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Jewel Unique /162 ⍟

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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

「Unrevealed」Limited Drop
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)

「Unrevealed」Limited Drop
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
should_have_fragile_regrowth_aura [1]
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
「Unrevealed」Limited Drop
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)

「Labyrinth」Limited Drop
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]

「Unrevealed」Limited Drop
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

「Labyrinth Ladder」Limited Drop
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

「Unrevealed」Limited Drop
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
Summoned Golems are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
Primordial
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]

「Chayula's Domain」Limited Drop
「Breach」League Specific
Use Blessing of Chayula Upgrade The Red Nightmare
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]

「Breach」League Specific
The Red Dream Use Blessing of Chayula Upgrade
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

「The Vaal Omnitect」Limited Drop
「Incursion」League Specific
Use Vial of Transcendence Upgrade Transcendent Flesh
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

「Incursion」League Specific
Tempered Flesh Use Vial of Transcendence Upgrade
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

「Conqueror」Limited Drop
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
「Unrevealed」Limited Drop
Apparitions Viridian Jewel
Requires Level: 20
Minions have (2–5)% chance to Dodge Attack Hits
「Unrevealed」Limited Drop
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)

「Unrevealed」Limited Drop
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)

「Unrevealed」Limited Drop
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

「Unvealed」Limited Drop
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

「Labyrinth Ladder」Limited Drop
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]

「Chayula's Domain」Limited Drop
「Breach」League Specific
Use Blessing of Chayula Upgrade The Green Nightmare
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]

「Breach」League Specific
The Green Dream Use Blessing of Chayula Upgrade
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]

「Unrevealed」Limited Drop
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 Global Physical Damage
With at least 40 Dexterity in Radius, Dual Strike has (20–30)% increased
Accuracy Rating while wielding a Sword
With at least 40 Dexterity in Radius, Dual Strike deals Splash Damage
to surrounding targets while wielding a Mace
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]

「Unrevealed」Limited Drop
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]

「Unrevealed」Limited Drop
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

「The Vaal Omnitect」Limited Drop
「Incursion」League Specific
Use Vial of Transcendence Upgrade Transcendent Spirit
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

「Incursion」League Specific
Tempered Spirit Use Vial of Transcendence Upgrade
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]
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]

「Unrevealed」Limited Drop
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

「Unrevealed」Limited Drop
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

「Labyrinth Ladder」Limited Drop
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 Speed
Golems have (30–45)% increased Cooldown Recovery Speed
(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]

「Chayula's Domain」Limited Drop
「Breach」League Specific
Use Blessing of Chayula Upgrade The Blue Nightmare
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]

「Breach」League Specific
The Blue Dream Use Blessing of Chayula Upgrade
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 Speed
With at least 40 Intelligence in Radius, Raised Zombies' Slam
Attack deals 30% increased Damage
local_jewel_effect_base_radius [1200]

「Unrevealed」Limited Drop
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]

「Unrevealed」Limited Drop
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

「The Vaal Omnitect」Limited Drop
「Incursion」League Specific
Use Vial of Transcendence Upgrade Transcendent Mind
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

「Incursion」League Specific
Tempered Mind Use Vial of Transcendence Upgrade
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]
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)

「Labyrinth Ladder」Limited Drop
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

「Vendor Recipe」Limited Drop
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]

「The Elder」Limited Drop
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]

「The Elder」Limited Drop
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

「Simulacrum」Limited Drop
「Delirium」League Specific
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
Historic
(Conquered Passive Skills cannot be modified by other Jewels)

「Vaal」Limited Drop
「Legion」League Specific
Militant Faith Timeless Jewel
Requires Level: 20
Carved to glorify (2000–10000) new faithful converted by High Templar Venarius
Passives in radius are Conquered by the Templars
local_jewel_effect_base_radius [1500]
Historic
Historic
(Conquered Passive Skills cannot be modified by other Jewels)
[two random mods of devotion]

「Templar」Limited Drop
「Legion」League Specific
Brutal Restraint Timeless Jewel
Requires Level: 20
Denoted service of (500–8000) dekhara in the akhara of Deshret
Passives in radius are Conquered by the Maraketh
local_jewel_effect_base_radius [1500]
Historic
Historic
(Conquered Passive Skills cannot be modified by other Jewels)

「Maraketh」Limited Drop
「Legion」League Specific
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
Historic
(Conquered Passive Skills cannot be modified by other Jewels)

「Eternal」Limited Drop
「Legion」League Specific
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
Historic
(Conquered Passive Skills cannot be modified by other Jewels)

「Karui」Limited Drop
「Legion」League Specific
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
「Simulacrum」Limited Drop
「Delirium」League Specific
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
「Simulacrum」Limited Drop
「Delirium」League Specific
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
「Simulacrum」Limited Drop
「Delirium」League Specific
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
「Simulacrum」Limited Drop
「Delirium」League Specific
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
「Simulacrum」Limited Drop
「Delirium」League Specific
One With Nothing Small Cluster Jewel
Adds Hollow Palm Technique
「Delirium」League Specific
Kitava's Teachings Small Cluster Jewel
Adds Disciple of Kitava
「Delirium」League Specific
The Interrogation Small Cluster Jewel
Adds Secrets of Suffering
「Delirium」League Specific
Calamitous Visions Small Cluster Jewel
Adds Lone Messenger
「Delirium」League Specific
Natural Affinity Small Cluster Jewel
Adds Nature's Patience
「Delirium」League Specific
The Siege Small Cluster Jewel
Adds Kineticism
「Delirium」League Specific
Child of Violence Small Cluster Jewel
Adds Pitfighter

「Unrevealed」Limited Drop
The Front Line Small Cluster Jewel
Adds Veteran's Awareness
「Delirium」League Specific

Item Synthesis Corrupted Mods /1 ⍟

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

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

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