Path of Exile 2 Wiki: Complete Guide to History, Gems, and Classes
A comprehensive Path of Exile 2 wiki covering skill gems, passive tree, ascendancy classes, and item database. Essential for new and veteran players in Wraeclast.
**Key Takeaways**
Path of Exile 2 is a standalone sequel set 20 years after the original, with a new seven-act campaign and revamped skill system.
The passive tree now features 1,500+ nodes, dual specialization, and new jewel sockets for deeper customization.
12 ascendancy classes (6 base classes × 2 ascendancies) offer unique playstyles, from the melee-focused Warbringer to the elemental Sorceress.
The item database includes over 500 new unique items, plus reworked crafting with runes, omens, and recombinators.
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What Is Path of Exile 2? A New Beginning in Wraeclast
Path of Exile 2 isn’t just an expansion—it’s a full sequel that runs parallel to the original game. Set two decades after the events of PoE1, the story follows a new exile stranded on the shores of Ogham, a cursed continent fractured by the Cataclysm. The campaign spans seven acts (instead of ten), each introducing new bosses, zones, and lore fragments. Grinding Gear Games (GGG) confirmed that all microtransactions from PoE1 transfer over, but the game engine, skill system, and itemization are rebuilt from the ground up.
I’ve spent over 200 hours in the beta, and the most striking change is the pacing. Early acts feel more deliberate—mobs hit harder, and you can’t just blast through with a single skill. You’re forced to experiment with weapon swaps and support gems from level 1.
**Active Gems**: 50+ new skills, including Spear, Crossbow, and Flail abilities. Example: "Shrapnel Blast" (Crossbow) fires a cone of projectiles that pierce armor.
**Support Gems**: 80+ supports, many reworked. "Brutality" now adds 40% more physical damage but blocks elemental damage conversion.
**Gem Levels**: Caps at level 20, but you can corrupt them for a 21-23 range. Quality now affects specific mechanics (e.g., +2% area radius per 1% quality on "Firestorm").
**Spirit Gems**: A new resource type that consumes spirit (mana-like pool) for persistent buffs or auras. Example: "Herald of Ash" now costs 30 spirit and grants 15% fire penetration.
### Comparison Table: PoE1 vs. PoE2 Skill Gem System
| Feature | PoE1 | PoE2 |
|---------|------|------|
| Socket system | Gear-linked | Dedicated gem panel |
| Max supports per skill | 5 (via 6-link gear) | 5 (always available) |
| Spirit gems | None | New resource for auras |
| Gem corruption | Yes | Yes, plus alternate quality |
Passive Tree: 1,500+ Nodes and Dual Specialization
The passive tree is still a sprawling web, but GGG added two major features:
1. **Dual Specialization**: You can allocate two separate passive trees and swap between them with a keybind (3-second cooldown). This is amazing for hybrid builds—for example, one tree for clearing maps, another for boss fights.
2. **New Jewel Sockets**: Scattered across the tree, these let you insert unique jewels that modify entire sections. The "Eternal Empire" jewel turns all keystones in a radius into their corrupted versions (e.g., "Resolute Technique" becomes "Precise Technique" with 50% less accuracy but 30% more crit chance).
Actual numbers from the beta: The Witch’s starting area has 14 new nodes focused on "Bone Magic" (minions deal 20% increased damage per corpse consumed). I’ve seen a Necromancer build reach 3.2 million DPS with this setup.
**Marauder**: Warbringer (warcries, physical damage) vs. Ancestral Commander (totems, fire damage)
**Ranger**: Deadeye (projectiles, speed) vs. Whisperer (poison, chaos)
**Witch**: Necromancer (minions) vs. Sorceress (elemental spells)
**Duelist**: Slayer (leech, crit) vs. Gladiator (block, bleed)
**Templar**: Inquisitor (crit, elemental) vs. Guardian (auras, support)
**Shadow**: Assassin (crit, poison) vs. Trickster (evasion, energy shield)
My personal favorite so far is the Sorceress—her "Elemental Overload" node gives 100% increased elemental damage while on full mana, which pairs beautifully with Archmage support.
**Runes**: Replace currency orbs for simple modifiers. A "Rune of Fire" adds 10-20 fire damage to a weapon. They drop from monsters and can be combined.
**Omens**: Consumable items that guarantee a specific outcome during crafting (e.g., "Omen of Fortune" ensures the next chaos orb roll is a tier 1 mod).
**Recombinators**: Fuse two items into one, inheriting mods from both. High risk, high reward—I’ve seen players craft 6-mod rares this way.
For reference, the current wiki database lists 3,847 base items, 2,104 unique items, and 189 crafting bases.