At the start of Early Access in Path of Exile 2 each of the 6 Character Classes will have 2 Ascendancy Classes that you will be able to tap into. Each Ascendancy plays out very differently and knowing each of their abilities beforehand will help you have an easier time picking the class that you want in the RPG.
So if you are curious about what you can play when the early access goes live, here is a list of all the available Ascendancy Classes and their abilities in Path of Exile 2.
All Sorceress Ascensions and abilities in Path of Exile 2
1) Stormweaver

Number | Ability | Effect |
---|---|---|
1 | Scouring Winds | Exposure you inflict lowers the affected Resistance by an additional 20% |
2 | Tempest Caller | Grants Skill: Elemental Storm “Trigger Elemental Storm on Critical Hit with Spells” Elemental Storm: Creates a stationary Fire, Cold, or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Triager the storm |
3 | Rain Dancer | Elemental Storm has 150% more Cooldown Recovery Rate |
4 | Heavy Snows | Targets can be affected by two of your Chills at the same time Your Chills can reduce Action Speed by up to a maximum of 35% 25% less Magnitude of Chill you inflict |
5 | Shaper of Winter | All Damage from Hits Contributes to Chill Magnitude |
6 | Strike Twice | Targets can be affected by two of your Shocks at the same time 50% less Shock Duration |
7 | Shaper of Storm | All Damage from Hits Contributes to Shock Chance |
8 | Constant Gale | You have Arcane Surge Arcane Surge: Arcane Surge grants 10% more Cast Speed and 20% more Mana Regeneration Rate. |
9 | Force of Will | 1 Increased Errect of Arcane Suroe on vou ver 15 maximum Man: |
10 | Heart of the Storm | 40% of Elemental Damage taken Recouped as Energy Shield |
2) Chronomancer

Number | Ability | Effect |
---|---|---|
1 | Now and Again | Skills have 33% chance to not consume a Cooldown when used |
2 | Unbound Encore | Grants Skill: Time Snap Time Snap: Manipulates time, resetting the cooldowns of your other Skills. |
3 | Ultimate Command | Grants Skill: Time Freeze Time Freeze: Releases a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them. |
4 | Footprints in the Sand | Grants Skill: Temporal Rift Temporal Rift: Passively leaves after images of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana, and Energy Shield to the values they had at the rime |
5 | Quicksand Hourglass | Every 12 seconds, gain 50% more Cast Speed for 4 seconds |
6 | Apex of the Moment | Enemies in your Presence are Slowed by 20% |
7 | Circular Heartbeat | 30% of Damage taken Recouped as Life |
8 | The Rapid River | Recoup Effects instead occur over 4 seconds |
All Warrior Ascensions and abilities in Path of Exile 2
1) Titan

Number | Ability | Effect |
---|---|---|
1 | Stone Skin | 50% more Armour from Equipped Body Armour. |
2 | Earth Breaker | 20% chance for Slam Skills you use yourself to cause Aftershocks. Aftershocks: Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. |
3 | Ancestral Empowerment | Every second Slam Skill you use yourself is Ancestrally Boosted. Ancestrally Boosted: An Ancestrally Boosted Skill has 20% more damage and area of effect. |
4 | Colossal Capacity | Carry a Chest which adds 20 Inventory Slots. |
5 | Hulking Form | 50% increased effect of Small Passive Skills |
6 | Crushing Impacts | Your Hits are Crushing Blows Crushing Blows: Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun. Primed for Stun: Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 60% buildup, Rare at 70%, and Unique at 80%. Heavy Stun: Hitting an enemy builds towards a Heavy Stun based on the damage dealt. Different enemies have different Heavy Stun thresholds and durations, with very large monsters having a high Heavy Stun Threshold. Players cannot be Heavy Stunned. While an enemy is Heavy Stunned, they cannot act and count as Immobilised. Physical damage and Melee Damage each cause 50% more Heavy Stun buildup. These bonuses are multiplicative with each other. |
7 | Surprising Strength | 40% more Damage against Heavy Stunned Enemies |
8 | Mysterious Lineage | 15% more Maximum Life |
2) Warbinger

Number | Ability | Effect |
---|---|---|
1 | Anvil’s Weight | Break Armour equal to 10% of Hit Damage dealt. |
2 | Imploding Impacts | You can Break Enemy Armour to below 0. |
3 | Jade Heritage | Grants Skill: Encase in Jade Gain a stack of Jade every second Encase in Jade: Consumes all stacks of Jade to grant a Buff for a duration that absorbs all Damage from Hits, up to a maximum based on the amount of lade consumed. While encased you cannot move or perform actions. |
4 | Answered Call | Grants Skill: Ancestral Spirits Trigger Ancestral Spirits when you Summon a Totem Ancestral Spirits: Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too. |
5 | Wooden Wall | 20% of Damage from Hits is taken from your nearest Totem’s Life before you. |
6 | Renly’s Training | Gain 40% Base Chance to Block from Equipped Shield instead of the Shield’s value. |
7 | Turtle Charm | 35% less Block chance. Can Block Damage from all Hits while Shield is not Raised. |
8 | Warcaller’s Bellow | Corpses in your Presence Explode when you Warcry, dealing 25% of their Life as Physical Damage. |
9 | Greatwolf’s Howl | Ignore Warcry Cooldowns. |
All Ranger Ascensions and abilities in Path of Exile 2
1) Deadeye

Number | Ability | Effect |
---|---|---|
1 | Avidity | 30% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges |
2 | Thrilling Chase | Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled |
3 | Eagle Eyes | You have no Accuracy Penalty at Distance |
4A | Point Blank | Projectile deal 20% more Hits Damage to targets in the first 3.5 metres of their movement, scaling down with distance travelled to reach 0% after 7 meters |
4B | Far Shot | Projectile deal 0% more Hits Damage to targets in the first 3.5 metres of their movement, scaling up with distance travelled to reach 20% after 7 meters |
5 | Endless Munitions | Skills fire an additional Projectile |
6 | Called Shots | You can apply an additional Mark |
7 | Gathering Winds | Gain Tailwind on Skill use Lose all Tailwind when Hit Tailwind: Tailwind is a stacking Buff that grants 1% increased movement speed, 3% increased Skill Speed and 15% increased Evasion Rating per stack for 10 seconds, refreshing whenever you gain another stack. (Maximum 10 stack) |
8 | Wind Ward | 3% less Damage taken per Tailwind |
2) Pathfinder

Number | Ability | Effect |
---|---|---|
1 | Connected Chemistry | 50% more Flask Charges gained |
2 | Enduring Elixirs | Life Flask Effects are not removed when Unreserved Life is Filled Life Flask Effects do not Queue |
3 | Contagious Contamination | The most Damaging Poison on Enemies you Kill is Spread to other Enemies within 1.5 metres |
4 | Overwhelming Toxicity | Double the number of Poisons you can inflict on Enemies 35% less Poison Duration |
5A | Poisonous Concoction | Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Chaos attack damage in an area. Poison inflicted by this skill has more effect. |
5B | Fulminating Concoction | Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Lightning attack damage in an area and inflicting Lightning Exposure. |
5C | Shattering Concoction | Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Cold attack damage in an area and inflicting Cold Exposure. |
5D | Explosive Concoction | Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Fire attack damage in an area and inflicting Fire Exposure. |
5E | Bleeding Concoction | Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Physical attack damage in an area. Bleeding inflicted by this skill has more effect. |
6 | Traveler’s Wisdom | Grants 5 Passive Skill Points |
7 | Running Assault | 30% less Movement Speed Penalty when using Skills while moving |
8 | Relentless Pursuit | Your speed is unaffected by Slows |
All Witch Ascensions and abilities in Path of Exile 2
1) Blood Mage

Number | Ability | Effect |
---|---|---|
1 | Sanguimancy | Grants Skill: Life Remnants Skills gain a Base Life Cost equal to Base Mana Cost Life Remnants: Drinks the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Critically Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life. |
2 | Vitality Siphon | 10% of Spell Damage Leeched as Life |
3 | Open Sores | Your Curses have infinite Duration |
4 | Blood Barbs | Gain 10% of Damage as Extra Physical Damage Elemental Damage also Contributes to Bleeding Magnitude |
5 | Gore Spike | 1% increased Critical Damage Bonus per 40 Life |
6 | Sunder the Flesh | Base Critical Hit Chance for Spells is 15% |
7 | Grasping Wounds | 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead |
8 | Crimson Power | Gain Energy Shield from equipped Body Armour as extra maximum Life |
2) Infernalist

Number | Ability | Effect |
---|---|---|
1 | Altered Flesh | 20% of Cold Damage taken as Fire Damage 20% of Lightning Damage taken as Fire Damage 20% of Physical Damage taken as Chaos Damage |
2 | Beidat’s Gate | Reserves 25% of Life +1 to Maximum Mana per 6 Maximum Life |
3 | Beidat’s Will | Reserves 25% of Life +1 to Maximum Spirit per 25 Maximum Life |
4 | Beidat’s Hand | Reserves 25% of Life +1 to Maximum Energy Shield per 8 Maximum Life |
5 | Demonic Possession | Grants Skill: Demon Form Demon Form: Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Revert to human form if you reach 1 Life, use a Skill that isn’t a Spell, or reactivate this Skill. |
6 | Mastered Darkness | Maximum 10 Demonflame |
7 | Pyromantic Pact | Maximum Mana is replaced by Maximum Infernal Flame. Gain Infernal Flame instead of spending Mana for Skill costs. Take maximum Life and Energy Shield as Fire Damage when Infernal Flame reaches maximum. Lose all Infernal Flame on reaching maximum Infernal Flame. 10% of Infernal Flame lost per second if none was gained in the past 2 seconds. |
8 | Bringer of Flame | While not on Low Infernal Flame, all Damage from you and Allies in your Presence contributes to Ignite Chance and Magnitude. |
9 | Seething Body | While on High Infernal Flame, you and Allies in your Presence Gain 20% of Damage as Fire Damage. |
10 | Loyal Hellhound | Grants Skill: Summon Infernal Hound 20% of Damage from Hits is taken from your Hellhound’s Life before you Summon Infernal Hound: Summons a Reviving Infernal Hound which Ignites enemies near it. The Hound takes a portion of damage from Hits for you. |
11 | Grinning Immolation | Become Ignited when you deal a Critical Hit, taking 15% of your Life and Energy Shield as Fire Damage per second. 30% more Critical Damage Bonus |
All Mercenary Ascensions and abilities in Path of Exile 2
1) Witchhunter

Number | Ability | Effect |
---|---|---|
1 | Weapon Master | 20 Passive Skill Points become Weapon Set Skill Points |
2 | Pitiless Killer | Culling Strike: Culling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied. |
3 | Judge, Jury, and Executioner | Decimating Strike: Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied. |
4 | Witchbane | Enemies have Maximum Concentration equal to 40% of their Maximum Life. Break enemy Concentration on Hit equal to 100% of Damage Dealt. Enemies regain 10% of Concentration every second if they haven’t lost Concentration in the past 5 seconds. Concentration: Enemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%. |
5 | No Mercy | Deal up to 30% more Damage to Enemies based on their missing Concentration |
6 | Obsessive Rituals | Grants Skill: Sorcery Ward 50% less Armour and Evasion Rating |
7 | Ceremonial Ablution | 50% increased effect of Sorcery Ward Sorcery Ward recovers 50% faster Sorcery Ward: Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted. |
8 | Zealous Inquisition | 10% chance for Enemies you Kill to Explode, dealing 100% of their maximum Life as Physical Damage. Chance is doubled against Undead and Demons. |
2) Gemling Legionnaire

Number | Ability | Effect |
---|---|---|
1 | Crystalline Potential | +10% to Quality of all Skills. |
2 | Implanted Gems | +1 to Level of all Skills. |
3 | Advanced Thaumaturgy | 30% less Cost of Skills. Skill Gems have 30% more Attribute Requirements. |
4 | Integrated Efficiency | Grants 3 additional Skill Slots. |
5 | Gem Studded | You can use two copies of the same Support Gem in different Skills. |
6 | Thaumaturgical Infusion | +1% to Maximum Cold Resistance per 4 Blue Support Gems Socketed. +1% to Maximum Fire Resistance per 4 Red Support Gems Socketed. +1% to Maximum Lightning Resistance per 4 Green Support Gems Socketed. |
7 | Adaptive Capability | Attribute Requirements of Gems can be satisfied by your highest Attribute. |
8 | Enhanced Effectiveness | Inherent bonuses from Intelligence, Strength, and Dexterity are doubled. |
All Monk Ascensions and abilities in Path of Exile 2
1) Invoker

Number | Ability | Effect |
---|---|---|
1 | Lead me through Grace… | Gain 1 Spirit for every 6 Energy Shield on equipped Body Armour. Gain 1 Spirit for every 15 Evasion Rating on equipped Body Armour. Cannot gain Spirit from Equipment. |
2 | …and Protect me from Harm | Evasion Rating also grants Physical Damage reduction 40% less Evasion Rating. |
3 | Faith is a Choice | Grants Skill: Meditate Meditate: Channels to Recharge Energy Shield. Can overcharge your Energy Shield up to double its normal maximum. Channeling ends when you take damage or your Energy Shield is double its normal maximum. This skill cannot be used if your Energy Shield is already double its normal maximum or you have no maximum Energy Shield. |
4 | I am the Blizzard… | Gain 10% of Damage as Extra Cold Damage On Freezing Enemies creates Chilled Ground. |
5 | I am the Thunder… | Gain 10% of Damage as Extra Lightning Damage. 25% chance of Shocking Enemies to create Shocked Ground. |
6 | ..and I Shall Rage | Grants Skill: Unbound Avatar Unbound Avatar: Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess. |
7 | The Soul Springs Eternal | Meta Skills gain 35% more Energy. |
8 | Sunder my Enemies… | Critical Hits ignore non-negative Enemy Monster Elemental Resistances |
9 | ..and Scatter Them to the Winds | Grants Skill: Elemental Expression Trigger Elemental Expression on Melee Critical Hit Elemental Expression: Creates a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence. |
2) Acolyte of Chayula

Number | Ability | Effect |
---|---|---|
1 | Ravenous Doubts | Mana Leech is instant. |
2 | Consuming Questions | You cannot Recharge Energy Shield. Mana Leech effects also Recover Energy Shield. |
3 | Chayula’s Gift | +10% to Maximum Chaos Resistance. Chaos Resistance is doubled. |
4 | Reality Rending | 23% chance to Gain 25% of Damage with Hits as Extra Chaos damage. 13% chance to Gain 50% of Damage with Hits as Extra Chaos damage. 7% chance to Gain 100% of Damage with Hits as Extra Chaos damage. |
5 | Waking Dream | Grants Skill: Into the Breach Into the Breach: Creates a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active. Flames of Chayula: Collecting Flames of Chayula grants the following bonuses: Red Flames of Chayula Leech 7% of your maximum Life to you. Blue Flames of Chayula Leech 7% of your maximum Mana to you. Purple Flames of Chayula provide a stacking Buff granting 7% of damage as Chaos damage for 5 seconds, and stacks up to 10 times. |
6 | Lucid Dreaming | Effect and Duration of Flames of Chayula on You is Double. |
7 | Embrace the Darkness | Remove all Spirit. Base Maximum Darkness is 100. For each Life or Energy Shield lost to Damage, reserve 1 Darkness instead if possible Darkness Reservation lasts for 10 seconds . +5 to Maximum Darkness per Level. |
8 | Grasp of the Void | Gain 1% of Damage as Extra Chaos Damage per 20 Unreserved Darkness |
9 | Inner Silence | 50% reduced Darkness Reservation Duration |