Passive Skill Tree

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The Passive Skill Tree is a vast, interconnected web of passive skill in Path of Exile 2 that allows players to customize their character's attributes and powers. It serves as the primary progression system for character development, providing access to numerous bonuses, such as increased damage, survivability, or utility. Players allocate Passive Skill Points on the Passive Tree by leveling up or completing certain quests, enabling deep build customization and unique playstyles.

Passive Tree Nodes

Passive Tree Nodes are individual points on the Tree that grant specific bonuses when allocated. Nodes come in various types:

  • Attribute Nodes (Travel Nodes): Adds +5 to any attribute selected. This node can be changed to a different attribute for half the gold cost as refunding one passive.
  • Small Passives: Provide minor bonuses to a variety of stats, such as increased damage or defenses.
  • Notable Passives: Passives which provide a significant boost to power or unique mechanics, generally requiring allocating the small passives preceding them to unlock.
  • Jewel Sockets: Special nodes that allow players to socket jewels into them, which grant highly modular bonuses. Jewels can be removed and swapped out at any time.
  • Keystones: Passives which dramatically alter gameplay mechanics, often providing powerful benefits alongside drawbacks.

Nodes are interconnected, and players must allocate points in a path to reach desired nodes.

Layout

The Passive Skill Tree consists of a large circle in the center as the starting area, several passives cluster spread across the entire tree, and attribute nodes that connect everything together. Each cluster contains multiple small passives that lead to a notable passive, some of which having different pathways leading into the notable. The type of bonuses from each cluster tend to be more generalized near the center and more powerful or specialized the further they are. Each class starts from one of the sections from the large circle in the center of the tree, depending on their primary attributes.

The Passive Skill Tree is divided into distinct sections, each indirectly associated with one of the game's three primary attributes: Strength, Dexterity, and Intelligence. These sections influence the types of bonuses and playstyles available in each area and dictate the starting points for characters based on their class:

This structure ensures that starting positions reflect each class's core identity, while the flexibility of the Passive Skill Tree allows for highly customized builds that can explore other sections as desired.

Ascendancy skill tree

Each class gains access to an Ascendancy class skill tree after completing their first Ascension Trial, which can be found within the center circle. The Ascendancy skill tree is a small sub-tree that contains highly specialized and build-defining passive skills. They require Ascendancy passive skill points to allocate, and each difficulty of an Ascension Trial grants two Ascendancy passive points, up to 8 per character.

The Ascendancy passive tree is separate from the regular skill tree and generally do not interact with each other.

Passive Skill Points

Characters gain one Passive Skill Point each time they gain a level. They can also gain additional skill points by completing certain quests or using quest rewards dropped by certain bosses. Each character can gain up to 99 passive points from levels and 24 from quests, for a total of 123 skill points. However, players should have a build that can function with 10-20 points less than this, due to the time it takes to reach maximum level.

Pathfinders can gain up to 6 additional passive skill points from their Ascendancy class tree, 5 from Traveller's Wisdom, and 1 from the minor node preceding it.

Weapon Specialisation

Certain quest items like the Book of Specialisation or quest rewards grant two Weapon Set Passive Skill Points, which can be allocated separately to each weapon set, with the exception of keystone passives and jewel sockets. This system provides flexibility for builds that utilize multiple weapon setups or prefer to invest in general passives. You can also allocate these passive points as regular passives instead.

Each character can gain up to 24 Weapon Set Passive Skill Points throughout the course of the campaign. The Witchhunter passive Weapon Master converts up to 100 regular passive points into weapon set passive points.

If you allocate points to both weapon sets, refunding these points requires removing one from each weapon set to reclaim a single normal Passive Skill Point.

Respecialisation

Respecialisation, also known as "refunding" or "respeccing", is the process of reallocating passive skill points. Players can remove previously allocated nodes on the tree by spending Gold, with the cost increasing as the character's level rises. This system allows for build adjustments, experimentation, and correcting mistakes in skill allocation while balancing accessibility with resource management.

Refund cost per level
Level Gold
Cost
1 15
2 19
3 25
4 31
5 39
6 46
7 60
8 73
9 85
10 98
11 113
12 128
13 145
14 163
15 182
16 211
17 225
18 241
19 257
20 273
21 290
22 308
23 326
24 344
25 364
26 384
27 404
28 425
29 447
30 470
31 493
32 517
33 542
34 567
35 593
36 620
37 648
38 676
39 706
40 736
41 767
42 799
43 832
44 866
45 900
46 936
47 973
48 1010
49 1049
50 1089
51 1130
52 1172
53 1215
54 1259
55 1304
56 1351
57 1399
58 1448
59 1498
60 1550
61 1603
62 1657
63 1713
64 1770
65 1829
66 1889
67 1950
68 2014
69 2078
70 2145
71 2213
72 2282
73 2354
74 2427
75 2502
76 2578
77 2657
78 2737
79 2820
80 2904
81 3089
82 3281
83 3480
84 3686
85 3899
86 4120
87 4349
88 4585
89 4829
90 5081
91 5509
92 5952
93 6412
94 6889
95 7383
96 7895
97 8425
98 8974
99 9542
100 10129

Ways to interact with the skill tree

Certain effects allow you to modify the bonuses granted by passive skills on the skill tree or even allocate passives that you haven't directly pathed into.

Liquid emotions from Delirium encounters can be used to Instil an amulet to give it an enchantment modifier that allocates a notable passive skill anywhere on the tree and without using a skill point. Note that effects which allocate passives do not stack if you have already directly allocated the passive skill yourself.

Unique jewels such as Controlled MetamorphosisControlled Metamorphosis
Diamond
Limited to: 1
Radius: Variable
Only affects Passives in (Very Small-Massive) Ring
Passives in Radius can be Allocated without being connected to your tree
(-20--5)% to all Elemental Resistances
(-23--3)% to Chaos Resistance
Our world was dying, but we chose to survive.
We broke free from the chains within.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
and From NothingFrom Nothing
Diamond
Limited to: 1
Radius: Small
Passives in Radius of <Keystone> can be Allocated without being connected to your treeCorruptedThey clawed their way up from the agonising depths of nonexistence,
breathing deep with joy the exquisite light of meaning.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
allow you to allocate points into passives within its radius without having them be directly connected to your skill tree.

Certain effects like the Titan passive skill Hulking Form, Time-lost jewel modifiers, and certain unique jewels can increase the effect of small passives, modifying the amount of stats they give, or add additional stats to passives.

Unique Timeless Jewels transform passive skills within their radius, adding new modifiers or replacing them with new ones, including keystone passives, which is determined by the seed listed on its modifier.

Version history

Version Changes
0.3.0
  • Added 8 new clusters between the Warrior and Witch/Sorceress areas of the Passive Tree.
  • Added 15 new clusters to the Warrior area of the Passive Tree.
  • Added 23 new clusters to the Mercenary area of the Passive Tree.
  • Added 17 new clusters to the Ranger/Huntress area of the Passive Tree.
  • Added 17 new clusters to the Monk area of the Passive Tree.
  • Added 25 new clusters to the Witch/Sorceress areas of the Passive Tree.
  • Sources of increased Area of Effect have been lowered by approximately 25%.
  • Sources of Daze Buildup have been replaced with chance to Daze on Hit, with adjusted values.
  • Sources of reduced Reservation of Skills instead now grant increased Reservation Efficiency.
  • Many existing clusters have also received updates. These changes may result in your existing passive tree being forcefully refunded if you had allocated nodes around the areas where the layout changed.
  • A small Attribute Passive Skill has been removed on all of the outward highways between class starting locations.
0.2.0
  • With the addition of the Huntress and other new game mechanics we've added passive support for these throughout the Passive Skill Tree. There are many new clusters, mostly in the Huntress/Ranger area of the tree, and many existing Passive Skills have been updated. These changes may result in your existing passive tree being forcefully refunded if you had allocated nodes around the areas where the layout changed.
  • Added new Blind-related clusters.
  • Added new Volatility-related clusters.
  • Added new Ranged and Melee-related clusters.
  • Added new Hazards-related clusters.
  • Added new Companion-related clusters.
  • Added new Presence Radius and Aura-related clusters.
  • Added new Parry-related clusters.
  • Added new Banner-related clusters.
  • Added new Bleeding-related clusters.
  • Added new Thorns-related clusters.
  • Added a new Quiver-related cluster.
  • Added a new Crimson Assault Keystone Passive Skill to the south-east of the Ranger and Huntress' starting location. Crimson Assault causes Bleeding you inflict to be Aggravated, and Base Bleeding Duration to be 1 seconds.
  • Added a new Trusted Kinship Keystone Passive Skill to the south-east of the Ranger and Huntress' starting location. Trusted Kinship allows you to have two Companions of different types, causes Companions to have +1 to each Defence for every 2 of that Defence you have, and also causes you to have 30% less Defences.
  • The following Notable Passive Skills have been removed, you will no longer be able to Instil them, but existing ones will still function: Break Focus, Hold Focus, Lasting Concoctions, No Escape, Pinned Down, and Potent Concoctions.
  • 12 Jewel Sockets have been removed from the Passive Skill Tree. Existing characters with Jewels in these removed sockets can reclaim their Jewels to their main inventory using the new /reclaimjewels chat command.
  • Notable Passive Skills in the starting areas of each class can no longer be instilled (or found on Unique items like Megalomaniac). This does not fix existing items where instilled notables in the Sorceress/Witch starting area could display incorrectly on the item due to the notables being different on Witch compared to Sorceress and other classes.
0.1.0
  • Introduced to the game.