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Path of Exile 2 (PoE 2) features many in-game terms and acronyms that can get confusing to players new to the game. Check out our guide for the terminologies and tags used in the game.
List of Contents
Path of Exile 2 Terms | |
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Stats | Skill Tags |
Term | Definition |
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Armour | Determined by Strength, it acts as your additional defenses against physical hits.. |
Dexterity | A character's attribute that determines their Evasion and expertise in range-aligned weapons and skills. |
Energy Shield | Determined by Intelligence, it acts as additional health displayed as a blue light in your health orb. |
Evasion | Determined by Dexterity, it is the measure of the likelihood of dodging an attack. |
Intelligence | A character's attribute that determines the strength of their Energy Shield and magic-based weapons and skills |
Melee | A physical attack dealt by a weapon or a skill at close range. |
Spirit | Acts similar to Mana, it is a resource that allows you to maintain buffs, aura effects, and minion summons. |
Strength | A character's attribute that determines the physical power of their melee attacks, Defense, and Armour. |
Term | Definition |
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Adding to Stat Totals | Adding to the Total value of a stat occurs after all other calculations have been performed. |
Aftershocks | Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them |
Ailment | An effect as a result of taking damage that is usually elemental in nature. |
Ammunition | Refers to the number of shots that your ranged weapon can cast before needing to reload. |
Ancestral Boost | An Ancestral Boost Skill has 20% more damage and area of effect. |
AoE | Abbreviation for “Area of Effect”, this refers to inflicting damage, a buff, or debuff over a general area affecting multiple targets. |
Arcane Surge | Arcane Surge grants 10% more Cast Speed and 20% more Mana Regeneration Rate. |
Armour Break | Some Skills, Items, Support Gems and other effects can Break Armour which lowers a target's Armour by a specified amount. When it reaches 0, Armor is fully broken for 12 seconds. |
Attack | Attacks are skills that directly use your equipped weapon to damage enemies. |
Aura | Auras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura. |
Blind | Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified. |
Block | Blocking completely prevents the damage of an incoming Strike or Projectile. |
Buff | Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. |
Chaining | Linking and redirecting effects to another target after hitting an enemy. |
Channelling | Skills that can gain power over prolonged use. |
Chaos | One of the five damage types, removes twice as much energy shield as the damage value when taken. |
Chill | An effect of Cold Damage, it slows down a unit and reduces overall movement speed. |
Chilled Ground | Chilled Ground inflicts Chill upon those standing in it, and lasts 6 seconds by default. |
Cold | One of the five damage types, applies Chill and build up Freeze damage over time. |
Combo | Built by successfully Striking Enemies; count will fall off after a short duration of not building or sustaining further. |
Concentration | Enemies have a less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%. |
Corpses | Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects. |
Covered in Oil | Enemies covered in Oil have their movement speed Slowed are inflicted with Fire Exposure and have 200% more chance to be Ignited. |
Critical Damage Bonus | Multiplies the damage dealt by Critical Hits. |
Critical Hits | Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. |
Crossbow Ammunition Skills | Using a Crossbow Ammunition Skill replaces your Crossbow's basic attack with the skill indicated. |
Crushing Blows | Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun. |
Culling Strike | Culling Strike kills enemies if their life is at or below a certain threshold which are checked before the damage of the Hilt is applied. |
Curse | Curses significantly debuff affected targets. |
Damage Conversion | Damage can be converted from one type to another. |
Damage Gained as Extra | Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). |
Daze | Daze builds up on a target, and becomes Dazed when the build up reaches 100%. Dazed enemies take 50% more Stun Buildup. |
Debuff | Debuffs are negative effects that deal damage or penalize an entity's stats, either for a set duration or when a condition is met. |
Decimating Strike | Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied. |
Detonator | Skills that can cause flammable gas, oil, and similar effects to explode on contact. |
Dual Wielding | Dual Wielding refers to using two Martial Weapons, one in each hand. |
Duration | Refers to how long an effect lasts. |
Effect Consumption | Consuming a Debuff on an enemy causes that enemy to be immune to that Debuff for 1 second. |
Empowered Skills | Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. |
Exposure | Exposure is a type of Debuff that lowers the affected enemy's Resistance to the corresponding damage type. |
Fire | One of the five damage types, applies Ignite and deals Fire damage over time. |
Flame of Chayula | Red Flames leech 7% of maximum Life. Blue Flames leech 7% of maximum Mana. Purple Flames grants a buff of 7% of damage as Chaos damage for 5 seconds. |
Freeze | Freeze is an Ailment caused by Cold Damagerendering targets to be unable to move or act, and lasts 4 seconds by default. |
Grenade | Explosive weapon with cooldowns and fuse countdowns, usable only when weilding a Crossbow. |
Guard | All damage taken from Hits is taken from this buff before your Life or Energy Shield |
Heavy Stun | Hitting an enemy builds towards a Heavy Stun based on the damage dealt. |
Herald | Persistent Buffs that apply to yourself to deal additional damage, often resulting from killing enemies. |
Hit Damage | Any damage that isn't damageover time is Hit damage. |
Ignite | Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. |
Ignited Ground | Ignited Ground inflicts Ignite upon enemies as long as they are standing on it. |
Iron Grip | 1% Increased Projectile Attack damage per 2 strength. |
Iron Will | 1% Increased Spell Damage per 2 Strength |
Jagged Ground | Jagged Ground slows the movement speed of enemies in its area by 20%. |
Knockback | Knockback pushes Enemies away when Hit. |
Life Leech | An attack that also heals you as you deal damage to enemies. |
Life Recharge | Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. |
Lightning | One of the five damage types, applies a buildup of Shock damage over time. |
Magnitude | The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. |
Mark | Marks are a family of debuffs that apply powerful effects to a single enemy, usually for a limited duration. |
Meta | Meta Gems are skill gems that can use, trigger, or otherwise apply the effects of other skill gems. |
Minion | Minions are summoned Allies which will accompany and fight alongside you. |
Minion Commands | Some Minions can be Commanded to perform certain actions. |
Nova | An area of effect that circles around the user upon activation. |
Onslaught | Onslaught grants 20% increased Skill Speed and 10% increased movement speed. |
Orb | Orb Skills create lasting effects at a location which damage enemies in an area around them. |
Payoff | Payoff refers to extra effects when hitting enemies inflicted with a certain debuff, often consuming the debuff itself. |
Persistent | Persistent skills are toggled in the skills panel instead of being used normally, often needing Spirit to be activated. |
Physical | One of the five damage types, reduces a target's armor stat. |
Pierce | Projectiles that Pierce can pass through a target while still damaging them. |
Pinned | Certain skills and effects allow damage to build up Pinned. Once condition is met, your target is immobilized for a duration. |
Poison | Poison is an Ailment that deals Chaos damage over time bypassing Energy Shield and lasts 2 seconds by default. |
Primed for Stun | Enemies are Primed for Stun when they have sustained a certain amount of Heavy Stun buildup. |
Projectile | Any moving attack or spell casted from a distance intended to cause damage. |
Resistance | Resistances reduce damage taken of the corresponding damage type up to a Maximum. |
Reviving Minions | Reviving Minions heal after avoding damage for a short time, and automatically revive after a short delay when killed. |
Shield | Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively Block. |
Shock | Shock is an Ailment that caused by Lightning damage rendering targets to take 20% increased damage, and lasts 4 seconds by default. |
Shocked Ground | Shocked Ground inflicts Shock upon those standing in it, and lasts 6 seconds by default. |
Slam | Any melee attack that does not directly hit with weapons or body parts, instead causes an area of effect. |
Spell | Spells are skills that use raw magic to destroy your enemies. |
Strike | Any melee attack that directly hits using a weapon or body part. |
Stun | Hits against any target have a chance to Stun them, with a stun being more likely the more damage was dealt. |
Sustained | Skills that cause more damage over time, often over successive hits. |
Tailwind | Tailwind is a stacking Buff which grants increased movement, Skill speed, and Evasion Rating for 10 seconds. |
Totem | Totems are allied constructs that use skills for you. Unlike minions though, Totems' skills benefit from your stats. |
Travel | Travel skills cover a large amount of distance and don't need to target an enemy. |
Trigger | Abilities that automatically activate upon meeting specific conditions. |
Unholy Might | Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage. |
Warcry | Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks. |
Term | Definition |
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Magic Find | Refers to the stat that increases the rarity of items found. Lots of builds are centered around Magic Find so players have a higher chance in getting Uniques and rare currency items. |
DPS | Damage per second. This term is often used as a measurement of how much damage a class, weapon, or skill can unleash over one second. |
AoE | Area of effect. This term usually refers to a Skill or effect that covers a large area instead of a single target. |
DoT | Damage over time. This term usually refers to Skills or effects like Poison or Bleeding, which slowly tick down a target's health over time. |
CD | The acronym for cooldown. This term refers to the time it takes before you can recast a particular Skill or ability after recently using it. |
Buff | A positive gameplay effect, such as increased Attack Speed or enhanced Lightning Resistance. |
Debuff | A negative gameplay effect, such as lowered Movement Speed or Armor Reduction. |
Critical Hit | An attack that deals massively increased bonus damage based on a character or Skill's Critical Hit Chance. |
Crowd Control (CC) | A type of effect which allows players to kill or disrupt multiple enemies at once. Typical Crowd Control effects include Slow, Chill, Stun, and Fear. |
Proc | This term refers to the likelihood of an attack or Skill activating the chance or trigger-based effect from an item or another Skill. |
Path of Exile 2 Wiki Contents | |
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