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{{Guide|subject=introducing new players to Path of Exile|date=WIP‎}}
{{Guide|subject=introducing new players to Path of Exile|date=WIP‎}}


This is a guide for new players to [[Path of Exile]]. No previous experience in any game is required. This guide is intended to be read alongside playing the game - its contents are listed in chronological order of appearance. However, it is not a walkthrough. Seeking an exact guide is not necessary and may be harmful in some situations, but for those interested they may find a reliable content creator on [https://youtube.com youtube] and follow their guides. Any questions not answered by this guide are best asked on the [https://discord.gg/pathofexile official Discord server].
This is a guide for new players to [[Path of Exile]]. This guide is intended to be read alongside with playing the game - its contents are listed in chronological order of appearance. However, it is not a walkthrough. For those seeking an exact guide, finding a reliable content creators on [https://youtube.com youtube] and following their guides is recommended. Any questions not answered by this guide are best asked on the [https://discord.gg/pathofexile official Discord server].
__NOTOC__
 
==Introduction==
If you are a new player to [[Path of Exile]] and play with no assistance whatsoever, likelihoods are that you are going to have a [https://static.wikia.nocookie.net/undertale/images/0/0f/Sans_battle_idle.gif/revision/latest?cb=20181110100333 bad time]. Please be aware that this is not directly due to the game's complexity or difficulty - while it does have both, the real problem is that the base game does a poor job of communicating its many mechanics.
 
When confronted with this informational barrier, many new players turn to a guide. Specifically, guides that tell you exactly what to do in every aspect of the game - what items to equip, what passive skills to allocate, what skills to use, etc. This approach is not necessarily bad - it may work very well for some. However, such guides rarely give new players the space and autonomy to figure things out for themselves and make their own choices.
 
The purpose of this guide is to bridge that gap - it will provide you will with all the information needed to play, enjoy, and most importantly understand the game, but it will not tell you what to do.
 
==League selection==
==League selection==
{{main|League}}
[[File:Crucible league selection screen screenshot.png|thumb|right|The league selection screen for [[Path of Exile: Crucible]]. The middle banner is recommended.]]
[[File:Crucible league selection screen screenshot.png|thumb|right|The league selection screen for [[Path of Exile: Crucible]]. The middle banner is recommended.]]


The first choice for any new player is to choose their [[league]]. A league is effectively the world within the [[character]] operates - it is impossible to interact with players or [[item]]s inbetween leagues, unless it is the character itself that is changing leagues.
The first choice for any new player is to choose their [[league]]. A league is effectively the world within the [[character]] operates - it is impossible to interact with players or [[item]]s inbetween leagues, unless it is the character itself that is changing leagues.


'''It is recommended for first-time players to choose the current [[challenge league]]''' (Crucible at time of writing) and to '''not''' select the [[Solo Self-Found]], [[Hardcore]], or [[Ruthless]] optional gamemodes.
'''It is recommended for first-time players to choose the current [[challenge league]]''' ([[Trial of the Ancestors]] at time of writing) and to '''not''' select the [[Solo Self-Found]], [[Hardcore]], or [[Ruthless]] optional gamemodes.
</div>
</div>


* Solo Self-Found (known as "SSF"): Players in an SSF league cannot join parties with other players or trade with them. Due to the presence of trading in the game's balance, SSF is significantly harder than trade leagues, especially for inexperienced players.
* Solo Self-Found (known as "SSF"): Players in an SSF league cannot join [[party|parties]] with other players or trade with them. Due to the presence of trading in the game's balance, SSF is significantly harder than trade leagues, especially for inexperienced players.


* Hardcore (known as "HC"): Players in an HC league will be migrated to their respective SC (Softcore) league on death.  
* Hardcore (known as "HC"): Players in an HC challenge league will be migrated to SC (Softcore) Standard on death, while HC Standard league players will be migrated to the SC Standard league.


* Ruthless: All item drops are far scarcer, many items and passive skills are significantly weaker, and many mechanics are not available. Significantly harder than non-Ruthless. For those overwhelmed by the complexity of the base game, playing in Ruthless may be advisable. Choose at your own discretion.
* Ruthless: All item drops are far scarcer, many items and passive skills are significantly weaker, and many mechanics are not available. Significantly harder than non-Ruthless. For those overwhelmed by the complexity of the base game, playing in Ruthless may be advisable. Choose at your own discretion.


[[File:Leagues.png|framed|left|A visualization of how challenge leagues interact with permanent leagues.]]
[[File:Leagues.png|framed|left|A visualization of how challenge leagues interact with permanent leagues.]]
<div style="clear: both">
<div style="clear: both">
There are two types of leagues: permanent leagues, and challenge leagues. Standard League is the main permanent league; as the term "permanent" suggests, it has been running since the release of the game and will continue indefinitely. As a result of running for so long, it is plagued with vast wealth accumulation, balance issues and a stale economy.
</div>
Challenge leagues are introduced every 3-4 months. For those who exclusive play challenge leagues (the vast majority of the player base), they represent a total reset - everyone starts off with the same footing. Along with new [[unique]] items, [[monster]]s, areas, and balance changes, challenge leagues also introduce a "League Mechanic" exclusive to the league and not available in Standard. At the end of a challenge league's duration, all its characters and items will be moved to Standard.


==Class selection==
==Class selection==
'''Unless you are following a specific guide, there is no wrong class to choose.''' [[Path of Exile]] offers an unrivalled level of character customization. As a result, there are very few class-specific [[skill]]s, no class-specific [[item]]s, and no class-specific playstyles. Any class can do whatever they want. It is recommended to choose whatever class you want - there is no wrong choice.
'''Unless you are following a specific guide, there is no wrong class to choose.''' [[Path of Exile]] offers an unrivalled level of character customization. As a result, there are very few class-specific [[skill]]s, no class-specific [[item]]s, and no class-specific playstyles. Any class can do whatever they want. It is recommended to choose whatever class you want - there is no wrong choice.


==The Twilight Strand==
==Weapon base type==
[[The Twilight Strand (Act 1)|The Twilight Strand]] is the very first area in the game. Much of this is covered by the in-game tutorial. However, it introduces several complicated mechanics that may need further explanation.
The [[Marauder]] receives the {{il|Driftwood Club}}. It is being used here as an example to explain the individual stats of weapon base types.
<br clear="all">
<br>
----
[[File:Driftwood Club item box.png|thumb|430px|left]]
* '''Item name box''': the colour of this box signifies the [[rarity]] of the [[item]]. White = [[Normal]], Blue = [[Magic]], Yellow = [[Rare]], Orange = [[Unique]]. Rarities are discussed later.
 
* '''Base type''': “{{il|Driftwood Club}}”. An item’s base type determines its [[weapon]] type, base [[damage]], base [[critical strike chance]], base [[attack speed]], base weapon [[range]], and [[implicit]](s).
 
* '''Weapon type''': [[One-Handed Mace]]. An item’s weapon type determines it compatibility with certain [[skill gem]]s and [[support gem]]s, as long with its [[modifier]] pool.


First, pick up the [[weapon]] on the ground next to you. Each [[class]] will encounter a different weapon.
* '''Base damage''': 6-8 [[physical damage]]. [[Attack]]s with this weapon will use this as their base [[damage]]. Generally, this is the most important stat for attack weapons.


===Weapon base type===
* '''Base critical strike chance''': 5.00%. Attacks with this weapon will use this as their base [[critical strike chance]].
[[Maruader]] receives the {{il|Driftwood Club}}. It is being used here as an example to explain the individual stats of weapon base types.
 
<br clear="all">
* '''Base attack speed''': 1.45 attacks per second. Attacks with this weapon will use this as their base [[attack speed]].
[[File:Weapon basetype graphic.png|thumb|1000px|left]]
 
* '''Implicit modifier''': 10% reduced Enemy [[Stun]] Threshold. Some base types have [[implicit modifier]]s inherent to them. {{il|Driftwood Club}}’s implicit modifier reduces the amount of damage needed to be taken by enemies for them to be stunned.
 
* '''Base type’s art''': all [[normal]], [[magic]], and [[rare]] items of this base type will have the same art. [[Unique]] variants will have unique art.
<br>
----
<br>
* The [[Duelist]], [[Shadow]], and [[Templar]]'s {{il|Rusted Sword}}, {{il|Glass Shank}}, and {{il|Driftwood Sceptre}} respectively are [[melee]] [[weapon]]s. As such, their stats are mechanically identical to those they are presented here and can be compared as a one-to-one analogue.
 
* However, the {{il|Driftwood Wand}} and {{il|Crude Bow}} are different - they are [[projectile]]-based [[weapon]]s, not [[melee]]. Instead of their "Weapon Range" value applying to [[melee]] [[strike]] [[attack]]s, their weapon [[range]] values define the base maximum distance (in units) that projectiles fired from them can travel before disappearing.
 
* {{il|Driftwood Wand}} (and to an extent, {{il|Driftwood Sceptre}}) are not only [[attack]] weapons - they are also [[spell]]caster weapons. ({{il|Fireball}} is a spell.) If you read their stats closely, you may find that the only stat on either item that actually affects spells is the implicit stat! Its [[Physical Damage]], [[Critical Strike Chance]], Attacks per Second, and Weapon [[Range]] stats are completely irrelevant to spellcasters, as they only affect attacks.
 
==Attack skill gems==
The [[Marauder]] receives the {{il|Heavy Strike}} [[skill gem]]. It is being used here as an example to explain the individual stats of attack skill gems.
<br clear="all">
<br clear="all">
[[File:Heavy Strike screenshot.png|thumb|left|Heavy Strike as depicted in-game when hovered over on the ground at its level 1 form.]]
* '''Gem Name''': Heavy Strike. The name of [[skill gem]]s is always the same as the skill that they grant.
* '''Gem tags''': [[Attack]], [[Melee]], [[Strike]]. [[Gem tag]]s determine the [[skill]]’s compatibility with certain [[modifier]]s and [[passive skill]]s. They summarize the mechanics of the skill. Specific tags are discussed later.
* '''Level''': 1. As you gain [[experience]] while a gem is [[socket]]ed into your [[equipment]], that gem gains [[gem experience|experience]] equal to 10% of the experience that you are gaining.
* '''Cost''': 5 [[Mana]]. Using this skill has a base [[cost]] of 5 mana. Most skills cost mana, but some cost [[life]].
* '''Attack Speed''': 85% of Base. If you were paying attention, you will know that “Base” is referring to the [[weapon]]’s “Attacks per Second”. To find the skill’s base [[attack speed]], simply multiply that of your weapon with your skill.
* '''Attack Damage''': 195% of Base. This stat is multiplied with the base flat [[damage]] from the weapon using the skill. This stat is exclusive to attack skills. This stat scales with gem level.
* '''Effectiveness of Added Damage''': This stat is multiplied with any additional sources of added damage that apply to the skill. This stat appears on all skills that deal damage. This stat scales with gem level.
* '''Level requirement''': 1. This gem requires a [[character level]] of 1 to equip. As a gem levels up, its level requirement increases.
* '''Gem description''': Gem descriptions summarize their mechanics using human language and define weapon compatibility. In this case, Heavy Strike can only be used with [[Mace]]s, [[Sceptre]]s, [[Axe]]s, [[Sword]]s, or any Two-Handed Weapon.
* '''Gem modifiers''': These stats define the gem’s mechanics using the language of the game. Some of these stats scale with gem level, while some don’t.


* The [[Duelist]], [[Shadow]], and [[Templar]]'s {{il|Rusted Sword}}, {{il|Glass Shank}}, and {{il|Driftwood Sceptre}} respectively are [[melee]] [[weapon]]s. As such, their stats are mechanically identical to how they are presented here and can be compared as a one-to-one analogue.
* '''Experience bar''': This bar tracks the gem’s current experience and how much experience is required before reaching the next level.


* However, the {{il|Driftwood Wand}} and {{il|Crude Bow}} are different - they are [[projectile]]-based weapons, not [[melee]]. Instead of their "Weapon Range" value applying to [[melee]] [[strike]] [[attack]]s, their weapon [[range]] values define the base maximum distance (in [[unit]]s) that projectiles fired from them can travel before disappearing.
* '''Gem icon''': The gem’s art has no mechanical significance – however, its colour does. Heavy Strike is a red gem. This means that it has strength requirements at higher levels and can only be socketed into red (and white) sockets in equipment.
<br>
----
* A skill's "Effectiveness of Added Damage" is used as a tuning tool to modify a skill's ability to scale with damage. Without it, balancing skills would be far more difficult. For example, {{il|Rain of Arrows}} fires 17 [[arrow]]s at level 1, while {{il|Burning Arrow}} fire only one. To balance these skills, Rain of Arrows has a 60% effectiveness of added damage (at level 20) while Burning Arrow has 300%.


* {{il|Driftwood Wand}} (and to an extent, {{il|Driftwood Sceptre}}) are not only [[attack]] weapons - they are also [[spell]]caster weapons. ({{il|Fireball}} is a spell.) If you read their stats closely, you may find that the only stat on either item that actually affects spells is the implicit stat! Physical Damage, Critical Strike Chance, Attacks per Second, and Weapon Range are '''completely irrelevant''' to spellcasters, as they only affect attacks.
* Higher level gems have [[attribute]] requirements. For example, {{il|Heavy Strike}}, being a red gem, has [[strength]] requirements starting at gem level 3. The higher the level a gem is first encountered, the higher their requirements start off as - both level and attribute requirements. However, as different gems approach the normal maximum level (20), their level & attribute requirements reach the same peak - 70 and 155 respectively.

Latest revision as of 11:17, 18 August 2023

This is a guide on the subject of introducing new players to Path of Exile.

Last updated on WIP‎.


This is a guide for new players to Path of Exile. This guide is intended to be read alongside with playing the game - its contents are listed in chronological order of appearance. However, it is not a walkthrough. For those seeking an exact guide, finding a reliable content creators on youtube and following their guides is recommended. Any questions not answered by this guide are best asked on the official Discord server.

Introduction

If you are a new player to Path of Exile and play with no assistance whatsoever, likelihoods are that you are going to have a bad time. Please be aware that this is not directly due to the game's complexity or difficulty - while it does have both, the real problem is that the base game does a poor job of communicating its many mechanics.

When confronted with this informational barrier, many new players turn to a guide. Specifically, guides that tell you exactly what to do in every aspect of the game - what items to equip, what passive skills to allocate, what skills to use, etc. This approach is not necessarily bad - it may work very well for some. However, such guides rarely give new players the space and autonomy to figure things out for themselves and make their own choices.

The purpose of this guide is to bridge that gap - it will provide you will with all the information needed to play, enjoy, and most importantly understand the game, but it will not tell you what to do.

League selection

Main page: League
The league selection screen for Path of Exile: Crucible. The middle banner is recommended.

The first choice for any new player is to choose their league. A league is effectively the world within the character operates - it is impossible to interact with players or items inbetween leagues, unless it is the character itself that is changing leagues.

It is recommended for first-time players to choose the current challenge league (Trial of the Ancestors at time of writing) and to not select the Solo Self-Found, Hardcore, or Ruthless optional gamemodes.

  • Solo Self-Found (known as "SSF"): Players in an SSF league cannot join parties with other players or trade with them. Due to the presence of trading in the game's balance, SSF is significantly harder than trade leagues, especially for inexperienced players.
  • Hardcore (known as "HC"): Players in an HC challenge league will be migrated to SC (Softcore) Standard on death, while HC Standard league players will be migrated to the SC Standard league.
  • Ruthless: All item drops are far scarcer, many items and passive skills are significantly weaker, and many mechanics are not available. Significantly harder than non-Ruthless. For those overwhelmed by the complexity of the base game, playing in Ruthless may be advisable. Choose at your own discretion.
A visualization of how challenge leagues interact with permanent leagues.

Class selection

Unless you are following a specific guide, there is no wrong class to choose. Path of Exile offers an unrivalled level of character customization. As a result, there are very few class-specific skills, no class-specific items, and no class-specific playstyles. Any class can do whatever they want. It is recommended to choose whatever class you want - there is no wrong choice.

Weapon base type

The Marauder receives the Driftwood ClubDriftwood ClubOne Handed Mace
Physical Damage: 6-8
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 1.1 metres
10% reduced Enemy Stun Threshold
. It is being used here as an example to explain the individual stats of weapon base types.


  • Item name box: the colour of this box signifies the rarity of the item. White = Normal, Blue = Magic, Yellow = Rare, Orange = Unique. Rarities are discussed later.
  • Base damage: 6-8 physical damage. Attacks with this weapon will use this as their base damage. Generally, this is the most important stat for attack weapons.
  • Base critical strike chance: 5.00%. Attacks with this weapon will use this as their base critical strike chance.
  • Base attack speed: 1.45 attacks per second. Attacks with this weapon will use this as their base attack speed.
  • Implicit modifier: 10% reduced Enemy Stun Threshold. Some base types have implicit modifiers inherent to them. Driftwood ClubDriftwood ClubOne Handed Mace
    Physical Damage: 6-8
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.45
    Weapon Range: 1.1 metres
    10% reduced Enemy Stun Threshold
    ’s implicit modifier reduces the amount of damage needed to be taken by enemies for them to be stunned.
  • Base type’s art: all normal, magic, and rare items of this base type will have the same art. Unique variants will have unique art.




  • The Duelist, Shadow, and Templar's Rusted SwordRusted SwordOne Handed Sword
    Physical Damage: 4-9
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.55
    Weapon Range: 1.1 metres
    40% increased Global Accuracy Rating
    , Glass ShankGlass ShankDagger
    Physical Damage: 6-10
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.50
    Weapon Range: 1.0 metres
    30% increased Global Critical Strike Chance
    , and Driftwood SceptreDriftwood SceptreSceptre
    Physical Damage: 8-11
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.20
    Weapon Range: 1.1 metres
    10% increased Elemental Damage
    respectively are melee weapons. As such, their stats are mechanically identical to those they are presented here and can be compared as a one-to-one analogue.
  • However, the Driftwood WandDriftwood WandWand
    Physical Damage: 5-9
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.40
    (8-12)% increased Spell Damage
    and Crude BowCrude BowBow
    Physical Damage: 5-13
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.40
    are different - they are projectile-based weapons, not melee. Instead of their "Weapon Range" value applying to melee strike attacks, their weapon range values define the base maximum distance (in units) that projectiles fired from them can travel before disappearing.
  • Driftwood WandDriftwood WandWand
    Physical Damage: 5-9
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.40
    (8-12)% increased Spell Damage
    (and to an extent, Driftwood SceptreDriftwood SceptreSceptre
    Physical Damage: 8-11
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.20
    Weapon Range: 1.1 metres
    10% increased Elemental Damage
    ) are not only attack weapons - they are also spellcaster weapons. (FireballFireballProjectile, Spell, AoE, Fire
    Level: (1-20)
    Cost: (6-25) Mana
    Cast Time: 0.75 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 370%
    Projectile Speed: 1040
    AoE Radius: 9
    Unleashes a ball of fire towards a target which explodes, damaging nearby foes.Deals (9-1640) to (14-2460) Fire Damage
    25% chance to Ignite enemies
    Base radius is (0.9-1.4) metres

    Additional Effects From 1-20% Quality:
    Base radius is (0.01-0.2) metres
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    is a spell.) If you read their stats closely, you may find that the only stat on either item that actually affects spells is the implicit stat! Its Physical Damage, Critical Strike Chance, Attacks per Second, and Weapon Range stats are completely irrelevant to spellcasters, as they only affect attacks.

Attack skill gems

The Marauder receives the Heavy StrikeHeavy StrikeAttack, Melee, Strike
Level: (1-20)
Cost: 5 Mana
Attack Speed: 85% of base
Attack Damage: (195-313)% of base
Effectiveness of Added Damage: (195-313)%
Attacks enemies with a forceful blow, knocking them back. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.Knocks Enemies Back on Hit
25% reduced Enemy Stun Threshold
+0.2 metres to Melee Strike Range
(20-39)% chance to deal Double Damage

Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
skill gem. It is being used here as an example to explain the individual stats of attack skill gems.

Heavy Strike as depicted in-game when hovered over on the ground at its level 1 form.
  • Gem Name: Heavy Strike. The name of skill gems is always the same as the skill that they grant.
  • Cost: 5 Mana. Using this skill has a base cost of 5 mana. Most skills cost mana, but some cost life.
  • Attack Speed: 85% of Base. If you were paying attention, you will know that “Base” is referring to the weapon’s “Attacks per Second”. To find the skill’s base attack speed, simply multiply that of your weapon with your skill.
  • Attack Damage: 195% of Base. This stat is multiplied with the base flat damage from the weapon using the skill. This stat is exclusive to attack skills. This stat scales with gem level.
  • Effectiveness of Added Damage: This stat is multiplied with any additional sources of added damage that apply to the skill. This stat appears on all skills that deal damage. This stat scales with gem level.
  • Level requirement: 1. This gem requires a character level of 1 to equip. As a gem levels up, its level requirement increases.
  • Gem description: Gem descriptions summarize their mechanics using human language and define weapon compatibility. In this case, Heavy Strike can only be used with Maces, Sceptres, Axes, Swords, or any Two-Handed Weapon.
  • Gem modifiers: These stats define the gem’s mechanics using the language of the game. Some of these stats scale with gem level, while some don’t.
  • Experience bar: This bar tracks the gem’s current experience and how much experience is required before reaching the next level.
  • Gem icon: The gem’s art has no mechanical significance – however, its colour does. Heavy Strike is a red gem. This means that it has strength requirements at higher levels and can only be socketed into red (and white) sockets in equipment.



  • A skill's "Effectiveness of Added Damage" is used as a tuning tool to modify a skill's ability to scale with damage. Without it, balancing skills would be far more difficult. For example, Rain of ArrowsRain of ArrowsAttack, AoE, Projectile, Bow
    Level: (1-20)
    Cost: (7-11) Mana
    Attack Damage: (48-60)% of base
    Effectiveness of Added Damage: (48-60)%
    AoE Radius: 24
    Requires Level 12Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.Fires (18-22) Arrows

    Additional Effects From 1-20% Quality:
    Fires +(0.2-4) Arrows
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    fires 17 arrows at level 1, while Burning ArrowBurning ArrowAttack, Projectile, Fire, Bow
    Level: (1-20)
    Cost: (7-12) Mana
    Attack Speed: 70% of base
    Attack Damage: (200-300)% of base
    Effectiveness of Added Damage: (200-300)%
    Projectile Speed: 3260
    Fires a burning arrow that deals fire damage and has a chance to ignite.Adds (3-201) to (4-302) Fire Damage to Attacks against Ignited Enemies
    25% chance to Ignite enemies
    100% of Physical Damage Converted to Fire Damage

    Additional Effects From 1-20% Quality:
    (1-20)% more Damage with Ignite
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    fire only one. To balance these skills, Rain of Arrows has a 60% effectiveness of added damage (at level 20) while Burning Arrow has 300%.
  • Higher level gems have attribute requirements. For example, Heavy StrikeHeavy StrikeAttack, Melee, Strike
    Level: (1-20)
    Cost: 5 Mana
    Attack Speed: 85% of base
    Attack Damage: (195-313)% of base
    Effectiveness of Added Damage: (195-313)%
    Attacks enemies with a forceful blow, knocking them back. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.Knocks Enemies Back on Hit
    25% reduced Enemy Stun Threshold
    +0.2 metres to Melee Strike Range
    (20-39)% chance to deal Double Damage

    Additional Effects From 1-20% Quality:
    (1-20)% chance to deal Double Damage
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , being a red gem, has strength requirements starting at gem level 3. The higher the level a gem is first encountered, the higher their requirements start off as - both level and attribute requirements. However, as different gems approach the normal maximum level (20), their level & attribute requirements reach the same peak - 70 and 155 respectively.