poe2-agent 0.5.0

AI agent for Path of Exile 2 build analysis
Documentation
# 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):**

| Class | Attributes | Ascendancies |
|-------|------------|--------------|
| 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

---

## 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):**

| Slot | Rune Sockets |
|------|--------------|
| 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

---

## Jewels

**Provides:** Flexible stat bonuses (damage, crit, life, resistances), unique jewel effects, radius-based effects (Time-Lost variants)

**Base Types:**

| Type | Alignment |
|------|-----------|
| 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)

---

## 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:**

| Tier | Level Req | Example (Greater Glacial) |
|------|-----------|---------------------------|
| 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)

---

## 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):**

| Bench | Currency | Effect |
|-------|----------|--------|
| 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.

| Charge | Max | PoE1 Passive Bonus | PoE2 |
|--------|-----|-------------------|------|
| 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.