Remember me Create
Loading...
Path of Exile
Beta Signup

Skill Gems

Nearly all action RPGs had linear skill systems where the progression of an active skill was preordained by the developers. If you were a fire user, you would progress from a weak fire spout to a more powerful fireball, and eventually to something big and flashy like a flame wave.

In Path of Exile, active skills (i.e., skills that you use on command) are itemized onto "Skill Gems". These gems confer an active skill to the player when they are socketed into equipment and gain experience as the player slays enemies.

A choice of staple skill gems are given out as quest rewards throughout the game to ensure that players have a variety of skills available. You’ll discover rare advanced skill gems out in the wilderness and dungeons. Like all items, these can be traded between players. Some of the more devastating skills are extremely valuable.

Gems can also level up. When a player is rewarded experience, all gems in equipped items gain 10% of that value. This gain is in addition to the experience earned by the player. When a gem is removed or traded, it retains its experience. It’s possible to specialize in leveling up valuable gems and trading them to other players. We haven’t announced the number of levels that gems will have, but it takes a substantial amount of experience to reach the highest levels of gem potency.

Gems have attribute requirements based on their type and level. For example, a higher level cleave skill gem requires more strength than a low level one. If your character doesn’t meet the attribute requirements of the new level of the skill gem, then the experience value sits at the maximum of the previous level until you next gain additional experience and also meet its requirements.

Sockets

Throughout Path of Exile, you'll acquire many items with colored sockets that correspond to the game's three attributes of Strength, Dexterity and Intelligence. You can socket the skill gems you find into these colored sockets to immediately gain the use of that particular skill. Each skill gem is aligned with a single attribute. For example, the Fireball skill is aligned with Intelligence, and therefore appears on a blue gem.

The color of sockets on items is strongly biased towards the attributes that the item is aligned with. For example, a Strength/Dexterity sword is very likely to contain red or green sockets and unlikely to have blue sockets. Skill gems can only be placed in a correctly colored socket.

Skill gems can be removed from sockets by right clicking on them. There is currently no penalty for doing this. We want players to experiment with the nearly infinite combinations our skill system allows.

Items can have multiple sockets, which can be different colors. Though the early items you encounter will contain one or maybe two sockets, the number will increase throughout the game. Most armor pieces can have up to four sockets. High end body armor can reach six sockets. One-hand weapons and shields cap out at three sockets, while two-hand weapons can contain six.

Support Gems

In addition to active skill gems, another type of gem exists – support gems. These are placed in special, linked sockets and grant additional properties to other gems they are linked with. They do not grant active skills themselves.

These linked sockets start to occur in groups on items as the player explores further into Wraeclast. Larger groups of linked sockets occur infrequently but offer greater opportunities for augmentation.

For example, linking a “Multiple Projectiles” support gem to a fireball skill gem causes the fireball skill to launch multiple fireballs when used. Linking an “Added Fire Damage” support gem to an ice nova skill gem causes the ice nova to also deal fire damage in addition to its normal cold damage.

Support gems gain experience and level up in the same way that skill gems do. Their effects increase in power as they reach higher levels. A high level “Multiple Projectiles” support gem adds more additional projectiles than a low level one.

Any skill can be augmented by any support gems where it makes sense. For example, an “Increased Area of Effect” support gem would modify:

  • The size of an ice nova
  • The splash radius of a fireball
  • The proximity of nearby allies affected by a “Buff Other”-supported buff.

“Piercing projectiles”, “Multiple Projectiles” and various other support gems affect all skills that have a projectile component.

There are dozens of support gems and active skill gems available at launch. Many more will be added after release.

Rather than designing specific behavior for each augmentation, we have made our system extremely versatile, so that there are thousands of combinations of skills and augmentations.

Advanced Supports

The same skill can be supported by multiple support gems at once. For example, Cleave could be linked to both “Added Cold Damage” and “Increased Area of Effect” for large cleaving arcs of cold damage.

In a similar way, multiple skills can be augmented by the same support gem. If you linked a selection of different skills to “Overpower” then all of them would be dramatically more powerful and mana hungry.

The highest level skill gem or support gem in a group is picked when the skill is used. Having multiple instances of the same skill or support equipped in a group does allow you to level up multiple copies of that gem at once, but doesn’t provide extra power to the skill.

If multiple copies of the same skill gem exist in different groups, then the character receives several versions of the augmented skill, each with the appropriate supports. This means that you can have both a castable augmented version of "Fireball" as well as an augmented version of the skill that lays a Fireball Trap.

Path of Exile has a subclass of support gems that trigger their linked skills when certain conditions occur. These conditions range from scoring critical hits to becoming cursed, frozen or ignited. The triggered skills generally have modified mana costs and damage, in order to balance the automatic trigger. Complex combinations of triggered skills are possible and open up many possibilities for character builds.

We have plenty of other support gems on the drawing board that do interesting things. The “Entrap” support gem turns linked skills into traps. For example, if you link “Entrap” with Fireball and “Multiple Casts”, you get a trap that shoots a stream of several fireballs at any enemies who trigger it.

Am I reading this right in the idea that you could "technically" use any skill with any class?
Geckoooo wrote:
are their skills to help allies?


You can assist allies with curses and CC skills (there's a taunt skill and a few CC oriented ice spells as well as a slow curse). There's a passive to buff allies with the same charges you generate which is pretty nice (Frenzy charges, Power Charges, and Endurance Charges).
PM me in forums if you need any help!
Malice's Newbie FaQ: http://tinyurl.com/72wrafn
Everything sounds really cool about this game. It really seems to be what I felt Diablo 3 should have been. Instead Diablo 3 feels like a Warcraft spinoff with it's cartoonie graphics. :/
yes it is possible:
eg my icewitch uses "faster projectiles"support gem
(stated green/dex), and with quality even adds %projectiledmg. only that you have to spec dex, to level it up...(what seems to be no problem so far).
added icedmg-support is green, too...
What is the limitation on passive respecs?

If I want to level up something or experiment a little is there a way to reset my skill forest as to not gimp me later on in the game?

Cheers.
so could i make a marauder with ranged weapons and still tanked?
You could but would that not limit your character potential?
Cheers,
Kat.
Okay so picking a marauder and going for bow and arrow will make u have to dig through a long line of green shit, instead of the ranger having like 3 green lines with bow stuff right at the beginning... But would it, in high lvl be possible for a marauder to compete evenly with a ranger in a bow duel?
Or does the fact u start further away from alot of bow clusters make u waste to make points on less usefull passives?
I figure from playing through act 1 some that class determines what quest items are rewarded. So yes maybe you could make a wand-using marauder but there's a high possibility the skill gems will tend toward a melee weapon requirement in the least.
I think if you were to actually do something like this (pick ranger and go down the INT passive skill tree) you would have a huge problem with itemization. For example, if you wanted to be a battle mage. Wear heavy armor, use 2hander/sword and board, and balance between Marauder and Mage skill gems.

The idea sounds awesome but I would bet it requires a type of loot that you would have to make yourself via orbs, and having the stats to equip said items would need to be extremely well planned out on the passive skill tree.
Guess i should update this after testing it.

Yes u can make any class to anything, and the issues are as following:

1. The passives u wanna focus might be really far away, and there might not rly be anything good on the way. This creates 2 problems: -U might spend a few more crappy skill points in ur overall spec than u would picking a class closer to the spec u want. -And u will most likely have a rougher start not being able to get anything "good" for a good part of lvl's.

2. The active skills u need for ur spec will be harder to get if u dont have a main or friend having them ready for you. As you might know, active skills comes through gems and for those comes other gems to support and boost them. These gems are gained mostly through quest rewards and while a dualist both get some melee and alittle ranged gem options, he will get no spell casting (just like marauders get neither ranged nor spell casting gems).
This being said...
The skill gems do drop randomly once in a while, so if u have a high lvl main, u might have found a few and can trade urself to the rest of the gems u need for ur funny build.


To sum up:
A duelist works fine going for bow or melee.
A marauder works best going melee (Axe, Sword, Mace mainly).
A which works best going casting or wands(ranged attack).
A templar can pretty much do anything. (He's got both caster and melee options close and he gets easy passive bonuses to elemental dmg, which works great with bow)
A ranger works best going bow or perhaps melee.
A dex/int (undefined class so far) works best going melee (dagger or claw especialy)

Going out of this is possible but will be harder lvl'ing and may cost ur spec a few more or less wasted skillpoints.
Post Reply