Tools
Passive Skill Tree
Class
Starts with 11 Strength, 7 Dexterity, 11 Intelligence.
Ascendancy
Points
- Passive points spent
- 0 / 123
- Ascendancy points spent
- 0 / 8
Import from Path of Building
Paste a Path of Building code (from its Import/Export screen) to load its tree here. Node numbers are shared with Path of Building, so the allocation comes across exactly.
Find a node
Allocated effects
Nothing allocated yet. Click a node on the tree to start.
Lines that come from a single game stat are added into one real total; anything the tree records as several stats at once is listed the way the game words it, with a count, rather than being summed into a number the game never shows.
How this tree is built
Every passive sits on an orbit around a group centre, and both the group positions and the connections between nodes are exact — so the shape you pan around is the shape you see in game, not a redrawn approximation.
4,524 nodes are placed: 33 keystones, 968 notables, 3,074 small passives and 12 jewel sockets on the shared tree, plus 409 nodes across the 22 ascendancy trees. Effect text is rendered from each node's stats exactly as the game words them.
Point budget: one passive point per level from level 2 (99 by level 100) plus up to 24 more from campaign quest rewards, for 123. A 124th exists in principle — the Site of the Chosen grants one league-wide when a level 100 character is sacrificed — but it isn't something you can plan around, so it isn't in the default budget. Ascendancy points are a separate pool of 8.
Common questions
- How many passive skill points can you get in Path of Exile 2?
- 123 in normal play: 99 from levelling (one per level from level 2 to 100) and up to 24 more from campaign quest rewards spread across the acts and interludes. A 124th point exists — the Site of the Chosen grants one to everyone in a league when a level 100 character is sacrificed — but it's a one-off event, not something a build can count on. Ascendancy points are a separate budget of 8, earned from the Trial of the Sekhemas and the Trial of Chaos.
- Why do Witch and Sorceress start in the same place?
- The tree has six starting points, one per attribute combination, and eight classes share them: Witch and Sorceress both start at the Intelligence point, and Ranger and Huntress both start at the Dexterity point. The classes differ in their base attributes and ascendancies, not in where they enter the tree — so a Witch and a Sorceress can reach exactly the same passives for exactly the same cost.
- What are the nodes only the Oracle can see?
- The Druid's Oracle ascendancy has a notable called The Unseen Path, which reveals a section of the passive tree no other class or ascendancy can access — 197 extra nodes, clustered into themed groups around totems, thorns, beasts, poison and more. Select Druid and then Oracle here and they appear on the tree; pick any other class and they're hidden, because nobody else can allocate them.
- Can I take passives from another class's starting area?
- Normally the tree is shared, so you can walk anywhere from your own start given enough points — but you can never path out through another class's start node. The exception is the Ranger's Pathfinder ascendancy, which has two nodes that read "Can Allocate Passive Skills from the Warrior's starting point" and the same for the Sorceress. Allocate one and this planner opens that second starting point for you, exactly as the game does.
- How do I share a build?
- Hit “Copy share link”. The whole allocation — class, ascendancy and every node — is packed into the URL, so anyone who opens it sees your exact tree. The link is validated when it loads: any node that isn't legally reachable is dropped rather than shown, so an edited link can never display a build the game wouldn't allow.
- Can I import a Path of Building build?
- Yes. Copy the build code from Path of Building 2's Import/Export screen (or the raw code behind a pobb.in link) and paste it into “Import from Path of Building”. Path of Building numbers passives the same way the game does, so every allocated node lands in the right place — no conversion, no guesswork. The tree it loads is re-checked against the rules, so anything not legally reachable is dropped. Two things are left out and called out when they happen: mastery nodes, which this planner doesn't model, and any passive that changed between the game version the build was saved on and the current one.
- Does clicking a far-away node cost all the points in between?
- Yes, and that's the point of it. Clicking any node allocates the cheapest chain of passives that connects it to what you already have, and the counter updates with the real cost — which is usually the interesting number, since a keystone eight small passives away is a nine-point commitment, not a one-point one. Clicking an allocated node removes it and anything that was only reachable through it.