Skip to main content
Glama

Path of Exile 2 Build Optimizer MCP

POE2_NEW_MECHANICS_RESEARCH.md36.9 kB
# Path of Exile 2 - New & Significantly Changed Mechanics ## Research Summary This document contains comprehensive research on NEW and significantly different game mechanics in Path of Exile 2 compared to Path of Exile 1. --- ## 1. DODGE ROLL SYSTEM (ENTIRELY NEW) ### Core Mechanics - **Default Movement Skill**: Available to ALL characters without requiring a gem slot - **Distance**: Moves player 3.7 metres in chosen direction - **No Cost/Cooldown**: By default, has no cooldown or resource cost - **Animation Speed**: Cannot be modified by skill speed but IS affected by action speed - **Movement Efficiency**: Covers more initial distance but travels same total distance as base movement speed ### Invulnerability Frames (i-frames) - **Partial Damage Avoidance**: First half of roll animation avoids damage from projectiles and non-AoE attacks - **Animation Canceling**: Can cancel almost any animation except another roll - **Character Size**: Reduces to zero during animation, allowing navigation through tight enemy gaps - **Vulnerability**: Still vulnerable if completely surrounded ### Modifiers & Interactions - **Blink**: Replaces dodge roll with cooldown-based teleport spell - **Bulwark Keystone**: Removes damage avoidance but grants consistent damage reduction - **Unwavering Stance**: Disables dodge roll entirely, granting stun immunity instead - **Cast on Dodge Meta Gem**: Gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy ### Unique Items - **Surefooted Sigil**: +1 metre dodge roll distance - **Ghostmarch**: Pass through enemies during dodge roll - **Lioneye's Glare**: Variable distance based on recent usage **WHY IT'S NEW**: Path of Exile 1 had NO dodge roll or active evasion mechanic. This is a completely new defensive layer adding skill-based gameplay. --- ## 2. SPIRIT RESOURCE SYSTEM (ENTIRELY NEW) ### What It Is - **Dedicated Reserve Pool**: Used to activate and maintain skills with permanent effects - **NOT Mana**: Separate resource from mana reservation system ### How to Obtain Spirit - **Default**: Characters begin with 0 Spirit - **Maximum**: Can accumulate up to 100 through quest rewards - **Equipment Sources**: - Sceptres (primary source) - Body Armours - Amulets - **Quest Rewards**: Three skull items grant +30 to +40 Spirit each - **Passive Skills**: Various ascendancy classes offer Spirit bonuses ### What Spirit Powers 1. **Persistent Buff Effects**: Remain active continuously 2. **Permanent Minion Summoning**: Replaces temporary minion casting 3. **Trigger-Based Meta Gems**: Powers trigger mechanics ### Key Features - **Item-Granted Buffs**: Persistent buffs and permanent minions granted by items do NOT reserve Spirit - **Weapon Set Integration**: Each weapon set has independent Spirit pools - **Skills Panel**: Toggle persistent abilities through dedicated UI **WHY IT'S NEW**: Path of Exile 1 used mana reservation for auras and had temporary minions. Spirit is an entirely new resource that fundamentally changes build planning and persistent effect management. --- ## 3. DUAL STUN SYSTEM (MAJOR CHANGE) ### Two Stun Types #### Light Stun - **Frequency**: Brief interruptions occurring frequently - **Trigger**: Any hit has chance to Light Stun based on damage dealt - **Scaling**: 100% chance for hits dealing 100% of target max life - **Threshold**: Chances below 15% are ignored - **Effect**: Interrupts current action #### Heavy Stun - **Trigger**: Occurs when target's Stun bar fills completely - **Effect**: Interrupts action AND prevents actions for several seconds - **Duration**: Longer immobilization compared to Light Stun - **Stun Bar**: Fills based on cumulative damage ### Damage Type Bonuses - **Player Physical Damage**: 50% more Light Stun chance and Heavy Stun buildup - **Player Melee Damage**: 50% more Light Stun chance and Heavy Stun buildup - **Combined**: 125% bonus when using physical melee (multiplicative) - **Monster Physical**: 100% more effectiveness - **Monster Melee**: 33% more (233% combined with physical) ### Related Mechanics #### Primed for Stun - **State Trigger**: Activated at specific Heavy Stun buildup thresholds (40-70% depending on enemy rarity) - **Purpose**: Enables powerful interactions with Crushing Blows #### Crushing Blows - **Mechanic**: Attacks that automatically trigger Heavy Stuns against Primed enemies - **Synergy**: Creates strategic gameplay around stun threshold management **WHY IT'S CHANGED**: Path of Exile 1 had a single stun mechanic. PoE2's dual-stun system with Light/Heavy Stuns, Primed state, and Crushing Blows creates much more complex and interactive stun gameplay. --- ## 4. FLASK SYSTEM OVERHAUL (MAJOR CHANGE) ### Core Differences from PoE1 #### Charge System - **Combat Regeneration**: Charges regenerate through combat or checkpoints - **Charge Gain by Enemy Rarity**: - Normal enemies: Half their Power value - Magic enemies: Full Power value - Rare/Unique enemies: Double their Power value - **Refill Points**: Wells and Checkpoints completely refill flasks #### Recovery Mechanics - **Recovery Over Time**: Standard flasks provide gradual recovery (2-5 seconds typically) - **NO Instant by Default**: Instant recovery only available on specific unique flasks with increased charge consumption - **Persistent Effects**: Some flask effects continue "when Unreserved Life is Filled" #### Rarity Restrictions - **Limited Rarities**: Flasks can only be Normal, Magic, or Unique - **NO Rare Flasks**: Unlike PoE1 where flasks could be rare #### Charge Persistence - **Unequipping Removes Charges**: "Unequipping a flask will remove all charges on the flask" **WHY IT'S CHANGED**: Path of Exile 1 flasks refilled on killing enemies and many provided instant recovery. PoE2's charge-based system with recovery-over-time default creates more strategic flask management and reduces flask piano gameplay. --- ## 5. MANA REGENERATION CHANGES (MODIFIED) ### Key Differences from PoE1 #### Mana Consumption Timing - **Throughout Execution**: Mana consumed during skill execution, not upon activation - **Cancellation Benefit**: Canceling a skill or being stunned WON'T deplete mana pool #### Base Statistics - **Starting Mana**: 34 at level 1 - **Per Level**: +4 maximum mana per player level - **Intelligence Scaling**: +2 maximum mana per point of Intelligence - **Base Regeneration**: 4% of maximum mana (constant across all levels) #### Mana States - **Low Mana**: Triggered at 35% of maximum or below - **Full Mana**: Achieved at 100% (or higher through overflow), unless mana is reserved #### Related Mechanics - **Mana Recouping**: Damage taken can restore mana before affecting life pools - **Damage from Mana**: Mechanics like Cloak of Defiance: "30% of Damage is taken from Mana before Life" **WHY IT'S CHANGED**: Mana consumption during execution (not activation) prevents mana waste from interruptions, making combat more forgiving. --- ## 6. WEAPON SET SYSTEM (SIGNIFICANTLY EXPANDED) ### Core Features - **Two Independent Sets**: Main hand and off hand equipment in both sets - **Automatic Skill Assignment**: Skills use currently active set if possible, or automatically swap if required - **NO Shared Cooldown**: Unlike PoE1's basic weapon swap ### Dedicated Passive Points - **Weapon Set Passive Skill Points**: Can be allocated DIFFERENTLY in each Weapon Set Passive Tree - **Total Points**: 24 total points available per weapon set - **Acquisition**: Earned by defeating bosses and completing quests across five acts ### Spirit Management - **Independent Spirit Pools**: Each weapon set can have varying Spirit reserves - **Equipment-Based**: Based on equipped weapons (like Sceptres) and active persistent skills ### Shared Equipment Option (v0.3.0) - **Cross-Set Assignment**: Can assign same weapon(s) to both weapon sets instead of requiring different items **WHY IT'S EXPANDED**: Path of Exile 1 had basic weapon swap. PoE2's weapon sets with dedicated passive trees, automatic skill swapping, and independent Spirit pools create true dual-build capability on one character. --- ## 7. META GEM SYSTEM (ENTIRELY NEW) ### What They Are - **Skill Containers**: Specialized skill gems that allow socketing other active skills as support gems - **Fundamental Change**: Other active skills function as "support gems" within meta gems ### Core Mechanics #### Skill Integration - **Shared Supports**: "Support gems socketed in a meta gem will support the meta gem and any other compatible socketed skill gems" - **Multiple Skills**: Single meta gem can coordinate multiple skills simultaneously #### Triggering Systems - **Trigger Definition**: "A Skill occurs immediately, without attack or cast time, and usually targets the cause of the trigger" - **Various Triggers**: Blocking, killing, dodging, critical hits, casting, etc. #### Energy System - **Trigger Frequency**: Most trigger-based meta gems use Energy counter to balance trigger frequency - **Independent Counters**: Each meta gem builds energy independently, even if multiple copies of same meta gem - **Trigger Conditions**: Accumulates through specific actions depending on meta gem type ### Examples - **Spellslinger**: Triggers spells when sufficient energy accumulates from casting - **Blasphemy**: Converts socketed curse skills into auras affecting nearby enemies - **Cast on Block**: Triggers spells when blocking attacks - **Cast on Dodge**: Triggers spells when dodge rolling - **Ancestral Warrior Totem**: Creates totem using socketed mace skills - **Reaper's Invocation**: Gains energy from killing enemies with melee attacks - **Invocation Skills**: Store energy until manually activated, then trigger multiple times based on stored energy **WHY IT'S NEW**: Path of Exile 1 had trigger gems like Cast on Critical Strike, but they were support gems. Meta gems are an entirely new category that fundamentally changes how skills interact and trigger. --- ## 8. ENERGY SYSTEM (NEW - FOR META GEMS) ### Core Function - **Meta Gem Resource**: Specific to Meta gems for determining trigger frequency - **Independent per Skill**: "Skills generate and use Energy" with each skill maintaining "its own Energy count particular to that Skill" ### How It Works - **Action-Based Accumulation**: Varies by Meta gem type (casting spells, blocking, critical hits, killing enemies, dodging) - **Maximum Trigger**: When energy reaches maximum capacity, socketed spells trigger simultaneously - **Reset**: Counter resets after triggering ### Key Restrictions - **No Triggered Skill Generation**: "Energy cannot be gained from direct effects of Triggered Skills" - **Independent Counters**: Multiple Meta gems build energy independently, "even if multiple copies of the same meta gem are used" - **Shared Trigger**: Multiple socketed skills share combined energy and trigger together ### Invocation Variant - **Manual Activation**: Don't trigger immediately at max energy - **Storage System**: Store energy until manually activated - **Multiple Triggers**: "Trigger socketed spells a number of times based on total amount of energy stored" ### Distinction - **NOT Energy Shield**: Energy is trigger resource system, Energy Shield is damage absorption (separate mechanics) **WHY IT'S NEW**: This Energy system for Meta gems is entirely new to PoE2, creating a resource-based trigger system that didn't exist in PoE1. --- ## 9. HONOUR SYSTEM (NEW - TRIAL OF SEKHEMAS) ### What It Is - **Trial-Specific Resource**: Additional resource managed within Trial of the Sekhemas - **Damage Absorption**: "A percentage of damage you take from enemies in the Trial will be taken from your Honour" - **Failure Condition**: "If your Honour reaches zero then the Trial is failed" ### Initial Pool - **Based on Character Stats**: Calculated from maximum life and energy shield combined - **Mind over Matter**: If active, maximum mana is also included ### Gaining Honour - **Trading**: Use Sacred Water with the Merchant - **Shrines**: Venerate certain Maraketh Shrines - **Boons**: "Earned Honour" restores honour upon room completion - **Maximum Honour**: Gaining maximum honour also restores current honour ### Losing Honour - **Monster Hits**: Suffer hits from monsters - **Traps**: Take damage from environmental hazards - **Proximity Bonus**: "Closer proximity to monsters reduces Honour lost on hit, up to 35% less in close range" ### Honour Resistance - **Mitigation Stat**: Reduces damage taken to Honour - **Maximum**: 75% Honour Resistance cap - **Sources**: Obtainable through trial-specific modifiers and boons **WHY IT'S NEW**: This creates a gauntlet-style endgame challenge with secondary survival resource, completely unique to PoE2. --- ## 10. CHARM SYSTEM (ENTIRELY NEW) ### What They Are - **Defensive Trinkets**: Automatically trigger protective effects when conditions met - **Similar to Flasks**: Function "somewhat similarly to utility flasks" but distinct system ### How They Work #### Activation - **Automatic Only**: CANNOT be manually activated - **Condition-Based**: Trigger when conditions satisfied and charges available - **Duration-Based**: Provide benefit for specified duration #### Charge System - **Gaining Charges**: - Killing monsters (half the monster's Power value) - Using Wells - Activating Checkpoints - **Capacity**: Typically 40-80 charges depending on charm type #### Equipment Limitations - **Maximum**: 3 charms can be equipped simultaneously - **Primary Source**: Belts grant 1-3 charm slots depending on item level - **Additional Slots**: Obtainable through specific passive skills and unique items #### Quality Mechanic - **Duration Increase**: Quality on charms increases effect duration by quality percentage ### Base Charm Types (13 Total) - **Resistance Boosts**: Ruby, Sapphire, Topaz - **Status Immunities**: Stone, Silver, Thawing, Staunching, Antidote, Dousing, Grounding - **Special Effects**: Amethyst, Cleansing, Golden **WHY IT'S NEW**: Charms are an entirely new defensive item category that didn't exist in PoE1, providing automatic condition-based defenses. --- ## 11. RUNE SYSTEM (ENTIRELY NEW) ### What They Are - **Socketable Modifiers**: Items that add additional modifiers to equipment - **Permanent Installation**: "A Rune cannot be removed" once socketed - **Replaceable**: Can replace by placing another socketable item in same socket ### Equipment Compatibility - **Weapons**: Martial weapons, staves, wands - **Armor**: Helmets, gloves, boots, body armor ### Tier Progression 1. **Lesser Runes**: Drop until level 31 2. **Regular Runes**: Drop until level 52 3. **Greater Runes**: Drop in endgame 4. **Endgame/Special Runes**: Map-exclusive drops ### Upgrading - **Reforging Bench**: Combine three identical runes into one higher-tier version - **Progressive Power**: Higher tiers provide stronger modifiers **WHY IT'S NEW**: Runes introduce permanent, stackable equipment customization layer separate from skill gems or passives, entirely new to PoE2. --- ## 12. SKILL GEM SYSTEM OVERHAUL (MAJOR CHANGES) ### Key Changes from PoE1 #### Socketing Revolution - **No Item Sockets**: Gems are NOT socketed into armor/weapons (major change from PoE1) - **Skill Limit**: "Up to 9 skill gems can be bound simultaneously by default" - **No Multiple Copies (v0.3.0)**: "You can no longer socket multiple copies of the same Skill Gem into your main skill sockets" #### Support Gem Limitations - **Attribute-Based Limits**: Support gems limited by character attributes (5 points = 1 support of that color) - **Per-Skill Limit**: Each skill has 2 support slots by default, expandable to 5 via Jeweller's Orbs - **Category Restriction**: "You cannot have multiple support gems that share same category socketed to same skill" - **No Per-Character Limit (v0.3.0)**: Removed restriction of one support per character - "You can use as many copies as you like" #### Support Gem Tiers (v0.3.0) - **Multiple Tiers**: "Many Supports now have multiple tiers as you progress through the game" - **Progressive Power**: Different stat values, additional stats, or different functionality - **Lineage Supports**: Cannot be crafted, only drop from core pool or specific bosses #### Spirit Gems - **New Category**: Special persistent buff skills requiring Spirit reservation - **Support Compatibility**: Can be supported by support gems (increases reservation cost) - **Reservation Stacking**: "Only one copy per rank of support gems that add spirit reservation is allowed across all your skills" #### Attribute Requirements - **Reduced Requirements**: Endgame skill gems received ~20-25% lower attribute requirements on average **WHY IT'S CHANGED**: Path of Exile 1 socketed gems into equipment. PoE2's separated gem system with skill limits, attribute-based support limits, and tiered supports fundamentally changes build construction. --- ## 13. PERSISTENT MINION SYSTEM (MAJOR CHANGE) ### Core Mechanic - **Continuous Summoning**: "Persistent Minions will reserve a portion of Spirit while active" - **NOT Temporary**: Remain active continuously unlike PoE1's temporary minions ### Spirit Integration - **Reserve System**: Minions consume Spirit instead of upfront mana costs - **Skills Panel**: Selected and maintained through Skills Panel - **Variable Pools**: "Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills active in specific Weapon Sets" ### Automatic Revival - **Self-Resurrection**: "Permanent minions will revive themselves automatically if no other allied reviving minions have died within 7.5 seconds" - **NO Manual Re-summoning**: Creates sustainable army without recasting ### Dual System - **Persistent Minions**: - Require Spirit reservation - Auto-revive - Selected in skill menu - **Temporary Minions**: - Use upfront mana costs - Don't self-revive - Manual summoning **WHY IT'S CHANGED**: Path of Exile 1 required constant re-summoning of minions using mana. PoE2's persistent minion system with Spirit reservation and auto-revival completely changes summoner gameplay to be more sustainable and less micro-management intensive. --- ## 14. ACTIVE BLOCK SYSTEM (MAJOR CHANGE) ### Two Block Types #### Passive Block - **Automatic Application**: Applied with percentage chance to blockable hits from any direction - **Shield Source**: Primarily obtained from shields - **Maximum Cap**: 50% block chance (reduced from 75% in v0.3.0) - **Full Prevention**: "Completely prevents damage of an incoming Hit" #### Active Block (NEW TO POE2) - **Skill-Based**: Activated through shield skills like Raise Shield or Parry - **Directional**: Provides guaranteed blocking when shield faces attacker - **Drawback**: "Blocking hits through Active Block will build up your Player Heavy Stun meter" - **Heavy Stun Consequence**: When meter fills, causes 3-second heavy stun ### Universal Blocking - **All Hit Types (v0.3.0)**: Block now applies to all non-unblockable hits - **Previous Limitation**: Was limited to strikes and projectiles - **Unblockable Attacks**: Boss abilities signaled by "red glow and audio cue during windup" ### Blocking Limitations - **Debuff Persistence**: Players still take associated debuffs like Stun and Freeze from blocked attacks - **Stun/Freeze Lock**: "You can't Block while Stunned or Frozen" ### Balance Changes (v0.3.0) - **Maximum Reduction**: 75% → 50% - **Modifier Reduction**: Shield block chance modifiers reduced from 7 to 3 - **Maximum Tier**: Now 30% **WHY IT'S CHANGED**: Path of Exile 1 only had passive block chance. PoE2's Active Block system with directional blocking, stun meter buildup, and skill-based activation adds skill expression to blocking. --- ## 15. ASCENDANCY SYSTEM CHANGES (MODIFIED) ### Availability - **Current**: 17 regular Ascendancy classes - **Planned**: 3 Ascendancies per class at full release (36 total) - **NOT Chosen at Creation**: Unlocked by completing Ascension Trials ### Point System - **Points per Trial**: 2 Ascendancy Skill Points per trial completion - **Maximum**: 8 points total - **Repeatable Trials**: Can repeat trials to earn all points from single trial type ### Flexibility Changes - **Any Order**: "Trials can be completed in any order" - **Multiple Sets**: "Possible to earn multiple sets of points in single run if you haven't completed lower difficulty trials" - **Respeccing**: Change Ascendancy class by completing trial matching current progression level, then using Altar of Ascendancy with all passives unallocated ### Alternate Ascendancies (NEW) - **Unlock Method**: "Alternate versions of existing ascendancy classes...through various encounters" - **Example**: Abyssal Lich requires already ascending to base Lich class first - **Additional Depth**: Provides variant builds within same ascendancy **WHY IT'S CHANGED**: More flexible trial system, respeccing capability, and alternate ascendancies provide more build diversity and experimentation than PoE1's rigid system. --- ## 16. ELEMENTAL AILMENT THRESHOLD CHANGES (MODIFIED) ### Ailment Types - **Ignite** (Fire): 20% of fire damage dealt as DoT - **Chill** (Cold): Slows targets based on damage dealt - **Freeze** (Cold): Incapacitates for 4 seconds - **Shock** (Lightning): 20% increased damage taken - **Electrocute** (Lightning): Interrupts and immobilizes targets ### Major Threshold Change (v0.2.0) - **Player Base Ailment Threshold**: NOW half of Maximum Life - **Previous**: ALL of Maximum Life - **Effect**: Players are now HARDER to inflict ailments on compared to PoE1 ### Spreading Ailments (NEW MECHANIC) - **Definition**: "Spreading an ailment inflicts a new, matching ailment on another target, from the same source" - **Purpose**: Propagate elemental effects across enemy groups with controlled restrictions **WHY IT'S CHANGED**: Reduced player vulnerability to ailments makes the game more forgiving, while ailment spreading adds new offensive mechanics. --- ## 17. CURRENCY SYSTEM OVERHAUL (MAJOR CHANGES) ### Tiered Hierarchy (NEW) - **Organization**: Regular, Greater, and Perfect tiers - **Conversion**: "Greater currency can be broken down into stack of 3 of the regular version" - **PoE1 Comparison**: Original game had flat currency system ### New Currency Mechanics #### Hinekora's Lock - **Function**: "Allows item to foresee result of next Currency item used on it" - **Strategic Crafting**: Preview mechanic for informed decisions - **PoE1 Comparison**: Didn't exist #### Fracturing Orb - **Function**: "Fracture random modifier on rare item with at least 4 modifiers, locking it in place" - **Permanent Locking**: Introduces modifier preservation to crafting ### Essence Expansion - **Greater/Lesser Variants**: Essence system has progression tiers - **Example**: Lesser Essence of Abrasion vs standard version with different power levels ### Drop Level Adjustments - **High-Level Equity**: "Between item levels 78-80, and even further between 81-82, this percentage increases significantly" - **Tier Promotion**: Reduces lower-tier currency drops in favor of higher tiers **WHY IT'S CHANGED**: Tiered currency system, preview mechanics, and fracturing create more strategic crafting than PoE1's simpler currency system. --- ## 18. CHARACTER CLASS EXPANSION (EXPANDED) ### Total Classes - **12 Playable Classes**: Doubled from PoE1's 6 base classes - **Organization**: Six pairs, each pair sharing same character with different backstories ### Class Pairs by Attributes - **Strength**: Marauder, Warrior - **Dexterity**: Ranger, Huntress - **Intelligence**: Witch, Sorceress - **Strength/Dexterity**: Duelist, Mercenary - **Dexterity/Intelligence**: Shadow, Monk - **Strength/Intelligence**: Templar, Druid ### Naming Consideration - **Original Plan**: Rename Duelist/Shadow to Gladiator/Assassin - **Reversed**: Decision reversed before Early Access to maintain naming continuity with PoE1 **WHY IT'S EXPANDED**: Doubles available starting classes, providing more build identity and ascendancy options from character creation. --- ## 19. PASSIVE SKILL TREE CHANGES (MODIFIED) ### Structure - **Central Hub**: Circular starting area with clusters spreading outward - **Attribute Organization**: Strength (southwest), Dexterity (southeast), Intelligence (north) - **Hybrid Passives**: Between attribute sections ### Node Types - **Attribute Nodes**: "+5 to any attribute selected" and can be changed for reduced cost - **Small Passives**: Minor stat bonuses - **Notable Passives**: Significant power boosts - **Jewel Sockets**: Enable modular jewel socketing - **Keystones**: Dramatic mechanical alterations with powerful effects and drawbacks ### New PoE2 Mechanics #### Weapon Specialization - **Separate Allocation**: Per weapon set skill point allocation - **24 Potential Points**: Dedicated weapon set passive points #### Ascendancy Trees - **Sub-Trees**: Specialized trees after Ascension - **8 Points Maximum**: Per character #### Interactive Elements - **Liquid Emotions**: "From Delirium encounters can be used to Instil an amulet" to allocate notables without spending points ### Progression - **Level Points**: One skill point per level (up to 99) - **Quest Points**: 24 from quests - **Total**: 123 potential allocations **WHY IT'S MODIFIED**: Weapon set passive trees, amulet instilling, and respeccing improvements add flexibility compared to PoE1. --- ## 20. ATTRIBUTE SYSTEM CHANGES (MODIFIED) ### Core Attributes - **Strength**: +2 maximum Life per 1 Strength - **Dexterity**: +5 Accuracy Rating per 1 Dexterity - **Intelligence**: +2 maximum Mana per 1 Intelligence ### Key Philosophy - **Requirement-Focused**: "Attributes do NOT grant damage to Skills or any other benefits except where specifically stated" - **Different from PoE1**: Less direct combat scaling ### Support Gem Limits (NEW TO POE2) - **Attribute-Based Capacity**: 5 points of stat = 1 support of corresponding color - **Red**: Strength-based supports - **Green**: Dexterity-based supports - **Blue**: Intelligence-based supports ### Balance Changes (v0.3.0) - **Equipment Requirements**: ~20-25% lower attribute requirements on endgame base types - **Skill Gem Requirements**: Similar reductions - **Accessibility**: Easier to use off-attribute skills **WHY IT'S CHANGED**: Support gem capacity tied to attributes creates new strategic consideration for attribute planning beyond just equipment requirements. --- ## 21. TRIAL OF THE SEKHEMAS (ENTIRELY NEW ENDGAME) ### What It Is - **Ascension Trial**: Randomized endgame challenge introduced in Act 2 - **Entry Requirement**: Insert Djinn Barya (trial key) into Relic Altar at designated waypoint ### Structure - **4 Floors**: 8 rooms per floor (32 total rooms) - **Room Types**: - **Chalice**: Defeat rare monsters - **Escape**: Disable death crystals before timer expires - **Ritual**: Eliminate casters spawning reinforcements - **Gauntlet**: Navigate trap circuits using colored levers - **Hourglass**: Survive spawning enemies until time runs out - **Boss**: Defeat floor guardians ### Honour System (See Section 9) - **Trial Health Pool**: Calculated from max life, energy shield, and mana (if applicable) - **Damage Transfer**: Damage taken goes to Honour instead of actual health - **Failure**: Trial ends when Honour reaches zero - **Maximum Resistance**: Up to 75% Honour Resistance through relics ### Resource Management #### Sacred Water - **Trial Currency**: Purchase Boons, recover Honour, obtain relics - **Sources**: Fountains, defeated enemies, chests #### Boons - **Beneficial Effects**: Purchased with Sacred Water - **Examples**: Honour recovery, increased maximum Honour, combat bonuses ### Progression & Rewards - **Floor Completion**: Unlocks Relic Altar inventory slots - **Ascendancy Points**: Grants ascendancy progression - **Tier Progression**: Higher-tier keys (area levels 45+, 60+, 75+) - **Rewards**: Unique items, Grand Spectrum jewels **WHY IT'S NEW**: Gauntlet-style roguelike trial with Honour system, Sacred Water economy, and room variety provides completely new endgame challenge type not in PoE1. --- ## 22. ENDGAME STRUCTURE (MODIFIED) ### Location - **The Ziggurat Refuge**: Endgame hub after story completion - **Objective**: "Work with Doryani and traverse across Wraeclast using Map Device to undo damage the Cataclysm caused" ### Systems - **The Atlas**: Map progression system - **Map Device**: For accessing endgame content - **Waystone System**: For map progression (see Section 23) - **Multiple Encounter Types**: Breach, Abyss, Expedition, Ritual, etc. - **Pinnacle Encounters**: Specialized boss fights with splinter-based entry **WHY IT'S MODIFIED**: While structurally similar to PoE1's endgame, Waystone system and encounter integration provide different progression feel. --- ## 23. WAYSTONE SYSTEM (REPLACES MAPS) ### What They Are - **Consumable Items**: Used in Map Device to open portals to maps - **Tier System**: Tier 1 (area level 65) to Tier 16 (area level 80) ### Portal Mechanics - **Up to 6 Portals**: Depending on modifiers - **Free Entry/Exit**: Enter and exit without consuming portals - **Death Penalty**: "Dying will consume a portal" - **Reusability**: Once all portals used, need new waystone ### Modifications - **Craftable**: "Can roll affixes that become area modifiers in opened map" - **Risk/Reward**: Modifications increase difficulty but provide bonuses (drop rates, item rarity) - **Unidentified Bonus**: "30% increased Waystone drop chance" when using unidentified waystone ### Tier Scaling - **Monster Levels**: Higher tiers = higher monster levels - **Rewards**: Greater challenges = better item drops **WHY IT'S DIFFERENT**: While functionally similar to PoE1's Maps, Waystones appear to have different naming, modification systems, and potentially different acquisition methods. --- ## 24. BREACH MECHANICS (MODIFIED) ### Core Mechanics - **Expanding Tears**: "Breach monsters can only be seen and damaged inside expanding Breach" - **Duration Scaling**: "Breach will continue to expand for specified duration before closing in on itself" - **Performance Reward**: Defeating more monsters keeps Breach open longer ### Features #### Clasped Hands - **Interactive Objects**: Drop rewards when walked over - **Rewards**: Breach Splinters, Rings, Catalysts #### Splinter System - **Collection**: From defeated monsters and Clasped Hands - **Entry Requirement**: "Consume at least 50 Splinters at Realmgate to enter Twisted Domain" ### Changes (v0.2.0) - **Monster Spawning**: Reduced overall - **Spawn Timing**: Higher percentage spawn earlier - **Chest Frequency**: Small Breach chests decreased - **Splinter Availability**: Obtainable from all map tiers with scaling rewards **WHY IT'S MODIFIED**: Streamlined encounter pacing and rewards compared to PoE1's Breach implementation. --- ## 25. EXPERIENCE & DEATH PENALTY (MODIFIED) ### Experience Gain - **Monster Kills**: Amount varies by monster level and rarity - **Progressive Scaling**: Each level requires increasingly more experience ### Death Penalty - **Map Device Areas**: "Characters lose amount of experience equal to 10% of current level if they die in any area accessed by map device" - **Safeguard**: Loss "cannot result in change of character level" (won't be demoted) **WHY IT'S RELEVANT**: Death penalty exists but with level protection, different from PoE1's implementation. --- ## 26. COOLDOWN SYSTEM (SIMILAR BUT EXPANDED) ### Core Concept - **Timer Prevention**: Prevents skill reactivation after use - **Example**: "If skill has 5 second cooldown, then after it is used, it cannot be used again for 5 seconds afterwards" ### Cooldown Recovery Rate - **Modification Stat**: Divides cooldown duration - **Example**: "With 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved" ### Timing Mechanics - **Standard**: Most cooldowns begin on activation - **Conditional**: Some don't begin "until some condition is met, such as skill's duration expiring" ### Related Items - **Sands of Silk**: (15-30)% increased Cooldown Recovery Rate - **Crest of Ardura**: (30-50)% increased Cooldown Recovery Rate - **Temporalis**: Skills have (-2--1) seconds to Cooldown **WHY IT'S SIMILAR**: Functionally similar to PoE1 but with expanded unique item interactions. --- ## SUMMARY OF MAJOR NEW SYSTEMS ### ENTIRELY NEW TO POE2 1. **Dodge Roll** - Skill-based defensive mechanic with i-frames 2. **Spirit Resource** - Dedicated pool for persistent effects 3. **Meta Gems** - Skill container system 4. **Energy System** - Trigger resource for Meta gems 5. **Honour System** - Trial-specific survival resource 6. **Charms** - Automatic defensive trinkets 7. **Runes** - Permanent equipment modifiers 8. **Active Block** - Skill-based directional blocking 9. **Persistent Minions** - Continuous summoning with Spirit 10. **Trial of the Sekhemas** - Gauntlet-style endgame 11. **Alternate Ascendancies** - Variant ascendancy unlocks ### MAJOR CHANGES FROM POE1 1. **Dual Stun System** - Light Stun + Heavy Stun with Primed/Crushing mechanics 2. **Flask Overhaul** - Charge-based with recovery-over-time default 3. **Weapon Sets** - Dedicated passive trees and independent Spirit pools 4. **Skill Gem System** - Not socketed in equipment, attribute-limited supports 5. **Support Gem Tiers** - Progressive power scaling 6. **Currency Tiers** - Regular/Greater/Perfect hierarchy 7. **Mana Consumption** - During execution not activation 8. **Elemental Ailment Threshold** - Halved for players (harder to ailment) 9. **Character Classes** - Doubled to 12 classes 10. **Ascendancy Flexibility** - Any order, respeccing, alternate versions 11. **Attribute System** - Support gem capacity tied to attributes 12. **Block System** - Active + Passive with stun meter 13. **Waystone System** - Replaces Maps with different mechanics --- ## KEY TAKEAWAYS FOR ENHANCEMENT SERVICE ### Most Impactful New Mechanics 1. **Dodge Roll** - Requires tracking i-frames, cooldowns, distance, modifiers 2. **Spirit** - New resource to track alongside Life/Mana/ES 3. **Dual Stun System** - Track Light/Heavy stun, Primed state, stun bar 4. **Meta Gems + Energy** - Complex trigger system tracking 5. **Weapon Sets** - Dual build management with independent passives/Spirit 6. **Charms** - Automatic trigger condition tracking 7. **Trial of Sekhemas** - Honour tracking, Sacred Water economy 8. **Persistent Minions** - Spirit reservation and auto-revival tracking ### Build Calculation Implications - **Spirit Pool Calculation** - Equipment, quests, passives - **Support Gem Limits** - Based on attribute totals - **Weapon Set Passive Trees** - Separate calculations per set - **Active Block Stun Meter** - Track stun buildup - **Honour System** - Calculate from Life/ES/Mana - **Energy Generation** - Per Meta gem based on action type - **Charm Charge Tracking** - Based on monster kills - **Stun Threshold Calculations** - Light vs Heavy with Primed states ### New Data Requirements - Dodge roll modifiers (distance, i-frame duration, replacements) - Spirit sources (equipment, quests, passives, ascendancies) - Meta gem Energy generation rates - Charm types, triggers, and capacities - Rune modifiers by tier - Weapon set passive tree data - Support gem tiers and progression - Honour resistance and calculation - Ailment threshold changes - Active block stun meter mechanics --- ## Research Sources - https://www.poe2wiki.net/wiki/Dodge_Roll - https://www.poe2wiki.net/wiki/Spirit - https://www.poe2wiki.net/wiki/Stun - https://www.poe2wiki.net/wiki/Flask - https://www.poe2wiki.net/wiki/Mana - https://www.poe2wiki.net/wiki/Energy - https://www.poe2wiki.net/wiki/Honour - https://www.poe2wiki.net/wiki/Weapon_set - https://www.poe2wiki.net/wiki/Meta_gem - https://www.poe2wiki.net/wiki/Skill_gem - https://www.poe2wiki.net/wiki/Support_gem - https://www.poe2wiki.net/wiki/Charm - https://www.poe2wiki.net/wiki/Rune - https://www.poe2wiki.net/wiki/Minion - https://www.poe2wiki.net/wiki/Block - https://www.poe2wiki.net/wiki/Ascendancy_class - https://www.poe2wiki.net/wiki/Character_class - https://www.poe2wiki.net/wiki/Waystone - https://www.poe2wiki.net/wiki/Breach - https://www.poe2wiki.net/wiki/Experience - https://www.poe2wiki.net/wiki/Endgame - https://www.poe2wiki.net/wiki/Trial_of_the_Sekhemas - https://www.poe2wiki.net/wiki/Passive_skill - https://www.poe2wiki.net/wiki/Attribute - https://www.poe2wiki.net/wiki/Currency - https://www.poe2wiki.net/wiki/Elemental_ailment - https://www.poe2wiki.net/wiki/Cooldown **Research Date**: 2025-10-22 **Game Version Referenced**: Early Access (v0.3.0 and earlier patch notes)

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/HivemindOverlord/poe2-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server