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PoE 2 1.0 New Skill Gems and Support Gem Changes

Path of Exile 2 officially launches its full version on December 11, bringing the complete six-act campaign, two new classes, a brand-new challenge league, and a huge set of gem reworks. One of the biggest parts of this update is the expanded skill gem roster and the sweeping rebalance for support gems. This guide breaks down all new skill gems and core support gem changes coming in PoE 2 1.0 Conquerors of Wraeclast, so you can start planning your builds ahead of launch.

PoE 2 1.0 New Gems


PoE 2 1.0 New Skill Gems

The 1.0 release adds a large collection of new skill gems, mostly built around the two new classes: the Shadow and the Duelist. These gems cover dagger attacks, trap mechanics, stealth, stance-based sword combat, alongside a few general-purpose skills for other classes, such as mace slam and chaos channeling. The Shadow’s kit focuses on Shades, stealth, ambush, and trap combos, while the Duelist’s skills revolve around Ready Stance, Blood Stance, Sand Stance, Buried Blades, Sand Disks, and parry gameplay. All new gems below are listed with their core function, requirements, and key mechanics.

Shadow Skill Gems

1. Nightmare

Nightmare is a dagger strike skill that builds Glory by creating Shades. Once you hit maximum Glory, you activate it to create a fresh Shade and turn all your existing Shades into invulnerable nightmare creatures. These transformed Shades do not copy your skills anymore; they move freely and attack enemies until their energy runs out. It requires level 52, 51 Dexterity and 51 Intelligence, and uses a dagger.

2. Duplicity

This dagger and shield / dual dagger skill is a defensive trigger ability. You prepare to bait incoming attacks. When an enemy hits you, the skill triggers Engulf in Darkness on nearby targets, teleports you behind the attacker while entering stealth, and leaves a Shade in your old spot to take the hit and retaliate. If the hit heavy stuns you, none of the other effects activate. It builds heavy stun buildup when you avoid damage successfully. It unlocks at level 31.

3. Blade Vortex

Blade Vortex is a channeled dagger attack. While channeling, you pull Impales from enemies around you and spawn orbiting blades. These blades break after hitting enemies a set number of times, but keep orbiting if you stop channeling. Your equipped dagger also orbits you during channeling and returns to your hand once you release. It requires level 52, Dexterity and Intelligence, and a dagger.

4. Blade of Night

A dagger cleave attack that applies Engulf in Darkness to enemies it hits. When used during an ambush, you dash straight to your target and strike all enemies in a wide sweep. It unlocks at level 52.

5. Shroud

Shroud is a mobility shadow skill. You cloak yourself in darkness, dash toward your target, and enter stealth. A Shade spawns at your starting position, which blinds nearby foes. Unique monsters get blinded over a much larger radius. This skill can interrupt other skills mid-cast. It is a max level 20 gem, unlocked at level 90.

6. Ethereal Knives

Ethereal Knives makes you flip backward and throw a spread of daggers that can hit the same target multiple times to apply Impale. A special rule applies when you cast this from stealth: you do not flip back or break stealth. Instead, you throw spectral knives in a tighter pattern. Spectral knives do not deal damage, but they apply powerful Spectral Impales. It requires level 90, dagger.

7. Shadow Assault

This dagger skill hits three times quickly. The final strike creates a Shade that dashes through enemies, and all your other active Shades teleport to the target and repeat the dash. When ambushing, you dash to the enemy and immediately perform the final strike. It unlocks at level 52.

8. Detonator

Detonator triggers all your placed traps in the order you laid them. Detonated traps get extra area of effect and damage. If you cast Detonator while stealth, all trap detonations count as ambushes and scale with your Darkness stat. This gem has no sockets and unlocks at level 31.

9. Cluster Trap

Throw a trap that releases a cluster of small bomb projectiles when triggered. Bombs explode after a delay or when detonated manually. Both the trap and bombs apply Impale with shrapnel on explosion. It requires level 52, trap weapon type.

10. Electrocution Trap

This trap releases an electric blast on trigger to electrocute targets. Any Impales on electrocuted enemies turn electrified. These electrified Impales deal extra lightning damage and trigger electrocution when extracted. It has three uses per cooldown, level 52.

11. Freezing Trap

When triggered, the trap releases an icy burst followed by smaller follow-up explosions, with strong freeze potential. Extracting an Impale from a hit enemy launches an ice fragment that explodes after a short delay. It is a max level 20 gem at level 90, with two charges.

12. Concussive Trap

A wind trap that sends out a force shockwave to build heavy stun on targets. It has special interactions with enemy statuses: frozen enemies shatter into explosions, ignited enemies spread ignite as ignited ground, and gas clouds in the area expand. It holds three charges and unlocks at level 90.

13. Null Trap

Null Trap tears open a rift in space on trigger, dealing chaos damage and applying Engulf in Darkness to every enemy it hits. It unlocks at level 90.

14. Pestilent Volley

Jump back and throw multiple poison knives that stick to enemies or terrain and explode after a delay. Knives stuck on poisoned enemies spawn gas clouds that spread the largest poison on the target. The gas cloud explodes into fire if hit by Detonator or ignited ground. Dagger required, level 52.

15. Fire Trap

A trap built for igniting enemies. It deals fire damage when triggered and is reliable for applying ignite stacks. It has two charges and unlocks at level 52.

16. Shrapnel Trap

A low-level starter trap. When triggered, it sprays metal shards to damage and impale nearby enemies. It has four charges on a short cooldown, available at level 1.

17. Poison Trap

This trap releases a poison gas cloud. The gas detonates into fire if hit by Detonator or ignited ground. It holds three charges and unlocks at level 52.

18. Shadow Extraction

Spin forward and strike enemies twice. If you hit an enemy affected by Engulf in Darkness, you consume the debuff to summon a Shade that backstabs that target. Dagger skill, level 52.

19. Eclipse

Eclipse is a buff spell that costs high mana and requires 100 Glory to activate. After casting, all your attacks count as being cast from stealth, and your Shades stop expiring. The downside is your Darkness drains faster over time, and the buff ends when Darkness hits zero. It unlocks at level 52.

20. Grim Bargain

This reservation buff makes a pact with Prospero. While active, you gain Darkness on critical strikes, and your Darkness effects become stronger. Skills that spend Darkness count as consuming 10% more Darkness. It reserves 60 Spirit and unlocks at level 26.


Duelist Skill Gems

1. Bloodied Blade

A channeled sword attack. You whirl forward and land two slashing strikes. Hitting a parried enemy creates a gore explosion that applies bleeding. If you spend a Frenzy Charge to cast the skill, every hit target triggers the explosion. Holding the skill puts you into Ready Stance, or Blood Stance if you caused bleeding. Max level 20, sword required, level 90.

2. Sand Scour

Channeled sword skill that flings sand, blinds enemies, and adds heavy stun to primed targets. It spends a Frenzy Charge to fire Sand Disks when possible. You can interrupt other skills with this one. Holding the skill enters Ready Stance, or Sand Stance if you heavy stunned an enemy or spent a Frenzy Charge. Max level 20, level 90.

3. Engage

A quick sword stab that knocks enemies back and builds stun. If you hit a parried enemy, you consume the debuff to trigger an explosion and gain a Frenzy Charge. This skill can interrupt other casts. Level 52.

4. Charged Slash

Slash forward to shock enemies. If cast from Ready Stance, it becomes a spinning slash that creates chaining lightning projectiles. It also charges Buried Blades on hit. Sword required, level 52.

5. Earthrend

Gouge the ground with your sword to create a damaging fissure. A blade erupts at the far end of the fissure. When cast from Ready Stance, it spawns blades along the whole fissure path instead. Level 52.

6. Haemorrhage

Three extended slashes that rupture bleeding on enemies. Ruptured bleeding deals its damage faster. The final strike has longer range and stronger rupture. When cast from Ready Stance, the final strike triggers immediately. Hitting bleeding targets creates a gore explosion. Max level 20, level 90.

7. Intimidate

A warcry skill that intimidates nearby enemies and empowers your following melee strikes. Empowered hits trigger a shockwave. You can skip its cooldown by spending an Endurance Charge. Level 52.

8. Blade Plunge

Channeled two-handed sword skill. Plunge your blade into the ground to create fissures that spawn Buried Blades at their end points. All Buried Blades explode once you stop channeling. Extra channel time primes the blades for bigger, wider explosions. If cast from Blood Stance or Sand Stance, it creates Blood Pools or Sand Disks around the blades while channeling. Level 52.

9. Rending Dash

Dash through enemies or a target location. Wind Blades on hit targets activate early and deal extra damage, and enemies with Blood Loss lose extra life. It does not break Ready Stance when used inside it. Sword required, level 52.

10. Perforate

Three rapid stabs. The final strike drills forward and lands repeated hits that apply bleeding. When cast from Ready Stance, you jump straight to the final strike. In Blood Stance the drill releases a Blood Nova; in Sand Stance it releases Sand Disks. Max level 20, level 90.

11. Cyclone

Channeled dual sword or two-handed sword spin attack. You move forward while spinning and damaging enemies. If you overlap elemental ground effects while channeling, Cyclone copies that element and applies its debuff. When cast from Blood or Sand Stance, it releases blood waves or sand disks for the first few seconds of channeling. Max level 20, level 90.

12. Slicing Winds

Low-level sword slash that projects solid wind blades and applies Wind Blades to enemies. Unlocks at level 14.

13. Echoing Strikes

Buff spell that consumes Frenzy Charges. For 10 seconds, your next strike creates afterimages that repeat the same attack. Afterimages deal 50% less damage, and you gain one extra afterimage per Frenzy Charge spent. Sword required, level 1.

14. Blade Conduit

Use your sword as a lightning conduit to unleash a lightning nova around you and leave behind Shocked Ground. It converts all physical damage to lightning damage. Level 52.

15. Worldcutter

A staged channeled two-handed sword strike. You charge your sword and release a heavy cleave. Each charge stage increases the attack’s area and damage. It has its own unique attack time. Level 52.


General/Cross-Class New Skill Gems

1. Blood Rage

Buff skill that consumes all your current Rage to give you a chance to gain Frenzy Charges. You get 5% surpassing chance for a Frenzy Charge per point of Rage spent. It costs life and has a cooldown. Level 52.

2. Molten Forge

Mace slam attack. Call an anvil from the sky that lands after a delay. Striking the anvil creates a shockwave and stacks Forged in Flame on your weapon, adding bonus fire damage to your slam skills. If the anvil is ignited, its shockwave covers a larger area and deals extra fire damage. It works with one-hand and two-hand maces, unlocks at level 1.

3. Soul Extraction

Channeled chaos spell. You pull souls from enemies in a cone in front of you to deal chaos damage. The skill removes Decay on targets and gains a massive damage bonus when the target has Decay. It costs mana per second, unlocks at level 31.

4. Demon Magus

Meta minion gem. Summon a reviving Demon Magus companion that casts your socketed spells in order. You pay the mana cost for its spells, but the spells cost 50% less total. The minion gains 15% more damage for every different socketed skill gem. Quality adds extra maximum life for the minion. Max level 20, unlocks at level 90.


New Support Gems & Changes in PoE 2 1.0

The support gem system receives a major overhaul in 1.0. The core goal is to make support gems more flexible, fix weak options, and improve the gem recommendation system. A key shift is that many supports no longer lock strictly to attack or spell tags. Instead, they adapt to the skill gem they are linked to. For example, supports like Living Lightning will deal spell damage if linked to a spell, or attack damage if linked to an attack, rather than only minion damage. The game also reworks the built-in gem suggestions to show players more relevant links for their build.

Many underused support gems get direct buffs. Chain no longer applies a penalty to its first hit. The separate fire, cold, and lightning penetration supports are merged into one single Elemental Penetration support gem. Brutality now adds damage as extra physical damage. Below is the full list of new support gems and their mechanics:

1. Abundant Remnants I

This support works for skills that create Remnants. It gives a 25% chance for supported skills to spawn an extra Remnant. It requires +5 Intelligence.

2. Fan The Flames

Supports wind skills that hit enemies. When your supported skill hits an ignited enemy, it triggers a fire explosion that hits the target and enemies in a cone behind them. It is a fire trigger support, requires +5 Strength.

3. Infernal Empowerment

Supports skills that empower other skills. Melee attacks empowered by your supported skill make targets combust when the enemy dies. It requires +5 Strength.

4. From the Icy Brink

For reviving minion skills. Minions that have revived recently gain strong cold bonuses: they build 200% more freeze buildup, convert 100% physical damage to cold, and gain 40% of their damage as extra cold damage. Requires +5 Intelligence.

5. Overchannel

Supports channeling skills. If you channel the supported skill for 1.5 seconds, you gain Overchannel. Overchannel grants 15% more damage to that skill. If you cast a non-channeled skill immediately after ending the channel, that non-channel skill also gets the Overchannel bonus. Requires +5 Dexterity.

6. Vampirism

Works only on your own strike skills, not minion skills. Every six seconds, your supported strike gets a powerful vampiric boost. Requires +5 Dexterity.

7. Impaling Blade II

When your strike hits a target, a giant sword erupts from the ground periodically to impale the enemy. The blade is 4 metres long, with a 5-second cooldown. Requires +5 Dexterity.

8. Volatile Shades

Supports skills that create Shades. Shades spawned by the linked skill explode when they die. Explosion radius is 1.6 metres, and modifiers that affect Shade damage also apply to the explosion damage. Requires +5 Intelligence.

9. Glorious Carnage

Supports glory-cost skills. You generate 1 Glory each time you kill an enemy with the supported skill. Requires +5 Strength.

10. Malignant Growth

For plant skills. When the supported plant overgrows, it triggers a bundle of explosive blooming flowers after a short delay. Requires +5 Intelligence.

11. Elemental Penetration

Unified elemental penetration support. Any hit from the supported skill penetrates 30% of enemy elemental resistances. It has a 120% cost multiplier and requires +5 Intelligence.

12. Eroding Sands

Supports skills that create Sand Disks. Sand Disk hits break 88 armour on enemies. Requires +5 Strength.

13. Sandstorm

Sand Disk support. Sand Disks gain 40% of their damage as extra lightning damage, but deal less physical damage. Requires +5 Dexterity.

14. Galvanising Blades

For skills that create Buried Blades. You and allies gain 3% more melee weapon damage per nearby Buried Blade within 2 metres. A maximum of five blades can affect one target. It has a 130% cost multiplier and requires +5 Dexterity.

15. Gouge

Attack support for your own attacks. When your supported attack inflicts bleeding, it carves flesh chunks from the target. It has physical, projectile and trigger tags, requires +5 Strength.

16. Shattering Parry

Supports skills that apply the Parried debuff. Applying Parried breaks 50 armour on the target. Requires +5 Dexterity.

17. Rending Blade

Similar to Impaling Blade, but the giant sword is 4.5 metres long, with a 5-second cooldown. It triggers periodically when your strike hits. Requires +5 Dexterity.

18. Conceal

Supports skills that put you into stealth. Entering stealth through the supported skill grants you 10 Darkness. It has a 110% cost multiplier and requires +5 Dexterity.


These gem updates are not isolated. The passive skill tree receives a major rework alongside the gem patch. Hundreds of new stats are added, and all Jewel Sockets are moved out of attribute highways and placed inside passive clusters. There are roughly 60 Jewel Sockets in total, up from the original 18. This change pushes players to pick clusters that fit their build instead of chasing every Jewel Socket they can find, which should create more build diversity. Some jewels can now link clusters that were previously disconnected.

Several existing classes and ascendancies get adjustments alongside the new gem roster. The Mercenary’s reload system is reworked: you can reload ammo types in the background while using other ammo, so switching ammo types becomes much faster and smoother. Other ascendancies such as the Infernalist, Blood Mage, and Acolyte of Chayula also receive balance changes to fit the new gem and combat system.