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POE 2 1.0 New Unique Items & Skill Gems (Conquerors of Wraeclast)

Path of Exile 2 is approaching its biggest moment yet, and with the 1.0 release just around the corner, players have plenty of fresh gear and gems to look forward to. This guide walks through the new unique items, the newly added skill gems, and the other item-related additions arriving with the 1.0 patch. If you want a detailed reference before launch day, our guide here pulls together every stat line and skill description that has surfaced from ExileCon reveals and the latest POE2.db data dumps.


POE 2 1.0 New Items (Uniques & Skill Gems)

The 1.0 patch is far more than just a version bump. It marks the full release of Path of Exile 2, bringing Act Five set in Oriath, a still-secret Act Six, 24 new areas, and 18 fresh unique bosses. Alongside the campaign expansion, the Shadow class joins the roster as a high-mobility stealth, trap, and dagger specialist, while the Duelist also arrives with new ascendancies.

On the gear and gem side, the update is massive. More than 70 existing uniques are receiving reworks, with many gaining active abilities and more interesting stat lines. Every support gem has had its penalties reduced or its effectiveness increased, and the passive tree has been reshaped around the two new classes. Jewel slots now sit beside notables rather than on the outer ring, so build planning feels more deliberate. The crafting system is also getting an overhaul with mod replacement, targeted mod currency, and the ability to produce double-fractured items.

So now let's take a early look of the new items dropping in the Conquerors of Wraeclast expansion of Path of Exile 2:


POE 2 1.0 New Uniques

The 1.0 patch introduces a wave of new unique items alongside the reworks. Many of them pull inspiration from Path of Exile 1 classics, but with fresh mechanics tied to the sequel's combat systems. Below is the full catalog of confirmed new uniques revealed through POE2.db.

Abyssus (Goliath Greathelm)

A returning Path of Exile 1 favorite built around glass-cannon rage scaling.

  • Item Type: Helmet

  • Armour: 1026

  • Requires: Level 58, 82 Strength

  • 250% increased Armour

  • 50% increased Critical Hit Chance

  • +15 to all Attributes

  • Every Rage also grants 2 to 3 Added Physical Damage to Melee Attacks

  • Every Rage also grants 1% increased Damage Taken

  • Every Rage also grants 1 Life gained per enemy killed

  • Extra gore

At around 40 stacks of Rage, this helm delivers 40 Life per kill and roughly 80 to 120 added Physical Damage, at the cost of taking 40% more damage. It pairs naturally with Facebreaker-style builds and heavy mace users who can soak the incoming hits.

Agnar (Vampiric Longsword)

An early-game two-hand sword with cold-infused leech scaling.

  • Item Type: Two Hand Sword

  • Physical Damage: 15 to 25

  • Critical Hit Chance: 10.01%

  • Attacks per Second: 1.25

  • Requires: Level 9, 14 Strength, 11 Dexterity

  • Grants Skill: Level 19 Fangs of Agnar

  • Leeches 8.08% of Physical Damage as Life

  • Hits with this Weapon have 3 to 5 Added Cold Damage per Player Level

  • +5.01% to Critical Hit Chance

  • +10% to Critical Damage Bonus

  • Hits with this Weapon Penetrate 50% Cold Resistance against Frozen Enemies

  • 62% increased Immobilisation Buildup

  • Life Leech recovers based on your Cold damage as well as Physical damage

Because the added cold damage scales per player level, Agnar remains relevant far beyond its level 9 requirement.

Ako's Answer (Barrier Quarterstaff)

A dedicated Monk weapon built around the bell archetype.

  • Item Type: Quarterstaff

  • Physical Damage: 92 to 154

  • Critical Hit Chance: 10.00%

  • Attacks per Second: 1.30

  • Requires: Level 37, 52 Dexterity, 22 Intelligence

  • +15% to Block Chance

  • 149% increased Physical Damage

  • +1 to Level of all Melee Skills

  • 50% increased Stun Buildup

  • Strike skills which create Bells are Ancestrally Boosted

  • Skills which create Bells have +2 to Limit

  • Bells you create are Immune to Elemental Ailments

  • Hits with this weapon do not count towards the number of Hits Bells take to destroy

The last modifier is the standout, letting your own hits strike bells endlessly without destroying them.

Benevolence (Commander Sword)

A chaos-focused one-hander with aura utility and the Chaos Incarnate keystone.

  • Item Type: One Hand Sword

  • Physical Damage: 40 to 54

  • Chaos Damage: 144 to 295

  • Critical Hit Chance: 15.74%

  • Attacks per Second: 1.45

  • Requires: Level 54, 44 Strength, 62 Dexterity

  • Grants Skill: Level 20 Tear Through Reality

  • Rallies for 11% of Weapon Damage

  • +10.74% to Critical Hit Chance

  • Adds 144 to 295 Chaos Damage

  • 212% increased Magnitude of Ignite inflicted with this weapon

  • Chaos Incarnate keystone

The combination of Chaos Incarnate and Rally Aura effectively turns Benevolence into both a damage weapon and a team support piece.

Elysium (Sickle Sword)

A sand-themed sword that grants a channelled dash skill.

  • Item Type: One Hand Sword

  • Physical Damage: 46 to 77

  • Critical Hit Chance: 7.00%

  • Attacks per Second: 1.60

  • Requires: Level 27, 24 Strength, 33 Dexterity

  • Grants Skill: Level 20 Siege of Sands

  • 25% increased Melee Strike Range with this weapon

  • Adds 29 to 41 Physical Damage

  • +239 to Accuracy Rating

  • 14% increased Attack Speed

  • 23% increased Area of Effect

  • Gain Sand-Ingrained after using a Skill from Ready Stance

  • Hits Break 102 Armour

The Siege of Sands skill plays like a wind-based dash through enemies, with built-in armour break pushing it toward physical sword builds.

Hand of Weeping Black (Rattling Sceptre)

The core enabler for a new permanent zombie minion archetype.

  • Item Type: Sceptre

  • Requires: Level 26

  • Grants Skill: Level 20 Skeletal Warrior Minion

  • Has No Spirit

  • Allies in your Presence deal 10 to 14 added Attack Physical Damage

  • Raise Zombie does not Consume a Corpse or Power Charge

  • Take Physical Damage equal to 20% of your maximum Life plus maximum Energy Shield when you Raise a Zombie

  • Raised Zombies are always empowered

  • Raised Zombies have infinite Duration

The tradeoff is harsh. Each zombie raise costs 20% of your combined Life and Energy Shield pool, but in exchange you get a permanent, empowered army with no spirit requirement.

Kaom's Roots (Monument Greaves)

Another returning Path of Exile 1 classic that trades slot efficiency for brute defensive stability.

  • Item Type: Boots

  • Armour: 206

  • Requires: Level 54, 72 Strength

  • Grants Skill: Level 19 Mountain's Wake

  • +302 to maximum Life

  • Cannot be Knocked Back

  • Cannot be Light Stunned

  • Your speed is unaffected by Slows

  • Gain 1 Crushing Pressure every 0.25 seconds while stationary, up to a maximum of 10

  • Consume 1 Crushing Pressure to Trigger Mountain's Wake every 0.20 seconds while moving

The reworked mechanic rewards start-stop playstyles. Standing still stacks Crushing Pressure, then moving triggers Mountain's Wake slams that detonate the stacks.

Molten Tenet (Plate Belt)

A hybrid defensive-offensive belt tuned for fire-conversion builds.

  • Item Type: Plate Belt

  • Requires: Level 24

  • Has 1 to 3 Charm Slots

  • +140 to 180 to Armour

  • Gain 10% of Physical Damage as Extra Fire Damage

  • +14 to Strength

  • +42% to Fire Resistance

  • +45% of Armour also applies to Fire Damage

  • Enemies in your Presence Gain 10% of their Physical Damage as Extra Fire Damage

  • 10% of Fire Damage prevented Recouped as Life

The recoup line gives it strong staying power in physical-heavy maps, since every point of fire damage mitigated feeds back into your life pool.

Oro's Sacrifice (Twilight Longsword)

The flicker-strike icon returns with a pure fire conversion profile.

  • Item Type: Two Hand Sword

  • Fire Damage: 248 to 384

  • Critical Hit Chance: 5.00%

  • Attacks per Second: 1.51

  • Requires: Level 54, 62 Strength, 44 Dexterity

  • Grants Skill: Level 19 Infernal Step

  • Bejewelled

  • No Physical Damage

  • Adds 248 to 384 Fire Damage

  • 21% increased Attack Speed

  • Hits with this Weapon always Ignite targets that are on Full Life

  • Gain 12% of Damage as Extra Fire Damage per Sacrificial Flame

  • Gain 1 Frenzy Charge every 1 second while at maximum Sacrificial Flame

Infernal Step is the sequel's take on Flicker Strike, and Oro's Sacrifice fuels the Sacrificial Flame cycle for a constant Frenzy Charge income.

Riptide (Seaglass Spear)

A spear built around cold scaling and parry synergy.

  • Item Type: Spear

  • Physical Damage: 29 to 54

  • Cold Damage: 121 to 237

  • Critical Hit Chance: 13.38%

  • Attacks per Second: 1.55

  • Requires: Level 51, 29 Strength, 71 Dexterity, 50 Intelligence

  • Grants Skill: Spear Throw

  • Grants Skill: Level 19 Tasalio's Charge

  • Adds 121 to 237 Cold Damage

  • Gain 25% of Damage as Extra Cold Damage against Frozen targets

  • +5.88% to Critical Hit Chance

  • +26 to Dexterity

  • 246% increased Freeze Buildup inflicted on Parried targets

The 246% increased Freeze Buildup on Parried targets is clearly tuned for the new Duelist ascendancy nodes that reward parry chains.

The Fallen Formation (Lamellar Mail)

A banner support chest piece that reshapes how auras are applied.

  • Item Type: Body Armour

  • Armour: 476

  • Evasion Rating: 431

  • Requires: Level 54, 48 Strength, 48 Dexterity

  • Grants Skill: Level 19 Enduring Legacy

  • 107% increased Armour and Evasion

  • +60 to Spirit

  • +20 to Strength and Dexterity

  • 9.9 Life Regeneration per second

  • Allies in your Presence gain 22% of the total Armour on your equipped Armour Items

  • Allies in your Presence gain 22% of the total Evasion on your equipped Armour Items

The granted Enduring Legacy ability makes banner auras project around you constantly without needing to physically plant banners, at the cost of 60 Spirit per banner and 41% less aura magnitude.

The Leviathan (Chieftain Cuirass)

A heavy fire-and-cold defensive chest with a built-in buildup mechanic.

  • Item Type: Body Armour

  • Armour: 1287

  • Requires: Level 50, 80 Strength

  • 230% increased Armour

  • +30 to Spirit

  • +43% to Fire and Cold Resistances

  • Gain 1 Leviathan Scale every 4 seconds

  • Gain 3 Leviathan Scales for each Endurance Charge you consume

  • You have no Lightning Resistance

Leviathan Scales function as a stacking defensive layer, likely tying into incoming hit mitigation. The zero Lightning Resistance line forces you to cap that element elsewhere.

The Wanderer (Leather Vest)

A pure leveling body armour with Wayfarer-style trade-offs.

  • Item Type: Body Armour

  • Evasion Rating: 30

  • +125 to Ailment Threshold

  • 20% increased Experience gain

  • 1% reduced Experience gained per 5 Player levels

  • Ignore all Movement Penalties from Armour

  • You cannot increase the Rarity of Items found

  • Wayfarer modifier

Perfect for the first 20 to 40 levels of a new character but naturally falls off as your level climbs due to the stacking experience reduction.

The Watcher in the Dark (Rotwood Oar)

An endgame minion staff with a built-in minion explosion mechanic.

  • Item Type: Staff

  • Requires: Level 65, 114 Intelligence

  • Grants Skill: Level 19 Abyssal Pact

  • Grants Skill: Level 19 Lightless Stalker

  • +133 to Spirit

  • +1 to Level of all Minion Skills

  • 18% reduced Cast Speed

  • Minions deal 112% increased Damage

  • Minions explode on death, dealing 11% of their maximum life as Physical Damage to enemies within 2 metres

This is the sequel's answer to the Baron style of minion-explode builds, with Abyssal Pact and Lightless Stalker as thematic kit extensions.

Windripper (Greatbow)

The iconic ailment bow returns with absurd elemental penetration scaling.

  • Item Type: Bow

  • Physical Damage: 74 to 156

  • Critical Hit Chance: 6.50%

  • Attacks per Second: 1.29

  • Requires: Level 54, 62 Strength, 62 Dexterity

  • Grants Skill: Level 19 Perfect Squall

  • 100% increased Physical Damage

  • Gain 30% of Damage as Extra Lightning Damage

  • Gain 30% of Damage as Extra Cold Damage

  • 12% increased Attack Speed

  • Hits with this weapon Penetrate infinite Lightning Resistance of Shocked monsters

  • Hits with this weapon Penetrate infinite Cold Resistance of Chilled monsters

  • 43% increased Magnitude of Non-Damaging Ailments you inflict

Any build that reliably applies Shock and Chill effectively bypasses enemy elemental resistance entirely. The Perfect Squall granted skill plays like a tornado shot variant.


POE 2 1.0 New Skill Gems

The 1.0 patch adds a hefty catalog of new skill gems split between the Shadow, the Duelist, and expanded support options. Here is a full breakdown of every gem revealed so far.

Shadow Dagger and Stealth Skills

The Shadow is dagger-forward, with every melee skill carrying a dash component when used from Stealth.

Shadow Assault

  • Type: Attack, AoE, Melee, Strike

  • Level: 13, Cost: 17 Mana, Attack Speed: 110% of base, Attack Damage: 78%

  • Requires: Level 52, 51 Dex, 51 Int, Dagger

Strike rapidly three times. The Final Strike creates a Shade that dashes through enemies, and causes any other Shades you have to teleport to the target and repeat the dash. When Ambushing, dash to the target and immediately perform the Final Strike.

Blade of Night

  • Type: Attack, AoE, Melee, Strike, Trigger, Duration, Remnant

  • Level: 13, Cost: 23 Mana, Attack Speed: 80% of base, Attack Damage: 144%

  • Requires: Level 52, 51 Dex, 51 Int, Dagger

Cleave with your dagger and Trigger Engulf in Darkness on enemies hit. When Ambushing, dash to your target and hit all enemies within a wide swathe.

Shadow Extraction

  • Type: Attack, AoE, Melee, Strike

  • Level: 13, Cost: 46 Mana, Attack Speed: 55% of base, Attack Damage: 122%

  • Requires: Level 52, 51 Dex, 51 Int, Dagger

Spin forward, hitting targets around you twice. Hitting an enemy that is Engulfed in Darkness consumes the debuff, manifesting a Shade that backstabs the enemy.

Nightmare

  • Type: Attack, AoE, Melee, Strike, Duration, Conditional

  • Level: 13, Cost: 68 Mana

  • Requires: Level 52, 51 Dex, 51 Int, Dagger

Build Glory by creating Shades. At maximum Glory, invoke unspeakable powers to create a new Shade, then transform all of your Shades into invulnerable nightmare creatures that act on their own, moving and attacking freely until the energy animating them expires.

Blade Vortex

  • Type: Attack, AoE, Sustained, Physical, Duration, Channelling

  • Level: 13, Cost: 15.3 Mana per second, Attack Speed: 160% of base, Attack Damage: 25%

  • Requires: Level 52, 51 Dex, 51 Int, Dagger

Channel to periodically extract Impales from targets in a large radius, creating blades that orbit you. Blades disintegrate after hitting enemies a fixed number of times but continue orbiting if you stop channelling. Your weapon also orbits you as a blade while channelling.

Ethereal Knives

  • Type: Attack, Projectile, Physical, Chaos

  • Level: 20 (Max), Cost: 35 Mana, Attack Speed: 75% of base, Attack Damage: 94%

  • Requires: Level 90, 86 Dex, 86 Int, Dagger

Flip backwards and throw a fan of daggers, with multiple able to hit the same target, damaging and impaling. Using the skill from Stealth skips the backflip, keeps you in Stealth, and throws spectral knives in a tighter spread that inflict Spectral Impales instead of damage.

Pestilent Volley

  • Type: Attack, AoE, Projectile, Chaos, Duration, Payoff

  • Level: 13, Cost: 38 Mana, Attack Speed: 75% of base, Attack Damage: 44%

  • Requires: Level 52, 51 Dex, 51 Int, Dagger

Jump back and throw multiple knives that stick into targets or terrain and explode after a short delay. Knives lodged in a Poisoned enemy create a Gas Cloud that spreads the strongest active Poison, and the cloud detonates in a fiery explosion if hit by a Detonator skill or Ignited Ground.

Duplicity

  • Type: Attack, AoE, Trigger, Duration, Channelling, Remnant

  • Level: 9, Attack Damage: 125%

  • Requires: Level 31, 32 Dex, 32 Int, Dagger & Parrying Shield or Dual Daggers

Bait an attack. The next time a nearby enemy would hit you, trigger Engulf in Darkness on them and nearby enemies, teleport behind them in Stealth, and leave a Shade in your place to take the hit and retaliate. Avoiding damage this way accumulates Heavy Stun buildup, and the effects fail if the hit Heavy Stuns you.

Shroud

  • Type: Attack, AoE, Melee, Trigger, Duration, Travel

  • Level: 20 (Max), Cost: 81 Mana, Cooldown: 7.00s, Attack Speed: 80% of base, Attack Damage: 94%

  • Requires: Level 90, 86 Dex, 86 Int, Dagger

Cloak yourself in shadow, dash in the target direction, and enter Stealth while triggering a Shade at your previous location. Targets near the Shade are blinded, with unique monsters blinded in a much larger radius. Can be used to interrupt other skills.

Shadow Buffs and Spells

Eclipse

  • Type: Spell, Buff, Conditional

  • Level: 13, Cost: 57 Mana, Cast Time: 0.75s

  • Requires: Level 52, 51 Dex, 51 Int, Any Martial Weapon or Unarmed

Requires 100 Glory to use. Build Glory by gaining Darkness, then entreat Prospero for aid, binding your Shades to your will. Every attack counts as being used from Stealth, Shades cannot expire, but Darkness drains at an accelerating rate (6 per second after the first 4 seconds, increasing by 40% each second) and the skill ends when Darkness runs out.

Grim Bargain

  • Type: Buff, Persistent

  • Level: 8, Reservation: 60 Spirit

  • Requires: Level 26, 28 Dex, 28 Int

A dark deal with Prospero. Grants 5 Darkness on Critical Hit, and skills that consume Darkness count as consuming 10% increased amount of Darkness.

Soul Extraction

  • Type: Spell, AoE, Sustained, Chaos, Duration, Channelling

  • Level: 9, Cost: 18.8 Mana per second, Cast Time: 0.25s

  • Requires: Level 31, 57 Int

Reach forward and tear the souls of enemies in front of you, dealing 18.1 Chaos damage per second in a 3.8-metre cone. Deals an additional 334.5 Chaos damage per second against targets with Decay, consuming 334.5 Decay per second in the process.

Demon Magus

  • Type: Minion, Companion, Persistent, Meta

  • Level: 20 (Max)

  • Requires: Level 90

Summon a Reviving Demon Magus that casts socketed spells in order. The cost of spells cast by the minion is paid by you, spells cast by the minion cost 50% less, and the minion deals 15% more damage per different socketed skill. Quality grants minions 0 to 20% more maximum Life.

Shadow Trap Skills

The trap suite is extensive and feeds into the Shadow's stealth-detonation playstyle.

Detonate

  • Type: Detonator

  • Level: 9

  • Requires: Level 31, 32 Dex, 32 Int, Trap

Trigger all placed Traps in the order they were placed with more damage and area of effect. Using it from Stealth makes every detonation count as Ambushing and gain damage from your Darkness. Has no sockets. Traps triggered have 26% more area of effect.

Shrapnel Trap

  • Type: Attack, AoE, Trap, Trigger, Hazard

  • Level: 1, Cost: 0 Mana, Cooldown: 3.00s (4 uses)

  • Requires: Trap

Throw a Trap that sprays shards of metal when triggered, damaging and impaling nearby enemies.

Cluster Trap

  • Type: Attack, AoE, Trap, Projectile, Trigger, Physical, Hazard

  • Level: 13, Cost: 60 Mana, Cooldown: 8.00s

  • Requires: Level 52, 51 Dex, 51 Int, Trap

Throw a Trap that fires a mass of small bomb projectiles when triggered. The bombs explode after a delay or when Detonated. Both the trap and the bombs impale enemies with shrapnel.

Electrocution Trap

  • Type: Attack, AoE, Trap, Trigger, Lightning, Hazard

  • Level: 13, Cost: 31 Mana, Cooldown: 4.00s (3 uses)

  • Requires: Level 52, 51 Dex, 51 Int, Trap

Throw a Trap that discharges a blast of electricity when triggered, Electrocuting targets caught in the blast. Any Impale on targets hit is electrified, dealing extra Lightning damage and Electrocuting when extracted.

Fire Trap

  • Type: Attack, AoE, Trap, Trigger, Fire, Detonator, Hazard

  • Level: 13, Cost: 38 Mana, Cooldown: 6.00s (2 uses)

  • Requires: Level 52, 51 Dex, 51 Int, Trap

Throw a Trap that deals Fire damage when triggered and is particularly effective at Igniting targets.

Poison Trap

  • Type: Attack, AoE, Trap, Trigger, Fire, Chaos, Detonator, Hazard

  • Level: 13, Cost: 24 Mana, Cooldown: 3.00s (3 uses)

  • Requires: Level 52, Trap

Throw a Trap that spews poisonous gas when triggered. The cloud detonates in a fiery explosion if hit by a Detonator skill or Ignited Ground.

Freezing Trap

  • Type: Attack, AoE, Trap, Projectile, Trigger, Cold, Hazard, Fragment

  • Level: 20 (Max), Cost: 47 Mana, Cooldown: 6.00s (2 uses)

  • Requires: Level 90, 86 Dex, 86 Int, Trap

Throw a Trap that emits an icy burst followed by smaller explosions, with very high Freeze potential. Extracting Impale from a target triggers an Ice Fragment to fly out and explode after a short delay.

Concussive Trap

  • Type: Attack, AoE, Trap, Trigger, Duration, Payoff, Hazard, Wind

  • Level: 20 (Max), Cost: 60 Mana, Cooldown: 6.00s (3 uses)

  • Requires: Level 90, 86 Dex, 86 Int, Trap

Throw a Trap that emits a forceful blast wave, causing significant Heavy Stun buildup. Frozen targets shatter into explosions, Ignited targets release a cone of embers that spread the Ignite as Ignited Ground, and any gas clouds in the area are expanded.

Null Trap

  • Type: Attack, AoE, Trap, Trigger, Chaos, Duration, Hazard

  • Level: 20 (Max), Cost: 51 Mana, Cooldown: 5.00s

  • Requires: Level 90, 86 Dex, 86 Int, Trap

Throws a Trap that rips a hole in space when triggered, dealing chaos damage and triggering Engulf in Darkness on each target hit.

Duelist Sword Skills

The Duelist runs on sword stances, with Ready Stance, Blood Stance, and Sand Stance all feeding into skill variations.

Slicing Winds

  • Type: Attack, AoE, Melee, Strike, Physical, Wind

  • Level: 5, Cost: 8 Mana, Attack Speed: 110% of base, Attack Damage: 100%

  • Requires: Level 14, 17 Str, 17 Dex, One Hand Sword or Two Hand Sword

Perform a series of slashes forward that project solid wind, dealing damage and applying Wind Blades to enemies hit.

Engage

  • Type: Attack, AoE, Melee, Strike

  • Level: 13, Cost: 38 Mana, Attack Damage: 144%

  • Requires: Level 52, 51 Str, 51 Dex, One Hand Sword or Two Hand Sword

Stab forward with knockback and stun buildup. Hitting a Parried enemy consumes the debuff for an explosion and grants a Frenzy Charge. Can interrupt other skills.

Charged Slash

  • Type: Attack, AoE, Melee, Strike, Projectile, Lightning

  • Level: 13, Cost: 18 Mana, Attack Speed: 115% of base, Attack Damage: 133%

  • Requires: Level 52, 51 Str, 51 Dex, One Hand Sword or Two Hand Sword

Slash in front of you with Shocking Hits. From Ready Stance, instead perform a spinning slash that creates chaining electricity projectiles. Charges Buried Blades on hit.

Earthrend

  • Type: Attack, AoE, Melee, Trigger, Sustained, Duration

  • Level: 13, Cost: 19 Mana, Attack Speed: 110% of base, Attack Damage: 66%

  • Requires: Level 52, 51 Str, 51 Dex, One Hand Sword or Two Hand Sword

Gouge the ground to create a damaging fissure that spawns a blade at its terminus. From Ready Stance, create a series of blades along the fissure's length instead.

Intimidate

  • Type: Attack, Warcry, AoE, Melee, Trigger, Nova

  • Level: 13, Cost: 56 Mana, Cooldown: 8.00s, Use Time: 0.80s

  • Requires: Level 52, 51 Str, 51 Dex

Perform a Warcry that intimidates nearby enemies and empowers subsequent Melee Attacks to trigger a damaging shockwave on hit. Cooldown can be bypassed by expending an Endurance Charge.

Blade Conduit

  • Type: Attack, AoE, Lightning, Duration, Nova

  • Level: 13, Cost: 54 Mana, Cooldown: 6.00s, Attack Speed: 65% of base, Attack Damage: 288%

  • Requires: Level 52, 51 Str, 51 Dex, One Hand Sword or Two Hand Sword

Call down a surging Lightning Nova around you, converting 100% of Physical damage to Lightning and leaving Shocked Ground. The explosion and Shocked Ground both have a 3-metre radius, with Shocked Ground lasting 4 seconds.

Worldcutter

  • Type: Attack, AoE, Melee, Strike, Duration, Channelling, Staged

  • Level: 13, Cost: 15 Mana, Attack Time: 2.67s, Attack Damage: 282%

  • Requires: Level 52, 51 Str, 51 Dex, Two Hand Sword

Channel to encase your sword with power and release to cleave the world in twain. Each stage increases the area and damage of the strike.

Rending Dash

  • Type: Attack, AoE, Melee, Physical, Travel, Payoff

  • Level: 13, Cost: 44 Mana, Cooldown: 4.5s, Attack Speed: 90% of base, Attack Damage: 141%

  • Requires: Level 52, 51 Str, 51 Dex, One Hand Sword or Two Hand Sword

Dash through an enemy or target location, damaging as you travel. Wind Blades on targets hit activate immediately with 50% more damage, and the target's Blood Loss is consumed to cause life loss equal to 70% of consumed Blood Loss at 10% max Life per second. Can be used in Ready Stance without breaking it. Dash width is 1.2 metres, with up to +0.4 metres from quality.

Blade Plunge

  • Type: Attack, AoE, Melee, Trigger, Sustained, Physical, Duration, Channelling

  • Level: 13, Cost: 27.9 Mana per second, Attack Speed: 150% of base, Attack Damage: 155%

  • Requires: Level 52, 51 Str, 51 Dex, Single Two Hand Sword

Plunge your blade into the ground, damaging nearby targets and sending out multiple fissures that trigger Buried Blades. All Buried Blades explode when channelling ends. Channelling for an additional attack time primes the blades for larger, more damaging explosions. Using from Blood or Sand Stance creates Blood Pools or Sand Disks around the Buried Blades.

Bloodied Blade

  • Type: Attack, AoE, Melee, Strike, Physical, Channelling

  • Level: 20 (Max), Cost: 62 Mana, Added Attack Time: +0.50s, Attack Damage: 187%

  • Requires: Level 90, 86 Str, 86 Dex, One Hand Sword or Two Hand Sword

Whirl forward with two slashing strikes. Hitting a Parried target explodes gore and inflicts Bleeding. Consuming a Frenzy Charge spreads the explosion to every target hit. Holding places you in Ready Stance, or Blood Stance if it inflicted Bleeding.

Sand Scour

  • Type: Attack, AoE, Melee, Strike, Sustained, Channelling

  • Level: 20 (Max), Cost: 54 Mana, Added Attack Time: +0.25s, Attack Damage: 218%

  • Requires: Level 90, 86 Str, 86 Dex, One Hand Sword or Two Hand Sword

Step back and slash forward with sand, Blinding enemies and Heavy Stunning Stun-Primed targets. Consumes a Frenzy Charge to additionally fire Sand Disks. Can interrupt other skills, and holding enters Ready Stance, or Sand Stance if an enemy was Heavy Stunned or a Frenzy Charge was consumed.

Haemorrhage

  • Type: Attack, AoE, Melee, Strike, Physical, Payoff

  • Level: 20 (Max), Cost: 30 Mana, Attack Speed: 125% of base, Attack Damage: 103%

  • Requires: Level 90, 86 Str, 86 Dex, One Hand Sword or Two Hand Sword

Three extended slashes that open wounds. Bleeding targets have their Bleeding Ruptured for faster damage. The Final Strike has longer range, Ruptures more Bleeding, and triggers immediately from Ready Stance. Hitting a Bleeding target erupts gore in an explosion.

Perforate

  • Type: Attack, AoE, Melee, Strike, Sustained, Physical

  • Level: 20 (Max), Cost: 29 Mana, Attack Speed: 130% of base, Attack Damage: 140%

  • Requires: Level 90, 86 Str, 86 Dex, One Hand Sword or Two Hand Sword

Stab three times in rapid succession, with the Final Strike drilling forward to inflict Bleeding. From Ready Stance, the Final Strike triggers immediately, releasing a Blood Nova in Blood Stance or Sand Disks in Sand Stance on the drill's first hit against each enemy.

Cyclone

  • Type: Attack, AoE, Melee, Strike, Sustained, Channelling, Wind

  • Level: 20 (Max), Cost: 49.3 Mana per second, Attack Speed: 330% of base, Attack Damage: 78%

  • Requires: Level 90, 86 Str, 86 Dex, Dual Swords or Two Hand Sword

Channel to spin rapidly, damaging surrounding targets and moving forward. Overlapping an Elemental Ground Surface takes on that element, applying the surface's debuff. Using from Blood or Sand Stance sends out blood waves or sand disks for the first few seconds of channelling.

Echoing Strikes

  • Type: Spell, Buff, Duration

  • Level: 1, Cost: 18 Mana, Cooldown: 12.80s, Cast Time: 0.80s

  • Requires: One Hand Sword or Two Hand Sword

Consume Frenzy Charges to empower your next Strike for 10 seconds, creating afterimages that repeat the strike in additional locations. Afterimages deal 50% less damage. Creates 2 afterimages plus 1 additional per Frenzy Charge consumed.

Other New Active Skills

Molten Forge

  • Type: Attack, AoE, Slam, Trigger, Sustained, Duration

  • Level: 1, Cost: 14 Mana, Cooldown: 6.00s, Attack Damage: 90%

  • Requires: One Hand Mace or Two Hand Mace

Call down an Anvil that slams into the ground after a delay. Striking the Anvil creates a damaging shockwave and builds up Forged in Flame on your weapon, giving your Slam skills bonus Fire damage. When Ignited, the Anvil's shockwaves gain increased area of effect and extra Fire damage.

Blood Rage

  • Type: Buff, Conditional

  • Level: 13, Cost: 19 Life, Cooldown: 8.70s

  • Requires: Level 52, 51 Str, 51 Dex

Consumes all current Rage on use. Grants a 5% surpassing chance to gain a Frenzy Charge per Rage consumed.

New Support Gems

The support side has also expanded with specialized options for the new skills.

Fan The Flames

  • Type: Support, Spell, Attack, AoE, Trigger, Fire

  • Requirements: +5 Str (5)

Supports Wind skills that hit. Hits against Ignited targets trigger a fiery explosion dealing damage to that target and enemies in a cone behind them.

Infernal Empowerment

  • Type: Support, Attack, AoE, Trigger, Fire

  • Requirements: +5 Str (5)

Supports skills that can Empower skills other than themselves. Melee Attacks empowered by supported skills cause targets to Combust when killed.

From the Icy Brink

  • Type: Support, Minion, Persistent

  • Requirements: +5 Int (5)

Supports Minion skills that summon Reviving Minions. Minions that have Revived Recently cause 200% more Freeze Buildup, convert 100% of Physical to Cold, and gain 40% of Damage as Extra Cold Damage.

Overchannel

  • Type: Support, Trigger, Channelling

  • Requirements: +5 Dex (5)

Gain Overchannel after channelling supported skills for 1.5 seconds. Overchannel grants skills 15% more damage. Using a non-channelling skill immediately after finishing channelling transfers the bonus to that skill.

Vampirism

  • Type: Support, Attack, Melee, Strike

  • Requirements: +5 Dex (5)

Supports strikes you use yourself. Supported skills are Vampirically Boosted once every 6 seconds. Cannot support skills used by minions.

Impaling Blade II

  • Type: Support, Copies parent gem level, Cooldown: 5.00s, Attack Damage: 343%

  • Requirements: +5 Dex (5)

Supports strikes you use yourself, causing a gigantic sword to periodically erupt from the earth on hitting a target in front of you. Impales on hit. Blade length is 4 metres.

Rending Blade

  • Type: Support, Level 2 copies parent gem, Cooldown: 5.00s, Attack Damage: 143%

  • Requirements: +5 Dex (5)

Supports strikes you use yourself, causing a gigantic sword to periodically erupt from the earth on hitting a target in front of you. Blade length is 4.5 metres.

Volatile Shades

  • Type: Support, Copies parent gem level, Attack Damage: 125%

  • Requirements: +5 Int (5)

Supports skills that create Shades, causing them to trigger an explosion on death. Explosion radius is 1.6 metres, and modifiers to Shade damage also apply to the explosion damage.

Glorious Carnage

  • Type: Support

  • Requirements: +5 Str (5)

Supports skills that can require Glory, causing them to generate 1 Glory when you kill an enemy.

Malignant Growth

  • Type: Support, Spell, Attack, AoE, Trigger, Plant

  • Requirements: +5 Int (5)

Supports Plant skills, causing them to trigger a bundle of explosive blooming flowers after a delay when they Overgrow.

Elemental Penetration

  • Type: Support, Lightning, Cold, Fire, Cost Multiplier: 120%

  • Requirements: +5 Int (5)

Supports any skill that hits. Supported skills penetrate 30% of enemy Elemental Resistances.

Eroding Sands

  • Type: Support, Physical, copies the level of the Sword Slash gem it is socketed into

  • Requirements: +5 Str

Supports skills that create Sand Disks. Hits from Sand Disks created by supported skills break 88 Armour.

Sandstorm

  • Type: Support, Lightning

  • Requirements: +5 Dex (5)

Supports skills that create Sand Disks, causing them to deal 40% of damage as extra Lightning damage with less Physical damage.

Galvanising Blades

  • Type: Support, Cost Multiplier: 130%

  • Requirements: +5 Dex

Supports skills that create Buried Blades. Buried Blades grant 3% more damage with Melee weapons to you or Allies within 2 metres, with a maximum of 5 blades affecting each target.

Gouge

  • Type: Support, Fragment, Attack, AoE, Projectile, Trigger, Physical

  • Requirements: +5 Str

Supports attacks you use yourself, causing them to carve Flesh Chunks from targets when inflicting Bleeding.

Shattering Parry

  • Type: Support, Physical, copies the level of the gem it is socketed into

  • Requirements: +5 Dex

Supports skills that apply Parried. Break 50 Armour on applying the Parried debuff.

Conceal

  • Type: Support, Cost Multiplier: 110%

  • Requirements: +5 Dex (5)

Supports skills that can put you into Stealth. Gain 10 Darkness when you enter Stealth with supported skills.


Other POE 2 1.0 New Items and System Changes

Beyond the uniques and gems, the 1.0 patch brings several item-adjacent additions worth tracking before launch.

Reworked Unique Pool

More than 70 existing uniques have been reworked. GGG has been auditing low-power or uninteresting items, with most receiving new abilities, skill grants, or redesigned stat lines. Items like Alpha's Howl, Whalewolf, and Evolution Gates have moved from flat stat sticks to feature-driven uniques, aiming to raise the overall power ceiling of the unique pool to compete with crafted rares.

Rework of the Crafting System

The new crafting flow lets you select mods directly on your items to replace them, rolling new random mods in return. There is also new currency that allows you to target specific mod types. Any mods generated this way are fractured, meaning you can produce double-fractured items as a base for further crafting or finish a craft by overwriting weak exalt slams with fractured replacements. The system is designed to feel approachable for newer players while remaining deep enough for endgame crafters.

Support Gem Overhauls

Almost every support gem has had its penalties reduced or its effectiveness improved. Chain, for example, no longer applies its damage penalty to the initial hit, only to the chained hits afterward. Brutality has dropped from a full chaos lockout to just a 50% less elemental damage penalty with no chaos restriction. Living Lightning and similar hybrid supports now scale off attack damage or spell damage depending on the skill being supported, making them viable across both archetypes.

Passive Tree Reshuffle

The passive tree has been rebuilt around the Shadow and Duelist additions, with many notables buffed or redesigned. Jewel slots now sit next to notables instead of on the outer ring, forcing meaningful route planning rather than skirting the tree for jewel sockets. GGG has also added more jewel slots overall to cover every build archetype.

Ascendancy Updates

Every existing ascendancy has been reworked or improved. Chayula received another pass, while Blood Mage and Infernalist received new ascendancy nodes. Two new ascendancies are also in development, with Arcane Archer confirmed as one of them if it ships in time for 1.0.

Crossbow Reload Changes

Crossbows now reload while using different armour types, removing one of the more awkward restrictions in the current build. The animation changes also carry over to the Warrior mace skill set, which has been pushed to feel less sluggish than it did at Early Access launch.

The 1.0 release is on track to be the largest content drop Path of Exile 2 has seen since Early Access. Between the fresh uniques pulling from the Path of Exile 1 legacy, the full Shadow and Duelist gem catalogs, and the system-wide reworks across supports, crafting, and the passive tree, there is enough new content to rebuild nearly any character from scratch. Save your currency, plan your atlas route, and keep an eye on the official patch notes dropping in December for the final confirmed numbers.