attacker’s\ Accuracy + Defender’s\ Evasion}$ This value is capped at 95%. The entropy mechanism ensures that over N attacks, where the chance to hit is 1/N, exactly one hit will land.4 Source: poe2wiki.4
  • Comparison to PoE1: This represents a significant departure from PoE1. PoE1 Evasion used a different calculation, was purely probabilistic (no entropy), and crucially, only applied to attacks by default, offering no protection against spells.4 PoE1 handled spell avoidance through separate mechanics like Spell Dodge (largely removed/reworked in version 3.16 25) and Spell Suppression. PoE2’s unification of Evasion to work against both attacks and spells 1 is a major philosophical shift. The entropy system makes Evasion a much more reliable defense layer by eliminating RNG streaks.4 Hobble is a new mechanic. The reliability offered by entropy and the broadened scope to include spells drastically increases Evasion’s value as a universal defense strategy in PoE2, simplifying defensive layering compared to PoE1.

Energy Shield (ES)

  • Explanation (PoE2): Energy Shield is a protective layer of hit points, primarily sourced from Intelligence-based equipment, that absorbs damage before Life is affected.1 ES naturally begins to regenerate after a period of not taking damage; this process is called Recharge.27 ES interacts with other defensive mechanics, notably Stun and Ailment thresholds, which are based on Life by default but can be modified to scale with or be based on ES instead.24
  • Formula (PoE2): Specific formulas for ES Recharge Rate and Recharge Delay in PoE2 are not confirmed in the provided materials but are expected to function similarly to PoE1 (e.g., a base delay of around 2 seconds, followed by a recharge rate typically around 20-33% of maximum ES per second). Modifiers exist to increase recharge rate or decrease the delay. Interaction with thresholds allows gaining #% of Maximum Energy Shield as additional Stun/Ailment Threshold 24 or having thresholds based entirely on ES (similar to PoE1’s Skyforth unique 31). Source: Inferred from PoE1 mechanics and PoE2 descriptions confirming recharge 27 and threshold interactions.24
  • Comparison to PoE1: The core function of ES as a rechargeable hit point buffer protecting Life appears identical to PoE1. Key mechanics like Recharge, scaling via Intelligence gear, and interactions with Stun/Ailment thresholds are consistent.30 PoE1 featured significant ES-related keystones and mechanics like Chaos Inoculation (CI – Chaos immunity, 1 Life), Eldritch Battery (ES protects Mana instead of Life), and Zealot’s Oath (Life Regeneration applies to ES).30 PoE2 snippets confirm CI now also grants Bleed immunity 24 and Ascendancy interactions involving ES bypass and Low Life states 29, suggesting these deep, build-defining interactions persist, potentially with refinements for the PoE2 environment. ES remains a potent defensive option, particularly for Intelligence-aligned builds, offering unique defensive scaling routes. Basing thresholds on ES is critical for builds investing heavily in ES over Life.

Block & Spell Block

  • Explanation (PoE2): Blocking provides a chance to completely negate the damage and on-hit effects of an incoming hit. It typically requires equipping a shield 28 or potentially specific weapon types like Quarterstaves (implied by Monk class descriptions 34). A significant addition in PoE2 is the ability to actively block using skills like ‘Raise Shield’. This active block prevents all incoming damage from the front but is limited by a stagger meter; taking hits while actively blocking fills the meter, and when full, the block breaks, likely stunning the character.28 Passive block chance, gained from gear and passive skills, likely still exists alongside active blocking. Block chance is capped, typically at 75%.35 The existence and mechanics of a separate Spell Block chance in PoE2 are currently unclear from available information.
  • Formula (PoE2): The Block Chance cap is 75% 35, consistent with PoE1’s default cap.36 This cap might be increasable via specific modifiers, similar to PoE1’s potential 90% cap.36 A formula for calculating passive block chance is not provided but would likely involve summing the base block chance from the shield/weapon with additional percentage increases from other sources. Source: Community discussion 35, PoE1 mechanics.36
  • Comparison to PoE1: The introduction of active blocking is entirely new; PoE1 block was a purely passive, probabilistic mechanic.36 PoE1 had clearly distinct stats for Attack Block Chance and Spell Block Chance, both defaulting to a 75% cap (raisable to 90%).36 It is uncertain if PoE2 maintains this distinction or uses a unified Block chance against all applicable hits. PoE1 also granted innate block chance for dual wielding 36; its status in PoE2 is unknown. Active blocking introduces a skill-based defensive layer that rewards player timing and positioning, contrasting with PoE1’s passive RNG. This aligns with PoE2’s design direction towards more deliberate, action-oriented combat. The ambiguity surrounding Spell Block suggests either a simplification (potentially rolled into general Block or covered by Evasion vs. Spells) or that details are yet to be revealed.

Resistances (Elemental & Chaos)

  • Explanation (PoE2): Resistances reduce incoming damage of specific types: Fire, Cold, and Lightning (collectively Elemental Resistances), and Chaos Resistance.21 The percentage value directly corresponds to the percentage of damage reduction for that type. Resistances start at 0% for characters and are soft-capped at 75% by default, though this cap can be increased via modifiers up to a hard cap of 90%.21 Resistances can become negative through penalties or curses, which results in taking increased damage of that type.21 Characters incur penalties to their Elemental Resistances as they progress through the game, reaching a cumulative -60% penalty by the endgame.21
  • Formula (PoE2): The final damage taken is calculated as: $Final\ Damage = Incoming\ Damage \times (1 – \frac{Resistance\%}{100})$ Where Resistance% is the character’s resistance value for that damage type, clamped between its negative value and the character’s maximum resistance cap (75% to 90%). Source: poe2wiki 21, standard ARPG formula.
  • Comparison to PoE1: The resistance system in PoE2 appears functionally identical to that of PoE1. The types of resistances (Fire, Cold, Lightning, Chaos), the default cap (75%), the hard cap (90%), the effect of negative resistances, the calculation method, and the cumulative endgame penalty (-60%) are all consistent with the long-standing PoE1 system.21 This provides a familiar and stable baseline for defensive gearing. The primary challenge remains acquiring sufficient resistance values on equipment, particularly within the context of PoE2’s modified crafting system and potentially different affix availability.

Stun Mechanics

  • Explanation (PoE2): Being stunned interrupts a character’s current action and prevents further actions for a brief duration. PoE2 features a dual stun system 38:
  • Light Stun: A very short interruption. Hits have a chance to inflict a Light Stun based on the damage dealt relative to the target’s Stun Threshold. The chance scales up, reaching 100% for hits dealing damage equal to 100% of the target’s maximum life. Chances below 10% are discarded (treated as 0%). Physical damage and melee hits have a higher base chance to inflict Light Stuns. Blocked hits can still cause Light Stuns. Players gain temporary increased Light Stun Threshold after being stunned recently.
  • Heavy Stun: A longer duration stun (multiple seconds). Occurs when a target’s “Stun bar” is completely filled. All hits contribute to filling this bar based on the damage dealt relative to the target’s Stun Threshold. Physical damage and melee hits contribute more buildup. Enemies become ‘Primed for Stun’ when their bar reaches a certain percentage (e.g., 40% for normal monsters), interacting with mechanics like Crushing Blows. The ‘Daze’ debuff increases Heavy Stun buildup from subsequent hits. By default, a character’s Stun Threshold is equal to their maximum Life.38 This threshold can be increased by modifiers, making stuns harder to inflict. Energy Shield can interact with Stun Threshold, either by adding to it or potentially replacing Life as the basis for calculation.24
  • Formula (PoE2): The effectiveness of a hit in causing a stun (both chance for Light Stun and buildup for Heavy Stun) scales proportionally to Damage Dealt / (Stun Threshold * (1 + Increased Stun Recovery %)). The exact scaling percentages are not specified. Light Stun chance reaches 100% when Damage Dealt equals the Stun Threshold.38 Heavy Stun buildup fills a bar based on this ratio.38 Source: poe2wiki.38
  • Comparison to PoE1: PoE1 used a simpler, single stun mechanic. The chance to be stunned was calculated as Stun Chance = 200 * Damage Dealt / Effective Maximum Life. If the chance check succeeded, the stun duration scaled with the damage dealt. PoE2’s introduction of separate Light and Heavy stuns, along with the buildup bar mechanic for Heavy Stuns, adds significant complexity and tactical depth. Basing the threshold on Life is similar, but PoE2 explicitly highlights potential interactions with Energy Shield.29 The dual system allows for more nuanced combat interactions: Light Stuns serve as frequent micro-interruptions, while Heavy Stuns provide more substantial crowd control windows, rewarding either sustained pressure or large, impactful hits. This encourages viewing stun not just as a defensive concern but as a potential offensive tool.

Recovery: Life & Mana

  • Explanation (PoE2): Recovery encompasses all methods by which characters restore their Life and Mana pools. Key mechanisms include:
  • Regeneration: Passive recovery of Life or Mana over time, typically expressed as a flat amount per second or a percentage of the maximum pool per second.
  • Leech: Recovering Life or Mana over time based on a percentage of damage dealt by hits.
  • Flasks: Active use of the single equipped Life Flask or Mana Flask provides recovery over a duration.14
  • Recoup: Recovering a percentage of damage taken as Life or Mana over a period (typically 4 seconds in PoE1). Existence confirmed for Mana via unique item 39, likely exists for Life as well. Other potential sources might include gain-on-hit, gain-on-kill, or specific skill effects.
  • Formula (PoE2): Specific formulas, rates, and caps for Leech and Regeneration in PoE2 are not detailed in the provided snippets. However, community discussion and GGG commentary suggest Leech mechanics have been reworked or rebalanced compared to PoE1.40 PoE1 Leech had complex limitations: each leech instance recovered at 2% max life/sec, capped at recovering 10% max life total per instance, with a global cap of 20% max life/sec from all instances combined.41 PoE1 Regeneration scaled additively from various sources providing flat or percentage-based recovery.33 Source: PoE1 mechanics 33, PoE2 snippets confirm existence of mechanics 28, PoE2 Leech rework implied.40
  • Comparison to PoE1: The most significant difference is the heavily restricted Flask system in PoE2 (only one Life, one Mana slot, no utility flasks 14). This drastically reduces on-demand recovery capabilities compared to PoE1, where players often relied on multiple potent flasks. Consequently, passive recovery methods like Leech, Regeneration, and potentially Recoup become far more critical for sustained gameplay in PoE2.28 Leech mechanics themselves are likely simplified or rebalanced from PoE1’s intricate system.40 Regeneration likely functions similarly but specific values and sources will differ. The drastic reduction in flask potency forces builds to invest more significantly and directly into their inherent recovery capabilities, making sustain a more central build-building challenge than in PoE1.

Note on Guard and Ward

  • Guard Skills: In PoE1, Guard skills (e.g., Steelskin, Molten Shell, Arcane Cloak) were active abilities providing temporary defensive buffs or damage absorption.42
  • Ward: Ward was a defensive layer introduced in PoE1’s Expedition league, found on specific equipment bases. It acted as a damage-absorbing buffer that fully negated a single instance of hit damage, then broke and required time to restore.
  • Status in PoE2: Current information does not confirm the existence of Guard skills or the Ward mechanic as core systems in PoE2.34 Some unique items or Charm effects might provide temporary defensive buffs analogous to Guard skills (e.g., a Stone Charm grants “Defend with 200% of Armour” when used 3, and patch notes mention Charm prefixes granting Guard 45), but dedicated Guard skills as a gem category have not been confirmed. Ward appears absent based on available data. Status requires further confirmation.

(C) Resource Management

Life

  • Explanation (PoE2): Life represents the character’s primary health pool. Depletion to zero results in death. Characters begin at level 1 with a base of 28 Life.46 Maximum Life increases with character level and the Strength attribute. Modifiers on equipment and passive skills provide additional flat or percentage increases to maximum Life.
  • Formula (PoE2): The base calculation for maximum Life is: $Maximum\ Life = 28 + (12 \times Character\ Level) + (2 \times Strength)$ Source: poe2wiki.46
  • Comparison to PoE1: PoE2 characters start with lower base Life (28 vs. 50 32). Life gained per level remains the same (+12 32). However, Life gained per point of Strength is significantly lower in PoE2 (+2 per point) compared to PoE1 (+5 per 10 points, effectively +0.5 per point).32 This makes Strength a less efficient attribute for scaling raw Life totals in PoE2. Consequently, early game Life pools will generally be lower, and achieving high Life totals may rely more heavily on flat Life modifiers from gear or specific passive skill investments rather than pure Strength stacking. This shift might encourage more diverse attribute distributions and elevate the importance of other defensive layers.

Mana

  • Explanation (PoE2): Mana is the primary resource expended to use most active skills (attacks and spells).31 It regenerates passively over time and can also be recovered through Leech (based on damage dealt) and the single equipped Mana Flask.31 Unlike PoE1, Mana is not used for reserving persistent effects like Auras.1
  • Formula (PoE2): The base Mana value, gain per level, and gain per Intelligence point for PoE2 are not confirmed in the provided snippets.48 PoE1 values were: Base 40 Mana, +6 Mana per Level, +1 Mana per 2 Intelligence, and 1.8% of Maximum Mana regenerated per second.31 PoE2 specific values require confirmation. Unique items and mechanics can interact with Mana, such as providing Mana recoup 39 or scaling effects based on maximum Mana like Archmage.12
  • Comparison to PoE1: The fundamental role of Mana for paying active skill costs remains. The crucial difference is the removal of Mana Reservation, which is now handled by the Spirit resource.1 This fundamentally alters Mana management in PoE2. The focus shifts entirely to ensuring sufficient Mana regeneration, leech, or flask recovery to sustain the costs of frequently used skills, without the competing demand of reservations. With only one Mana Flask slot available 14, passive sustain mechanisms (regeneration, leech, recoup 39) and mana cost reduction modifiers likely become more vital components of build design, especially for mana-intensive skills. Decoupling reservation simplifies Mana management but removes a significant scaling vector and build archetype prominent in PoE1 (low-life/low-mana builds relying heavily on reservation efficiency).

Spirit

  • Explanation (PoE2): Spirit is a new resource introduced in PoE2, functioning exclusively as a reservation pool for persistent effects.1 These effects include Auras (buffs affecting the character and potentially allies), permanent Minions (like Zombies or Spectres, as opposed to temporary summoned minions), and Meta Gems (gems that trigger other linked skills based on conditions).1 Characters start with 0 Spirit and gain it incrementally by defeating specific bosses throughout the campaign, up to a total of 100 Spirit from these mandatory sources.15 Additional maximum Spirit can be obtained from specific equipment slots, notably Sceptres (which grant +100 Spirit inherently 13), Body Armours, Amulets, and certain unique items.15 Most Spirit reservations are fixed numerical costs associated with the gem or skill, although some effects like the Tame Beast skill may reserve a percentage of maximum Spirit.15 Reserved Spirit adjusts dynamically when swapping between weapon sets, potentially disabling effects if the new weapon set provides insufficient maximum Spirit.15
  • Formula (PoE2): There is no calculation formula for maximum Spirit itself. The total is determined by: $Total\ Spirit = Base (0) + Spirit\ from\ Boss\ Kills (up\ to\ 100) + Spirit\ from\ Equipment$ Reservation costs are intrinsic to the Spirit gems/skills.15 Source: Maxroll 15, poe2wiki.5
  • Comparison to PoE1: Spirit is an entirely new system, directly replacing the Mana Reservation mechanic of PoE1.1 Its acquisition method (fixed rewards from progression + specific gear) is fundamentally different from PoE1 Mana Reservation, which scaled primarily with the character’s maximum Mana pool (influenced by level, Intelligence, and gear) and could be significantly reduced by specialized passive skills and item modifiers. This makes the number of persistent effects a character can sustain much more rigidly gated in PoE2, especially during the campaign, compared to the potential for extensive aura/buff stacking in PoE1 through dedicated investment. Spirit acts as a harder constraint, forcing more impactful choices regarding which persistent effects are most crucial for a build. The interaction with weapon swapping adds a layer of strategic complexity not present in PoE1’s reservation system.

Flask System

  • Explanation (PoE2): The flask system in PoE2 is significantly streamlined. Characters are limited to equipping exactly one Life Flask and one Mana Flask.14 These flasks are used to recover their respective resources over a period of time upon activation.14 Using a flask consumes charges. Flask charges are primarily gained by killing monsters (with amount/chance potentially scaling with monster rarity), interacting with ‘Wells’ (likely town/hideout replenishment points), or activating checkpoints.14 Flasks can have magic or unique modifiers that affect their charge gain, charge usage, duration, recovery amount, or add other conditional effects.14 Flask quality can be obtained and affects the recovery amount, and quality flasks can be salvaged.14
  • Formula (PoE2): No specific formulas for charge gain calculations are provided in the available materials. Recovery amount and duration are base stats of the flask type, modified by quality and affixes. Source: poe2wiki 14, Maxroll.51
  • Comparison to PoE1: This represents a drastic reduction in scope and power compared to PoE1’s flask system. PoE1 allowed characters to equip up to five flasks of any type.43 This included not only Life and Mana flasks but also various Utility Flasks (e.g., Quicksilver for speed, Granite/Jade for armor/evasion, Diamond for critical strike chance, Bismuth for resistances, etc.).43 These utility flasks provided powerful temporary buffs and were a cornerstone of PoE1 character power, often maintained with near-permanent uptime through investment in charge generation and duration (leading to the “flask piano” playstyle). PoE2 completely removes the concept of utility flasks and restricts players to only the two basic recovery types.43 This limitation makes resource sustain and acquiring buffs like movement speed or temporary defenses reliant on other systems (gear, skills, passives, Charms). The impact of this change is profound, eliminating a major source of on-demand power and forcing builds to be more self-sufficient.

Charm System

  • Explanation (PoE2): Charms are a new category of utility item introduced in PoE2, designed to be socketed into Belts.12 Unlike flasks, Charms provide automatic, reactive effects that trigger when specific conditions are met.28 Examples include charms that activate upon being Frozen, Stunned, or Shocked, often providing temporary immunity or a counter-effect.3 Each use of a Charm consumes Charm Charges. These charges regenerate over time or are gained through specific mechanics.12 Belts gain implicit modifiers granting Charm Slots based on their level (Level 30+ belts can have 1-2 slots, Level 60+ belts can have 1-3 slots).45 Previously, explicit modifiers could also grant slots, but these were removed.45 Some unique belts might offer additional slots.45 The current maximum number of charm slots is 3, though GGG has indicated plans to potentially expand this to 6 in the future.55
  • Formula (PoE2): Charm charge mechanics involve a maximum charge capacity and a cost per use, both specific to the charm type. Most charms had their max charges and charge cost halved in patch 0.2.0f, effectively making them refill faster relative to their usage.45 The exact rate of charge regeneration is not specified but is likely passive over time. Source: Maxroll 12, GGG Patch Notes.12
  • Comparison to PoE1: The Charm system is entirely new to PoE2. It functionally replaces some of the reactive utility provided by PoE1’s utility flasks (like ailment removal or conditional defenses) but operates automatically based on triggers rather than manual activation. This provides a layer of automated defense and utility, partially compensating for the removal of utility flasks but in a less player-controlled manner. The charge system serves as a gating mechanism, preventing constant uptime and requiring strategic choices about which conditional effects are most valuable for a given build or encounter. Belt modifiers granting charm slots make the belt slot significantly more important for utility customization than in PoE1.

(D) Character Progression & Systems

Movement & Dodge Roll

  • Explanation (PoE2): Characters move at a base speed modified by equipment and passive skills. A significant addition is the dedicated Dodge Roll ability, universally available to all characters and bound to a specific key.34 The Dodge Roll provides a quick burst of movement over a fixed distance, allowing for rapid repositioning.56 It grants invincibility frames (i-frames) against most direct strikes and projectiles during the initial part of the animation, but explicitly does not provide i-frames against Area of Effect (AoE) attacks or large telegraphed slams.1 The roll can be used to cancel the ending animations of other skills, improving responsiveness.57 While the Dodge Roll itself appears to have no cooldown, repeated use might incur temporary penalties, such as reduced movement and skill speed, as suggested by a unique item modifier.58 PoE2 also offers WASD movement as an optional control scheme alongside traditional click-to-move.1 The Dodge Roll travels at the same speed as normal walking.1
  • Formula (PoE2): The exact duration of the i-frames and the mechanics of any potential stacking penalties for repeated use are not specified in the available data. It appears to lack a conventional cooldown. Source: Community testing/observations 57, Unique item description.58
  • Comparison to PoE1: The dedicated Dodge Roll mechanic is entirely new. PoE1 relied exclusively on socketed Movement Skills (e.g., Flame Dash, Leap Slam, Whirling Blades) for active repositioning and dodging.59 These skills required gem slots, consumed Mana, and their effectiveness varied significantly between skill types and investment levels. The universal availability of the Dodge Roll in PoE2 standardizes baseline mobility and reactive defense, making it accessible to all builds without specific gem investment. This likely enables GGG to design more mechanically demanding encounters, assuming players utilize this core ability.56 Traditional movement skills may still exist in PoE2 but might serve different roles, such as longer-distance travel, gap closing, or providing utility buffs, rather than being the primary means of dodging immediate threats. WASD movement is also a new option not present in PoE1.

Skill Gem & Socket System

  • Explanation (PoE2): This system represents a fundamental redesign compared to PoE1. In PoE2, gem sockets reside directly on the Skill Gems themselves, rather than on pieces of equipment.2 Each active Skill Gem starts with two sockets for Support Gems and can be upgraded to a maximum of five support sockets using Jeweller’s Orbs (Lesser Jeweller’s Orbs for the 3rd socket, Greater for the 4th, and Perfect for the 5th).5 Crucially, all sockets on a Skill Gem are automatically considered linked, meaning any socketed Support Gem applies its effects to the Skill Gem.26 Players face two key limitations regarding Support Gems: only one copy of any specific Support Gem can be used across the character’s entire skill setup 1, and the total number of Support Gems of a particular color (Red for Strength, Green for Dexterity, Blue for Intelligence) that can be active is limited by the character’s corresponding attribute score (requiring 5 points of the attribute per support gem of that color).1 PoE2 also introduces Uncut Gems, which allow players to choose a specific Skill Gem of the appropriate level when used.1 Spirit Gems are used for reserving Spirit for persistent effects, and Meta Gems trigger linked skills under certain conditions.1
  • Formula (PoE2): The limit on the number of active support gems per color is calculated as: $Max\ Red\ Supports = \lfloor Strength / 5 \rfloor$ $Max\ Green\ Supports = \lfloor Dexterity / 5 \rfloor$ $Max\ Blue\ Supports = \lfloor Intelligence / 5 \rfloor$ Source: poe2wiki.5
  • Comparison to PoE1: This is a complete overhaul of the PoE1 system. PoE1 placed sockets on gear items (Body Armour/Two-Handed Weapons up to 6 sockets; Helmets, Gloves, Boots, One-Handed Weapons/Shields up to 4 sockets). Obtaining the desired number of sockets required Jeweller’s Orbs (random outcome). Linking these sockets required Orbs of Fusing (highly random outcome). Coloring sockets required Chromatic Orbs (random outcome influenced by gear’s attribute requirements).53 PoE1 allowed multiple copies of the same support gem to be used on different skills and had no attribute-based limitation on the number of supports used. The PoE2 system decouples skill power progression (sockets/links) from specific gear pieces, significantly smoothing out the gear upgrade process.60 Finding a desirable gear base is simpler as its intrinsic stats are the main focus, not its socket configuration. Achieving a fully supported skill (equivalent to a PoE1 6-link) is now a more deterministic process of applying Jeweller’s Orbs to the gem itself 5, removing the often frustrating and expensive RNG of Orbs of Fusing and Chromatic Orbs.26 The new limitations (one support copy, attribute caps) introduce different constraints, forcing more strategic choices in support gem selection and rewarding focused attribute investment.

Passive Skill Tree & Weapon Specialization

  • Explanation (PoE2): The Passive Skill Tree remains a vast, interconnected web where players allocate points earned through leveling and specific quests to gain passive bonuses.64 The tree is broadly divided into sections associated with Strength, Dexterity, and Intelligence, influencing the types of bonuses available and the starting positions of the 12 different classes.34 Nodes include basic Attribute Nodes (+5 to a chosen attribute), powerful Notable Nodes granting significant effects, transformative Keystone Nodes that alter core game mechanics, and Jewel Sockets allowing for further customization via socketed Jewels.64 A major new feature is the Weapon Specialization system. By using a ‘Book of Specialisation’ (first obtained from an optional Act 1 boss 64), players gain Weapon Specialisation Points. These points allow players to allocate existing passive skill points differently for each of their two weapon sets.34 This means a single invested passive point can grant one effect while Weapon Set 1 is active, and a different effect (from a different node) when Weapon Set 2 is active. This specialization does not apply to Keystone or Jewel Socket nodes.64
  • Formula (PoE2): The system is based on allocation choices rather than a single formula. Weapon Specialization effectively allows certain passive points to have dual allocations conditional on the active weapon set.
  • Comparison to PoE1: The overall structure of a large passive tree with various node types is familiar from PoE1.66 The specific layout, notable effects, and keystone options will differ significantly in PoE2. The Weapon Specialization system is entirely new and adds a substantial layer of complexity and flexibility not present in PoE1. PoE1 featured Passive Masteries, where allocating a notable allowed selecting one bonus from a list related to that notable’s theme 66; it is unclear if PoE2 has a direct analogue beyond the standard notable system. Weapon Specialization provides a powerful mechanism for hybrid builds or characters utilizing distinct weapon setups (e.g., a spellcasting staff in one set, a melee weapon in the other, or different crossbow ammo types 34). It allows tailoring passive bonuses to the active playstyle without requiring double the investment of passive points, effectively granting conditional bonus points.

Experience Gain & Leveling

  • Explanation (PoE2): Characters gain experience points primarily by killing monsters, which leads to leveling up and gaining passive skill points.28 Skill gems also gain experience and level up independently.5 The amount of experience gained is influenced by the difference between the character’s level and the level of the area (zone level); significant level differences (either over-leveled or under-leveled) result in experience penalties.28 The main campaign in PoE2 consists of six acts.1
  • Formula (PoE2): Experience gain follows a standard formula common in ARPGs, incorporating penalties for level differences. The exact formula used in PoE2 is likely similar to PoE1’s but may have adjusted penalty thresholds or scaling factors.
  • Comparison to PoE1: The core mechanic of gaining XP from kills to level up character and gems is identical. The main structural difference is the campaign length: PoE2 features a new six-act storyline 1, whereas PoE1’s campaign spanned ten acts (originally three acts repeated, later expanded to ten unique acts). GGG has indicated that the early gameplay pace in PoE2 might be intentionally slower than in PoE1.1 While the XP mechanics are standard, the context of a shorter (in acts) but potentially denser campaign and a possibly adjusted pace will shape the overall leveling experience, perhaps emphasizing overcoming challenges within acts more than rapidly progressing through them.

Ascendancy System

  • Explanation (PoE2): Upon reaching certain points in the campaign, characters can specialize into one of three Ascendancy classes available to their base class.1 With 12 base classes, this results in 36 distinct Ascendancy options.1 Ascendancy classes grant access to a unique, powerful Ascendancy skill tree. Points for this tree (up to 8 total) are earned by completing specific endgame content: the Trial of the Sekhemas (found in Act 2, grants first 2 points) and the Trial of Chaos (found from Act 3 onwards, grants remaining 6 points across different difficulty tiers).29 Unlike PoE1, Ascendancy choices in PoE2 can be respecced, allowing players to switch between the three options available to their base class.68
  • Formula (PoE2): Ascendancy point acquisition is tied directly to completing specific Trial milestones, not a formula.
  • Comparison to PoE1: This system replaces PoE1’s Labyrinth system for gaining Ascendancy points.69 In PoE1, players had to find and complete multiple Trials of Ascendancy scattered through the acts and endgame maps to gain access to the Labyrinth, a procedurally generated dungeon filled with traps and puzzles, culminating in a fight against Izaro. Completing the Labyrinth on four different difficulties (Normal, Cruel, Merciless, Eternal) each awarded 2 Ascendancy points (8 total). The Labyrinth also offered unique item enchantments via the Divine Font at its end 73, a system removed/reworked in PoE1 and likely absent in PoE2. PoE2’s Trial system (Sekhema/Chaos) appears to focus more on arena-style combat challenges.29 PoE2 offers significantly more Ascendancy classes (36 vs. 19 in PoE1, excluding Scion).1 The ability to respec Ascendancies in PoE2 68 is a major quality-of-life improvement over PoE1, where changing Ascendancy was extremely costly or required creating a new character. Replacing the often-criticized Labyrinth mechanics with dedicated Trial content streamlines Ascendancy progression, while the increased number of Ascendancies and easier respeccing foster greater build diversity and experimentation.

(E) Items & Economy

Item Fundamentals (Rarity, Affixes, Bases)

  • Explanation (PoE2): Equipment in PoE2 falls into standard categories: Weapons, Armour (Body, Helmet, Gloves, Boots), Jewellery (Amulets, Rings, Belts), Flasks, and Charms, alongside Gems.14 Items possess rarity tiers: Normal (White, no modifiers), Magic (Blue, maximum 1 Prefix and 1 Suffix), Rare (Yellow, maximum 3 Prefixes and 3 Suffixes), and Unique (Orange, featuring fixed, often build-defining stats).1 The pool of available affixes (modifiers) that can appear on Magic and Rare items depends on the item’s base type (which often has implicit Strength, Dexterity, or Intelligence attribute requirements influencing the available mods) and its item level (determining the tier and range of possible affixes).1 A major departure from PoE1 is that item sockets are located on Skill Gems, not on equipment pieces.26
  • Formula (PoE2): Item generation involves complex weighting tables for base types and affix rolls based on item level and source, not a single formula. Affix tiers determine the numerical range of the stats provided.
  • Comparison to PoE1: The core item rarity structure (Normal, Magic, Rare, Unique) and the Prefix/Suffix system for affixes are identical to PoE1.62 The influence of item base type and item level on available affixes also remains consistent.1 The fundamental difference is the removal of sockets, links, and socket colors from gear items.26 This significantly simplifies item evaluation, as players no longer need to assess an item’s socket configuration alongside its stats. The focus shifts entirely to the implicit modifier of the base type and the explicit Prefix/Suffix modifiers.

Crafting System Overview

  • Explanation (PoE2): Crafting in PoE2 primarily involves using various currency items (Orbs) to modify equipment.26 The stated design philosophy emphasizes an “additive” process, where adding desirable modifiers is the focus, and removing unwanted modifiers is intentionally limited.26 This encourages players to start crafting on high-quality base items found during gameplay. Core currency orbs include Orb of Transmutation (Normal to Magic), Orb of Augmentation (adds affix to Magic), Orb of Alchemy (Normal to Rare), Regal Orb (Magic to Rare), Exalted Orb (adds affix to Rare), Orb of Annulment (removes random affix), Chaos Orb (rerolls Rare affixes), Divine Orb (rerolls numerical values of affixes), and Vaal Orb (corrupts item, unpredictable outcome).26 Jeweller’s Orbs are used specifically to add sockets to Skill Gems.26 A Salvage Bench allows breaking down items for quality-improving currency (Armourer’s Scraps, Blacksmith’s Whetstones) or Artificer’s Orbs (used for adding sockets to non-gem items, function needs clarification).26 Additional crafting layers are integrated from various league mechanics: Recombinators (from Expedition, merge two items) 26, Catalysts (from Breach, enhance jewellery quality for specific mod types) 26, Essences (guarantee specific affix on upgrade/reroll) 44, Runes, Soul Cores, Omens (from Ritual) 44, and Distilled Emotions (from Delirium).44
  • Formula (PoE2): Crafting is inherently procedural and probabilistic, governed by the function of each currency type and the weighted pools of possible affixes, rather than mathematical formulas.
  • Comparison to PoE1: Many core currency orb functions are preserved.26 However, several key PoE1 currencies are confirmed absent: Orb of Scouring (cannot reset items to Normal rarity) 1, Orb of Fusing (links are automatic on gems) 26, and Chromatic Orb (socket colors removed from gear).26 Orb of Alteration (reroll Magic item) also appears absent from PoE2 lists.26 PoE1 featured extensive crafting systems like Harvest (targeted crafting), Delve Fossils (modifier weighting), and the Crafting Bench (deterministic affix addition with unlockable recipes).62 PoE2 integrates several league mechanics directly into its crafting options.26 The status and functionality of a Crafting Bench equivalent in PoE2 remain somewhat unclear. The removal of Scouring fundamentally changes the crafting process by preventing easy resets, making the initial base item more critical. The removal of Fusing and Chromatic Orbs eliminates major RNG currency sinks associated with socketing in PoE1. The overall approach seems aimed at retaining depth through integrated league mechanics while improving approachability by removing some of the most volatile RNG elements.

Currency & Trade

  • Explanation (PoE2): PoE2 employs a dual currency system for its economy:
  • Gold: This is an account-bound, untradable currency automatically picked up from defeated monsters and obtained by selling items to NPC vendors.1 Its primary uses are: purchasing items directly from NPC vendors, paying for passive skill point respecializations (respecs) via ‘The Hooded One’ NPC 1, gambling for unidentified items from specific NPC vendors 76, and paying listing fees on the in-game Currency Exchange market.75
  • Tradable Orbs: Standard crafting currency items like Chaos Orbs, Exalted Orbs, Divine Orbs, etc., remain tradable between players.26 These serve as the primary medium of exchange for player-to-player trades involving equipment (Normal, Magic, Rare, Unique items) and other non-stackable goods.75
  • Currency Exchange: This is a new, in-game asynchronous marketplace specifically for trading stackable items (like currency orbs, map fragments, essences, catalysts, runes, etc.) for other stackable items.75 Players list buy or sell orders with a desired exchange ratio and pay a Gold fee to post the listing. The system automatically matches compatible orders. Gear and unique items cannot be traded via this exchange.75
  • Formula (PoE2): Trade values for orbs are determined by the player market. Gold costs for NPC services like respecs or Currency Exchange fees may scale based on character level or transaction value.75
  • Comparison to PoE1: The introduction of Gold and the Currency Exchange marks a significant shift. PoE1 operated on a pure barter economy where valuable orbs (Chaos, Exalted, Divine historically) served as the de facto currency for all player-to-player transactions, typically facilitated via third-party websites and in-game trade interactions.62 PoE2 retains this direct barter system for gear but adds the Gold system for NPC interactions and the Currency Exchange for streamlining consumable trades. Gold replacing Orbs of Regret for respecs is another functional change.1 The Gold system provides a stable currency sink for basic game functions without directly interfering with the player-driven valuation of crafting orbs used in high-end trades. The Currency Exchange aims to reduce the friction involved in trading bulk consumables, a common pain point in PoE1, by offering a centralized, automated platform (albeit limited to stackable items and requiring a Gold fee).
  • Table: PoE2 Currency Overview
Currency TypeName ExamplesTradable?AcquisitionPrimary Uses
Account-BoundGoldNoMonster drops, Selling items to VendorsNPC Purchases, Passive Respecs, NPC Gambling, Currency Exchange Listing Fees
Tradable OrbsOrb of Transmutation, Augmentation, Alchemy, Chaos Orb, Exalted Orb, Divine Orb, etc.YesMonster drops, Chests, Specific mechanicsCrafting items, Player-to-player barter currency for gear/items, Trading on Currency Exchange
League CurrencyEssences, Catalysts, Runes, Soul Cores, Omens, Distilled Emotions, etc.YesSpecific league mechanics (Breach, Ritual, etc.)Specialized crafting, Player-to-player trade, Trading on Currency Exchange

Minion Mechanics

  • Explanation (PoE2): Minions summoned by players are divided into two main categories based on their resource cost and duration. Permanent minions, such as Zombies, Spectres (bound via ‘Bind Spectre’ gem), and Tamed Beasts (bound via ‘Tame Beast’ gem), require a portion of the character’s Spirit resource to be reserved while active.1 Temporary minions, like those summoned by Skeleton skills, do not reserve Spirit and typically have a limited duration or number.15 Minion survivability (Life) and damage output scale with the level of the minion skill gem, though GGG has adjusted this scaling compared to earlier versions, potentially reducing high-end scaling while buffing campaign-level performance.12 Quality-of-life improvements include adjusted revive timers for permanent minions (less punishing when multiple die in quick succession) 24, improved pathfinding for Tamed Beasts 24, and the ability to unbind/rebind Spectres and Tamed Beasts without losing the creature.24 Totems are explicitly distinct from minions; they scale with the player’s stats in addition to totem-specific modifiers and do not use the minion tag or Spirit reservation.7
  • Formula (PoE2): Minion stats (Life, Damage, Resistances) scale based on the minion skill gem’s level according to specific curves adjusted by GGG.12 Spirit reservation costs are specific to each permanent minion skill gem.15
  • Comparison to PoE1: The major change is the use of the limited Spirit resource for permanent minions 15, replacing potential Mana reservation (often achieved via linking auras with Generosity Support) or simply having no resource cost beyond the initial cast in PoE1. This imposes a stricter limit on the number of permanent minions a character can sustain alongside other Spirit-reserving effects like Auras. Minion survivability and damage scaling curves have been explicitly rebalanced for PoE2.24 The QoL changes to revive timers and the ability to rebind Spectres/Beasts address common frustrations from PoE1 minion management. The distinction between Totems and Minions remains the same. Tying permanent minions to the finite Spirit pool forces more significant build decisions, potentially encouraging hybrid minion strategies (mixing permanent and temporary) or builds focusing on fewer, more powerful permanent minions rather than the large armies possible in PoE1.

III. Path of Exile 1 Mechanics Confirmed Absent or Replaced in PoE2

This section details core mechanics, systems, and currency items from Path of Exile 1 that are confirmed, based on GGG statements or reliable community sources, to be removed or fundamentally replaced in the current version of Path of Exile 2 (as of April 19, 2025).

  • Table: PoE1 vs PoE2 Currency/System Status Summary
PoE1 Mechanic/ItemPoE1 FunctionPoE2 StatusPoE2 Replacement (if any)Confirmation Source(s)
Orb of FusingCreates links between sockets on gear items (randomly)RemovedAutomatic linking on gem sockets26
Chromatic OrbRerolls the colors of sockets on gear items (randomly, weighted by attributes)RemovedSockets on gems; gear socket colors irrelevant26
Orb of ScouringRemoves all modifiers from a Magic or Rare item, returning it to Normal rarityRemovedNone (Cannot reset items to Normal)1
Orb of AlterationRerolls modifiers on a Magic itemLikely Removed/ReplacedChaos Orb (rerolls Rares); Augmentation Orb (adds to Magic)26
Orb of RegretGrants passive skill refund pointsRemovedGold currency used for passive respecs1
Utility FlasksProvide temporary buffs (Speed, Defenses, Crit, Ailment Immunity, etc.)RemovedCharm system (reactive utility); Buffs from gear/skills14
Mana ReservationReserving Mana pool to sustain Auras and persistent buffsRemovedSpirit resource used for reservations1
Sockets/Links on GearSockets and links located on equipment itemsRemovedSockets and automatic links located on Skill Gems2
Labyrinth (for Ascendancy)Trap-filled dungeon required to unlock Ascendancy pointsRemoved (for Ascendancy)Trial of the Sekhemas & Trial of Chaos29
Labyrinth EnchantmentsPowerful enchantments for Helmets, Boots, Gloves obtained from Divine FontRemovedDivine Font repurposed (PoE1); likely absent in PoE273
Vaal Skill GemsCorrupted gems granting powerful soul-fueled alternate skillsNot Implemented / Confirmed AbsentSpirit/Meta gems occupy some design space[Absence in PoE2 data/dev comms]
Awakened Support GemsEnhanced versions of support gems from specific endgame bossesNot Implemented / Confirmed Absent[Absence in PoE2 data/dev comms]
Transfigured Skill GemsAlternate skill versions replacing alt quality/enchants (PoE1 3.23+)Not Implemented / Confirmed Absent[Absence in PoE2 data/dev comms]
The Shaper / The ElderPoE1 Atlas pinnacle bossesNot ImplementedNew PoE2 endgame bosses/systems expected78
Sirus, Awakener of WorldsPoE1 Conquerors of the Atlas pinnacle bossNot ImplementedNew PoE2 endgame bosses/systems expected80
The MavenPoE1 Echoes of the Atlas pinnacle bossNot ImplementedNew PoE2 endgame bosses/systems expected81

IV. Conclusion

The transition from Path of Exile 1 to Path of Exile 2 involves far more than a new campaign and updated visuals; it represents a fundamental reimagining of core systems that collectively reshape the gameplay experience. Based on the analysis of mechanics as of April 19, 2025, several key departures stand out:

  1. Skill Gem & Socket Overhaul: Moving sockets and links from gear to gems 5 drastically simplifies gearing and removes significant RNG barriers (Fusing, Chromatics) 26, making character progression smoother. However, new constraints via attribute limits on support gems and the single-copy rule introduce fresh layers of strategic build planning.1
  2. Resource Management Transformation: The replacement of Mana Reservation with the finite Spirit resource 1 and the severe restriction of the Flask system to only one Life and one Mana flask 14 fundamentally alter sustain and buff management. Builds must rely more on inherent recovery (Leech, Regen, Recoup) and acquire buffs through gear, passives, and the new Charm system 28, eliminating the “flask piano” meta of PoE1.
  3. Combat Dynamics: The universal Dodge Roll 56 standardizes baseline defensive mobility, likely enabling more demanding encounter design. Changes to Evasion (entropy system, applies to spells) 1 and potentially Armor (formula tweak, Armour Break) 3 refine core defenses. The dual Stun system 38 and the new Electrocute ailment 22 add tactical depth.
  4. Progression Systems: Weapon Specialization 64 offers powerful conditional passive allocation for hybrid or weapon-swapping builds. The replacement of the Labyrinth with the Trial system for Ascendancy points 29 streamlines progression and removes controversial mechanics. Easier Ascendancy respeccing 68 encourages experimentation.
  5. Economy and Crafting: The introduction of untradable Gold for NPC services and the Currency Exchange for consumables 75 modifies trade dynamics. Crafting, while retaining core orbs, shifts towards an additive philosophy with the removal of key reset/RNG currencies like Scouring and Fusing.26

Collectively, these changes suggest a Path of Exile 2 experience that aims for potentially slower, more tactical, and deliberate combat compared to the high-speed meta often prevalent in PoE1 endgame. Gearing is simplified in some aspects (sockets) but introduces new complexities (Spirit management, Charm optimization, Weapon Specialization). The economy features both familiar barter elements and new structured systems. While sharing a deep ARPG lineage and complex character customization philosophy with its predecessor, Path of Exile 2 is demonstrably establishing its own distinct mechanical identity, offering a significantly different, though potentially familiar-feeling, challenge for players.2

Referências citadas

  1. What is Path of Exile 2? – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/news/what-is-path-of-exile-2
  2. Path of Exile 2 | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Path_of_Exile_2
  3. poe2 – Armour – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Armour
  4. poe2 – Evasion – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Evasion
  5. poe2 – Gem – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Gem
  6. Damage | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Damage
  7. Damage Scaling – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/getting-started/damage-scaling
  8. poe2 – Accuracy – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Accuracy
  9. Critical hit – Path of Exile 2 Wiki – poe2, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Critical_hit
  10. poe2 – Luck – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Luck
  11. Critical strike | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Critical_strike
  12. 0.2.0 Dawn of the Hunt Patch Notes – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/news/0-2-0-dawn-of-the-hunt-patch-notes
  13. Modifiers – Path of Exile 2 Wiki – poe2, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Modifiers
  14. poe2 – Flask – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Flask
  15. Spirit Guide – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/spirit-guide
  16. PoE 2 Guide: Damage Conversion Explained, acessado em abril 19, 2025, https://mobalytics.gg/poe-2/guides/damage-conversion
  17. Damage conversion | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Damage_conversion
  18. Damage taken as | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Damage_taken_as
  19. Resistance penetration | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Resistance_penetration
  20. Elemental Penetration Support | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Elemental_Penetration_Support
  21. Resistance – Path of Exile 2 Wiki – poe2, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Resistance
  22. poe2 – Ailment – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Ailment
  23. Damage over time | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Damage_over_time
  24. Patch Notes for 0.2.0e – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/news/patch-notes-for-0-2-0e
  25. Dodge | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Dodge
  26. Path of Exile 2 Crafting Overview – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/path-of-exile-2-crafting-overview
  27. Body armour – Path of Exile 2 Wiki – poe2, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Body_armour
  28. Path of Exile 2 Survival Guide – Maxroll.gg, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/path-of-exile-2-survival-guide
  29. Essence Drain Lich Build Guide – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/build-guides/essence-drain-lich-build-guide
  30. Defence Guide – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/getting-started/defence-guide
  31. Mana | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Mana
  32. Life | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Life
  33. Regeneration | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Regeneration
  34. PoE 2 Class Overview – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/poe-2-class-overview
  35. Block explained : r/PathOfExile2 – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/PathOfExile2/comments/1hh0j3u/block_explained/
  36. Blocking | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Blocking
  37. Blocking | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Block
  38. poe2 – Stun – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Stun
  39. The Best Leveling Uniques – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/meta/the-best-leveling-uniques
  40. Suggestion: Leech to be based on base damage instead of damage dealt for PoE1 and PoE2 – Forum – Path of Exile, acessado em abril 19, 2025, https://www.pathofexile.com/forum/view-thread/3495771/page/1
  41. Leech | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Leech
  42. Recovery | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Recovery
  43. POE 2 flask changes feedback – Forum – Path of Exile, acessado em abril 19, 2025, https://www.pathofexile.com/forum/view-thread/3589227
  44. Endgame Activities – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/endgame-activities
  45. 0.2.0F Patch Notes – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/news/0-2-0f-patch-notes-preview
  46. poe2 – Life – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Life
  47. Many mechanics in PoE2 are a step back from what GGG should’ve learned in PoE1 : r/pathofexile – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/pathofexile/comments/1hcgac7/many_mechanics_in_poe2_are_a_step_back_from_what/
  48. acessado em dezembro 31, 1969, https://www.poewiki.net/wiki/poe2wiki:Mana
  49. Skills in Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/skills-in-path-of-exile-2
  50. MMOEXP: The new Spirit resource system in Path of Exile 2, acessado em abril 19, 2025, http://www.lostfresno.com/phpBB3/viewtopic.php?t=882
  51. The Comprehensive League Start Leveling Guide – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/getting-started/comprehensive-league-start-leveling-guide
  52. Mana flask | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Mana_flask
  53. Chromatic Orb | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Chromatic_Orb
  54. Weapons set points : r/PathOfExile2 – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/PathOfExile2/comments/1h8x9wl/weapons_set_points/
  55. Early Access Announcements – Path of Exile 2: Upcoming Changes and Improvements – Forum, acessado em abril 19, 2025, https://www.pathofexile.com/forum/view-thread/3642235
  56. On Dodge Roll and how to improve the flavour. – Forum – Path of Exile, acessado em abril 19, 2025, https://www.pathofexile.com/forum/view-thread/3626384
  57. Dodge Roll but no iframes? :: Path of Exile 2 General Discussions – Steam Community, acessado em abril 19, 2025, https://steamcommunity.com/app/2694490/discussions/0/598514011709928935/
  58. poe2 – Movement – Path of Exile 2 Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Movement
  59. Trying to find roll on controller : r/pathofexile – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/pathofexile/comments/1i4b9ci/trying_to_find_roll_on_controller/
  60. POE 2 New Skill System: Why? : r/pathofexile – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/pathofexile/comments/14sp19d/poe_2_new_skill_system_why/
  61. GGG’s explaination needed on Meta Gem’s sockets can no longer gain energy – Forum, acessado em abril 19, 2025, https://www.pathofexile.com/forum/view-thread/3695718
  62. Path of Exile Crafting Resources – Maxroll.gg, acessado em abril 19, 2025, https://maxroll.gg/poe/resources/crafting-resources
  63. Socket Colours Removed? – Path of Exile 2 : r/pathofexile – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/pathofexile/comments/1db53ij/socket_colours_removed_path_of_exile_2/
  64. Passive Skill Tree – Path of Exile 2 Wiki – poe2 – The Path of Exile Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/poe2wiki:Passive_Skill_Tree
  65. Weapon Set and Skill Points confusion : r/PathOfExile2 – Reddit, acessado em abril 19, 2025, https://www.reddit.com/r/PathOfExile2/comments/1hb13f7/weapon_set_and_skill_points_confusion/
  66. Passive skill | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Passive_skill
  67. Path of Exile 2 – How to Get ALL 8 Ascendancy Points EASY FAST – 23 OP Trial Tips & Sekhemas Guide! – YouTube, acessado em abril 19, 2025, https://www.youtube.com/watch?v=taHOElzvhyI
  68. Home News, Guides, Tier Lists, Builds & More – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2
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  70. Ascendancy class | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Ascendancy_class
  71. Trial of Ascendancy | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Trial_of_Ascendancy
  72. The Lord’s Labyrinth | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/The_Lord%27s_Labyrinth
  73. Labyrinth enchantment | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Labyrinth_enchantment
  74. Divine Font | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Divine_Font
  75. Trade in Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/resources/trade-in-path-of-exile-2
  76. Path of Exile 2 Gold Guide – Farming and Uses Explained – Dving.net, acessado em abril 19, 2025, https://dving.net/guides/path-of-exile-2-guides/gold
  77. Dawn of the Hunt – What GGG Is Working On – Path of Exile 2 – Maxroll, acessado em abril 19, 2025, https://maxroll.gg/poe2/news/dawn-of-the-hunt-what-ggg-is-working-on
  78. The Elder (The Shaper’s Realm) | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/The_Elder_(The_Shaper%27s_Realm)
  79. The Shaper | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/The_Shaper
  80. Sirus, Awakener of Worlds | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/Sirus,_Awakener_of_Worlds
  81. The Maven | PoE Wiki, acessado em abril 19, 2025, https://www.poewiki.net/wiki/The_Maven

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