★ HOT: List of All Builds
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★ Classes | Best Classes
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┗ Act 1 | Act 2 | Act 3
★ Uniques | Gems | Items
This guide lists a complete overview of all the gem types available in Path of Exile 2 (POE 2). Read on to see the full list of the gem types, how do they work, and much more.
List of Contents
Gems by Type | |
---|---|
Skill | Support |
Spirit | Meta |
Skill | Description |
---|---|
Arc | An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. |
Armour Breaker | Attack with a forceful blow, knocking enemies back and weakening their Armour. |
Armour Piercing Rounds | Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this skill again reloads the clip. |
Attrition | While active, causes you to deal more Hit damage to Rare and Unique enemis the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough. |
Ball Lightning | Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies. |
Barrage | Ready a volley of arrows, Empowering your next Bow Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats. |
Bone Cage | Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. |
Bone Offering | Impales a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next hit each Minion takes, then explodes. The bone spike itself is a Minion, and shields itself. If it dies, shields on your other Minions disappear. |
Boneshatter | Attacks enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area. |
Boneshatterer | Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area. |
Bonestorm | Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. |
Chaos Bolt | Fires a burst of chaos energy at the target. |
Charged Staff | Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage. |
Cold Snap | Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed. |
Combat Frenzy | While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occuer once every few seconds. |
Comet | Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. |
Conductivity | Curses all targets in an area after a short delay, lowering their Lightning Resistance. |
Contagion | Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit. |
Dark Effigy | Raises a Totem that bombards enemies afflicted by Chaos damage over time Debuffs. |
Despair | Curses all targets in an area after a short delay, lowering their Chaos Resistance. |
Detonate Dead | Causes a Corpse to violently explode, damaging surrounding enemies. |
Detonating Arrow | Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it. |
Earthquake | Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches. |
Electrocuting Arrow | Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted. |
Ember Fusillade | Conjures a blazing Ember that hovers around you. After a short duration, the Ember launches at the enemy, dealing fire damage in an area on impact. Recasting the spess resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. |
Enfeeble | Curses all targets in an area after a short delay, making them deal less damage. |
Escape Shot | Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from. |
Essence Drain | Fires a Projectile that applies a powerful Chaos damage over time debuff to enemy hits. |
Explosive Grenade | Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires. |
Eye of Winter | Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type. |
Falling Thunder | Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact. |
Fireball | Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts. |
Firestorm | Rains flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite Consumed. |
Flame Wall | Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. |
Flameblast | Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you channelled for. |
Flammability | Curses all targets in an area after a short delay, lowering their Fire Resistance. |
Flash Grenade | Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies. |
Fragmentation Rounds | Loads your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a frozen enemy consume the Freeze and cause an explosion of Shrapnel. Bolts that hit an Ice Crystal cause it to explode. |
Freezing Salvo | Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. |
Frost Bomb | Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies. |
Frost Wall | Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies.. |
Frostbolt | Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain. |
Frozen Locus | Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack Damage but does not use your weapon's damage. |
Gas Arrow | Fires a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion. |
Gas Grenade | Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast. |
Glacial Bolt | Loads your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight. |
Glacial Cascade | Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but tthe Freeze is Consumed. Ice Crystals hit by the final spike explode. |
Herald of Plague | While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them. |
Hexblast | Detonates Curses on enemies in an area, causing explosions of Chaos damage but removing the Curse. |
High Velocity Rounds | Loads your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage. |
Hypothermia | Curses all targets in an area after a short delay, lowering their Cold Resistance. |
Ice Nova | A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup. |
Ice Shot | Fires an icy arrow that sprays a cone of ice shards when it hits a target. |
Ice Strike | Perform a fast icy Strike, Using this Attack three times in quick succession causes a final strike that is slower and more powerful. |
Incendiary Shot | Loads your Crossbow with flaming bolts that fragment in flight, damaging and igniting enemies on hit and in a small cone behind their final target. |
Incinirate | Conjures a torrent of flames from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground. |
Infernal Cry | Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death. |
Killing Palm | Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped. |
Leap Slam | Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way. |
Lightning Arrow | Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies. |
Lightning Conduit | Calls down lightning to strike all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but consumes shock from them after damaging them. Targeting close to you will cause you to jump back as you cast. |
Lightning Rod | Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst. |
Lightning Warp | Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground. |
Magnetic Salvo | Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process. |
Mana Tempest | Creates a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the Storm constantly drains your Mana, and each spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of mana. |
Molten Blast | Gouges molten rock from the ground and flings it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it. |
Orb of Storms | Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. |
Pain Offering | Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately. |
Perfect Strike | Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire. |
Permafrost Bolts | Loads your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts make them extremely potent at Freezing enemies. |
Poisonburst Arrow | Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area. |
Profane Ritual | Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge. |
Rain of Arrows | Fire arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows. |
Raise Zombie | Consumes a Corpse or Power Charge to create a short-lived zombie. Zombies created from Power Charges are empowered. |
Rolling Slam | Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. holding down the skill input allows you to change direction as you move. |
Shockchain Arrow | ires a Lightning-infused arrow that homes in on Shocked enemies. Hitting a Shocked enemy will Consume the Shock to charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets, prioritising ones which are Shocked. If the beam hits a Shocked target, it will release another damaging shockwave and can continue to Chain. |
Shockwave Totem | Raises a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. |
Skeletal Arsonist | Summons bomb-throwing, reviving Skeletal Arsonists that can detonate other minions on command. |
Skeletal Brute | Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies. |
Skeletal Cleric | Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons. |
Skeletal Frost Mage | Summons reviving Skeletal Frost Mages that can be commanded to cast Icy Explosions |
Skeletal Reaver | TBD |
Skeletal Sniper | Summons long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command. |
Skeletal Storm Mage | Summons Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command. |
Skeletal Warrior | Summons reviving Skeletal Warriors. |
Snipe | Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to epxlode on impact for a guaranteed Critical Hit. |
Sniper's Mark | Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge. |
Solar Orb | Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. |
Soul Offering | Impales a Skeleton on a bone spike, graanting you a powerful Spell Damage Buff as long as the spike remains. Does not affect your minions. The bone spike itself is a Minion. If it dies, the effect ends immediately. |
Spark | Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire. |
Spiral Volley | Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once. |
Staggering Palm | Dash to an enemy and Strike them with an Unarmed Strike, Heavy Stunning an enemy with this Skill grants you a Buff, that causes your Quarterstaff and Unarmed attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped. |
Storm Wave | Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you. |
Stormcaller Arrow | Fires an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock. |
Tempest Bell | Buiild Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your stafff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves. |
Tempest Flurry | Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth performs a Final strike that calls down a powerful Shocking bolt. |
Temporal Chains | Curses all enemies in an area, Slowing them and making other effects on them expire more slowly. |
Tornado Shot | Fires a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados. |
Toxic Growth | Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently. |
Unearth | Raises spikes of bone from the earth in front of you. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. |
Vine Arrow | Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plants sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos Damage over time. The plant can be Poisoned, causing it to deal more damage. |
Voltaic Mark | Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage. |
Vulnerability | Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour. |
Wave of Frost | Flips backwards and sends forth a Freezing wave in front of you. |
Wind Dancer | Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you. |
Skill Gems are socketable gems that provide active skill when equipped. These skills are tied to the different weapon types found in the game.
Skill | Description |
---|---|
Ablation | Supports Offering Skills. Supported Skills Sacrifice a portion of your life on use, but deal much more damage and have more powerful Buffs in return. |
Acceleration | Supports Projectile skills, making those projectiles travel faster. |
Ambush | Supports skills that Hits enemies, making it more likely to Critically Hit enemies on full life. |
Ammo Conservation | Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing. |
Arcane Surge | Supports spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed. |
Arcane Tempo | Supports spells, causing them to cast faster |
Behead | Supports Strike skills, causing them to steal modifiers from Rare monsters they kill. |
Blind | Support any skill that Hits enemies, causing them to Blind on hit. |
Bloodlust | Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting bleeding. |
Break Endurance | Supports any skill that hits enemies, giving it a chance to gain an Endurance Charge when it fully breaks an enemy's armour. |
Brutality | Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types. |
Bursting Plague | Supports skills that can Poison enemies, causing poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of minions. |
Chain | Supports Projectile skills and any other skill that Chain, causing them to chain additional times. |
Clarity | Supports Persistent Buff Skills, causing you to gain increased mana Regeneration while the skill is active. |
Close Combat | Supports Attacks, causing them to deal more damage to enemies based on how close they are to you. |
Cold Infusion | Supports attacks, causing them to gain Cold Damage but deal less Fire and Lightning Damage. |
Combo Finisher | Supports melee attacks you use yourself. Supported skills cannot be used until enough combo has been built up, but deal massively more damage. Cannot support skills which already combo or triggered skills. |
Comorbidity | Supports any skill that hits enemies, allowing it to inflict an extra poison on enemies but shortening the duration of those poisons. |
Concentrated Effect | Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. |
Conduction | Supports any skill that hits enemies, making it more likely to Shock. |
Controlled Destruction | Supports spells that hit enemies, boosting their damage but preventing them from dealing Critical hits. |
Corrosion | Supports ay skill that hits enemies, causing Poison it applies to also break any armour. Cannot support skills that consume Fully |
Corrupting Cry | Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect. |
Crescendo | Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession. |
Deadly Poison | Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison. |
Decaying Hex | Supports Curse skills. Cursed enemies' bodies decay, taking chaos damage over time. |
Deceleration | Supports Projectile skills, making those projectiles travel more slowly. |
Deep Cuts | Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding. |
Deep Freeze | Supports any skill that hits enemies, causing Freeze it inflicts to last longer. |
Demolisher | Supports any skill, causing Armour Break it inflicts to be stronger. |
Double Barrel | Supports Crossbow Ammunition skills, causing them to load an extra bolt at the cosy of reload speed. |
Elemental Army | Supports skills which create Minions, bolstering the Elemental Resistance of those Minions. |
Encumbrance | Supports any skill, causing inflicted slows to be more powerful |
Energy Barrier | Supports any skill that you can use, causing Energy Shield recharge to begin immediately if you are stunned while using it. |
Envenom | Supports any skill that hits enemies, giving it a chance to Poison enemies. |
Eternal Flame | Supports any skill that hits enemies, causing its ignites to be inflicted less often but last longer. |
Execute | Supports any skill that hits enemies, causing it to deal more damage against enemies on low life. |
Expanse | Supports any skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support skills which already have a cooldown. |
Fast Forward | Supports any skill that has a duration, making that duration shorter. |
Feeding Frenzy | Supports skills which create Minions, making them deal and take more damage. |
Fiery Death | Supports any skill that Hits enemies, causing explosions on killing Ignited enemies. |
Fire Infusion | Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. |
Fist of War | Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds. |
Focused Curse | Supports Curse skills, causing them to Curse enemies more quickly after being cast. |
Fortress | Supports skills that create walls in a line, causing them to be created in a circle instead but deal less hit damage. |
Frost Nexus | Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies. |
Glaciation | Supports any skill that hits enemies, makit it more effective at Freezing enemies. |
Heavy Swing | Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed. |
Heft | Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits. |
Heightened Curse | Supports curse skills, magnifying their power. |
Hinder | Supports Spells that deal non-Ailment Chaos damage over time, causing damage over time they inflict to also Hinder enemies. |
Hourglass | Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support skills which already have a cooldown. |
Ice Bite | Supports attacks you use yourself. Freezing an enemy with supported skills infuses all of your attacks with Cold damage for a short time. |
Icicle | Supports any Skill which creates Ice Crystals, causing them to be created with lower life. |
Ignition | Supports any skills that Hits enemies, making it more likeyl to Ignite. |
Immolate | Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves. |
Impact Shockwave | Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy. |
Impending Doom | Supports Curse skills you cast yourself, causing them to trigger Doom Blast on Cursed enemies when the Curse expires. |
Impetus | Support Meta skills. Supported Skills generate Energy significantly faster. |
Inevitable Critical | Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical hit chance over time. |
Ingenuity | Supports skills with Cooldowns, increasing the rate at which those Cooldowns recover. |
Innervate | Supports attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your attacks with Lightning damage for a short time. |
Inspiration | Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit. |
Jagged Ground | Supports Slam skills, granting them a chance to create patches of Jagged Ground. |
Lacerate | Supports any skill that hits enemies, giving it a chance to inflict Bleeding. |
Last Gasp | Supports skills which create Minions, granting them more life but making them deal less damage. |
Lasting Shock | Supports any skill that hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer. |
Leverage | Supports skills which hit enemies. supported skills gain increased chance to Critically Hit against immobilised enemies. |
Life Drain | Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy |
LifeTap | Supports any skill, turning a portion of its Mana cost into a Life cost. Does not support skills which reserve spirit. |
Lightning Exposure | Supports any skill that hits enemies, causing it to deal less damage but inflict Lightning Exposure when it shocks and enemy. |
Lightning Infusion | Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. |
Lockdown | Supports any skill that hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you. |
Longshot | Supports Attacks, causing them to deal more damage from farther away. |
Magnified Effect | Supports any skill with an area of effect, making it larger. |
Martial Tempo | Supports Attacks, causing them to Attack faster. |
Meat Shield | TBD |
Minion Instability | Supports skills which create Minions, causing them to violently explode when reduced to low life. |
Minion Pact | Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the sill's damage. Only takes effect if you have a Minion with enough life to drain the full amount. |
Murderous Intent | Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies. |
Overabundance | Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word “Limit”. |
Overpower | Supports any skill that hits enemeis, causing it to build up Stun more quickly. |
Perpetual Charge | Supports skills that consume Power, Frenzy, or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of Consuming them. |
Persistence | Supports any skill that has a duration, making that duration longer. |
Pierce | Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so. |
Pin | Supports any skill that hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. |
Precision | Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active. |
Premeditation | Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. |
Primal Armament | Supports Attacks that use a weapon, causing them to deal more weapon Elemental Damage. |
Profusion | Supports skills that can generate Charges, giving them a chance to generate and additional Charge when they do so. |
Rage | Supports Melee Attacks, causing them to grant Rage on Hit. |
Rising Tempest | Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills |
Ruthless | Supports Attacks, causing repeated uses to be more effective at Stunning enemies. |
Scattershot | Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. |
Second Wind | Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills. |
Spell Cascade | Supports Spells that affect an area around you or a target location, causing those spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills. |
Spell Echo | Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. |
Splinter | Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. |
Strip Away | Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. |
Swift Affliction | Supports any skill that deals damage, causing it to deal more damage over time but have a shorter duration. |
Unbreakable | Supports any skill that you can use, making you harder to Stun while using it. |
Unleash | Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. |
Vitality | Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active. |
Wildfire | Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay. |
Wind Wave | Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it. |
Window of Opportunity | Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage if released with Perfect Timing but reducing the Perfect Timing window. |
Withering Touch | Supports any skill that hits enemies, giving it a chance to Wither enemies on hit. |
Support Gems are supplementary gems primarily used to provide additional unique effects to Skill Gems. You can equip a total of 5 support gem per skill.
Skill | Description |
---|---|
Arctic Armour | Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker. |
Ghost Dance | Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion. |
Grim Feast | Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield. |
Herald of Ash | While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt. |
Herald of Ice | While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies. |
Herald of Thunder | While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies. |
Lingering Illusion | Creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copites that are destroyed by an enemy will grant you a Power Charge. |
Magma Barrier | When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant you an Endurance Charge. |
Mana Remnants | Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana. |
Overwhelming Presence | While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon. |
Plague Bearer | Stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison. |
Raging Spirits | While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them. |
Scavenged Plating | Uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you a stack of Scavenged Plating for a duration, and you gain Armour and Thorns per stack. |
Spirit Gems provide class-related buffs and skills in exchange for spending Spirit. These skills can be equipped regardless of class, as long as you reach the stat requirement to do so.
Skill | Description |
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Ancestral Warrior Totem | Raises a Totem that uses socketed Mace skills. |
Blasphemy | Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies. |
Cast on Freeze | While active, gaines Energy when you Freeze enemies and triggeres socketed spells on reaching maximum Energy. |
Cast on Ignite | While active, gaines Energy when you Ignite enemies and triggeres socketed spells on reaching maximum Energy. |
Cast on Shock | While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy. |
Meta Gems are special gems that grant new skills and effects. They can be used as standalone skills or combine them into other gems to add unique enhancements to your skills.
Gems are items that can be socketed in the skills menu to unlock new abilities and passive effects, making you stronger and helping you progress in the game. These gems are divided into 3 categories, (Skill, Support, and Spirit) each with its own distinct effects on your character.
The gems you equip can be further enhanced by modifying or upgrading them with other gems to change their effects. Since each gem has multiple possible effects, make sure you socket the right gem for your build.
Path of Exile 2 Wiki Contents | |
---|---|
Builds | Classes |
Tips and Tricks | Bosses |
Walkthrough | Quests |
Gems | Items |
Weapons | Armors |
Accessories | Passives |
Skills | Ascension Trials |
Glossary | Atlas of Worlds |
Leagues | Characters |
Cosmetics | Microtransactions |
News and Updates | - |
Best Class Tier List | Best Stash Tabs to Buy |
Which Class Should You Play? | List of Unique Equipment |
Best Minions to Summon | How to Use Loot Filters |
List of All Gems
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