Jewel Unique /177 ⍟

Jewel Unique /177 ⍟

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Brawn Crimson Jewel
Requires Level: 20
(4–6)% increased Strength
(4–6)% increased Dexterity
(10–15)% reduced Intelligence
Inertia Crimson Jewel
Requires Level: 20
Dexterity from Passives in Radius is Transformed to Strength
local_jewel_effect_base_radius [1500]
Vampire's Might Crimson Jewel
Requires Level: 20
(10–20)% reduced total Recovery per second from Life Leech
(25–30)% increased Damage while Leeching
Survival Skills Crimson Jewel
Requires Level: 20
10% increased Global Physical Damage
+50 to Armour
Inspired Learning Crimson Jewel
Requires Level: 20
With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds
local_jewel_effect_base_radius [800]
Martial Artistry Crimson Jewel
Requires Level: 20
+(3–4) to Melee Strike Range while Unarmed
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Passive Skills in Radius also grant: 1% increased Attack Speed with Unarmed Attacks
local_jewel_effect_base_radius [800]
Spire of Stone Crimson Jewel
Requires Level: 20
3% increased Totem Life per 10 Strength Allocated in Radius
local_jewel_effect_base_radius [1500]
Totems cannot be Stunned
Mantra of Flames Crimson Jewel
Requires Level: 20
Adds (3–5) to (8–12) Fire Attack Damage per Buff on you
Adds (2–3) to (5–8) Fire Spell Damage per Buff on you
Combustibles Crimson Jewel
Requires Level: 20
10% reduced Quantity of Items found
(20–30)% increased Burning Damage

Corrupted
The Naming Temporary Crimson Jewel
Requires Level: 20
10% chance to Fortify on Melee hit
(Fortify grants 20% less Damage Taken from Hits)
Fragile Bloom Crimson Jewel
Requires Level: 20
Maximum 10 Fragile Regrowth
0.7% of Life Regenerated per second per Fragile Regrowth
Lose all Fragile Regrowth when Hit
Gain 1 Fragile Regrowth each second
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Rain of Splinters Crimson Jewel
Requires Level: 20
(30–50)% reduced Totem Damage
Totems fire 2 additional Projectiles
Efficient Training Crimson Jewel
Requires Level: 20
+(16–24) to Strength
Intelligence from Passives in Radius is Transformed to Strength
local_jewel_effect_base_radius [1500]
Atziri's Reign Crimson Jewel
Requires Level: 20
(15–20)% increased Vaal Skill Effect Duration
Corrupted
Blood Sacrifice Crimson Jewel
Requires Level: 20
Recover 1% of Mana on Kill
Lose 1% of Life on Kill
Lose 1% of Energy Shield on Kill

Corrupted
Warlord's Reach Crimson Jewel
Requires Level: 20
8% increased Attack Damage
+1 to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Conqueror's Efficiency Crimson Jewel
Requires Level: 20
2% reduced Mana Reserved
4% increased Skill Effect Duration
3% reduced Mana Cost of Skills
Ancient Waystones Crimson Jewel
Requires Level: 20
60% reduced Mana Cost of Totem Skills that cast an Aura
Corrupted
Zerphi's Youth Crimson Jewel
Requires Level: 20
With 5 Corrupted Items Equipped: Gain Soul Eater for 10 seconds on Vaal Skill use
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining bonuses for each)
(Flasks and Jewels are not Equipped)

Corrupted
Fragility Crimson Jewel
Requires Level: 20
-1 to Maximum Endurance Charges
Corrupted
Fireborn Crimson Jewel
Requires Level: 20
Increases and Reductions to other Damage Types in Radius are Transformed to apply to Fire Damage
local_jewel_effect_base_radius [1200]
(The Damage Types are Physical, Fire, Cold, Lightning, and Chaos)
Energised Armour Crimson Jewel
Requires Level: 20
(15–20)% increased Armour
Increases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value
local_jewel_effect_base_radius [1500]
Might in All Forms Crimson Jewel
Requires Level: 20
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
local_jewel_effect_base_radius [1200]
Izaro's Turmoil Crimson Jewel
Requires Level: 20
(18–25)% increased Fire Damage
(18–25)% increased Cold Damage
2% chance to Freeze
2% chance to Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
The Vigil Crimson Jewel
Requires Level: 20
With at least 40 Strength in Radius, Vigilant Strike
Fortifies you and Nearby Allies for 12 seconds
local_jewel_effect_base_radius [1200]
(10–15)% increased Armour
Rapid Expansion Crimson Jewel
Requires Level: 20
(8–12)% increased Global Physical Damage
With at least 40 Strength in Radius, Ground Slam
has a 50% increased angle
local_jewel_effect_base_radius [1200]
With at least 40 Strength in Radius, Ground Slam has a 35% chance
to grant an Endurance Charge when you Stun an Enemy
Shattered Chains Crimson Jewel
Requires Level: 20
(10–15)% increased Cold Damage
With at least 40 Strength in Radius, 20% increased
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
local_jewel_effect_base_radius [1200]
Weight of the Empire Crimson Jewel
Requires Level: 20
(8–12)% increased Global Physical Damage
With at least 40 Strength in Radius, Heavy Strike has a
20% chance to deal Double Damage
local_jewel_effect_base_radius [1200]
Emperor's Might Crimson Jewel
Requires Level: 20
3% increased Character Size
10% increased Damage
(4–6)% increased Strength
Grand Spectrum Crimson Jewel
Requires Level: 20
+7% to all Elemental Resistances per Grand Spectrum
number_of_stackable_unique_jewels [1]
Coated Shrapnel Crimson Jewel
Requires Level: 20
Traps and Mines have a 25% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Passive Skills in Radius also grant: Traps and Mines deal (2–3) to (4–6) added Physical Damage
local_jewel_effect_base_radius [800]
Underdog's Fury Crimson Jewel
Requires Level: 20
Primordial Might Crimson Jewel
Requires Level: 20
(25–30)% increased Damage if you Summoned a Golem in the past 8 seconds
Golems Summoned in the past 8 seconds deal (35–45)% increased Damage
Golems have (18–22)% increased Maximum Life
Primordial
Summoned Golems are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
The Red Dream Crimson Jewel
Requires Level: 20
Gain 5% of Fire Damage as Extra Chaos Damage
Passives granting Fire Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain an Endurance Charge on Kill
local_jewel_effect_base_radius [1500]
The Red Nightmare Crimson Jewel
Requires Level: 20
Gain 5% of Fire Damage as Extra Chaos Damage
Passives granting Fire Resistance or all Elemental Resistances in Radius
also grant Chance to Block Attack Damage at 35% of its value
Passives granting Fire Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain an Endurance Charge on Kill
local_jewel_effect_base_radius [1500]
Winter Burial Crimson Jewel
Requires Level: 20
(10–15)% increased Cold Damage
With at least 40 Strength in Radius, Glacial Hammer deals
Cold-only Splash Damage to surrounding targets
With at least 40 Strength in Radius, 25% of Glacial
Hammer Physical Damage Converted to Cold Damage
local_jewel_effect_base_radius [1200]
Wildfire Crimson Jewel
Requires Level: 20
(10–15)% increased Fire Damage
With at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground
With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time
With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles
local_jewel_effect_base_radius [1200]
Overwhelming Odds Crimson Jewel
Requires Level: 20
(10–15)% increased Global Physical Damage
With at least 40 Strength in Radius, Cleave grants Fortify on Hit
With at least 40 Strength in Radius, Cleave has +1 to Radius per Nearby
Enemy, up to +10
local_jewel_effect_base_radius [1200]
(Fortify grants 20% less Damage Taken from Hits)
Might of the Meek Crimson Jewel
Requires Level: 20
50% increased Effect of non-Keystone Passive Skills in Radius
Notable Passive Skills in Radius grant nothing
local_jewel_effect_base_radius [1500]
Tempered Flesh Crimson Jewel
Requires Level: 20
-1 Strength per 1 Strength on Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius
Combat Focus Crimson Jewel
Requires Level: 20
(10–15)% increased Elemental Damage with Attack Skills
With 40 total Strength and Intelligence in Radius, Elemental Hit and Wild Strike cannot choose Cold
local_jewel_effect_base_radius [1200]
With 40 total Strength and Intelligence in Radius, Elemental Hit and Wild Strike deal 50% less Cold Damage
Transcendent Flesh Crimson Jewel
Requires Level: 20
-1 Strength per 1 Strength on Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
+7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius
3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius
2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius
Thread of Hope Crimson Jewel
Requires Level: 20
Only affects Passives in Small Ring
(This Jewel has both a minimum and maximum Radius. Only Passives between the two are considered to be in the Jewel's Radius)
Passives in Radius can be Allocated without being connected to your tree
(-20–-10)% to all Elemental Resistances
Replica Conqueror's Efficiency Crimson Jewel
Requires Level: 20
4% increased Skill Effect Duration
+5 to Maximum Rage
Non-Channelling Skills have -9 to Total Mana Cost
Replica Fragile Bloom Crimson Jewel
Requires Level: 20
Maximum 5 Fragile Regrowth
0.7% of Life Regenerated per second per Fragile Regrowth
Gain up to maximum Fragile Regrowth when Hit
Lose 1 Fragile Regrowth each second
Replica Blood Sacrifice Crimson Jewel
Requires Level: 20
Recover 1% of Life on Kill
Recover 1% of Energy Shield on Kill
Cannot Leech or Regenerate Mana
Replica Primordial Might Crimson Jewel
Requires Level: 20
-1 to maximum number of Golems
(25–30)% increased Damage if you Summoned a Golem in the past 8 seconds
Golems Summoned in the past 8 seconds deal (100–125)% increased Damage
Golems have (18–22)% increased Maximum Life
Primordial
Summoned Golems are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
Fluid Motion Viridian Jewel
Requires Level: 20
Strength from Passives in Radius is Transformed to Dexterity
local_jewel_effect_base_radius [1500]
Intuitive Leap Viridian Jewel
Requires Level: 20
Passives in Radius can be Allocated without being connected to your tree
local_jewel_effect_base_radius [800]
Lioneye's Fall Viridian Jewel
Requires Level: 20
Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
local_jewel_effect_base_radius [1200]
Survival Instincts Viridian Jewel
Requires Level: 20
+20 to Dexterity
+6% to all Elemental Resistances
Cannibalistic Habits Viridian Jewel
Requires Level: 20
Recover 2% of Life when you Consume a corpse
Apparitions Viridian Jewel
Requires Level: 20
Minions have (2–5)% chance to Dodge Attack Hits
Hotheaded Viridian Jewel
Requires Level: 20
(10–20)% increased Movement Speed while Ignited
(10–20)% increased Attack Speed while Ignited
(10–20)% increased Cast Speed while Ignited
Weight of Sin Viridian Jewel
Requires Level: 20
15% reduced Movement Speed
(15–20)% increased Chaos Damage

Corrupted
Specialised Viridian Jewel
Requires Level: 20
4% increased Attributes per allocated Keystone
(Attributes are Strength, Dexterity, and Intelligence)
Miser of Misery Viridian Jewel
Requires Level: 20
+3 Life gained for each Elemental Ailment on Enemies hit by your Attacks
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+3 Life gained for each Elemental Ailment on Enemies hit by your Spells
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Careful Planning Viridian Jewel
Requires Level: 20
Intelligence from Passives in Radius is Transformed to Dexterity
local_jewel_effect_base_radius [1500]
Hidden Potential Viridian Jewel
Requires Level: 20
(20–25)% increased Damage for each Magic Item Equipped
(Flasks and Jewels are not Equipped)
Sacrificial Harvest Viridian Jewel
Requires Level: 20
(20–30)% chance to gain an additional Vaal Soul on Kill
Corrupted
Self-Flagellation Viridian Jewel
Requires Level: 20
(10–20)% increased Damage per Curse on you
An additional Curse can be applied to you

Corrupted
Poacher's Aim Viridian Jewel
Requires Level: 20
Projectiles Pierce an additional Target
10% increased Projectile Damage
Conqueror's Longevity Viridian Jewel
Requires Level: 20
8% increased Life Recovery from Flasks
2% chance to Dodge Attack Hits
3% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Chill of Corruption Viridian Jewel
Requires Level: 20
50% chance to gain an additional Vaal Soul per Enemy Shattered
Corrupted
Hungry Abyss Viridian Jewel
Requires Level: 20
With 5 Corrupted Items Equipped: Life Leech recovers based on your Chaos Damage instead
(Flasks and Jewels are not Equipped)

Corrupted
Pacifism Viridian Jewel
Requires Level: 20
-1 to Maximum Frenzy Charges
Corrupted
Pugilist Viridian Jewel
Requires Level: 20
1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
local_jewel_effect_base_radius [1500]
1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Cold Steel Viridian Jewel
Requires Level: 20
Increases and Reductions to Physical Damage in Radius are Transformed to apply to Cold Damage
Increases and Reductions to Cold Damage in Radius are Transformed to apply to Physical Damage
local_jewel_effect_base_radius [1500]
Static Electricity Viridian Jewel
Requires Level: 20
Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius
Adds 1 to 2 Lightning Damage to Attacks
local_jewel_effect_base_radius [1500]
Volley Fire Viridian Jewel
Requires Level: 20
With at least 40 Dexterity in Radius, Barrage fires an additional 6 projectiles simultaneously on the first and final attacks
local_jewel_effect_base_radius [1200]
(7–10)% increased Projectile Damage
Spirit Guards Viridian Jewel
Requires Level: 20
Minions deal (8–12)% increased Damage
local_jewel_effect_base_radius [1200]
With at least 40 Dexterity in Radius, Animate Weapon can Animate up to 12 Ranged Weapons
Pitch Darkness Viridian Jewel
Requires Level: 20
(10–15)% increased Fire Damage
With at least 40 Dexterity in Radius, Burning Arrow has a 10% chance to spread Tar if it does not Ignite an Enemy
local_jewel_effect_base_radius [1200]
With at least 40 Dexterity in Radius, Burning Arrow has a 10% chance to spread Burning Ground if it Ignites an Enemy
Steel Spirit Viridian Jewel
Requires Level: 20
(7–10)% increased Projectile Damage
With at least 40 Dexterity in Radius, each Spectral Throw Projectile gains 5% increased Damage each time it Hits
local_jewel_effect_base_radius [1200]
Growing Agony Viridian Jewel
Requires Level: 20
(8–12)% increased Damage over Time
With at least 40 Dexterity in Radius, Viper Strike deals 2% increased Damage with Hits and Poison for each Poison on the Enemy
local_jewel_effect_base_radius [1200]
With at least 40 Dexterity in Radius, Viper Strike has a 10% chance per Poison on Enemy to grant Unholy Might for 4 seconds on Hit
Cheap Construction Viridian Jewel
Requires Level: 20
10% reduced Trap Duration
Can have up to 1 additional Trap placed at a time
Hair Trigger Viridian Jewel
Requires Level: 20
(15–25)% increased Trap Damage
(40–60)% increased Trap Trigger Area of Effect
Emperor's Cunning Viridian Jewel
Requires Level: 20
3% increased Character Size
20% increased Global Accuracy Rating
(4–6)% increased Dexterity
Grand Spectrum Viridian Jewel
Requires Level: 20
15% increased Elemental Damage per Grand Spectrum
number_of_stackable_unique_jewels [1]
Primordial Eminence Viridian Jewel
Requires Level: 20
Golems have (16–20)% increased Attack and Cast Speed
30% increased Effect of Buffs granted by your Golems
Golems have +(800–1000) to Armour
Primordial
The Green Dream Viridian Jewel
Requires Level: 20
Gain 5% of Cold Damage as Extra Chaos Damage
Passives granting Cold Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Frenzy Charge on Kill
local_jewel_effect_base_radius [1500]
The Green Nightmare Viridian Jewel
Requires Level: 20
Gain 5% of Cold Damage as Extra Chaos Damage
Passives granting Cold Resistance or all Elemental Resistances in Radius
also grant Chance to Dodge Attack Hits at 35% of its value
Passives granting Cold Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Frenzy Charge on Kill
local_jewel_effect_base_radius [1500]
Sudden Ignition Viridian Jewel
Requires Level: 20
(10–15)% increased Fire Damage
With at least 40 Dexterity in Radius, Burning Arrow can inflict
an additional Ignite on an Enemy and cannot apply its Burning Debuff
local_jewel_effect_base_radius [1200]
Ring of Blades Viridian Jewel
Requires Level: 20
(10–15)% increased Global Physical Damage
With at least 40 Dexterity in Radius, Ethereal Knives fires Projectiles in a circle
With at least 40 Dexterity in Radius, Ethereal Knives fires 5 additional Projectiles
local_jewel_effect_base_radius [1200]
Fight for Survival Viridian Jewel
Requires Level: 20
(10–15)% increased Cold Damage
local_jewel_effect_base_radius [1200]
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
Omen on the Winds Viridian Jewel
Requires Level: 20
(15–20)% increased Damage with Hits against Chilled Enemies
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 5 additional Targets
local_jewel_effect_base_radius [1200]
Might and Influence Viridian Jewel
Requires Level: 20
(10–15)% increased Attack Damage
local_jewel_effect_base_radius [1200]
With at least 40 Dexterity in Radius, Dual Strike Hits Intimidate Enemies for
4 seconds while wielding an Axe
(Intimidated enemies take 10% increased Attack Damage)
With at least 40 Dexterity in Radius, Dual Strike has (10–15)% increased Attack
Speed while wielding a Claw
With at least 40 Dexterity in Radius, Dual Strike has +(20–30)% to Critical Strike
Multiplier while wielding a Dagger
With at least 40 Dexterity in Radius, Dual Strike deals Splash Damage
to surrounding targets while wielding a Mace
With at least 40 Dexterity in Radius, Dual Strike has (20–30)% increased
Accuracy Rating while wielding a Sword
Collateral Damage Viridian Jewel
Requires Level: 20
(10–15)% increased Global Physical Damage
With at least 40 Dexterity in Radius, Galvanic Arrow deals 50% increased Area Damage
With at least 40 Dexterity in Radius, Galvanic Arrow has 25% increased Area of Effect
local_jewel_effect_base_radius [1200]
Choking Ash Viridian Jewel
Requires Level: 20
(10–15)% increased Fire Damage
With at least 40 Dexterity in Radius, Fire Trap throws up to 1 additional Trap
local_jewel_effect_base_radius [1200]
Straight and True Viridian Jewel
Requires Level: 20
(7–10)% increased Projectile Damage
With at least 40 Dexterity in Radius, Split Arrow fires Projectiles in Parallel
local_unique_jewel_split_arrow_projectiles_fire_in_parallel_y_dist_with_40_dex_in_radius [5]
local_jewel_effect_base_radius [1200]
Pure Talent Viridian Jewel
Requires Level: 20
While your Passive Skill Tree connects to the Duelist's starting location, you gain:
1% of Attack Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
While your Passive Skill Tree connects to the Ranger's starting location, you gain:
7% increased Movement Speed
While your Passive Skill Tree connects to the Shadow's starting location, you gain:
+0.5% to Critical Strike Chance
While your Passive Skill Tree connects to the Witch's starting location, you gain:
0.5% of Mana Regenerated per second
While your Passive Skill Tree connects to the Templar's starting location, you gain:
Damage Penetrates 5% Elemental Resistances
While your Passive Skill Tree connects to the Scion's starting location, you gain:
+25 to All Attributes
(Attributes are Strength, Dexterity, and Intelligence)
While your Passive Skill Tree connects to the Marauder's starting location, you gain:
Melee Skills have 15% increased Area of Effect
The Golden Rule Viridian Jewel
Requires Level: 20
(30–40)% increased Armour while Bleeding
Bleeding you inflict is Reflected to you
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+1% to Chaos Resistance per Poison on you
Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Combat Focus Viridian Jewel
Requires Level: 20
(10–15)% increased Elemental Damage with Attack Skills
With 40 total Dexterity and Strength in Radius, Elemental Hit and Wild Strike cannot choose Lightning
local_jewel_effect_base_radius [1200]
With 40 total Dexterity and Strength in Radius, Elemental Hit and Wild Strike deal 50% less Lightning Damage
Tempered Spirit Viridian Jewel
Requires Level: 20
-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
2% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius
Transcendent Spirit Viridian Jewel
Requires Level: 20
-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
3% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius
+125 to Accuracy Rating per 10 Dexterity on Unallocated Passives in Radius
2% reduced Movement Speed per 10 Dexterity on Unallocated Passives in Radius
Unnatural Instinct Viridian Jewel
Requires Level: 20
Allocated Small Passive Skills in Radius grant nothing
(Passive Skills that are not Notable, Keystones, or Jewel Sockets are Small)
Grants all bonuses of Unallocated Small Passive Skills in Radius
local_jewel_effect_base_radius [800]
(Passive Skills that are not Notable, Keystones, or Jewel Sockets are Small)
Divide and Conquer Viridian Jewel
Requires Level: 20
(10–15)% increased Attack Damage while holding a Shield
With 40 total Dexterity and Strength in Radius, Spectral Shield Throw Chains +4 times
local_jewel_effect_base_radius [1200]
With 40 total Dexterity and Strength in Radius, Spectral Shield Throw fires Shard Projectiles when Chaining
With 40 total Dexterity and Strength in Radius, Spectral Shield Throw fires 75% less Shard Projectiles
Quickening Covenant Viridian Jewel
Requires Level: 20
Minions have (12–16)% increased Attack Speed
Minions have (12–16)% increased Cast Speed
Minions have (10–12)% chance to Dodge Attack Hits
Minions have (10–12)% chance to Dodge Spell Hits
Notable Passive Skills in Radius are Transformed to
instead grant: Minions have 25% reduced Movement Speed
local_jewel_effect_base_radius [1200]
Replica Hotheaded Viridian Jewel
Requires Level: 20
(10–20)% increased Attack Speed while Chilled
(10–20)% increased Cast Speed while Chilled
(10–20)% increased Movement Speed while Chilled
Replica Pure Talent Viridian Jewel
Requires Level: 20
While your Passive Skill Tree connects to the Marauder's starting location, you gain:
1% of Life Regenerated per second
While your Passive Skill Tree connects to the Duelist's starting location, you gain:
+2 to Melee Strike Range
While your Passive Skill Tree connects to the Ranger's starting location, you gain:
20% increased Flask Charges gained
While your Passive Skill Tree connects to the Shadow's starting location, you gain:
12% increased Attack and Cast Speed
While your Passive Skill Tree connects to the Witch's starting location, you gain:
20% increased Skill Effect Duration
While your Passive Skill Tree connects to the Templar's starting location, you gain:
+4% Chance to Block Attack and Spell Damage
While your Passive Skill Tree connects to the Scion's starting location, you gain:
30% increased Damage
Replica Cheap Construction Viridian Jewel
Requires Level: 20
(100–120)% increased Critical Strike Chance with Traps
Can have 5 fewer Traps placed at a time
Lord of Steel Viridian Jewel
Requires Level: 20
10% chance to Impale Enemies on Hit with Attacks
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel causes (40–50)% increased Reflected Damage
Lord of Steel Viridian Jewel
Requires Level: 20
Impale Damage dealt to Enemies Impaled by you Overwhelms 10% Physical Damage Reduction
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
Call of Steel has (80–100)% increased Use Speed
Call of Steel causes (40–50)% increased Reflected Damage
Lord of Steel Viridian Jewel
Requires Level: 20
5% increased Impale Effect
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel has (80–100)% increased Use Speed
To Dust Cobalt Jewel
Requires Level: 20
(10–20)% reduced Skeleton Duration
Minions deal (8–12)% increased Damage
(3–5)% increased Skeleton Movement Speed
(7–10)% increased Skeleton Attack Speed
(7–10)% increased Skeleton Cast Speed
Eldritch Knowledge Cobalt Jewel
Requires Level: 20
5% increased Chaos Damage per 10 Intelligence from Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
Selfless Leadership Cobalt Jewel
Requires Level: 20
Passives in Radius apply to Minions instead of you
local_jewel_effect_base_radius [800]
some_passives_apply_to_minions [1]
Survival Secrets Cobalt Jewel
Requires Level: 20
10% increased Elemental Damage
Regenerate 3 Mana per second
Fertile Mind Cobalt Jewel
Requires Level: 20
Dexterity from Passives in Radius is Transformed to Intelligence
local_jewel_effect_base_radius [1500]
Fortified Legion Cobalt Jewel
Requires Level: 20
Minions have (5–15)% increased maximum Life
Minions Recover 2% of their Life when they Block
Malicious Intent Cobalt Jewel
Requires Level: 20
5% chance to Gain Unholy Might for 4 seconds on Melee Kill
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
Clear Mind Cobalt Jewel
Requires Level: 20
(20–30)% increased Mana Regeneration Rate
(40–60)% increased Spell Damage while no Mana is Reserved
Brute Force Solution Cobalt Jewel
Requires Level: 20
Strength from Passives in Radius is Transformed to Intelligence
local_jewel_effect_base_radius [1500]
Vaal Sentencing Cobalt Jewel
Requires Level: 20
(80–120)% increased Vaal Skill Critical Strike Chance
+(22–30)% to Vaal Skill Critical Strike Multiplier

Corrupted
Fevered Mind Cobalt Jewel
Requires Level: 20
+(5–10) to Intelligence
Notable Passive Skills in Radius are Transformed to
instead grant: 10% increased Mana Cost of Skills and 20% increased Spell Damage
local_jewel_effect_base_radius [800]

Corrupted
Powerlessness Cobalt Jewel
Requires Level: 20
-1 to Maximum Power Charges
Corrupted
Assassin's Haste Cobalt Jewel
Requires Level: 20
4% increased Movement Speed
10% increased Mana Regeneration Rate
4% increased Attack and Cast Speed
Conqueror's Potency Cobalt Jewel
Requires Level: 20
3% increased effect of Non-Curse Auras from your Skills
Flasks applied to you have 8% increased Effect
4% increased Effect of your Curses
Mutated Growth Cobalt Jewel
Requires Level: 20
10% increased Experience Gain for Corrupted Gems
Corrupted
Corrupted Energy Cobalt Jewel
Requires Level: 20
With 5 Corrupted Items Equipped: 50% of Chaos Damage does not bypass Energy Shield, and 50% of Physical Damage bypasses Energy Shield
(Flasks and Jewels are not Equipped)

Corrupted
Brittle Barrier Cobalt Jewel
Requires Level: 20
20% faster start of Energy Shield Recharge
10% increased Damage taken while on Full Energy Shield

Corrupted
Anatomical Knowledge Cobalt Jewel
Requires Level: 20
(6–8)% increased maximum Life
Adds 1 to Maximum Life per 3 Intelligence Allocated in Radius
local_jewel_effect_base_radius [1500]
Energy From Within Cobalt Jewel
Requires Level: 20
(3–6)% increased maximum Energy Shield
Increases and Reductions to Life in Radius are Transformed to apply to Energy Shield
local_jewel_effect_base_radius [1500]
Healthy Mind Cobalt Jewel
Requires Level: 20
(15–20)% increased maximum Mana
Increases and Reductions to Life in Radius are Transformed to apply to Mana at 200% of their value
local_jewel_effect_base_radius [1500]
Rolling Flames Cobalt Jewel
Requires Level: 20
(10–15)% increased Fire Damage
With at least 40 Intelligence in Radius, Fireball cannot ignite
With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch
local_jewel_effect_base_radius [1200]
Winter's Bounty Cobalt Jewel
Requires Level: 20
With at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
local_jewel_effect_base_radius [1200]
(10–15)% increased Cold Damage
Spirited Response Cobalt Jewel
Requires Level: 20
(7–10)% increased maximum Mana
With at least 40 Intelligence in Radius, 10% of Damage taken gained as Mana over 4 seconds when Hit if you've Warcried Recently
local_jewel_effect_base_radius [1200]
(Recently refers to the past 4 seconds)
Dead Reckoning Cobalt Jewel
Requires Level: 20
With at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages
local_jewel_effect_base_radius [1200]
Minions have +(7–10)% to all Elemental Resistances
Reckless Defence Cobalt Jewel
Requires Level: 20
+(2–4)% Chance to Block Spell Damage
+(2–4)% Chance to Block Attack Damage
Hits have (140–200)% increased Critical Strike Chance against you
Unstable Payload Cobalt Jewel
Requires Level: 20
(8–12)% Chance for Traps to Trigger an additional time
Emperor's Wit Cobalt Jewel
Requires Level: 20
3% increased Character Size
30% increased Global Critical Strike Chance
(4–6)% increased Intelligence
Grand Spectrum Cobalt Jewel
Requires Level: 20
25% increased Critical Strike Chance per Grand Spectrum
number_of_stackable_unique_jewels [1]
Unending Hunger Cobalt Jewel
Requires Level: 20
(5–8)% increased Area of Effect
With at least 40 Intelligence in Radius, Raised Spectres have a 50% chance to gain Soul Eater for 20 seconds on Kill
local_jewel_effect_base_radius [1200]
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining bonuses for each)
Primordial Harmony Cobalt Jewel
Requires Level: 20
Golem Skills have (20–30)% increased Cooldown Recovery Rate
Summoned Golems have (30–45)% increased Cooldown Recovery Rate
(16–20)% increased Golem Damage for each Type of Golem you have Summoned
Summoned Golems Regenerate 2% of their Life per second
Primordial
The Blue Dream Cobalt Jewel
Requires Level: 20
Gain 5% of Lightning Damage as Extra Chaos Damage
Passives granting Lightning Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Power Charge on Kill
local_jewel_effect_base_radius [1500]
The Blue Nightmare Cobalt Jewel
Requires Level: 20
Gain 5% of Lightning Damage as Extra Chaos Damage
Passives granting Lightning Resistance or all Elemental Resistances in Radius
also grant Chance to Block Spell Damage at 35% of its value
Passives granting Lightning Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Power Charge on Kill
local_jewel_effect_base_radius [1500]
Violent Dead Cobalt Jewel
Requires Level: 20
Minions deal (8–12)% increased Damage
With at least 40 Intelligence in Radius, Raised
Zombies' Slam Attack has 100% increased Cooldown Recovery Rate
With at least 40 Intelligence in Radius, Raised Zombies' Slam
Attack deals 30% increased Damage
local_jewel_effect_base_radius [1200]
First Snow Cobalt Jewel
Requires Level: 20
(7–10)% increased Projectile Damage
With at least 40 Intelligence in Radius, Freezing Pulse fires 2 additional Projectiles
With at least 40 Intelligence in Radius, 25% increased Freezing Pulse Damage if
you've Shattered an Enemy Recently
local_jewel_effect_base_radius [1200]
(Recently refers to the past 4 seconds)
Frozen Trail Cobalt Jewel
Requires Level: 20
(7–10)% increased Projectile Damage
With at least 40 Intelligence in Radius, Frostbolt Projectiles gain 40% increased Projectile Speed per second
local_jewel_effect_base_radius [1200]
With at least 40 Intelligence in Radius, Frostbolt fires 2 additional Projectiles
Inevitability Cobalt Jewel
Requires Level: 20
(10–15)% increased Fire Damage
With at least 40 Intelligence in Radius, Magma Orb deals 40% more Damage per Chain
With at least 40 Intelligence in Radius, Magma Orb deals 50% less Damage
With at least 40 Intelligence in Radius, Magma Orb
has 10% increased Area of Effect per Chain
local_jewel_effect_base_radius [1200]
Spreading Rot Cobalt Jewel
Requires Level: 20
(7–13)% increased Chaos Damage
With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds
With at least 40 Intelligence in Radius, Blight has 50% increased Hinder Duration
local_jewel_effect_base_radius [1200]
Boundless Grasp Cobalt Jewel
Requires Level: 20
With at least 40 Intelligence in Radius, each Lightning Tendrils Repeat has 4% increased Area of Effect per Enemy Hit
local_jewel_effect_base_radius [1200]
Hazardous Research Cobalt Jewel
Requires Level: 20
(10–15)% increased Lightning Damage
With at least 40 Intelligence in Radius, Spark fires Projectiles in a circle
With at least 40 Intelligence in Radius, Spark fires 2 additional Projectiles
local_jewel_effect_base_radius [1200]
From Dust Cobalt Jewel
Requires Level: 20
Summon 4 additional Skeleton Warriors with Summon Skeleton
+1 second to Summon Skeleton Cooldown
The Long Winter Cobalt Jewel
Requires Level: 20
(10–15)% increased Cold Damage
With 40 Intelligence in Radius, Glacial Cascade has an additional Burst
local_jewel_effect_base_radius [1200]
With 40 Intelligence in Radius, 20% of Glacial Cascade Physical Damage
Converted to Cold Damage
Soul's Wick Cobalt Jewel
Requires Level: 20
0 to maximum number of Raised Zombies
0 to maximum number of Skeletons
+2 to maximum number of Spectres
(40–50)% reduced Mana Cost of Raise Spectre
Spectres have (800–1000)% increased Critical Strike Chance
Spectres have a Base Duration of 20 seconds
Spectres do not travel between Areas
Combat Focus Cobalt Jewel
Requires Level: 20
(10–15)% increased Elemental Damage with Attack Skills
With 40 total Intelligence and Dexterity in Radius, Elemental Hit and Wild Strike cannot choose Fire
local_jewel_effect_base_radius [1200]
With 40 total Intelligence and Dexterity in Radius, Elemental Hit and Wild Strike deal 50% less Fire Damage
Tempered Mind Cobalt Jewel
Requires Level: 20
-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
2% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius
Transcendent Mind Cobalt Jewel
Requires Level: 20
-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
local_jewel_effect_base_radius [1200]
+3% to Damage over Time Multiplier per 10 Intelligence on Unallocated Passives in Radius
3% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius
2% reduced Mana Recovery Rate per 10 Intelligence on Unallocated Passives in Radius
Fortress Covenant Cobalt Jewel
Requires Level: 20
Minions deal (35–45)% increased Damage
Minions have +(10–12)% Chance to Block Attack Damage
Minions have +(10–12)% Chance to Block Spell Damage
Notable Passive Skills in Radius are Transformed to
instead grant: Minions take 20% increased Damage
local_jewel_effect_base_radius [1200]
Replica Reckless Defence Cobalt Jewel
Requires Level: 20
+(2–4)% Chance to Block Spell Damage
+(2–4)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited
Replica Unstable Payload Cobalt Jewel
Requires Level: 20
Recover (20–30) Life when your Trap is triggered by an Enemy
Endless Misery Cobalt Jewel
Requires Level: 20
(7–10)% increased Elemental Damage
With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms
With at least 40 Intelligence in Radius, Discharge deals 60% less Damage
With at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect
local_jewel_effect_base_radius [1200]
Apex Mode Cobalt Jewel
Requires Level: 20
(20–25)% increased Spell Damage
Spells have 10% reduced Critical Strike Chance per Intensity
Spells which have gained Intensity Recently gain 1 Intensity every 0.5 Seconds
Nadir Mode Cobalt Jewel
Requires Level: 20
(20–25)% increased Spell Damage
Spells have 30% increased Critical Strike Chance per Intensity
Spells which have gained Intensity Recently lose 1 Intensity every 0.5 Seconds
Emperor's Mastery Prismatic Jewel
3% increased Character Size
4% increased maximum Life
(5–7)% increased Attributes
(Attributes are Strength, Dexterity, and Intelligence)
5% increased Global Defences
(Defences are Armour, Evasion Rating and Energy Shield)
The Anima Stone Prismatic Jewel
+1 to maximum number of Golems
+1 to maximum number of Summoned Golems if you have 3 Primordial Items Socketed or Equipped
Watcher's Eye Prismatic Jewel
(4–6)% increased maximum Energy Shield
(4–6)% increased maximum Life
(4–6)% increased maximum Mana
[Two random aura modifiers]
Watcher's Eye Prismatic Jewel
(4–6)% increased maximum Energy Shield
(4–6)% increased maximum Life
(4–6)% increased maximum Mana
[Three random aura modifiers]
Split Personality Prismatic Jewel
This Jewel's Socket has 25% increased effect per Allocated Passive Skill between
it and your Class' starting location
(Always counts the shortest possible path)
+5 to Dexterity
+5 to maximum Mana
Glorious Vanity Timeless Jewel
Requires Level: 20
Bathed in the blood of (100–8000) sacrificed in the name of Xibaqua
Passives in radius are Conquered by the Vaal
local_jewel_effect_base_radius [1500]
Historic
(Conquered Passive Skills cannot be modified by other Jewels)
Militant Faith Timeless Jewel
Requires Level: 20
Carved to glorify (2000–10000) new faithful converted by High Templar Maxarius
Passives in radius are Conquered by the Templars
local_jewel_effect_base_radius [1500]
Historic
(Conquered Passive Skills cannot be modified by other Jewels)
[two random mods of devotion]
Brutal Restraint Timeless Jewel
Requires Level: 20
Denoted service of (500–8000) dekhara in the akhara of Balbala
Passives in radius are Conquered by the Maraketh
local_jewel_effect_base_radius [1500]
Historic
(Conquered Passive Skills cannot be modified by other Jewels)
Elegant Hubris Timeless Jewel
Requires Level: 20
Commissioned (2000–160000) coins to commemorate Cadiro
Passives in radius are Conquered by the Eternal Empire
local_jewel_effect_base_radius [1500]
Historic
(Conquered Passive Skills cannot be modified by other Jewels)
Lethal Pride Timeless Jewel
Requires Level: 20
Commanded leadership over (10000–18000) warriors under Kaom
Passives in radius are Conquered by the Karui
local_jewel_effect_base_radius [1500]
Historic
(Conquered Passive Skills cannot be modified by other Jewels)
Voices Large Cluster Jewel
Adds 3 Jewel Socket Passive Skills
(Added Passive Skills are never considered to be in Radius by other Jewels)
Adds 7 Small Passive Skills which grant nothing
(Added Passive Skills are never considered to be in Radius by other Jewels)

Corrupted
Voices Large Cluster Jewel
Adds 3 Jewel Socket Passive Skills
(Added Passive Skills are never considered to be in Radius by other Jewels)
Adds 5 Small Passive Skills which grant nothing
(Added Passive Skills are never considered to be in Radius by other Jewels)

Corrupted
Voices Large Cluster Jewel
Adds 3 Jewel Socket Passive Skills
(Added Passive Skills are never considered to be in Radius by other Jewels)
Adds 3 Small Passive Skills which grant nothing
(Added Passive Skills are never considered to be in Radius by other Jewels)

Corrupted
Voices Large Cluster Jewel
Adds 3 Jewel Socket Passive Skills
(Added Passive Skills are never considered to be in Radius by other Jewels)
Adds 1 Small Passive Skill which grants nothing
(Added Passive Skills are never considered to be in Radius by other Jewels)

Corrupted
Megalomaniac Medium Cluster Jewel
0
Adds 4 Passive Skills
(Passive Skills that are not Notable, Keystones, or Jewel Sockets are Small)
(Added Passive Skills are never considered to be in Radius by other Jewels)
(All Added Passive Skills are Small unless otherwise specified)
Added Small Passive Skills grant Nothing

Corrupted
One With Nothing Small Cluster Jewel
Adds Hollow Palm Technique
Kitava's Teachings Small Cluster Jewel
Adds Disciple of Kitava
The Interrogation Small Cluster Jewel
Adds Secrets of Suffering
Calamitous Visions Small Cluster Jewel
Adds Lone Messenger
Natural Affinity Small Cluster Jewel
Adds Nature's Patience
The Siege Small Cluster Jewel
Adds Kineticism
Child of Violence Small Cluster Jewel
Adds Pitfighter
The Front Line Small Cluster Jewel
Adds Veteran's Awareness
Jewels The Help Panel

Jewels The Help Panel

Jewels

Jewels are items that have mods just like your weapons and armour. However, instead of being equipped, they are socketed in the passive skill tree. Jewels only work when they're socketed in a jewel socket that has been allocated with a passive point. If they are in an unallocated socket, the jewel won't do anything.

Just like other items, jewels can be normal, magic, rare or unique. They can be modified with currencies like other items, though unlike your weapons and armour, a rare jewel can only have up to four mods. Some unique jewels, such as Energised Armour above, can modify the passive skills around them:

Some unique jewels have a radius and change the behaviour of passive skills within that radius.

The colour of a jewel affects the likelihood of it having certain mods, but has no effect on your ability to socket it. Since the number of jewels you can socket is only limited by the number of jewel sockets you've allocated, some unique jewels have limits placed on them. If you have more of that type of jewel than the limit allows, the extra jewels won't have any effect.

Item Synthesis Corrupted Mods /1 ⍟

Item Synthesis Corrupted Mods /1 ⍟

Item ClassesMods
Jewel
  • (5–7)% increased Attack Damage if Corrupted
    level []
    level []
  • (5–7)% increased Spell Damage if Corrupted
    level []
    level []
  • Item Synthesis Mods Jewel /291 ⍟

    Item Synthesis Mods Jewel /291 ⍟

    Explicit Mod StatValueSynthesised Implicit
    #% increased maximum Life~ 17
  • +(3–4) to maximum Life
    level []
    level []
  • #% increased maximum Life18 ~ 100
  • +(5–6) to maximum Life
    level []
    level []
  • #% of Life Regenerated per second~ 48
  • +(3–4) to maximum Life
    level []
    level []
  • #% of Life Regenerated per second49 ~ 100
  • 0.2% of Life Regenerated per second
    level []
    level []
  • #% of Physical Attack Damage Leeched as Life~ 100
  • +(3–4) to maximum Life
    level []
    level []
  • #% of Physical Attack Damage Leeched as Life101 ~ 500
  • 0.2% of Physical Attack Damage Leeched as Life
    level []
    level []
  • #% of Attack Damage Leeched as Life~ 80
  • +(3–4) to maximum Life
    level []
    level []
  • #% of Attack Damage Leeched as Life81 ~ 150
  • 0.2% of Attack Damage Leeched as Life
    level []
    level []
  • +# Life gained for each Enemy hit by your Attacks~ 7
  • +(3–4) to maximum Life
    level []
    level []
  • +# Life gained for each Enemy hit by your Attacks8 ~ 50
  • +(1–2) Life gained for each Enemy hit by your Attacks
    level []
    level []
  • #% increased maximum Mana~ 20
  • +(2–3) to maximum Mana
    level []
    level []
  • #% increased maximum Mana21 ~ 50
  • +(4–5) to maximum Mana
    level []
    level []
  • #% increased Mana Regeneration Rate~ 35
  • +(2–3) to maximum Mana
    level []
    level []
  • #% increased Mana Regeneration Rate36 ~ 100
  • (5–7)% increased Mana Regeneration Rate
    level []
    level []
  • #% of Damage taken gained as Mana over 4 seconds when Hit~ 7
  • +(2–3) to maximum Mana
    level []
    level []
  • #% of Damage taken gained as Mana over 4 seconds when Hit8 ~ 20
  • (5–7)% increased Mana Regeneration Rate
    level []
    level []
  • #% of Physical Attack Damage Leeched as Mana~ 100
  • +(2–3) to maximum Mana
    level []
    level []
  • #% of Physical Attack Damage Leeched as Mana101 ~ 500
  • 0.1% of Physical Attack Damage Leeched as Mana
    level []
    level []
  • +# Mana gained for each Enemy hit by your Attacks~ 5
  • +(2–3) to maximum Mana
    level []
    level []
  • +# Mana gained for each Enemy hit by your Attacks6 ~ 20
  • +1 Mana gained for each Enemy hit by your Attacks
    level []
    level []
  • #% reduced Mana Cost of Skills~ 11
  • +(2–3) to maximum Mana
    level []
    level []
  • #% reduced Mana Cost of Skills12 ~ 50
  • 2% reduced Mana Cost of Skills
    level []
    level []
  • +#% to Fire Resistance~ 35
  • +(2–3)% to Fire Resistance
    level []
    level []
  • +#% to Fire Resistance36 ~ 100
  • +(4–5)% to Fire Resistance
    level []
    level []
  • +#% to Cold Resistance~ 35
  • +(2–3)% to Cold Resistance
    level []
    level []
  • +#% to Cold Resistance36 ~ 100
  • +(4–5)% to Cold Resistance
    level []
    level []
  • +#% to Lightning Resistance~ 35
  • +(2–3)% to Lightning Resistance
    level []
    level []
  • +#% to Lightning Resistance36 ~ 100
  • +(4–5)% to Lightning Resistance
    level []
    level []
  • +#% to Chaos Resistance~ 100
  • +(2–3)% to Chaos Resistance
    level []
    level []
  • +#% to Fire and Cold Resistances~ 34
  • +(2–3)% to Fire Resistance
    level []
    level []
  • +(2–3)% to Cold Resistance
    level []
    level []
  • +#% to Fire and Cold Resistances35 ~ 100
  • +(4–5)% to Fire Resistance
    level []
    level []
  • +(4–5)% to Cold Resistance
    level []
    level []
  • +#% to Fire and Lightning Resistances~ 34
  • +(2–3)% to Fire Resistance
    level []
    level []
  • +(2–3)% to Lightning Resistance
    level []
    level []
  • +#% to Fire and Lightning Resistances35 ~ 100
  • +(4–5)% to Fire Resistance
    level []
    level []
  • +(4–5)% to Lightning Resistance
    level []
    level []
  • +#% to Cold and Lightning Resistances~ 34
  • +(2–3)% to Cold Resistance
    level []
    level []
  • +(2–3)% to Lightning Resistance
    level []
    level []
  • +#% to Cold and Lightning Resistances35 ~ 100
  • +(4–5)% to Cold Resistance
    level []
    level []
  • +(4–5)% to Lightning Resistance
    level []
    level []
  • +#% to all Elemental Resistances~ 28
  • +(2–3)% to Fire Resistance
    level []
    level []
  • +(2–3)% to Cold Resistance
    level []
    level []
  • +(2–3)% to Lightning Resistance
    level []
    level []
  • +#% to all Elemental Resistances29 ~ 100
  • +(4–5)% to Fire Resistance
    level []
    level []
  • +(4–5)% to Cold Resistance
    level []
    level []
  • +(4–5)% to Lightning Resistance
    level []
    level []
  • #% increased Stun and Block Recovery~ 28
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • #% increased Stun and Block Recovery29 ~ 100
  • (3–5)% chance to Avoid being Stunned
    level []
    level []
  • #% chance to Avoid interruption from Stuns while Casting~ 55
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • #% chance to Avoid interruption from Stuns while Casting56 ~ 100
  • (8–10)% chance to Avoid interruption from Stuns while Casting
    level []
    level []
  • #% increased Stun Duration on Enemies~ 28
  • (2–3)% increased Stun Duration on Enemies
    level []
    level []
  • #% increased Stun Duration on Enemies29 ~ 100
  • (4–5)% increased Stun Duration on Enemies
    level []
    level []
  • #% chance to Knock Enemies Back on hit~ 12
  • (2–3)% increased Stun Duration on Enemies
    level []
    level []
  • #% chance to Knock Enemies Back on hit13 ~ 50
  • (2–3)% chance to Knock Enemies Back on hit
    level []
    level []
  • +# to Strength~ 42
  • +(2–3) to Strength
    level []
    level []
  • +# to Strength43 ~ 100
  • +(4–5) to Strength
    level []
    level []
  • +# to Dexterity~ 42
  • +(2–3) to Dexterity
    level []
    level []
  • +# to Dexterity43 ~ 100
  • +(4–5) to Dexterity
    level []
    level []
  • +# to Intelligence~ 42
  • +(2–3) to Intelligence
    level []
    level []
  • +# to Intelligence43 ~ 100
  • +(4–5) to Intelligence
    level []
    level []
  • +# to Strength and Dexterity~ 27
  • +(2–3) to Strength
    level []
    level []
  • +(2–3) to Dexterity
    level []
    level []
  • +# to Strength and Dexterity28 ~ 100
  • +(4–5) to Strength
    level []
    level []
  • +(4–5) to Dexterity
    level []
    level []
  • +# to Strength and Intelligence~ 27
  • +(2–3) to Strength
    level []
    level []
  • +(2–3) to Intelligence
    level []
    level []
  • +# to Strength and Intelligence28 ~ 100
  • +(4–5) to Strength
    level []
    level []
  • +(4–5) to Intelligence
    level []
    level []
  • +# to Dexterity and Intelligence~ 27
  • +(2–3) to Dexterity
    level []
    level []
  • +(2–3) to Intelligence
    level []
    level []
  • +# to Dexterity and Intelligence28 ~ 100
  • +(4–5) to Dexterity
    level []
    level []
  • +(4–5) to Intelligence
    level []
    level []
  • +# to all Attributes~ 20
  • +(2–3) to Strength
    level []
    level []
  • +(2–3) to Dexterity
    level []
    level []
  • +(2–3) to Intelligence
    level []
    level []
  • +# to all Attributes21 ~ 50
  • +(4–5) to Strength
    level []
    level []
  • +(4–5) to Dexterity
    level []
    level []
  • +(4–5) to Intelligence
    level []
    level []
  • #% increased Armour~ 45
  • (3–4)% increased Armour
    level []
    level []
  • #% increased Armour46 ~ 100
  • (5–6)% increased Armour
    level []
    level []
  • #% increased Evasion Rating~ 45
  • (3–4)% increased Evasion Rating
    level []
    level []
  • #% increased Evasion Rating46 ~ 100
  • (5–6)% increased Evasion Rating
    level []
    level []
  • #% increased maximum Energy Shield~ 22
  • +(3–4) to maximum Energy Shield
    level []
    level []
  • #% increased maximum Energy Shield23 ~ 50
  • +(5–6) to maximum Energy Shield
    level []
    level []
  • #% increased Energy Shield Recharge Rate~ 20
  • +(3–4) to maximum Energy Shield
    level []
    level []
  • #% increased Energy Shield Recharge Rate21 ~ 50
  • 0.2% of Spell Damage Leeched as Energy Shield
    level []
    level []
  • #% faster start of Energy Shield Recharge~ 15
  • +(3–4) to maximum Energy Shield
    level []
    level []
  • #% faster start of Energy Shield Recharge16 ~ 50
  • 0.2% of Energy Shield Regenerated per second
    level []
    level []
  • +# Energy Shield gained for each Enemy hit by your Attacks~ 5
  • +(3–4) to maximum Energy Shield
    level []
    level []
  • +# Energy Shield gained for each Enemy hit by your Attacks6 ~ 20
  • +(1–2) Energy Shield gained for each Enemy hit by your Attacks
    level []
    level []
  • #% increased Rarity of Items found~ 16
  • (1–2)% increased Rarity of Items found
    level []
    level []
  • #% increased Rarity of Items found17 ~ 50
  • (3–4)% increased Rarity of Items found
    level []
    level []
  • #% increased Attack Speed~ 10
  • 1% increased Attack Speed
    level []
    level []
  • #% increased Attack Speed11 ~ 50
  • 2% increased Attack Speed
    level []
    level []
  • #% increased Attack Speed while holding a Shield~ 16
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Attack Speed while holding a Shield17 ~ 50
  • (4–5)% increased Melee Damage
    level []
    level []
  • 2% increased Attack Speed
    level []
    level []
  • #% increased Attack Speed while Dual Wielding~ 16
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Attack Speed while Dual Wielding17 ~ 50
  • (4–5)% increased Melee Damage
    level []
    level []
  • 2% increased Attack Speed
    level []
    level []
  • #% increased Attack Speed with One Handed Melee Weapons~ 16
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Attack Speed with One Handed Melee Weapons17 ~ 50
  • (4–5)% increased Melee Damage
    level []
    level []
  • 2% increased Attack Speed
    level []
    level []
  • #% increased Attack Speed with Two Handed Melee Weapons~ 16
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Attack Speed with Two Handed Melee Weapons17 ~ 50
  • (4–5)% increased Melee Damage
    level []
    level []
  • 2% increased Attack Speed
    level []
    level []
  • #% increased Attack Speed with Maces~ 20
  • (1–2)% increased Attack Speed with Maces
    level []
    level []
  • #% increased Attack Speed with Maces21 ~ 50
  • 3% increased Attack Speed with Maces
    level []
    level []
  • #% increased Attack Speed with Axes~ 20
  • (1–2)% increased Attack Speed with Axes
    level []
    level []
  • #% increased Attack Speed with Axes21 ~ 50
  • 3% increased Attack Speed with Axes
    level []
    level []
  • #% increased Attack Speed with Swords~ 20
  • (1–2)% increased Attack Speed with Swords
    level []
    level []
  • #% increased Attack Speed with Swords21 ~ 50
  • 3% increased Attack Speed with Swords
    level []
    level []
  • #% increased Attack Speed with Bows~ 20
  • (1–2)% increased Attack Speed with Bows
    level []
    level []
  • #% increased Attack Speed with Bows21 ~ 50
  • 3% increased Attack Speed with Bows
    level []
    level []
  • #% increased Attack Speed with Claws~ 20
  • (1–2)% increased Attack Speed with Claws
    level []
    level []
  • #% increased Attack Speed with Claws21 ~ 50
  • 3% increased Attack Speed with Claws
    level []
    level []
  • #% increased Attack Speed with Daggers~ 20
  • (1–2)% increased Attack Speed with Daggers
    level []
    level []
  • #% increased Attack Speed with Daggers21 ~ 50
  • 3% increased Attack Speed with Daggers
    level []
    level []
  • #% increased Attack Speed with Wands~ 20
  • (1–2)% increased Attack Speed with Wands
    level []
    level []
  • #% increased Attack Speed with Wands21 ~ 50
  • 3% increased Attack Speed with Wands
    level []
    level []
  • #% increased Attack Speed with Staves~ 20
  • (1–2)% increased Attack Speed with Staves
    level []
    level []
  • #% increased Attack Speed with Staves21 ~ 50
  • 3% increased Attack Speed with Staves
    level []
    level []
  • #% increased Cast Speed~ 10
  • 1% increased Cast Speed
    level []
    level []
  • #% increased Cast Speed11 ~ 50
  • 2% increased Cast Speed
    level []
    level []
  • #% increased Cast Speed while holding a Shield~ 11
  • (1–2)% increased Cast Speed while holding a Shield
    level []
    level []
  • #% increased Cast Speed while holding a Shield12 ~ 50
  • 3% increased Cast Speed while holding a Shield
    level []
    level []
  • #% increased Cast Speed while wielding a Staff~ 11
  • (1–2)% increased Cast Speed while wielding a Staff
    level []
    level []
  • #% increased Cast Speed while wielding a Staff12 ~ 50
  • 3% increased Cast Speed while wielding a Staff
    level []
    level []
  • #% increased Cast Speed while Dual Wielding~ 11
  • (1–2)% increased Cast Speed while Dual Wielding
    level []
    level []
  • #% increased Cast Speed while Dual Wielding12 ~ 50
  • 3% increased Cast Speed while Dual Wielding
    level []
    level []
  • #% increased Cast Speed with Fire Skills~ 11
  • (2–3)% increased Fire Damage
    level []
    level []
  • #% increased Cast Speed with Fire Skills12 ~ 50
  • (4–5)% increased Fire Damage
    level []
    level []
  • 2% increased Cast Speed
    level []
    level []
  • #% increased Cast Speed with Cold Skills~ 11
  • (2–3)% increased Cold Damage
    level []
    level []
  • #% increased Cast Speed with Cold Skills12 ~ 50
  • (4–5)% increased Cold Damage
    level []
    level []
  • 2% increased Cast Speed
    level []
    level []
  • #% increased Cast Speed with Lightning Skills~ 11
  • (2–3)% increased Lightning Damage
    level []
    level []
  • #% increased Cast Speed with Lightning Skills12 ~ 50
  • (4–5)% increased Lightning Damage
    level []
    level []
  • 2% increased Cast Speed
    level []
    level []
  • #% increased Attack and Cast Speed~ 10
  • 1% increased Attack Speed
    level []
    level []
  • 1% increased Cast Speed
    level []
    level []
  • #% increased Attack and Cast Speed11 ~ 50
  • 2% increased Attack Speed
    level []
    level []
  • 2% increased Cast Speed
    level []
    level []
  • #% increased Projectile Speed~ 20
  • (1–2)% increased Projectile Speed
    level []
    level []
  • #% increased Projectile Speed21 ~ 50
  • (3–5)% increased Projectile Speed
    level []
    level []
  • #% increased Trap Throwing Speed~ 20
  • (1–2)% increased Trap Throwing Speed
    level []
    level []
  • #% increased Trap Throwing Speed21 ~ 50
  • 3% increased Trap Throwing Speed
    level []
    level []
  • #% increased Mine Laying Speed~ 20
  • (1–2)% increased Mine Laying Speed
    level []
    level []
  • #% increased Mine Laying Speed21 ~ 50
  • 3% increased Mine Laying Speed
    level []
    level []
  • #% increased Global Accuracy Rating~ 32
  • +(21–35) to Accuracy Rating
    level []
    level []
  • #% increased Global Accuracy Rating33 ~ 100
  • +(36–50) to Accuracy Rating
    level []
    level []
  • #% increased Damage~ 27
  • 2% increased Damage
    level []
    level []
  • #% increased Damage28 ~ 100
  • (3–4)% increased Damage
    level []
    level []
  • +#% to Cold Damage over Time Multiplier~ 8
  • (2–3)% increased Cold Damage
    level []
    level []
  • +#% to Cold Damage over Time Multiplier9 ~ 25
  • (4–5)% increased Cold Damage
    level []
    level []
  • +#% to Non-Ailment Chaos Damage over Time Multiplier~ 8
  • (2–3)% increased Chaos Damage
    level []
    level []
  • +#% to Non-Ailment Chaos Damage over Time Multiplier9 ~ 25
  • (4–5)% increased Chaos Damage
    level []
    level []
  • #% increased Fire Damage~ 42
  • (2–3)% increased Fire Damage
    level []
    level []
  • #% increased Fire Damage43 ~ 100
  • (4–5)% increased Fire Damage
    level []
    level []
  • #% increased Cold Damage~ 42
  • (2–3)% increased Cold Damage
    level []
    level []
  • #% increased Cold Damage43 ~ 100
  • (4–5)% increased Cold Damage
    level []
    level []
  • #% increased Lightning Damage~ 42
  • (2–3)% increased Lightning Damage
    level []
    level []
  • #% increased Lightning Damage43 ~ 100
  • (4–5)% increased Lightning Damage
    level []
    level []
  • #% increased Global Physical Damage~ 42
  • (2–3)% increased Global Physical Damage
    level []
    level []
  • #% increased Global Physical Damage43 ~ 100
  • (4–5)% increased Global Physical Damage
    level []
    level []
  • #% increased Chaos Damage~ 35
  • (2–3)% increased Chaos Damage
    level []
    level []
  • #% increased Chaos Damage36 ~ 100
  • (4–5)% increased Chaos Damage
    level []
    level []
  • #% increased Melee Damage~ 32
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Melee Damage33 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • #% increased Melee Physical Damage while holding a Shield~ 36
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Melee Physical Damage while holding a Shield37 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • #% increased Physical Damage with One Handed Melee Weapons~ 36
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Physical Damage with One Handed Melee Weapons37 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • #% increased Physical Damage with Two Handed Melee Weapons~ 36
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Physical Damage with Two Handed Melee Weapons37 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • #% increased Physical Weapon Damage while Dual Wielding~ 36
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Physical Weapon Damage while Dual Wielding37 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • #% increased Physical Damage with Maces~ 42
  • (3–4)% increased Physical Damage with Maces
    level []
    level []
  • #% increased Physical Damage with Maces43 ~ 100
  • (5–6)% increased Physical Damage with Maces
    level []
    level []
  • #% increased Physical Damage with Axes~ 42
  • (3–4)% increased Physical Damage with Axes
    level []
    level []
  • #% increased Physical Damage with Axes43 ~ 100
  • (5–6)% increased Physical Damage with Axes
    level []
    level []
  • #% increased Physical Damage with Swords~ 42
  • (3–4)% increased Physical Damage with Swords
    level []
    level []
  • #% increased Physical Damage with Swords43 ~ 100
  • (5–6)% increased Physical Damage with Swords
    level []
    level []
  • #% increased Physical Damage with Bows~ 42
  • (3–4)% increased Physical Damage with Bows
    level []
    level []
  • #% increased Physical Damage with Bows43 ~ 100
  • (5–6)% increased Physical Damage with Bows
    level []
    level []
  • #% increased Physical Damage with Claws~ 42
  • (3–4)% increased Physical Damage with Claws
    level []
    level []
  • #% increased Physical Damage with Claws43 ~ 100
  • (5–6)% increased Physical Damage with Claws
    level []
    level []
  • #% increased Physical Damage with Daggers~ 42
  • (3–4)% increased Physical Damage with Daggers
    level []
    level []
  • #% increased Physical Damage with Daggers43 ~ 100
  • (5–6)% increased Physical Damage with Daggers
    level []
    level []
  • #% increased Physical Damage with Wands~ 42
  • (3–4)% increased Physical Damage with Wands
    level []
    level []
  • #% increased Physical Damage with Wands43 ~ 100
  • (5–6)% increased Physical Damage with Wands
    level []
    level []
  • #% increased Physical Damage with Staves~ 42
  • (3–4)% increased Physical Damage with Staves
    level []
    level []
  • #% increased Physical Damage with Staves43 ~ 100
  • (5–6)% increased Physical Damage with Staves
    level []
    level []
  • #% increased Spell Damage~ 32
  • (2–3)% increased Spell Damage
    level []
    level []
  • #% increased Spell Damage33 ~ 100
  • (4–5)% increased Spell Damage
    level []
    level []
  • #% increased Spell Damage while holding a Shield~ 42
  • (3–4)% increased Spell Damage while holding a Shield
    level []
    level []
  • #% increased Spell Damage while holding a Shield43 ~ 100
  • (5–6)% increased Spell Damage while holding a Shield
    level []
    level []
  • #% increased Spell Damage while wielding a Staff~ 42
  • (3–4)% increased Spell Damage while wielding a Staff
    level []
    level []
  • #% increased Spell Damage while wielding a Staff43 ~ 100
  • (5–6)% increased Spell Damage while wielding a Staff
    level []
    level []
  • #% increased Spell Damage while Dual Wielding~ 42
  • (3–4)% increased Spell Damage while Dual Wielding
    level []
    level []
  • #% increased Spell Damage while Dual Wielding43 ~ 100
  • (5–6)% increased Spell Damage while Dual Wielding
    level []
    level []
  • #% increased Damage over Time~ 32
  • (2–3)% increased Damage over Time
    level []
    level []
  • #% increased Damage over Time33 ~ 100
  • (4–5)% increased Damage over Time
    level []
    level []
  • #% increased Projectile Damage~ 30
  • (1–2)% increased Projectile Speed
    level []
    level []
  • #% increased Projectile Damage31 ~ 100
  • (3–5)% increased Projectile Speed
    level []
    level []
  • #% increased Area Damage~ 30
  • (1–2)% increased Area of Effect
    level []
    level []
  • #% increased Area Damage31 ~ 100
  • (3–5)% increased Area of Effect
    level []
    level []
  • Minions deal #% increased Damage~ 42
  • Minions deal (2–3)% increased Damage
    level []
    level []
  • Minions deal #% increased Damage43 ~ 100
  • Minions deal (4–5)% increased Damage
    level []
    level []
  • #% increased Trap Damage~ 42
  • (1–2)% increased Trap Throwing Speed
    level []
    level []
  • #% increased Trap Damage43 ~ 100
  • 3% increased Trap Throwing Speed
    level []
    level []
  • #% increased Mine Damage~ 42
  • (1–2)% increased Mine Laying Speed
    level []
    level []
  • #% increased Mine Damage43 ~ 100
  • 3% increased Mine Laying Speed
    level []
    level []
  • #% increased Totem Damage~ 42
  • (1–2)% increased Totem Placement speed
    level []
    level []
  • #% increased Totem Damage43 ~ 100
  • 3% increased Totem Placement speed
    level []
    level []
  • #% increased Global Critical Strike Chance~ 30
  • 2% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Global Critical Strike Chance31 ~ 100
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance with Elemental Skills~ 35
  • (2–3)% increased Elemental Damage
    level []
    level []
  • #% increased Critical Strike Chance with Elemental Skills36 ~ 100
  • (4–5)% increased Elemental Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance with Fire Skills~ 48
  • (2–3)% increased Fire Damage
    level []
    level []
  • #% increased Critical Strike Chance with Fire Skills49 ~ 100
  • (4–5)% increased Fire Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance with Cold Skills~ 48
  • (2–3)% increased Cold Damage
    level []
    level []
  • #% increased Critical Strike Chance with Cold Skills49 ~ 100
  • (4–5)% increased Cold Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance with Lightning Skills~ 48
  • (2–3)% increased Lightning Damage
    level []
    level []
  • #% increased Critical Strike Chance with Lightning Skills49 ~ 100
  • (4–5)% increased Lightning Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Melee Critical Strike Chance~ 35
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Melee Critical Strike Chance36 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance with One Handed Melee Weapons~ 48
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Critical Strike Chance with One Handed Melee Weapons49 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance with Two Handed Melee Weapons~ 48
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Critical Strike Chance with Two Handed Melee Weapons49 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Weapon Critical Strike Chance while Dual Wielding~ 48
  • (2–3)% increased Melee Damage
    level []
    level []
  • #% increased Weapon Critical Strike Chance while Dual Wielding49 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • #% increased Critical Strike Chance for Spells~ 35
  • (2–3)% increased Spell Damage
    level []
    level []
  • #% increased Critical Strike Chance for Spells36 ~ 100
  • (4–5)% increased Spell Damage
    level []
    level []
  • (3–4)% increased Global Critical Strike Chance
    level []
    level []
  • +#% to Global Critical Strike Multiplier~ 30
  • +2% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Global Critical Strike Multiplier31 ~ 100
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier with Elemental Skills~ 35
  • (2–3)% increased Elemental Damage
    level []
    level []
  • +#% to Critical Strike Multiplier with Elemental Skills36 ~ 100
  • (4–5)% increased Elemental Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier with Fire Skills~ 48
  • (2–3)% increased Fire Damage
    level []
    level []
  • +#% to Critical Strike Multiplier with Fire Skills49 ~ 100
  • (4–5)% increased Fire Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier with Cold Skills~ 48
  • (2–3)% increased Cold Damage
    level []
    level []
  • +#% to Critical Strike Multiplier with Cold Skills49 ~ 100
  • (4–5)% increased Cold Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier with Lightning Skills~ 48
  • (2–3)% increased Lightning Damage
    level []
    level []
  • +#% to Critical Strike Multiplier with Lightning Skills49 ~ 100
  • (4–5)% increased Lightning Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Melee Critical Strike Multiplier~ 35
  • (2–3)% increased Melee Damage
    level []
    level []
  • +#% to Melee Critical Strike Multiplier36 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier with One Handed Melee Weapons~ 48
  • (2–3)% increased Melee Damage
    level []
    level []
  • +#% to Critical Strike Multiplier with One Handed Melee Weapons49 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier with Two Handed Melee Weapons~ 48
  • (2–3)% increased Melee Damage
    level []
    level []
  • +#% to Critical Strike Multiplier with Two Handed Melee Weapons49 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier while Dual Wielding~ 48
  • (2–3)% increased Melee Damage
    level []
    level []
  • +#% to Critical Strike Multiplier while Dual Wielding49 ~ 100
  • (4–5)% increased Melee Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • +#% to Critical Strike Multiplier for Spells~ 35
  • (2–3)% increased Spell Damage
    level []
    level []
  • +#% to Critical Strike Multiplier for Spells36 ~ 100
  • (4–5)% increased Spell Damage
    level []
    level []
  • +(3–4)% to Global Critical Strike Multiplier
    level []
    level []
  • #% chance to Ignite~ 7
  • (1–2)% chance to Ignite
    level []
    level []
  • #% chance to Ignite8 ~ 50
  • 3% chance to Ignite
    level []
    level []
  • #% chance to Freeze~ 7
  • (1–2)% chance to Freeze
    level []
    level []
  • #% chance to Freeze8 ~ 50
  • 3% chance to Freeze
    level []
    level []
  • #% chance to Shock~ 7
  • (1–2)% chance to Shock
    level []
    level []
  • #% chance to Shock8 ~ 50
  • 3% chance to Shock
    level []
    level []
  • #% increased Burning Damage~ 50
  • (2–3)% increased Burning Damage
    level []
    level []
  • #% increased Burning Damage51 ~ 100
  • (4–5)% increased Burning Damage
    level []
    level []
  • Attacks have #% chance to cause Bleeding~ 8
  • Attacks have (1–2)% chance to cause Bleeding
    level []
    level []
  • Attacks have #% chance to cause Bleeding9 ~ 50
  • Attacks have 3% chance to cause Bleeding
    level []
    level []
  • #% increased Damage with Bleeding~ 50
  • (2–3)% increased Damage with Bleeding
    level []
    level []
  • #% increased Damage with Bleeding51 ~ 100
  • (4–5)% increased Damage with Bleeding
    level []
    level []
  • #% chance to Poison on Hit~ 8
  • (1–2)% chance to Poison on Hit
    level []
    level []
  • #% chance to Poison on Hit9 ~ 50
  • 3% chance to Poison on Hit
    level []
    level []
  • #% increased Damage with Poison~ 50
  • (2–3)% increased Damage with Poison
    level []
    level []
  • #% increased Damage with Poison51 ~ 100
  • (4–5)% increased Damage with Poison
    level []
    level []
  • +#% Chance to Block Attack Damage while holding a Shield~ 2
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • +#% Chance to Block Attack Damage while holding a Shield3 ~ 10
  • +(4–6) Life gained when you Block
    level []
    level []
  • +#% Chance to Block Attack Damage while wielding a Staff~ 2
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • +#% Chance to Block Attack Damage while wielding a Staff3 ~ 10
  • +(4–6) Life gained when you Block
    level []
    level []
  • +#% Chance to Block Attack Damage while Dual Wielding~ 2
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • +#% Chance to Block Attack Damage while Dual Wielding3 ~ 10
  • +(4–6) Life gained when you Block
    level []
    level []
  • +#% Chance to Block Spell Damage while holding a Shield~ 2
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • +#% Chance to Block Spell Damage while holding a Shield3 ~ 10
  • +(3–5) Mana gained when you Block
    level []
    level []
  • +#% Chance to Block Spell Damage while wielding a Staff~ 2
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • +#% Chance to Block Spell Damage while wielding a Staff3 ~ 10
  • +(3–5) Mana gained when you Block
    level []
    level []
  • +#% Chance to Block Spell Damage while Dual Wielding~ 2
  • (6–7)% increased Stun and Block Recovery
    level []
    level []
  • +#% Chance to Block Spell Damage while Dual Wielding3 ~ 10
  • +(3–5) Mana gained when you Block
    level []
    level []
  • Minions have #% increased Attack Speed~ 15
  • Minions have (1–2)% increased Attack Speed
    level []
    level []
  • Minions have #% increased Attack Speed16 ~ 50
  • Minions have 3% increased Attack Speed
    level []
    level []
  • Minions have #% increased Cast Speed~ 15
  • Minions have (1–2)% increased Cast Speed
    level []
    level []
  • Minions have #% increased Cast Speed16 ~ 50
  • Minions have 3% increased Cast Speed
    level []
    level []
  • Minions have +#% Chance to Block Attack Damage~ 8
  • Minions have (2–3)% increased maximum Life
    level []
    level []
  • Minions have +#% Chance to Block Attack Damage9 ~ 50
  • Minions have (4–5)% increased maximum Life
    level []
    level []
  • Minions have #% increased maximum Life~ 30
  • Minions have (2–3)% increased maximum Life
    level []
    level []
  • Minions have #% increased maximum Life31 ~ 100
  • Minions have (4–5)% increased maximum Life
    level []
    level []
  • Minions have +#% to all Elemental Resistances~ 25
  • Minions have +3% to all Elemental Resistances
    level []
    level []
  • Minions have +#% to all Elemental Resistances26 ~ 100
  • Minions have +(4–5)% to all Elemental Resistances
    level []
    level []
  • #% increased Totem Life~ 30
  • Totems gain +3% to all Elemental Resistances
    level []
    level []
  • #% increased Totem Life31 ~ 100
  • Totems gain +(4–5)% to all Elemental Resistances
    level []
    level []
  • Totems gain +#% to all Elemental Resistances~ 25
  • Totems gain +3% to all Elemental Resistances
    level []
    level []
  • Totems gain +#% to all Elemental Resistances26 ~ 100
  • Totems gain +(4–5)% to all Elemental Resistances
    level []
    level []
  • +# to Armour if you've Hit an Enemy Recently~ 800
  • (3–4)% increased Armour
    level []
    level []
  • +# to Armour if you've Hit an Enemy Recently801 ~ 2000
  • (5–6)% increased Armour
    level []
    level []
  • +# to Evasion Rating if Hit an Enemy Recently~ 800
  • (3–4)% increased Evasion Rating
    level []
    level []
  • +# to Evasion Rating if Hit an Enemy Recently801 ~ 2000
  • (5–6)% increased Evasion Rating
    level []
    level []
  • #% of Energy Shield Regenerated per second if you've Hit an Enemy Recently~ 48
  • +(3–4) to maximum Energy Shield
    level []
    level []
  • #% of Energy Shield Regenerated per second if you've Hit an Enemy Recently49 ~ 100
  • +(5–6) to maximum Energy Shield
    level []
    level []
  • #% increased Global Defences~ 16
  • (3–4)% increased Armour
    level []
    level []
  • (3–4)% increased Evasion Rating
    level []
    level []
  • +(3–4) to maximum Energy Shield
    level []
    level []
  • #% increased Global Defences17 ~ 50
  • (5–6)% increased Armour
    level []
    level []
  • (5–6)% increased Evasion Rating
    level []
    level []
  • +(5–6) to maximum Energy Shield
    level []
    level []
  • #% chance to gain Onslaught when you use a Flask~ 26
  • 1% increased Attack and Cast Speed
    level []
    level []
  • #% chance to gain Onslaught when you use a Flask27 ~ 50
  • 2% increased Attack Speed
    level []
    level []
  • 2% increased Cast Speed
    level []
    level []
  • Damage Penetrates #% Fire Resistance~ 2
  • (2–3)% increased Fire Damage
    level []
    level []
  • Damage Penetrates #% Fire Resistance3 ~ 5
  • (4–5)% increased Fire Damage
    level []
    level []
  • Damage Penetrates #% Cold Resistance~ 2
  • (2–3)% increased Cold Damage
    level []
    level []
  • Damage Penetrates #% Cold Resistance3 ~ 5
  • (4–5)% increased Cold Damage
    level []
    level []
  • Damage Penetrates #% Lightning Resistance~ 2
  • (2–3)% increased Lightning Damage
    level []
    level []
  • Damage Penetrates #% Lightning Resistance3 ~ 5
  • (4–5)% increased Lightning Damage
    level []
    level []
  • Damage Penetrates #% Elemental Resistances~ 2
  • (2–3)% increased Elemental Damage
    level []
    level []
  • Damage Penetrates #% Elemental Resistances3 ~ 5
  • (4–5)% increased Elemental Damage
    level []
    level []
  • #% increased Physical Damage taken over time~ -4
  • (-7–-5) Physical Damage taken from Attacks
    level []
    level []
  • #% increased Physical Damage taken over time-5 ~ -10
  • (-10–-8) Physical Damage taken from Attacks
    level []
    level []
  • #% increased Damage with Ailments~ 50
  • (2–3)% increased Damage with Ailments
    level []
    level []
  • #% increased Damage with Ailments51 ~ 100
  • (4–5)% increased Damage with Ailments
    level []
    level []
  • Harvest Seed Jewel Implicit /26

    Harvest Seed Jewel Implicit /26

    Description
    (3–6)% increased Area of Effect of Aura Skills aura
    10% chance to Avoid being Chilled elemental cold ailment
    10% chance to Avoid being Frozen elemental cold ailment
    10% chance to Avoid being Ignited elemental fire ailment
    10% chance to Avoid being Poisoned poison chaos ailment
    10% chance to Avoid being Shocked elemental lightning ailment
    10% chance to Avoid being Stunned
    1% of Damage taken gained as Mana over 4 seconds when Hit resource life mana
    10% increased Endurance Charge Duration endurance_charge
    (3–6)% increased Energy Shield Recharge Rate energy_shield defences
    1% increased Flask Effect Duration flask
    10% increased Frenzy Charge Duration frenzy_charge
    20% increased total Recovery per second from Life Leech resource life
    Regenerate 0.1% of Life per second resource life
    (3–6)% increased Light Radius
    20% increased total Recovery per second from Mana Leech resource mana
    Minions have (3–5)% increased maximum Life resource life minion
    1% increased Movement Speed speed
    10% increased Power Charge Duration power_charge
    10% reduced Effect of Chill on you elemental cold ailment
    10% reduced Reflected Elemental Damage taken elemental
    10% reduced Freeze Duration on you elemental cold ailment
    10% reduced Ignite Duration on you elemental fire ailment
    10% reduced Reflected Physical Damage taken physical
    10% reduced Effect of Shock on you elemental lightning ailment
    (4–6)% increased Totem Placement speed speed