PoE2 0.5.5 Soul Cores Guide: All 17 New Cores, Reworks & Build Synergies
All 17 new PoE2 0.5.5 Soul Cores covered: Jiquani and Atziri cores, rework values, Limit 1 rules, farming spots and best cores per build.

Quick Answer: What 0.5.5 did to Soul Cores
Patch 0.5.5, the Forbidden Rites update that went live on September 4, 2026, shipped the single largest change to Soul Cores so far. According to the official 0.5.5 patch notes, Grinding Gear Games added 17 brand-new Soul Cores, reworked or rebalanced a long list of existing ones, and put a hard Limit of 1 on many of the strongest named cores. On top of that, a completed Trial of Chaos run now rewards Currency and Soul Cores only — Corrupted items are no longer a payout — and every room now ends with its own reward chest.
Why should a build-focused player care?
- 13 new Jiquani cores each grant +1 to Level of a specific skill tag (Totems, Curses, Marks, Warcries, Heralds, Strikes, Novas, Slams, Grenades, Hazards, Plants, Wind, and Storm). They are direct damage or utility upgrades if your main skill carries the matching tag.
- 4 new Atziri cores scale with the number of Corrupted items you equip — Spirit, Maximum Life, Skill Speed, or Chaos Resistance per Corrupted item — and they are Socket-bound, meaning they can never be removed once slotted.
- Eight reworked cores now carry Limit 1, so you can no longer stack duplicate effects. Ailment cores were also redesigned from random “chance to inflict” into guaranteed magnitude scaling.
- The Trial of Chaos is now the dedicated Soul Core farm, including the level 50 named cores from endgame Trials entered with an area level 65 or higher Inscribed Ultimatum.
In short: if you have sockets sitting empty, or you are still reading pre-0.5.5 numbers from an old item filter, this patch changed what you should slot. For the surrounding event, see our Forbidden Rites event league guide.
Soul Cores Refresher: What They Are and Where They Go
Soul Cores are Vaal-era Augments that you socket into equipment, the same kind of socket that accepts a Rune. An Artificer’s Orb adds an Augment Socket to an eligible weapon or piece of armour, and a slotted core grants a fixed modifier. If you need the full socketing walkthrough — how to add sockets, what Runes do, and how the two interact — read our gem socketing guide and the rune system guide.
The practical rules you need before reading the tables:
- Slot-dependent effects. Most named cores give a different modifier depending on where you socket them. A core in a Martial Weapon usually boosts damage; the same core in Body Armour, Helmet, Gloves, Boots, a Shield, a Focus, or a Bow often grants defence, sustain, or utility instead.
- Accepted equipment slots: Martial Weapons (and, for some cores, Wands, Staves, Sceptres, Bows, or Crossbows), Body Armour, Helmet, Gloves, Boots, Shields, and Foci. Always read the slot restriction on the core itself — “Martial Weapon” does not cover a Wand, and a Bow-only effect does nothing on a staff.
- They are effectively permanent. Replacing a socketed core destroys the old one. An Orb of Extraction returns non-Socket-bound Augments but destroys the item. The four new Atziri cores are Socket-bound: once slotted they cannot be removed, replaced, or extracted by any means.
- Two tiers. Basic cores require level 0 and drop from around level 35 content; the named “X’s Soul Core of Y” cores require level 50 and come from the endgame Trial of Chaos. All 17 new 0.5.5 cores are named, level 50 cores.
All 17 New Soul Cores in 0.5.5
The patch notes name all 17 additions, and their live modifiers are confirmed from the live item data. Every new core is Limited to 1 per character and requires level 50.
The 13 New Jiquani Soul Cores (Weapon, Tag-based)
All 13 Jiquani cores slot into a Weapon and grant +1 to Level of all Skill Gems carrying a specific tag. They follow one simple rule: open your main skill and check its gem tags. An area skill is not automatically a Nova, a lightning skill is not automatically a Storm, and a ground effect is not automatically a Hazard — the exact tag must match.
| Soul Core | Socket | Exact effect | Best for |
|---|---|---|---|
| Jiquani’s Soul Core of Abundance | Weapon | +1 to Level of all Plant Skill Gems | Plant / Overgrowth builds |
| Jiquani’s Soul Core of Automation | Weapon | +1 to Level of all Totem Skill Gems | Totem builds |
| Jiquani’s Soul Core of Malediction | Weapon | +1 to Level of all Curse Skills | Curse-heavy / hex scaling builds |
| Jiquani’s Soul Core of Munitions | Weapon | +1 to Level of all Grenade Skill Gems | Grenade / Mercenary-style setups |
| Jiquani’s Soul Core of Quaking | Weapon | +1 to Level of all Slam Skill Gems | Slam (melee AoE) attackers |
| Jiquani’s Soul Core of Radiance | Weapon | +1 to Level of all Herald Skill Gems | Herald stacking and reservation builds |
| Jiquani’s Soul Core of Rallying | Weapon | +1 to Level of all Warcry Skill Gems | Warcry-centered builds |
| Jiquani’s Soul Core of Rippling | Weapon | +1 to Level of all Nova Skill Gems | Nova casters and attackers |
| Jiquani’s Soul Core of Severing | Weapon | +1 to Level of all Strike Skill Gems | Single-target Strike melee |
| Jiquani’s Soul Core of Snares | Weapon | +1 to Level of all Hazard Skill Gems | Hazard / ground-effect DoT builds |
| Jiquani’s Soul Core of Squalls | Weapon | +1 to Level of all Wind Skill Gems | Wind-tagged projectile skills |
| Jiquani’s Soul Core of Targeting | Weapon | +1 to Level of all Mark Skills | Mark-reliant single target / bossing |
| Jiquani’s Soul Core of Thundering | Weapon | +1 to Level of all Storm Skill Gems | Storm-tagged lightning skills |
Effects verified from the poe2db Forbidden Rites item listing and cross-checked against the ExpCarry 0.5.5 Soul Cores reference.
Note that a gem-level bonus is most valuable when the next gem level meaningfully scales your skill’s damage, duration, or a breakpoint. For a build that uses the tagged skill only as support, a direct damage or ailment core usually wins the socket.
The 4 New Atziri Soul Cores (Corrupted-item Scaling)
The four Atziri cores are genuinely different. Each is Socket-bound, Limited to 1, fixed to one armour slot, and scales with how many Corrupted items you have equipped. They also carry the line “Corrupting will always result in change” — Vaal-orbing the slotted item always produces a corruption outcome. These are endgame commitments: only socket one into a finished, permanently-corrupted gear plan.
| Soul Core | Socket | Exact effect |
|---|---|---|
| Atziri’s Soul Core of Devotion | Helmet | 1% increased Spirit for each Corrupted Item Equipped; Corrupting will always result in change |
| Atziri’s Soul Core of Alacrity | Gloves | 1% increased Skill Speed for each Corrupted Item Equipped; Corrupting will always result in change |
| Atziri’s Soul Core of Inoculation | Boots | +2% to Chaos Resistance for each Corrupted Item Equipped; Corrupting will always result in change |
| Atziri’s Soul Core of Vitality | Body Armour | 1% increased Maximum Life for each Corrupted Item Equipped; Corrupting will always result in change |
Effects from poe2db Forbidden Rites listing; the Socket-bound rule and corrupted-item scaling are explained in the ExpCarry 0.5.5 reference.
In practice you want a wide base of Corrupted gear before these pay off. With a fully Corrupted set, Devotion can push Spirit over a reservation breakpoint for an extra Herald or minion, Alacrity adds broad Skill Speed across your whole rotation, Inoculation stacks a large amount of Chaos Resistance, and Vitality scales maximum Life for a Life-based build. They are not worth slotting on an otherwise uncorrupted character, and never on leveling gear — you cannot get them back.
Reworked and Rebalanced Soul Cores (Old vs New)
The patch also overhauled a large batch of existing cores. Numbers below are taken directly from the official patch notes and confirmed against the allthings.how 0.5.5 patch breakdown. Ailment cores moved from random on-hit chance to guaranteed magnitude scaling, and eight cores gained Limit 1.
| Soul Core | Socket | New effect | Old effect |
|---|---|---|---|
| Atmohua’s Soul Core of Retreat | Body Armour | 40% increased Maximum Energy Shield from Focus | Gain additional Ailment Threshold equal to 15% of maximum Energy Shield |
| Atmohua’s Soul Core of Retreat | Focus | 30% increased Maximum Energy Shield from Body Armour | Gain additional Stun Threshold equal to 15% of maximum Energy Shield |
| Cholotl’s Soul Core of War | Bow | 20% chance to Chain an additional time from terrain | 20% increased Projectile Speed |
| Estazunti’s Soul Core of Convalescence | Boots | 15% increased speed of Recoup Effects | 12% increased speed of Recoup Effects |
| Estazunti’s Soul Core of Convalescence | Helmet | 10% of Damage taken Recouped as Life | 8% of Damage taken Recouped as Life |
| Jiquani’s Thesis Soul Core | Helmet | +1 to Maximum Mana per 3 Item Armour on Equipped Helmet | +1 to Maximum Mana per 2 Item Energy Shield on Equipped Helmet |
| Uromoti’s Soul Core of Attenuation | Boots | 20% increased Curse Duration; 20% increased Poison Duration | 15% increased Curse Duration; 15% increased Poison Duration |
| Soul Core of Atmohua | Martial Weapon / Armour | Convert 40% of Requirements to Strength | Convert 20% of Requirements to Strength |
| Soul Core of Cholotl | Martial Weapon / Armour | Convert 40% of Requirements to Dexterity | Convert 20% of Requirements to Dexterity |
| Soul Core of Zantipi | Martial Weapon / Armour | Convert 40% of Requirements to Intelligence | Convert 20% of Requirements to Intelligence |
| Soul Core of Citaqualotl | Martial Weapon | 40% increased Elemental Damage with Attacks | 30% increased Elemental Damage with Attacks |
| Soul Core of Citaqualotl | Armour | +6% to all Elemental Resistances | +5% to all Elemental Resistances |
| Soul Core of Jiquani (Limit 1) | Martial Weapon | Recover 5% of Maximum Life on Kill | Recover 2% of Maximum Life on Kill |
| Soul Core of Jiquani (Limit 1) | Body Armour | 5% increased Maximum Life | 3% increased Maximum Life |
| Soul Core of Opiloti (Limit 1) | Martial Weapon | 40% increased Magnitude of Bleeding | 15% chance to cause Bleeding on Hit |
| Soul Core of Opiloti (Limit 1) | Helmet | 25% increased Pin Duration | 20% increased Charm Charges Gained |
| Soul Core of Puhuarte (Limit 1) | Martial Weapon | 40% increased Ignite Magnitude | 30% increased Flammability Magnitude |
| Soul Core of Puhuarte (Limit 1) | Gloves | +2% to Maximum Fire Resistance | +1% to Maximum Fire Resistance |
| Soul Core of Tacati | Armour | +13% to Chaos Resistance | +11% to Chaos Resistance |
| Soul Core of Tacati | Martial Weapon | 25% increased Magnitude of Poison | 15% chance to Poison on Hit with this Weapon |
| Soul Core of Ticaba (Limit 1) | Body Armour / Shield | Hits against you have 50% reduced Critical Damage Bonus | Hits against you have 20% reduced Critical Damage Bonus |
| Soul Core of Topotante (Limit 1) | Martial Weapon | Attacks with this Weapon Penetrate 25% Elemental Resistances | Attacks Penetrate 15% Elemental Resistances |
| Soul Core of Topotante (Limit 1) | Boots | 25% reduced Effect of Non-Damaging Ailments on you | 25% increased Elemental Ailment Threshold |
| Soul Core of Tzamoto (Limit 1) | Martial Weapon | 60% increased Freeze Buildup | 30% increased Freeze Buildup |
| Soul Core of Tzamoto (Limit 1) | Helmet | +2% to Maximum Cold Resistance | +1% to Maximum Cold Resistance |
| Soul Core of Xopec (Limit 1) | Martial Weapon | 25% increased Magnitude of Shocks you inflict | 30% increased chance to Shock |
| Soul Core of Xopec (Limit 1) | Boots | +2% to Maximum Lightning Resistance | +1% to Maximum Lightning Resistance |
| Soul Core of Zalatl (Limit 1) | Martial Weapon | Recover 4% of Maximum Mana on Kill | Recover 2% of Maximum Mana on Kill |
| Soul Core of Zalatl (Limit 1) | Helmet | 5% increased Maximum Mana | 3% increased Maximum Mana |
The big theme is DoT and ailment builds got stronger and more reliable. Instead of rolling the dice on a 15% chance to Poison, Bleed, or Shock on hit, the weapon versions of Tacati, Opiloti, and Xopec now scale the magnitude of the ailment — so once your build reliably applies the ailment, the core always improves it. Puhuarte (Ignite) and Tzamoto (Freeze) got the same magnitude / buildup treatment plus doubled maximum resistance bonuses on their defensive slots.
A few call-outs:
- Jiquani’s Thesis was reworked for armour helmets. It now converts Item Armour (not Energy Shield) into Mana, so Energy Shield-based mana stackers lost their enabler while armour-based Mana builds gained one.
- Atmohua’s Retreat is now a Focus + Body Armour Energy Shield synergy core, no longer an Ailment/Stun threshold tool.
- Cholotl’s War is a niche bow chain-from-terrain clear core, not a projectile-speed core anymore.
- The three requirement-conversion cores (Atmohua, Cholotl, Zantipi) doubled from 20% to 40%, making off-attribute items much easier to equip.
Limit 1: What It Means for Your Gear Plan
A core marked Limited to 1 is restricted to one equipped copy per character, not one copy per item. Equipping more than one copy of the same Limited core across your items can disable the affected gear.
In 0.5.5 the following cores carry Limit 1:
- All 17 new cores (the 13 Jiquani tag cores and the 4 Atziri corrupted-item cores).
- Eight reworked existing cores: Jiquani, Opiloti, Puhuarte, Ticaba, Topotante, Tzamoto, Xopec, and Zalatl.
There is also a separate rule for the four level 60 Ancient Thesis cores: they share one character-wide limit across the entire Ancient Augment category, so you can never run more than one Ancient Augment at a time.
The build impact is real:
- You cannot double-dip a core’s two slot effects. The same core often has a weapon damage effect and an armour defensive effect, but Limit 1 means you pick one. For example, Soul Core of Jiquani gives Life-on-Kill in a weapon or maximum Life in Body Armour — you must choose mapping sustain or always-on survivability.
- No more stacking duplicate ailment or maximum-resistance cores. Pre-patch builds that ran several copies of a strong core to stack bonuses no longer can.
- Socket choices are now opportunity-cost decisions. Every Limited core in a socket is a different Limited core (or a stackable Rune / basic core) you are not using. Plan the full set together rather than slotting reactively.
- Legacy gear may show old setups, but equipping more copies than the current character-wide limit allows can disable the items. Follow the text on the current core, not a pre-0.5.5 showcase.
Which Cores Fit Your Build?
Match the core to a mechanic your build already has. The ailment magnitude cores do not give you the ailment — you still need a source of Poison, Bleed, Ignite, Freeze, or Shock. The tag cores need the exact gem tag. Here is a practical priority list by build type.
| Build / damage type | Priority cores | Why |
|---|---|---|
| Fire / Ignite attackers | Puhuarte (weapon: 40% Ignite Magnitude), Topotante (25% elemental pen), Citaqualotl (40% elemental attack damage) | Ignite magnitude plus penetration is the biggest damage multiplier; Gloves Puhuarte adds +2% max Fire Resistance |
| Cold / Freeze attackers | Tzamoto (weapon: 60% Freeze Buildup), Topotante, Citaqualotl | Doubled freeze buildup locks targets down; Helmet Tzamoto adds +2% max Cold Resistance |
| Lightning / Shock attackers | Xopec (weapon: 25% Shock Magnitude), Topotante, Citaqualotl | Stronger shocks raise damage taken; Boots Xopec adds +2% max Lightning Resistance |
| Elemental attacks (general) | Topotante (25% elemental penetration), Citaqualotl (40% elemental damage / +6% all res) | The best generic elemental attack weapon cores in 0.5.5 |
| Chaos / Poison | Tacati (weapon: 25% Poison Magnitude), Uromoti (20% Poison + Curse Duration), Tacati armour (+13% Chaos Res) | Poison magnitude plus longer duration; Atziri Inoculation stacks Chaos Res in a corrupted set |
| Bleed | Opiloti (weapon: 40% Bleed Magnitude) | Converts the old random bleed chance into a guaranteed bleed damage multiplier |
| Minions / Summoners | Atziri Devotion (Spirit per Corrupted item), Jiquani Radiance (+1 Herald levels), Xipocado’s Dominion for Command Skills (existing core) | Extra Spirit funds more minions or reservation; Radiance buffs Heralds |
| Totems | Jiquani Automation (+1 Totem gem levels) | Direct level scaling for every Totem skill |
| Curses / Hex scaling | Jiquani Malediction (+1 Curse levels), Uromoti (20% Curse Duration) | More curse magnitude and duration together |
| Warcries | Jiquani Rallying (+1 Warcry levels) | Buffs the core Warcry effect |
| Marks / boss single target | Jiquani Targeting (+1 Mark levels) | Strengthens the marked-enemy debuff |
| Melee Strikes | Jiquani Severing (+1 Strike levels), Opiloti/Tacati/Puhuarte/Xopec by damage type | Gem levels for the main hit plus the right ailment core |
| Slams | Jiquani Quaking (+1 Slam levels) | Level scaling for the main Slam |
| Novas | Jiquani Rippling (+1 Nova levels) | Works for both Nova casters and attackers |
| Grenades | Jiquani Munitions (+1 Grenade levels) | For Grenade-tagged weapon skills |
| Hazards / ground DoT | Jiquani Snares (+1 Hazard levels), Tacati poison magnitude | Levels plus poison scaling for ground-effect DoT |
| Plants / Overgrowth | Jiquani Abundance (+1 Plant levels) | Buffs the Plant skill package |
| Wind skills | Jiquani Squalls (+1 Wind levels) | Only Wind-tagged skills benefit |
| Storm / lightning skills | Jiquani Thundering (+1 Storm levels) | Confirm the Storm tag — not every lightning skill qualifies |
| Energy Shield + Focus | Atmohua’s Retreat (ES from Focus / Body Armour) | Rewards pairing a Focus and Body Armour in one ES build |
| Life sustain / recovery | Jiquani (5% Life on Kill or 5% max Life), Estazunti Convalescence (Recoup), Atziri Vitality | Body Armour Jiquani works on bosses; weapon Life-on-Kill is mapping sustain only |
| Mana stacking | Zalatl (5% max Mana / Mana on Kill), Jiquani’s Thesis (Mana from helmet armour) | Helmet Zalatl and Thesis are always-on; weapon Zalatl is clear sustain |
| Anti-crit defence | Ticaba (50% reduced enemy crit damage bonus) | Strong protection in Body Armour or Shield against high-crit endgame hits |
| Off-attribute gearing | Atmohua / Cholotl / Zantipi (40% requirement conversion) | Doubled conversion makes off-attribute items practical |
| Spell crit (Wand/Staff) | Soul Core of Vizoma (30% increased Critical Hit Chance for Spells, existing core) | Note the elemental ailment magnitude cores are for attacks; spell crit uses the Vizoma line |
A useful rule of thumb: the Jiquani tag cores are weapon slots that compete with the ailment and penetration cores. If your main skill’s damage scales hard with gem levels (Strikes, Slams, Novas, Totems), the tag core often wins. If you are an elemental attacker whose damage already scales off penetration and ailment magnitude, Topotante plus the matching elemental core usually wins. Always check the skill panel before and after socketing.
Where to Farm Soul Cores
The Trial of Chaos is the primary Soul Core source, and 0.5.5 made it far better to run:
- Completed runs pay Currency and Soul Cores only. Corrupted items were removed from the completion reward pool, so a clear run is now a direct shot at cores and crafting currency.
- A reward chest spawns at the end of every room, so dying no longer forfeits your entire haul — chests you opened stay collected.
- You can leave and resume a run from the same room, so you are no longer locked into a full session.
- Endgame Trials (entered with an area level 65 or higher Inscribed Ultimatum) are where the level 50 named cores — including all 17 new ones — come from. Lower-level Trials supply the basic cores.
- The area now carries inherent bonuses based on area level (more Magic/Rare monsters, bigger packs, better boss drop quality/quantity, and Exceptional item access) to compensate for Atlas passives not applying inside the Trial.
- On a 10-Trial Inscribed Ultimatum you can continue immediately twice without another Ultimatum, carrying difficulty and reward quality forward for different Trialmaster Fragments — with an optional double-or-nothing Currency wager.
- Core Destabiliser gambling can duplicate a core, transform it into another same-tier core, turn it into one of the four Ancient Thesis cores, or destroy it. Treat this as a gamble, not a deterministic upgrade.
In trade leagues, every core is tradable on the Currency Exchange, so compare the price of a specific named core against running Trials yourself — selling one sought-after tag or Atziri core can fund several broader upgrades. In Solo Self-Found, keep one copy of every unfamiliar core and separate Limited cores from stackable ones. For the full encounter strategy, see the Trial of Chaos rework guide.
FAQ
Do the new Jiquani cores work for spells, or only attacks? They check the gem tag, not the skill’s damage type. +1 to Level of all Totem, Curse, Nova, or Storm Skill Gems applies to any skill with that tag, whether attack or spell. Confirm the tag on your skill — a lightning spell without the Storm tag gets nothing from Thundering.
Are the Atziri cores safe to slot into leveling gear? No. They are Socket-bound, meaning once slotted they cannot be removed, replaced, or extracted, and their bonus only scales well once you have many Corrupted items equipped. Commit one only to a finished, endgame piece.
Can I use the same core in my weapon and my armour for both effects? Not for Limited to 1 cores — and all 17 new cores plus eight reworked cores are Limited to 1 character-wide. You must choose the weapon effect or the armour effect.
Do the ailment cores (Tacati, Opiloti, Puhuarte, Xopec) give me a chance to inflict the ailment? No. They increase magnitude (or buildup for Freeze) of an ailment your build already applies. You still need a source of Poison, Bleed, Ignite, Shock, or Freeze — the core makes those ailments stronger, not guaranteed.
Where do the new level 50 cores drop? From the endgame Trial of Chaos entered with an area level 65 or higher Inscribed Ultimatum, and from trade. Completing rooms and the full run awards Currency and Soul Cores; the four Ancient Thesis cores come only from Core Destabiliser outcomes or trade.
Sources
- Official 0.5.5 Patch Notes (Forbidden Rites)
- Path of Exile 2 0.5.5 Patch Notes breakdown — allthings.how
- Forbidden Rites item data (new Soul Core effects) — poe2db.tw
- All 0.5.5 Soul Cores effects and uses — ExpCarry
Was this guide helpful?
Help us improve PoE2Path with your feedback.