In the Settlers of Kalguur expansion, we’ve introduced several new Skill and Support Gems and made some changes to existing ones. As usual we’ve prepared the gem data at level 20 with 20% quality for all new and changed gems to help you theorycraft your builds for the upcoming launch.
Below are all the new and changed gems in Path of Exile: Settlers of Kalguur. We can’t wait to see what you come up with!
New: Performs a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. The user and nearby allies gain a buff that grants elemental resistances.
Old: Performs a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. Grants a buff which gives you bonus armour and melee range.
New: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that boosts critical strike chance.
Old: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Grants a buff which boosts critical strike chance and allows attacks to benefit from increases to spell damage.
New: Consumes Rage at an accelerating rate to increase the effects of Rage.
Old: Consumes Rage at an accelerating rate to provide a powerful buff, granting more attack damage, attack speed, movement speed, and less damage taken.
New: You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Old: Casting once reserves mana to carry a banner which increases the armour and evasion of nearby allies, and reduces the critical strike chance of nearby enemies. Gains stages over time while carrying the banner near enemies. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
New: You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Old: Casting once reserves mana to carry a banner which makes nearby allies inflict impale with attacks, and lessens the accuracy of nearby enemies. Gain stages by impaling enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
New: Performs a warcry, taunting all nearby enemies to attack the user and granting endurance charges to the user and nearby players. The user and nearby allies gain a buff that grants life regeneration.
Old: Performs a warcry, taunting all nearby enemies to attack the user and granting endurance charges. Gives a brief burst of life regeneration, as well as a buff which grants resistances and physical damage reduction based on your endurance charges.
While in Blood Stance, Aura makes Enemies take up to 20% more Physical Damage from Hits
While in Sand Stance, Buff makes you take up to 19% less Damage from Enemies in Aura
Removed
Nearby Enemies are Blinded while in Sand Stance You take 15% less Damage from Attacks from Enemies that aren't nearby while in Sand Stance Nearby Enemies are Maimed while in Blood Stance
Enemies Maimed by this Skill take 11% increased Physical Damage
New: Buffs you, and affects nearby enemies with an aura, differently depending on your stance. Both stances are more impactful against enemies closer to you. Using the skill again alternates between Blood Stance and Sand Stance.
Old: Casts an aura that affects you and nearby enemies differently depending on your stance. Using the skill again alternates between Blood Stance and Sand Stance.
New: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. Nearby enemies are inflicted with a debuff causing them to explode when they die, dealing fire damage in an area.
Old: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Covers enemies in ash, causing them to move slower and take increased fire damage. Affected enemies explode when they die, dealing fire damage in an area.
New: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants movement speed.
Old: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Grants a buff which lowers the effect of enemy physical damage reduction against your hits.
New: Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.
Old: Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
New: Jump a short distance through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.
Old: Jump a short distance through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
New: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Nearby allies gain a buff based on the damage of your weapon.
Old: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Gives nearby Allies a buff based on the damage of your weapon.
New: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. The user and nearby allies gain a buff that increases their armour and stun threshold.
Old: Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. Grants a buff which makes it easier for you to stun enemies.
New: Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Old: Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies. Cannot be supported by Multistrike.
Attack Hits against Cursed Enemies have 10% chance to Aggravate Bleeding
Attack Hits against Cursed Enemies have 25% chance to inflict Bleeding
Removed
Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding
20% increased Duration of Bleeding on Cursed Enemies
War Banner
Added
Cost 19 Mana
Base duration is 12.00 seconds
Base radius is 2.4 metres
While you have no placed Banner, you can gain Valour
10% more Area of Effect per Valour consumed
10% more Aura effect per Valour consumed
Banner grants 8% increased Accuracy Rating to You and Allies
Banner grants 4% more Physical Damage with Melee Skills to You and Allies
Removed
10% increased effect of Aura
You and nearby allies gain 21% increased Accuracy Rating
Nearby Enemies take 11% increased Physical Damage
Gain 1 Stage when you Kill an Enemy while carrying the Banner
Gain Adrenaline for 0.05 seconds per Stage on Placing the Banner
Base Duration of 10.00 seconds after being Placed
+1 second to Base Placed Banner Duration per Stage
When placed, 8% increased Area of Effect per Stage
When placed, 1% increased Aura effect per Stage
New: You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Old: Casting once reserves mana to carry a banner which increases the accuracy of nearby allies, and physical damage taken by nearby enemies. Gain stages by killing enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
New: Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Old: Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows.
Spawned corpses' level matches the area level, up to a maximum of Level 80
Removed
Spawns corpses up to Level 100
New: Desecrates the ground, spawning corpses based on monsters in the current area and dealing chaos damage over time to enemies. If you are using the Raise Spectre skill there is a chance to spawn spectral corpses matching your most recently raised Spectres. Spectral corpses cannot be interacted with except by Minion skills.
Old: Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area. The corpses will be chosen from the monsters in the current area and any Spectres that have existed in this instance.
New: Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Old: Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
New: Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Old: Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies always count as moving, and have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
New: Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Old: Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows.
New: Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Old: Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
New: Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords.
Old: Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords. Cannot be supported by Multistrike.
New: Supports spell skills that are instant and have no reservation. Cannot support Vaal skills or skills used by totems, traps or mines. Cannot modify the skills of minions.
Old: Supports spell skills that are instant and have no reservation. Cannot support skills used by totems, traps or mines. Cannot modify the skills of minions.
New: Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine. Cannot be supported by Unleash.
Old: Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine.
Ancestrally Boosted Slams deal 98% more Damage with Hits and Ailments
Removed
Ancestrally Boosted Slams deal 98% more Damage with Hits
Ancestrally Boosted Slams deal 69% more Damage with Ailments
Inspiration Support
Added
Supported Skills have 39% less Mana Cost
Removed
Supported Skills have 39% reduced Mana Cost
Multistrike Support
New: Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
Old: Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills or triggered skills.
New: Supports any channelling skill, protecting you from damage while you channel it. Cannot modify the skills of minions.
Old: Supports any channelling skill, protecting you from damage while you channel it. Cannot support skills used by totems. Cannot modify the skills of minions.
New: Supports spell skills, making them repeat when cast. Cannot support Vaal skills, totem skills, channelling skills, triggered skills, instant skills, retaliation skills, blink skills, or skills with a reservation.
Old: Supports spell skills, making them repeat when cast. Cannot support Vaal skills, totem skills, channelling skills, triggered skills, instant skills, blink skills, or skills with a reservation.
New: Supports melee attack skills, making them repeat three times when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
Old: Supports melee attack skills, making them repeat three times when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills or triggered skills.