# Solution Spaces
These are the tools available to solve sub-problems. Each contributes to multiple sub-problems. See the [Problem-Solution Matrix](./index.md#problem-solution-matrix) for which spaces address which sub-problems.
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## Passive Tree
**Provides:** Damage scaling (clusters, keystones), Life/ES nodes, attribute stats, jewel sockets (3-6 typical, each costs 1 point to unlock), 32 keystones that define builds (CI, Avatar of Fire, Acrobatics, etc.)
**Budget:**
- **123 total passive points** at level 100
- 99 points from leveling (1 per level)
- 24 points from campaign quests/skill books
- **24 Weapon Set Points** (separate allocation for dual-spec builds)
- Some ascendancies grant bonus points: Pathfinder (+6), Oracle (+2)
**Constraints:**
- All classes share one tree but start at different positions based on primary attributes
- Travel nodes let players choose +5 STR/DEX/INT (can respec for half cost)
- Respec costs Gold at The Hooded One; scales with level and node depth
- Keystone trade-offs create mutual exclusions (e.g., CI prevents life stacking)
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## Ascendancy
**Provides:** Major build-defining bonuses, offensive or defensive specialization, quality of life (movement, etc.), some ailment immunities
**Budget:** 8 points (earned in 4 sets of 2 points)
**Constraints:**
- Locked to class; some nodes have prerequisites
- Points earned through Trial of Sekhemas (roguelike rooms) or Trial of Chaos (escalating difficulty)
- Changing ascendancy requires completing a trial and refunding all points
**Current Classes and Ascendancies (Patch 0.4.0):**
| Warrior | STR | Titan, Warbringer, Smith of Kitava |
| Ranger | DEX | Deadeye, Pathfinder |
| Huntress | DEX | Amazon, Ritualist |
| Witch | INT | Infernalist, Blood Mage, Lich |
| Sorceress | INT | Stormweaver, Chronomancer, Disciple of Varashta |
| Mercenary | STR/DEX | Tactician, Witchhunter, Gemling Legionnaire |
| Druid | STR/INT | Oracle, Shaman |
| Monk | DEX/INT | Invoker, Acolyte of Chayula |
**Examples:** Infernalist enables minion scaling, Oracle enables 100% crit, Ancestral Bond (keystone) enables unlimited totems
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## Skill Gems
**Provides:** Damage delivery mechanism, utility skills (movement, auras, curses), 222 skill gems + 16 meta gems currently exist
**Budget:**
- **9 skill gem slots** by default (expandable via weapons/ascendancies)
- Gem level cap: 20 (21 via Vaal Orb corruption)
- Quality cap: 20% (23% via corruption)
**Constraints:**
- Skill gems socket into the Skill Panel (press G), not gear
- Gems obtained as "Uncut Skill Gems" that players engrave to choose the skill
- All classes can use all skills, but weapon/attribute requirements apply
- Persistent buffs (auras/heralds) don't occupy skill bar slots—toggled in menu
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## Support Gems
**Provides:** Damage multipliers, utility modifications, cost increases, attribute requirement increases (+5 per gem of that color), 505 support gems across three tiers
**Budget:**
- **2-5 support sockets per skill gem** (upgraded via Jeweller's Orbs)
- 5 supports = equivalent to PoE1's 6-link
- With 9 skills x 5 supports, players can have **45 total support links**
**Critical Mechanic - Attribute Limit:**
Every 5 points of an attribute = 1 support gem of that color across ALL skills.
Example: 40 DEX allows maximum 8 green supports total, distributed however you choose.
**Constraints:**
- Socket colors: Red (STR), Green (DEX), Blue (INT)
- Colors changed with Chromatic Orbs (deterministic—you choose which socket)
- One support per category per skill (can't double-stack same effect type)
- Same support CAN be used on multiple skills
- **Lineage Support Gems** (endgame): Only one copy allowed across all skills
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## Meta Gems
**Provides:** Trigger mechanics for automated skill activation, energy-based conditional effects, build-defining interactions (Cast on Crit, Cast on Damage Taken)
**Budget:** 16 meta gems currently exist. Meta gems are special skill gems that contain other skill gems. Reserve Spirit to function.
**Mechanics:** Use **Energy mechanic**—build energy from conditions, trigger at max. Examples: Cast on Freeze, Cast on Ignite, Cast on Shock, Cast on Critical. Utility meta gems: Ancestral Warrior Totem, Mortar Cannon.
**Constraints:**
- Spirit reservation required (see [Spirit Allocation](./spirit-allocation.md))
- PoB2 has calculation bugs with some trigger/meta skill interactions
- Can dramatically increase build complexity
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## Gear Slots
**Provides:** Base defenses (Armour/Evasion/ES based on attribute alignment), stats (life, resists, attributes, damage), unique effects, Spirit affixes, rune socket capacity
**Slots (10 equipment):**
| Helmet | 1 |
| Body Armour | 2 |
| Gloves | 1 |
| Boots | 1 |
| Main Hand | 1 (2H: 2) |
| Off-Hand | 1 |
| Ring x2 | None |
| Amulet | None |
| Belt | None (grants charm slots) |
**Additional:** Life Flask, Mana Flask, Charms (up to 3)
**Constraints:**
- Item rarity: Normal (0 affixes) -> Magic (2) -> Rare (6) -> Unique (fixed)
- Rare items: 3 prefixes + 3 suffixes maximum
- Item level determines available modifier tiers (ilvl 82 for highest)
- Attribute alignment determines defense type: STR=Armour, DEX=Evasion, INT=ES
- **No Orb of Scouring**—cannot reset items to white; white items are valuable
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## Jewels
**Provides:** Flexible stat bonuses (damage, crit, life, resistances), unique jewel effects, radius-based effects (Time-Lost variants)
**Base Types:**
| Ruby | Strength |
| Emerald | Dexterity |
| Sapphire | Intelligence |
| Diamond | Mixed/versatile |
| Time-Lost | Radius effects modifying nearby passives |
| Timeless | Historic jewels (limit 1) |
**Budget:** Most builds access **3-6 jewel sockets** (each costs 1 passive point to unlock). Sockets located 12-15 nodes from class starting positions. Rare jewels have **4 affixes maximum** (not 6 like other rares).
**Constraints:**
- Requires tree investment to access sockets
- **No Cluster Jewels** in PoE2
- **No Abyss Jewels** in PoE2
- **No Threshold Jewels** in PoE2
- Unique jewels drop from Pinnacle Bosses at Difficulty 4+
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## Charms
**Provides:** Ailment immunity (auto-activating based on conditions), condition removal, temporary defensive effects
**Budget:** **Up to 3 charm slots** (from belt implicit + quest + passives), 80 charges shared across all charms
**Key charms:** Thawing (freeze), Stone (stun), Staunching (bleed), Silver (slow), Grounding (shock)
**Constraints:**
- Rarity: Normal, Magic, or Unique only (no Rare)
- Charges deplete during extended fights; must prioritize which ailments to cover
- Automatic triggers based on damage type taken (e.g., Topaz Charm on lightning damage)
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## Runes and Soul Cores
**Provides:** Gear enhancement (one modifier per rune), additional stats/effects on items, Soul Cores (from Trial of Chaos) provide stronger versions
**Budget:** **Maximum 7 rune sockets**: 2 body + 2 weapon slots + 1 each helm/gloves/boots. Vaal Orb corruption can add sockets beyond normal limits.
**Rune Tiers:**
| Lesser | None | +Cold Damage / +Cold Res |
| Regular | 15 | Higher values |
| Greater | 30 | +9-15 Cold / +14% Cold Res |
**Rune Types:**
- **Elemental:** Desert (Fire), Glacial (Cold), Storm (Lightning)
- **Utility:** Iron (+% damage), Body (+Life), Mind (+Mana), Rebirth (Regen), Inspiration (Mana regen), Vision (Accuracy/Crit), Stone (Stun)
- **Attributes:** Robust (+STR), Adept (+DEX), Resolve (+INT)
**Constraints:**
- Runes are **permanent once socketed** (can overwrite, not remove)
- **Endgame Runes** (ilvl 65+): Limit 1 per character—build-defining effects
- Creating sockets: Artificer's Orb (10 shards = 1 orb from salvaging)
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## Corruptions
**Provides:** High-upside item modifications, implicit overrides (Vaal Enchantments), extra sockets beyond normal limits, gem level/quality beyond caps
**Outcomes by Item Type (25% each):**
- Equipment: No change / Reroll mods / Add Vaal Enchantment / Add extra socket
- Skill Gems: No change / +/- 1 level / Add/remove socket / +/-10% quality
- Waystones: No change / +/- 1 tier / Lock prefixes or suffixes / Lock both + add mods
**Double Corruption (Atziri's Temple):**
| Corruption Instiller | Architect's Orb | 50% add 2nd enchant, 50% destroy |
| Gem Corrupter | Crystallised Corruption | 50% add 2nd gem outcome, 50% destroy |
| Masterwork Forge | Vaal Infuser | Quality above 20% (up to 30%) |
**Constraints:**
- One corruption attempt per item; corrupted items cannot be further crafted (except rune socketing)
- Risky (can brick items); expensive; not for budget builds
- Notable enchantments: +20-30 Spirit (Helmet)—critical for aura/minion builds
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## Flasks
**Provides:** Health recovery (Life Flask only), mana recovery (Mana Flask only). **No utility flasks**—that role is filled by Charms.
**Budget:** **2 flask slots only** (fixed, cannot increase). Left slot: Life Flask only. Right slot: Mana Flask only.
**Mechanics:**
- Rarity: Normal, Magic, or Unique (no Rare flasks)
- Charges from kills based on monster power (Normal x1, Magic x2, Rare x5, Unique always 20)
- Quality (via Glassblower's Baubles) increases recovery amount
**Notable Unique Flasks:** Olroth's Resolve: 100% instant recovery + excess becomes Guard for 20 seconds
**Constraints:** Minimal decision space in PoE2; mainly sustain; no Quicksilver/Diamond/Jade etc.
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## Charges (Fundamentally Changed in PoE2)
**Charges no longer provide passive bonuses**—they are purely resources to spend on skills.
| Endurance | 3 | Phys reduction + Ele res | **None** (spend for skills) |
| Frenzy | 3 | Attack/cast speed + damage | **None** (spend for skills) |
| Power | 3 | Crit chance | **None** (spend for skills) |
**Rage**: +1% more Attack damage per Rage; max 30; loses 1 every 0.2 seconds (paused 4 seconds after gaining/taking damage)
This is a major change from PoE1—builds cannot rely on permanent charge bonuses.