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[[File:Cluster Jewels.png|thumbnail|right|Several cluster jewels in progression|400px]]
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[[File:Cluster Jewels.png|thumbnail|right|Several cluster jewels in progression]]
'''Cluster Jewels''' are a class of [[jewel]]s that can be socketed in the outermost sockets of the [[passive skill tree]]. These jewels extend the skill tree by creating new clusters of nodes, which can contain basic nodes, notable skills and even keystones. They can also create more jewel sockets which can support smaller cluster jewels.


==Mechanics==
'''Cluster jewels''' are a type of [[jewel]]s that can be socketed in the outermost sockets of the [[passive skill tree]] (known as [[Large Jewel Socket]]s). These jewels extend the skill tree by creating new clusters of nodes, which can contain [[Small Passive|small nodes]], [[Notable Passive|notable skills]], and even [[keystone]]s. They can also create more jewel sockets (Medium or Small Jewel Sockets) which can support smaller cluster jewels. They are occasionally dropped from [[Delirium]] encounters or rewards.
Cluster jewels have an implicit modifier which determines how many passive skills are in the cluster. Non-unique cluster jewels have a second implicit that determines what bonuses the small passives give. Like other jewels, they can have up to four explicit modifiers. The explicit mods will either modify or add bonuses to the small passives or add a notable skill or jewel sockets to the cluster.


Jewel sockets in the cluster can support either regular or Abyss jewels or smaller cluster jewels. Jewel sockets in a Large Cluster Jewel can support Medium or Small Cluster Jewels, and jewel sockets in a Medium Cluster Jewel can support a Small Cluster Jewel.
Cluster jewels can be [[crafting|crafted]] to modify their properties. Like all jewels, rare cluster jewels can have a maximum of four affixes.


{{Item acquisition}}
==Mechanics==
Non-unique Cluster Jewels come with two [[enchantment]]s: one that determines how many passive skills are in the cluster, and one that determines what bonuses the passives in the jewel give. The latter determines what kind of mods the Cluster Jewel can roll. Like other jewels, they can have up to four [[explicit]] modifiers. The explicit mods will either modify or add bonuses to the small passives or add a notable skill to the cluster. Unlike other jewels, normal rarity Cluster Jewels can drop. Medium and Large Cluster Jewels have a third enchantment that determines how many jewel sockets it has.


{{Item unique versions}}
Jewel sockets in the cluster can support either regular or [[Abyss jewel]]s or smaller-sized cluster jewels. [[Medium Jewel Socket]]s in a {{il|Large Cluster Jewel}} can support {{il|Medium Cluster Jewel|Medium}} or {{il|Small Cluster Jewel|Small Cluster Jewels}}, and [[Small Jewel Socket]]s in a {{il|Medium Cluster Jewel}} can support a {{il|Small Cluster Jewel}}. You can have a maximum of two sockets for Large and one for Medium.


== List of keystone nodes ==
Passives in the Cluster Jewel are never considered to be within radius of Jewels for unique Jewels which interact with nearby passives. Similarly, jewels with a radius have radius effects disabled if they're socketed in a Cluster Jewel jewel socket.


{{Passive skill table
The passive points spent on the Cluster Jewel passives can be refunded by simply unsocketing the jewel, which refunds all passive points spent on that jewel's cluster. However, if a jewel socket or Keystone passive has been allocated, it will cost 1 refund point to unsocket it.
|q_where=
  passive_skills.id LIKE "affliction%"
  AND passive_skills.is_keystone = 1
|large=1
|stat_text=1
}}


==List of passive nodes==
No jewel will have more than one of a given notable, but duplicates of the same notable skills can be stacked. If the notable has a limit to its effect, such as [[Purposeful Harbinger]], that limit applies across all instances of the notable.
(CTRL + F to search for specific notable or passive)


=== Prodigious Defence ===
[[Vendor recipe system|Selling]] 5 of the same kind(e.g. Large and [[Rarity|Rare]]) will give you a new jewel of the same size and [[rarity]]. The new jewel will have the minimum item level from the 5 components, a new [[enchantment]] and new [[modifiers]].
3% Chance to Block Spell Damage


30% increased Attack Damage while holding a Shield
{{il|Small Cluster Jewel}} adds 2-3 passive skills, has no sockets. It can only have a single notable passive skill; a prefix.


+3% Chance to Block Attack Damage
{{il|Medium Cluster Jewel}} adds 4-6 passive skills, has 1 [[Small Jewel Socket]]. It can have up to two notable passive skills; both are prefixes.


=== Advance Guard ===
{{il|Large Cluster Jewel}} adds 8-12 passive skills, has 2 [[Medium Jewel Socket]]s. It can have up to three notable passive skills; two prefixes, one suffix.
Attack Skills deal 30% increased Damage while holding a Shield


Ignore all Movement Penalties from Armour
== Optimal passive skill amounts ==
Since Cluster Jewels are able to have significantly varying amounts of passive skills, some of them are strictly better than others when it comes to optimizing for the most notable passive skills and Jewel Sockets using the least possible amount of points on the tree. This table details how many passive points need to be spent to allocate '''all possible notable and jewel sockets''' (referred to as "significant nodes" in the table) for every size variation of non-Unique Cluster Jewel base types. The jewel sizes with optimal pathing add 2, 4, 5, or 8 passive skills.


5% increased Movement Speed while holding a Shield
{| class="wikitable" style="text-align:center;"
|+
!Item
!# of maximum possible


=== Gladiatorial Combat ===
"significant nodes"
2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
!adds #


+1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
passive skills
!# of points required


=== Strike Leader ===
to allocate all possible
Attack Skills deal 30% increased Damage while holding a Shield


+2% Chance to Block Attack Damage
"significant nodes"
!Optimal tree
pathing?
|-
| rowspan="2" |{{Item link
|page=Small Cluster Jewel
}}
| rowspan="2" |'''1'''
(1 notable)
|2
|2
|{{yes}}
|-
|3
|3
|{{no}}
|-
| rowspan="3" |{{Item link
|page=Medium Cluster Jewel
}}
| rowspan="3" |'''3'''
(1 Small jewel socket + 2 notables)
|4
|4
|{{yes}}
|-
|5
|4
|{{yes}}
|-
|6
|5
|{{no}}
|-
| rowspan="5" |{{Item link
|page=Large Cluster Jewel
}}
| rowspan="5" |'''5'''
(2 Medium jewel sockets + 3 notables)
|8
|7
|{{yes}}
|-
|9
|8
|{{no}}
|-
|10
|9
|{{no}}
|-
|11
|10
|{{no}}
|-
|12
|11
|{{no}}
|}


+2 to Melee Strike Range while Holding a Shield
Regarding notable placements on 3-notable large cluster jewels, the notable mod in the middle of the ''advanced description'' will also be in the middle of the cluster. This should not be confused with the order of explicits, which is simply alphabetical. Because the order is determined by internal IDs, the same set of notables will always be arranged in the same order. This is relevant in the case of obtaining 2 notables and 2 jewel sockets for a total of 5 skill points.


(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
==List of cluster jewels==
{{Query base item
|where = items.class_id = "Jewel"
  AND items.name LIKE "%Cluster Jewel"
|large=1
}}


=== Powerful Ward ===
==List of unique cluster jewels==
20% chance to gain a Power Charge when you Block
{{Query unique items
|where = items.class_id = "Jewel"
  AND items.base_item_id LIKE "Metadata/Items/Jewels/JewelPassiveTreeExpansion%"
|large=1
|base_item=1
|stat=1
}}


+6% Chance to Block Spell Damage while at Maximum Power Charges
==Jewel modifiers by jewel type==
{{for|a list of modifiers specific to jewel type|List of small cluster jewel modifiers|List of medium cluster jewel modifiers|List of large cluster jewel modifiers}}


=== Enduring Ward ===
==List of keystone nodes==
20% chance to gain an Endurance Charge when you Block
{{main|List of cluster jewel keystone passive skills}}


+6% Chance to Block Attack Damage while at Maximum Endurance Charges
==List of notable passives==
{{main|List of cluster jewel notable passive skills}}


=== Gladiator's Fortitude ===
==List of minor passives==
Attack Skills deal 25% increased Damage while holding a Shield
{{Passive skill table
 
|q_where=
5% increased maximum Life
  passive_skills.id LIKE "affliction%"
 
  AND passive_skills.is_keystone = 0
=== Precise Retaliation ===
  AND passive_skills.is_notable = 0
80% increased Critical Strike Chance if you haven’t Blocked Recently
  AND passive_skills.is_icon_only = 0
 
|large=1
+40% to Critical Strike Multiplier if you have Blocked Recently
|stat_text=1
 
}}
(Recently refers to the past 4 seconds)
 
=== Veteran Defender ===
+15 to all Attributes
 
+15% Elemental Resistances while holding a Shield
 
60% increased Defences from Equipped Shield
 
(Attributes are Strength, Dexterity, and Intelligence)
 
(Defences are Armour, Evasion Rating and Energy Shield)
 
=== Iron Breaker ===
Enemies have -10% to Total Physical Damage Reduction against your Hits
 
35% increased Physical Damage
 
(Physical Damage Reduction cannot be negative)
 
=== Deep Cuts ===
15% chance to Impale Enemies on Hit with Attacks
 
Impales you inflict last 1 additional Hit
 
(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)
 
=== Master the Fundamentals ===
+10% to all Elemental Resistances
 
35% reduced Elemental Damage
 
35% increased Physical Damage
 
=== Force Multiplier ===
5% chance to deal Double Damage
 
25% increased Physical Damage
 
=== Furious Assault ===
8% increased Attack and Cast Speed
 
25% increased Physical Damage
 
=== Vicious Skewering ===
Attacks have 10% chance to cause Bleeding
 
10% chance to Impale Enemies on Hit with Attacks
 
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
 
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
 
(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)
 
=== Grim Oath ===
Gain 10% of Physical Damage as Extra Chaos Damage
 
=== Battle-Hardened ===
30% increased Evasion Rating and Armour
 
35% increased Physical Damage
 
=== Replenishing Presence ===
8% increased effect of Non-Curse Auras from your Skills
 
Auras from your Skills grant 0.2% of Life Regenerated per second to
 
you and Allies
 
(Auras can only grant bonuses to things they affect)
 
=== Master of Command ===
50% reduced Mana Reservation of Banner Skills
 
15% increased Effect of Non-Curse Auras from your Skills on Enemies
 
=== First Among Equals ===
10% increased effect of Non-Curse Auras from your Skills
 
Non-Curse Aura Skills have 20% increased Duration
 
=== Purposeful Harbinger ===
10% increased Effect of Auras on You for each Herald affecting you
 
=== Precise Commander ===
You and nearby Allies have 50% increased Critical Strike Chance
 
You and nearby Allies have +15% to Critical Strike Multiplier
 
=== Pure Commander ===
Purity of Elements has 30% increased Aura Effect
 
Purity of Fire has 30% increased Aura Effect
 
Purity of Ice has 30% increased Aura Effect
 
Purity of Lightning has 30% increased Aura Effect
 
=== Stalwart Commander ===
Grace has 30% increased Aura Effect
 
Determination has 30% increased Aura Effect
 
Discipline has 30% increased Aura Effect
 
=== Vengeful Commander ===
Anger has 30% increased Aura Effect
 
Wrath has 30% increased Aura Effect
 
Hatred has 30% increased Aura Effect
 
=== Skullbreaker ===
8% reduced Enemy Stun Threshold
 
+20% to Critical Strike Multiplier
 
(The Stun Threshold determines how much Damage can Stun something)
 
=== Pressure Points ===
Your Critical Strikes have a 5% chance to deal Double Damage
 
40% increased Critical Strike Chance
 
=== Overwhelming Malice ===
10% chance to gain Unholy Might for 4 seconds on Critical Strike
 
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
 
=== Magnifier ===
10% increased Area of Effect
 
10% increased Area Damage
 
+10% to Critical Strike Multiplier
 
=== Savage Response ===
+50% to Critical Strike Multiplier if you've taken a Savage Hit Recently
 
40% increased Critical Strike Chance
 
(Recently refers to the past 4 seconds)
 
=== Eye of the Storm ===
+20% to Damage over Time Multiplier for Ignite from Critical Strikes
 
20% increased Effect of Chill you inflict with Critical Strikes
 
20% increased Effect of Shock you inflict with Critical Strikes
 
40% increased Critical Strike Chance
 
=== Basics of Pain ===
20% increased Damage
 
30% increased Critical Strike Chance
 
=== Quick Getaway ===
5% increased Attack and Cast Speed
 
5% increased Movement Speed if you've dealt a Critical Strike Recently
 
25% increased Critical Strike Chance
 
(Recently refers to the past 4 seconds)
 
=== Assert Dominance ===
10% increased Area Damage
 
15% increased Area of Effect if you've Killed Recently
 
10% increased Area of Effect if you've Killed at least 5 Enemies Recently
 
(Recently refers to the past 4 seconds)
 
=== Vast Power ===
20% increased Area Damage
 
3% increased Area of Effect per Power Charge
 
=== Powerful Assault ===
20% increased Area Damage
 
Area Skills have 10% chance to Knock Enemies Back on Hit
 
(Knockback pushes Enemies away when Hit)
 
=== Intensity ===
10% increased Area Damage
 
Skills supported by Intensify have +1 to maximum Intensity
 
=== Titanic Swings ===
20% increased Area Damage while wielding a Two Handed Melee Weapon
 
15% increased Area of Effect while wielding a Two Handed Melee Weapon
 
=== Towering Threat ===
5% increased maximum Life
 
10% increased Area of Effect
 
3% increased Character Size
 
=== Ancestral Echo ===
20% increased Totem Placement speed
 
10% increased Attack and Cast Speed if you've summoned a Totem Recently
 
(Recently refers to the past 4 seconds)
 
=== Ancestral Reach ===
25% increased Totem Damage
 
25% increased Totem Placement speed
 
25% increased Totem Placement range
 
=== Ancestral Might ===
20% increased Totem Damage
 
30% increased Totem Duration
 
30% increased Totem Damage if you haven't Summoned a Totem in the past 2 seconds
 
=== Ancestral Preservation ===
30% increased Totem Life
 
Totems have 10% additional Physical Damage Reduction
 
Totems gain +40% to Chaos Resistance
 
=== Snaring Spirits ===
30% increased Totem Damage
 
Totems Hinder Enemies near them when Summoned, with 25% reduced Movement Speed
 
(Hindered enemies have reduced movement speed)
 
=== Sleepless Sentries ===
20% increased Totem Damage
 
20% increased Totem Duration
 
Attack Skills have +1 to maximum number of Summoned Ballista Totems
 
=== Ancestral Guidance ===
30% increased Effect of Buffs granted by your Active Ancestor Totems
 
Totems' Action Speed cannot be modified to below base value
 
=== Ancestral Inspiration ===
Gain Arcane Surge when you Summon a Totem
 
Spells cast by Totems deal 25% increased Damage
 
(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
 
=== Vital Focus ===
Channelling Skills deal 30% increased Damage
 
Regenerate 1.5% of Life per second while Channelling
 
=== Rapid Infusion ===
50% increased Effect of Infusion
 
5% increased Movement Speed while you have Infusion
 
=== Unwavering Focus ===
40% chance to Avoid being Stunned while Channelling
 
Channelling Skills deal 25% increased Damage
 
15% reduced Mana Cost of Channelling Skills
 
=== Enduring Focus ===
Channelling Skills deal 25% increased Damage
 
25% chance to gain an Endurance Charge each second while Channelling
 
=== Precise Focus ===
50% increased Critical Strike Chance while Channelling
 
+30% to Critical Strike Multiplier if you've been Channelling for at least 1 second
 
=== Stoic Focus ===
+4% Chance to Block Attack Damage while Channelling
 
+4% Chance to Block Spell Damage while Channelling
 
Channelling Skills deal 25% increased Damage
 
=== Hex Breaker ===
8% increased Attack and Cast Speed while Channelling
 
Immune to Curses while Channelling
 
=== Arcane Adept ===
5% increased Attack and Cast Speed while Channelling
 
Channelling Skills deal 20% increased Damage
 
Gain Arcane Surge after Channelling for 1 second
 
(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
 
=== Distilled Perfection ===
25% increased Life Recovery from Flasks
 
25% increased Mana Recovery from Flasks
 
20% increased Flask Effect Duration
 
=== Spiked Concoction ===
Flasks applied to you have 10% increased Effect
 
5% increased Attack and Cast Speed during any Flask Effect
 
=== Fasting ===
20% increased Flask Charges gained
 
20% increased Movement Speed while under no Flask Effects
 
=== Mender's Wellspring ===
25% increased Life Recovery from Flasks
 
Life Flasks gain 1 Charge every 3 seconds
 
Remove Bleeding when you use a Life Flask
 
=== Special Reserve ===
20% increased Damage during any Flask Effect
 
Regenerate 2% of Life per second during any Flask Effect
 
=== Numbing Elixir ===
25% increased Life Recovery from Flasks
 
25% increased Mana Recovery from Flasks
 
3% additional Physical Damage Reduction during Effect of any Life or Mana Flask
 
=== Mob Mentality ===
20% increased Warcry Cooldown Recovery Speed
 
You and nearby Party members gain 5 Rage when you Warcry
 
(Inherent effects from having Rage are:
 
1% increased Attack Damage per 1 Rage
 
1% increased Attack Speed per 2 Rage
 
1% increased Movement Speed per 5 Rage)
 
=== Cry Wolf ===
30% increased Warcry Duration
 
Warcries count as having 10 additional nearby Enemies
 
30% increased Warcry Buff Effect
 
=== Haunting Shout ===
20% increased Warcry Cooldown Recovery Speed
 
Enemies Taunted by your Warcries are Intimidated
 
Enemies Taunted by your Warcries are Unnerved
 
(Intimidated enemies take 10% increased Attack Damage)
 
(Unnerved enemies take 10% increased Spell Damage)
 
=== Lead By Example ===
4% additional Physical Damage Reduction if you've Warcried in the past 8 seconds
 
4% chance to deal Double Damage if you've Warcried in the past 8 seconds
 
=== Provocateur ===
40% increased Critical Strike Chance against Taunted Enemies
 
+15% to Critical Strike Multiplier against Taunted Enemies
 
15% increased Warcry Buff Effect
 
=== Warning Call ===
20% increased Warcry Cooldown Recovery Speed
 
50% increased Melee Critical Strike Chance if you've Warcried Recently
 
+35% to Melee Critical Strike Multiplier if you've Warcried Recently
 
(Recently refers to the past 4 seconds)
 
=== Rattling Bellow ===
Enemies Taunted by you take 5% increased Damage
 
Warcry Skills have 40% increased Area of Effect
 
=== Bloodscent ===
Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second
 
(Inherent effects from having Rage are:
 
1% increased Attack Damage per 1 Rage
 
1% increased Attack Speed per 2 Rage
 
1% increased Movement Speed per 5 Rage)
 
=== Run Through ===
Axe or Sword Attacks deal 15% increased Damage with Ailments
 
10% increased Impale Effect
 
10% chance to Impale Enemies on Hit with Axes or Swords
 
15% increased Physical Damage with Axes or Swords
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Wound Aggravation ===
Axe or Sword Attacks deal 20% increased Damage with Ailments
 
20% increased Physical Damage with Axes or Swords
 
+10% to Physical Damage over Time Multiplier while wielding an Axe or Sword
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Overlord ===
30% increased Damage with Maces, Sceptres or Staves
 
Gain Fortify for 6 seconds on Melee Hit with a Mace, Sceptre or Staff
 
(Warstaves are considered Staves)
 
=== Expansive Might ===
Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
 
While stationary, gain 10% increased Area of Effect every second, up to a maximum of 50%
 
(Warstaves are considered Staves)
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Weight Advantage ===
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
 
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
 
+20 to Strength
 
(Warstaves are considered Staves)
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Wind-up ===
+15% to Critical Strike Multiplier with Claws or Daggers
 
10% chance to gain a Power Charge on Non-Critical Strike with a Claw or Dagger
 
=== Fan of Blades ===
Attack Skills fire an additional Projectile while wielding a Claw or Dagger
 
20% increased Projectile Attack Damage with Claws or Daggers
 
=== Disease Vector ===
Enemies Poisoned by you cannot Regenerate Life
 
+10% to Damage over Time Multiplier for Poison while wielding a Claw or Dagger
 
=== Arcing Shot ===
Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance
 
Arrows gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets
 
=== Tempered Arrowheads ===
Bow Skills have +10% to Damage over Time Multiplier
 
Bow Skills have 20% increased Skill Effect Duration
 
10% increased Duration of Ailments inflicted while wielding a Bow
 
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
 
=== Broadside ===
Bow Skills have 25% increased Area of Effect
 
=== Explosive Force ===
Enemies killed by your Wand Hits have a 10% chance to Explode, dealing a quarter of their Life as Chaos Damage
 
Gain 10% of Wand Physical Damage as Extra Chaos Damage
 
=== Opportunistic Fusilade ===
50% increased Critical Strike Chance with Wands
 
35% increased Damage with Wands if you've dealt a Critical Strike Recently
 
(Recently refers to the past 4 seconds)
 
=== Storm's Hand ===
Gain 10% of Wand Physical Damage as Extra Lightning Damage
 
25% of Wand Physical Damage converted to Lightning Damage
 
=== Battlefield Dominator ===
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
 
10% reduced Enemy Stun Threshold
 
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
(The Stun Threshold determines how much Damage can Stun something)
 
(Recently refers to the past 4 seconds)
 
=== Martial Mastery ===
10% increased Attack Speed with Two Handed Melee Weapons
 
10% increased Attack Speed if you have at least 600 Strength
 
+20 to Strength
 
=== Surefooted Striker ===
40% increased Critical Strike Chance with Two Handed Melee Weapons
 
8% chance to deal Double Damage if you've dealt a Critical Strike with a Two Handed Melee Weapon Recently
 
(Recently refers to the past 4 seconds)
 
=== Graceful Execution ===
5% increased Attack Speed with Two Handed Melee Weapons
 
15% increased Accuracy Rating with Two Handed Melee Weapons
 
25% increased Critical Strike Chance with Two Handed Melee Weapons
 
+15 to Dexterity and Intelligence
 
=== Brutal Infamy ===
40% increased Damage with Hits and Ailments against Unique Enemies
 
=== Fearsome Warrior ===
8% increased Area of Effect
 
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
 
(Intimidated enemies take 10% increased Attack Damage)
 
=== Combat Rhythm ===
10% increased Attack Speed if you've Hit with your Main Hand Weapon Recently
 
10% increased Movement Speed if you've Hit with your Off Hand Weapon Recently
 
(Recently refers to the past 4 seconds)
 
=== Hit and Run ===
Attack Skills deal 20% increased Damage while Dual Wielding
 
4% chance to Dodge Attack or Spell Hits if you've Hit an Enemy Recently
 
(Recently refers to the past 4 seconds)
 
=== Insatiable Killer ===
Attack Skills deal 20% increased Damage while Dual Wielding
 
5% increased Attack Speed while Dual Wielding
 
5% chance to gain a Frenzy Charge on Kill while Dual Wielding
 
=== Mage Bane ===
+5% Chance to Block Spell Damage while Dual Wielding
 
Attack Skills deal 20% increased Damage while Dual Wielding
 
20% chance to gain a Power Charge when you Block
 
=== Martial Momentum ===
8% increased Attack Speed while Dual Wielding
 
16% increased Accuracy Rating while Dual Wielding
 
32% increased Damage if you've used a Travel Skill Recently
 
(Recently refers to the past 4 seconds)
 
=== Deadly Repartee ===
+5% Chance to Block Attack Damage while Dual Wielding
 
Attack Skills deal 25% increased Damage while Dual Wielding
 
30% increased Attack Critical Strike Chance while Dual Wielding
 
=== Quick and Deadly ===
60% increased Main Hand Attack Damage while wielding two different Weapon Types
 
30% increased Off Hand Attack Speed while wielding two different Weapon Types
 
=== Smite the Weak ===
40% increased Attack Damage against Maimed Enemies
 
Attacks have 10% chance to Maim on Hit
 
(Maimed enemies have 30% reduced Movement Speed)
 
=== Heavy Hitter ===
30% increased Attack Damage
 
10% reduced Enemy Stun Threshold
 
20% chance to double Stun Duration
 
30% increased Damage with Ailments from Attack Skills
 
(The Stun Threshold determines how much Damage can Stun something)
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Martial Prowess ===
20% increased Attack Damage
 
6% increased Attack Speed
 
15% increased Global Accuracy Rating
 
20% increased Damage with Ailments from Attack Skills
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Calamitous ===
10% chance to Freeze, Shock and Ignite
 
30% increased Elemental Damage with Attack Skills
 
15% increased Effect of Non-Damaging Ailments
 
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
 
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
 
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
 
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
 
=== Devastator ===
20% increased Attack Damage
 
20% increased Damage with Ailments from Attack Skills
 
Enemies killed by your Attack Hits have a 15% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
=== Fuel the Fight ===
8% increased Attack Speed
 
0.4% of Attack Damage Leeched as Mana
 
20% increased Damage while Leeching
 
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Drive the Destruction ===
0.8% of Attack Damage Leeched as Life
 
20% increased Maximum total Recovery per second from Life Leech
 
20% increased total Recovery per second from Life Leech
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Feed the Fury ===
0.4% of Attack Damage Leeched as Life
 
30% increased Damage while Leeching
 
15% increased Attack Speed while Leeching
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Seal Mender ===
Skills Supported by Unleash have 30% increased Seal gain frequency
 
=== Conjured Wall ===
25% increased Spell Damage
 
+6% Chance to Block Spell Damage if you've Cast a Spell Recently
 
(Recently refers to the past 4 seconds)
 
=== Arcane Heroism ===
30% increased Effect of Arcane Surge on you
 
10% chance to gain Arcane Surge when you Hit a Unique enemy
 
(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
 
=== Practiced Caster ===
20% increased Spell Damage
 
5% increased Cast Speed
 
35% chance to Avoid interruption from Stuns while Casting
 
=== Burden Projection ===
30% increased Spell Damage
 
8% chance to Knock Enemies Back on Hit with Spell Damage
 
=== Thaumophage ===
0.6% of Spell Damage Leeched as Energy Shield
 
20% increased Maximum total Recovery per second from Energy Shield Leech
 
10% chance to Hinder Enemies on Hit with Spells, with 30% reduced Movement Speed
 
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
(Hindered enemies have reduced movement speed)
 
=== Essence Rush ===
40% increased Damage while Leeching Energy Shield
 
0.3% of Spell Damage Leeched as Energy Shield
 
5% increased Attack and Cast Speed while Leeching Energy Shield
 
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Sap Psyche ===
20% increased Spell Damage
 
30% increased Mana Regeneration Rate
 
Regenerate 1% of Energy Shield per second if you’ve Cursed an Enemy Recently
 
(Recently refers to the past 4 seconds)
 
=== Sadist ===
15% increased Elemental Damage if you've Chilled an Enemy Recently
 
20% increased Elemental Damage if you've Ignited an Enemy Recently
 
25% increased Elemental Damage if you've Shocked an Enemy Recently
 
(Recently refers to the past 4 seconds)
 
=== Corrosive Elements ===
15% increased Elemental Damage
 
Cold Skills have a 25% chance to apply Cold Exposure on Hit
 
Fire Skills have a 25% chance to apply Fire Exposure on Hit
 
Lightning Skills have a 25% chance to apply Lightning Exposure on Hit
 
(Cold Exposure applies -10% to Cold Resistance for 4 seconds)
 
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
 
(Lightning Exposure applies -10% to Lightning Resistance for 4 seconds)
 
=== Doryani's Lesson ===
0.2% of Elemental Damage Leeched as Life
 
25% increased Elemental Damage
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Disorienting Display ===
25% increased Elemental Damage
 
10% chance to Blind nearby Enemies when you use an Elemental Skill
 
(Blinded enemies have their Chance to Hit halved)
 
=== Prismatic Heart ===
+10% to all Elemental Resistances
 
30% increased Elemental Damage
 
=== Widespread Destruction ===
10% increased Area of Effect
 
20% increased Elemental Damage
 
=== Master of Fire ===
Nearby Enemies have Fire Exposure
 
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
 
=== Smoking Remains ===
35% increased Fire Damage
 
10% chance to create a Smoke Cloud on Kill
 
=== Cremator ===
30% increased Fire Damage
 
Ignited Enemies you hit are destroyed on Kill
 
=== Snowstorm ===
Gain 10% of Lightning Damage as Extra Cold Damage against Chilled Enemies
 
=== Storm Drinker ===
Damage Penetrates 8% Lightning Resistance
 
0.5% of Lightning Damage Leeched as Energy Shield
 
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Paralysis ===
30% increased Lightning Damage
 
10% chance to double Stun Duration
 
Lightning Skills have 10% reduced Enemy Stun Threshold
 
(The Stun Threshold determines how much Damage can Stun something)
 
=== Supercharge ===
Lightning Damage with Non-Critical Strikes is Lucky
 
=== Blanketed Snow ===
Damage Penetrates 10% Cold Resistance against Chilled Enemies
 
=== Cold to the Core ===
1% increased Cold Damage per 25 Dexterity
 
1% increased Cold Damage per 25 Intelligence
 
1% increased Cold Damage per 25 Strength
 
=== Cold-Blooded Killer ===
20% increased Cold Damage
 
Recover 2% of Life on Kill
 
=== Touch of Cruelty ===
Chaos Skills have 10% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed
 
Enemies Hindered by you take 10% increased Chaos Damage
 
(Hindered enemies have reduced movement speed)
 
=== Unwaveringly Evil ===
30% increased Chaos Damage
 
Chaos Skills ignore interruption from Stuns
 
=== Unspeakable Gifts ===
Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
 
=== Dark Ideation ===
2% increased Chaos Damage per 100 maximum Mana, up to a maximum of 80%
 
=== Unholy Grace ===
30% increased Chaos Damage
 
10% increased Attack and Cast Speed
 
=== Wicked Pall ===
35% increased Chaos Damage
 
20% increased Skill Effect Duration
 
=== Renewal ===
Minions Regenerate 1% of Life per second
 
Minions have 10% chance to deal Double Damage while they are on Full Life
 
=== Raze and Pillage ===
Minions have 20% chance to Ignite
 
Minions deal 20% increased Damage against Ignited Enemies
 
Minions gain 6% of Physical Damage as Extra Fire Damage
 
=== Rotten Claws ===
Minions have a 20% chance to Impale on Hit with Attacks
 
=== Call to the Slaughter ===
Minions deal 15% increased Damage
 
Minions created Recently have 10% increased Attack and Cast Speed
 
Minions created Recently have 30% increased Movement Speed
 
=== Skeletal Atrophy ===
Summoned Skeletons have 10% chance to Wither Enemies for 2 seconds on Hit
 
Summoned Skeletons have 30% of Physical Damage Converted to Chaos Damage
 
=== Hulking Corpses ===
Minions have 20% increased maximum Life
 
20% increased Raised Zombie Size
 
Raised Zombies have 5% chance to Taunt Enemies on Hit
 
=== Vicious Bite ===
Minions have 50% increased Critical Strike Chance
 
Raised Spectres, Raised Zombies, and Summoned Skeletons have +50% to Critical Strike Multiplier
 
=== Primordial Bond ===
10% increased Damage per Summoned Golem
 
40% increased Effect of Buffs granted by your Golems
 
Golems have 25% increased Maximum Life
 
=== Blowback ===
Ignites you inflict deal Damage 15% faster
 
(They will deal the same total damage over a shorter duration)
 
=== Fan the Flames ===
Ignites you inflict spread to other Enemies within a Radius of 15
 
=== Cooked Alive ===
15% chance to Ignite
 
Enemies Ignited by you have -10% to Fire Resistance
 
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
 
=== Burning Bright ===
+8% to Fire Damage over Time Multiplier
 
20% increased Fire Damage
 
8% increased Area of Effect
 
=== Wrapped in Flame ===
20% increased Burning Damage
 
+15% to Fire Damage over Time Multiplier while Burning
 
Regenerate 1.50% of Life per second while Burning
 
=== Vivid Hues ===
+12% to Damage over Time Multiplier for Bleeding
 
2% of Attack Damage Leeched as Life against Bleeding Enemies
 
20% increased total Recovery per second from Life Leech
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Rend ===
+12% to Damage over Time Multiplier for Bleeding
 
30% increased Bleeding Duration
 
=== Disorienting Wounds ===
25% increased Damage with Bleeding
 
25% chance to Blind with Hits against Bleeding Enemies
 
(Blinded enemies have their Chance to Hit halved)
 
=== Compound Injury ===
50% increased Damage with Bleeding you inflict on Maimed Enemies
 
=== Septic Spells ===
8% increased Cast Speed
 
Spell Skills have +10% to Damage over Time Multiplier for Poison
 
20% chance to Poison on Hit with Spell Damage
 
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
 
=== Low Tolerance ===
+8% to Damage over Time Multiplier for Poison
 
Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
 
=== Steady Torment ===
20% increased Poison Duration
 
20% increased Bleeding Duration
 
+10% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
 
+10% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
 
=== Eternal Suffering ===
+5% to Chaos Damage over Time Multiplier
 
Chaos Skills have 30% increased Skill Effect Duration
 
=== Eldritch Inspiration ===
+8% to Chaos Damage over Time Multiplier
 
16% increased maximum Mana
 
20% increased Mana Regeneration Rate
 
=== Wasting Affliction ===
20% increased Damage with Ailments
 
Damaging Ailments deal damage 10% faster
 
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
 
(They will deal the same total damage over a shorter duration)
 
=== Haemorrhage ===
+18% to Damage over Time Multiplier for Ailments from Critical Strikes
 
40% increased Critical Strike Chance
 
=== Flow of Life ===
24% increased Damage over Time
 
4% increased maximum Life
 
Regenerate 0.6% of Life per second
 
=== Exposure Therapy ===
+10% to Damage over Time Multiplier
 
+30% Chaos Resistance against Damage Over Time
 
=== Brush with Death ===
+10% to Damage over Time Multiplier
 
Recover 1% of Life on Kill
 
Recover 1% of Energy Shield on Kill
 
=== Vile Reinvigoration ===
24% increased Damage over Time
 
6% increased maximum Energy Shield
 
Regenerate 2% of Energy Shield per second if you’ve Killed an Enemy Recently
 
(Recently refers to the past 4 seconds)
 
=== Circling Oblivion ===
20% increased Damage over Time
 
20% increased Duration of Ailments on Enemies
 
15% increased Skill Effect Duration
 
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
 
=== Brewed for Potency ===
24% increased Damage over Time
 
10% increased Flask Charges gained
 
20% increased Life and Mana Recovery from Flasks
 
=== Astonishing Affliction ===
20% increased Duration of Elemental Ailments on Enemies
 
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
 
20% increased Effect of Non-Damaging Ailments
 
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
 
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
 
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
 
=== Cold Conduction ===
Enemies Chilled by your Hits are Shocked
 
Enemies Shocked by your Hits are Chilled
 
=== Inspired Oppression ===
20% increased Elemental Damage
 
30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently
 
30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
 
10% increased Effect of Non-Damaging Ailments
 
(Recently refers to the past 4 seconds)
 
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
 
=== Chilling Presence ===
Nearby Enemies are Chilled
 
(Chill reduces Enemy Action Speed by 10%)
 
=== Deep Chill ===
+10% to Cold Damage over Time Multiplier
 
30% increased Effect of Chill
 
=== Blast-Freeze ===
20% increased Cold Damage
 
Freezes you inflict spread to other Enemies within a Radius of 12
 
=== Thunderstruck ===
20% increased Lightning Damage
 
Your Critical Strikes Knock Back Shocked Enemies
 
30% increased Critical Strike Chance
 
=== Stormrider ===
10% chance to gain a Power Charge when you Shock a Chilled Enemy
 
25% increased Cold Damage with Hits against Shocked Enemies
 
25% increased Lightning Damage with Hits against Chilled Enemies
 
=== Overshock ===
30% increased Lightning Damage
 
Your Shocks can increase Damage taken by up to a maximum of 60%
 
30% increased Effect of Shock
 
=== Evil Eye ===
Enemies you Curse take 5% increased Damage
 
5% chance to Dodge Attack Hits from Cursed Enemies
 
=== Whispers of Death ===
5% increased Effect of your Curses
 
20% increased Damage if you've Killed a Cursed Enemy Recently
 
(Recently refers to the past 4 seconds)
 
=== Forbidden Words ===
25% increased Area of Effect of Curse Skills
 
5% increased Effect of your Curses
 
Curse Skills have 5% reduced Mana Reservation
 
=== Dark Discourse ===
10% increased Effect of your Curses
 
Enemies you Curse are Hindered, with 15% reduced Movement Speed
 
Regenerate 1% of Energy Shield per second if you’ve Killed an Enemy Recently
 
(Hindered enemies have reduced movement speed)
 
(Recently refers to the past 4 seconds)
 
=== Victim Maker ===
Curse Skills have 50% increased Skill Effect Duration
 
25% increased Damage with Hits and Ailments against Cursed Enemies
 
=== Master of Fear ===
Enemies you Curse are Intimidated
 
Enemies you Curse are Unnerved
 
(Intimidated enemies take 10% increased Attack Damage)
 
(Unnerved enemies take 10% increased Spell Damage)
 
=== Wish for Death ===
You have Culling Strike against Cursed Enemies
 
Curse Skills have 20% increased Skill Effect Duration
 
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
 
=== Heraldry ===
20% increased Effect of Herald Buffs on you
 
10% reduced Mana Reservation of Herald Skills
 
=== Endbringer ===
25% increased Damage for each Herald affecting you
 
=== Cult-Leader ===
Minions deal 35% increased Damage while you are affected by a Herald
 
=== Empowered Envoy ===
Herald Skills deal 40% increased Damage
 
20% increased Effect of Herald Buffs on you
 
=== Dark Messenger ===
Herald Skills have 25% increased Area of Effect
 
Herald Skills deal 20% increased Damage
 
=== Agent of Destruction ===
10% chance to Freeze, Shock and Ignite while affected by a Herald
 
25% increased Elemental Damage while affected by a Herald
 
=== Lasting Impression ===
30% increased Damage over Time while affected by a Herald
 
Herald Skills deal 50% increased Damage over Time
 
=== Self-Fulfilling Prophecy ===
+1% to Critical Strike Chance of Herald Skills
 
+25% to Critical Strike Multiplier if you dealt a Critical Strike with a Herald Skill Recently
 
(Recently refers to the past 4 seconds)
 
=== Invigorating Portents ===
Minions deal 20% increased Damage while you are affected by a Herald
 
Minions have 10% increased Movement Speed for each Herald affecting you
 
=== Pure Agony ===
+1 to maximum number of Sentinels of Purity
 
+5 to Maximum Virulence
 
Minions deal 20% increased Damage while you are affected by a Herald
 
=== Disciples ===
1% additional Physical Damage Reduction per Summoned Sentinel of Purity
 
You lose Virulence 30% slower
 
Minions deal 20% increased Damage while you are affected by a Herald
 
(Virulence is granted by the Herald of Agony Skill)
 
=== Dread March ===
Minions have 10% increased maximum Life
 
Minions have 10% increased Movement Speed
 
Minions have 10% additional Physical Damage Reduction
 
Minions have +10% to Chaos Resistance
 
=== Blessed Rebirth ===
Minions have 20% increased maximum Life
 
Minions created Recently cannot be Damaged
 
(Recently refers to the past 4 seconds)
 
=== Life from Death ===
Minions have 15% increased maximum Life
 
Regenerate 2% of Life per second if a Minion has Died Recently
 
Minions Recover 4% of Life on Minion Death
 
(Recently refers to the past 4 seconds)
 
=== Feasting Fiends ===
Minions have 10% increased maximum Life
 
Minions deal 10% increased Damage
 
Minions Leech 0.4% of Damage as Life
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Bodyguards ===
Minions have 10% increased maximum Life
 
Minions have 10% chance to Knock Enemies Back on Hit with Attacks
 
=== Follow-Through ===
Projectiles deal 15% increased Damage for each remaining Chain
 
=== Streamlined ===
30% increased Projectile Speed
 
20% increased Projectile Damage
 
=== Shrieking Bolts ===
35% increased Projectile Damage
 
10% chance to Taunt Enemies on Projectile Hit
 
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
 
=== Eye to Eye ===
25% increased Projectile Damage
 
35% increased Projectile Damage with Hits against Nearby Enemies
 
=== Repeater ===
30% increased Projectile Damage
 
8% increased Attack and Cast Speed
 
=== Aerodynamics ===
Projectiles Pierce an additional Target
 
20% increased Projectile Speed
 
10% increased Projectile Damage
 
=== Chip Away ===
25% increased Brand Activation Frequency if you haven't used a Brand Skill Recently
 
20% increased Brand Attachment range
 
(Recently refers to the past 4 seconds)
 
=== Seeker Runes ===
25% increased Damage with Brand Skills
 
Unattached Brands gain 20% increased Brand Attachment Range per second
 
=== Remarkable ===
You can Cast an additional Brand
 
12% increased Cast Speed with Brand Skills
 
=== Brand Loyalty ===
Enemies take 5% increased Damage for each of your Brands Attached to them
 
20% increased Brand Attachment range
 
=== Holy Conquest ===
5% increased Movement Speed
 
20% increased Damage with Brand Skills
 
10% increased Brand Activation frequency
 
=== Grand Design ===
You can Cast an additional Brand
 
Brand Skills have 20% increased Duration
 
10% increased Brand Activation frequency
 
20% increased Brand Attachment range
 
=== Set and Forget ===
25% increased Trap Damage
 
12% increased Area of Effect
 
25% reduced Trap Duration
 
40% increased Trap Trigger Area of Effect
 
=== Expert Sabotage ===
30% increased Mine Damage
 
Can have up to 2 additional Remote Mines placed at a time
 
Mines have 20% increased Detonation Speed
 
=== Guerilla Tactics ===
20% increased Trap Damage
 
20% increased Mine Damage
 
10% increased Trap Throwing Speed
 
10% increased Mine Throwing Speed
 
5% increased Movement Speed if you've thrown a Trap or Mine Recently
 
(Recently refers to the past 4 seconds)
 
=== Expendability ===
10% chance to throw up to 1 additional Trap or Mine
 
(Throwing Mines takes 10% more time for each additional Mine thrown)
 
=== Arcane Pyrotechnics ===
20% increased Trap Damage
 
20% increased Mine Damage
 
Gain Arcane Surge when your Mine is Detonated targeting an Enemy
 
Gain Arcane Surge when your Trap is Triggered by an Enemy
 
(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
 
=== Surprise Sabotage ===
+15% to Critical Strike Multiplier with Traps
 
+15% to Critical Strike Multiplier with Mines
 
Trap Damage Penetrates 5% Elemental Resistances
 
Mine Damage Penetrates 5% Elemental Resistances
 
=== Careful Handling ===
15% increased Trap Damage
 
15% increased Mine Damage
 
4% increased maximum Life
 
6% increased maximum Mana
 
=== Peak Vigour ===
8% increased maximum Life
 
30% increased Life Recovery from Flasks
 
=== Fettle ===
+20 to maximum Life
 
10% increased maximum Life
 
=== Feast of Flesh ===
8% increased maximum Life
 
0.4% of Attack Damage Leeched as Life
 
+10 Life gained for each Enemy hit by your Attacks
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Sublime Sensation ===
10% increased maximum Energy Shield
 
8% increased maximum Life
 
=== Surging Vitality ===
8% increased maximum Life
 
Regenerate 0.5% of Life per second
 
Every 5 seconds, Regenerate 10% of Life over one second
 
=== Peace Amidst Chaos ===
8% increased maximum Life
 
2% additional Physical Damage Reduction while stationary
 
Regenerate 2% of Life per second while stationary
 
=== Adrenaline ===
6% increased maximum Life
 
15% increased Maximum total Recovery per second from Life Leech
 
6% increased Attack Speed while Leeching
 
=== Wall of Muscle ===
6% increased maximum Life
 
5% increased Strength
 
=== Mindfulness ===
15% increased maximum Mana
 
80% increased Mana Regeneration Rate while stationary
 
=== Liquid Inspiration ===
15% increased maximum Mana
 
30% increased Mana Recovery from Flasks
 
5% increased Mana Recovery Rate during Effect of any Mana Flask
 
=== Openness ===
+30 to maximum Mana
 
20% increased maximum Mana
 
=== Daring Ideas ===
18% increased maximum Mana
 
0.4% of Attack Damage Leeched as Mana
 
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Clarity of Purpose ===
15% increased maximum Mana
 
30% increased Mana Regeneration Rate
 
=== Scintillating Idea ===
20% increased maximum Mana
 
Damage Penetrates 5% Lightning Resistance
 
=== Holistic Health ===
8% increased maximum Life
 
10% increased maximum Mana
 
=== Genius ===
8% increased maximum Mana
 
5% increased Intelligence
 
=== Improvisor ===
6% increased Attack Speed
 
10% increased maximum Mana
 
+3 Mana gained for each Enemy hit by your Attacks
 
=== Stubborn Student ===
20% increased Armour
 
15% increased maximum Mana
 
4% additional Physical Damage Reduction
 
=== Savour the Moment ===
10% increased maximum Energy Shield
 
Regenerate 3.00% of Energy Shield per second while stationary
 
=== Energy From Naught ===
+100 to maximum Energy Shield
 
=== Will Shaper ===
Gain 5% of Maximum Mana as Extra Maximum Energy Shield
 
=== Spring Back ===
6% increased maximum Energy Shield
 
10% faster start of Energy Shield Recharge
 
15% increased Energy Shield Recharge Rate
 
=== Conservation of Energy ===
8% increased maximum Energy Shield
 
0.3% of Spell Damage Leeched as Energy Shield
 
20% increased Maximum total Recovery per second from Energy Shield Leech
 
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Heart of Iron ===
Gain 10% of Maximum Life as Extra Armour
 
=== Prismatic Carapace ===
30% increased Armour
 
+1% to all maximum Elemental Resistances
 
(Maximum Resistances cannot be raised above 90%)
 
=== Militarism ===
30% increased Armour
 
8% increased maximum Life
 
=== Second Skin ===
3% Chance to Block Spell Damage
 
30% increased Armour
 
+3% Chance to Block Attack Damage
 
=== Dragon Hunter ===
30% increased Armour
 
+20% to Fire Resistance
 
5% additional Physical Damage Reduction
 
=== Enduring Composure ===
30% increased Armour
 
Gain an Endurance Charge every second if you've been Hit Recently
 
(Recently refers to the past 4 seconds)
 
=== Prismatic Dance ===
30% increased Evasion Rating
 
+1% to all maximum Elemental Resistances
 
(Maximum Resistances cannot be raised above 90%)
 
=== Natural Vigour ===
30% increased Evasion Rating
 
8% increased maximum Life
 
=== Untouchable ===
30% increased Evasion Rating
 
3% chance to Dodge Attack Hits
 
3% chance to Dodge Spell Hits
 
=== Shifting Shadow ===
20% increased Evasion Rating
 
+20 to Dexterity
 
10% chance to Blind Enemies on Hit
 
(Blinded enemies have their Chance to Hit halved)
 
=== Readiness ===
+4% chance to Evade Attack Hits if you haven't been Hit Recently
 
(Recently refers to the past 4 seconds)
 
=== Confident Combatant ===
1% increased Damage per 1% Chance to Block Attack Damage
 
=== Flexible Sentry ===
3% Chance to Block Spell Damage
 
25% chance to Avoid Elemental Ailments
 
+3% Chance to Block Attack Damage
 
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
 
=== Vicious Guard ===
0.4% of Attack Damage Leeched as Life
 
Regenerate 1.5% of Life per second
 
+4% Chance to Block Attack Damage
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Mystical Ward ===
4% Chance to Block Spell Damage
 
0.3% of Spell Damage Leeched as Energy Shield
 
Regenerate 1.5% of Energy Shield per second
 
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Rote Reinforcement ===
+20 to maximum Life
 
20% chance to gain an Endurance Charge when you Block
 
+4% Chance to Block Attack Damage
 
=== Mage Hunter ===
4% Chance to Block Spell Damage
 
20% increased Spell Damage
 
20% chance to gain a Power Charge when you Block
 
=== Riot Queller ===
+4% Chance to Block Attack Damage
 
Enemies Taunted by you take 6% increased Damage
 
=== One with the Shield ===
Recover 50 Life when you Block
 
50% increased Defences from Equipped Shield
 
+5% Chance to Block Attack Damage while holding a Shield
 
(Defences are Armour, Evasion Rating and Energy Shield)
 
=== Aerialist ===
3% chance to Dodge Attack Hits
 
3% chance to Dodge Spell Hits
 
5% increased Dexterity
 
=== Elegant Form ===
30% chance to Avoid Elemental Ailments
 
3% chance to Dodge Attack Hits
 
3% chance to Dodge Spell Hits
 
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
 
=== Darting Movements ===
5% increased Movement Speed
 
5% chance to Dodge Attack and Spell Hits while moving
 
=== No Witnesses ===
10% chance to gain Elusive on Kill
 
25% increased Elusive Effect
 
(Elusive initially grants 15% chance to Dodge Spell or Attack Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
 
=== Molten One's Mark ===
+2% to maximum Fire Resistance
 
Regenerate 1% of Life per second
 
(Maximum Resistances cannot be raised above 90%)
 
=== Fire Attunement ===
40% reduced Ignite Duration on you
 
50% reduced Extra Damage taken from Critical Strikes while Ignited
 
=== Pure Might ===
40% increased Stun and Block Recovery
 
Purity of Fire has 30% reduced Mana Reservation
 
+20 to Strength
 
=== Blacksmith ===
25% increased Armour
 
+20% to Fire Resistance
 
0.4% of Fire Damage Leeched as Life
 
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
 
=== Non-Flammable ===
+20% to Fire Resistance
 
40% chance to Avoid being Ignited
 
6% chance to Avoid Fire Damage from Hits
 
=== Winter Prowler ===
+2% to maximum Cold Resistance
 
6% increased Movement Speed
 
(Maximum Resistances cannot be raised above 90%)
 
=== Hibernator ===
40% reduced Freeze Duration on you
 
15% additional Physical Damage Reduction while Frozen
 
=== Pure Guile ===
Purity of Ice has 30% reduced Mana Reservation
 
+20 to Dexterity
 
5% chance to Blind Enemies on Hit
 
(Blinded enemies have their Chance to Hit halved)
 
=== Alchemist ===
+20% to Cold Resistance
 
8% increased Attack and Cast Speed
 
20% increased Life Recovery from Flasks
 
=== Antifreeze ===
+20% to Cold Resistance
 
40% chance to Avoid being Frozen
 
6% chance to Avoid Cold Damage from Hits
 
=== Wizardry ===
8% increased maximum Mana
 
+2% to maximum Lightning Resistance
 
(Maximum Resistances cannot be raised above 90%)
 
=== Capacitor ===
12% increased Movement Speed while Shocked
 
40% reduced Effect of Shock on you
 
=== Pure Aptitude ===
Regenerate 1% of Energy Shield per second
 
Purity of Lightning has 30% reduced Mana Reservation
 
+20 to Intelligence
 
=== Sage ===
20% increased Mana Regeneration Rate
 
+20% to Lightning Resistance
 
Regenerate 1.5% of Life per second
 
=== Insulated ===
+20% to Lightning Resistance
 
40% chance to Avoid being Shocked
 
6% chance to Avoid Lightning Damage from Hits
 
=== Born of Chaos ===
+3% to maximum Chaos Resistance
 
(Maximum Resistances cannot be raised above 90%)
 
=== Antivenom ===
+17% to Chaos Resistance
 
Unaffected by Poison
 
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
 
=== Rot-Resistant ===
+13% to Chaos Resistance
 
Regenerate 1.2% of Life per second
 
Regenerate 0.6% of Energy Shield per second
 
Regenerate 0.3% of Mana per second
 
=== Blessed ===
6% increased maximum Life
 
10% increased maximum Mana
 
+13% to Chaos Resistance
 
=== Student of Decay ===
25% increased Damage over Time
 
+13% to Chaos Resistance


==Version history==
==Version history==
{{VersionHistoryTable}}
{{Version history table header}}
{{VersionHistoryRow|3.10.0}}
{{Version history table row|3.17.2|
* Updated the Passive Name for the "12% increased Damage with Two Handed Weapons" Large Cluster Jewel from "Damage with Two Handed Melee Weapons" to "Damage with Two Handed Weapons", as the previous name was misleading.
}}
{{Version history table row|3.11.1|
* {{il|Medium Cluster Jewel|Medium}} and {{il|Large Cluster Jewel|Large Cluster Jewels}} will now drop with an additional enchantment effect that grants them 1 and 2 Jewel sockets respectively. These replace the modifiers that previously granted additional Jewel sockets, which can no longer appear on Cluster Jewels.
* Selling any existing Medium and Large Cluster Jewels without this new enchantment to a vendor will remove any existing Jewel socket modifiers and add the new socket enchantment. This does not include Unique Cluster Jewels.
}}
{{Version history table row|3.11.0|
* Many balance changes have been made to passive skills granted by Cluster Jewels. This affects all existing Cluster Jewels with these passives automatically. The following notables have been affected: [[Hex Breaker]], [[Evil Eye]], [[Forbidden Words]], [[Remarkable]], [[Grand Design]], [[Expert Sabotage]], [[Vicious Bite]], [[Holy Conquest]], [[Flexible Sentry]], [[Hulking Corpses]], [[Cold-Blooded Killer]], [[Wrapped in Flame]], [[Fire Attunement]], [[Hibernator]], [[Capacitor]], [[Replenishing Presence]], [[Antivenom]], [[Non-flammable]], [[Antifreeze]], [[Insulated]], [[Readiness]], [[Dragon Hunter]], [[Conservation of Energy]], [[Spring Back]], [[Stubborn Student]], [[Liquid Inspiration]], [[Adrenaline]], [[Peace Amidst Chaos]], [[Heraldry]], [[Disciples]], [[Pure Agony]], [[Purposeful Harbinger]], [[Endbringer]], [[Master of Fear]], [[Victim Maker]], [[Circling Oblivion]], [[Wicked Pall]], [[Drive the Destruction]], [[Thaumophage]], [[Numbing Elixir]], [[Spiked Concoction]], [[Sleepless Sentries]], [[Chip Away]], [[Precise Retaliation]], [[Skullbreaker]], [[Precise Commander]], [[Savage Response]], [[Precise Focus]], [[Self-Fulfilling Prophecy]], [[Surprise Sabotage]], [[Mob Mentality]], [[Cry Wolf]], [[Haunting Shout]], [[Lead By Example]], [[Provocateur]], [[Warning Call]], [[Rattling Bellow]] and others.
}}
{{Version history table row|3.10.0|
* Introduced to the game.
* Introduced to the game.
|}
}}
{{Version history table end}}


{{Navbox Delirium}}
{{Navbox Items}}
{{Navbox Items}}


[[Category:Item classes]]
[[Category:Items]]
[[ru:Вневременной самоцвет]]
[[ru:Кластерный самоцвет]]

Revision as of 02:42, 15 April 2024

Several cluster jewels in progression

Cluster jewels are a type of jewels that can be socketed in the outermost sockets of the passive skill tree (known as Large Jewel Sockets). These jewels extend the skill tree by creating new clusters of nodes, which can contain small nodes, notable skills, and even keystones. They can also create more jewel sockets (Medium or Small Jewel Sockets) which can support smaller cluster jewels. They are occasionally dropped from Delirium encounters or rewards.

Cluster jewels can be crafted to modify their properties. Like all jewels, rare cluster jewels can have a maximum of four affixes.

Mechanics

Non-unique Cluster Jewels come with two enchantments: one that determines how many passive skills are in the cluster, and one that determines what bonuses the passives in the jewel give. The latter determines what kind of mods the Cluster Jewel can roll. Like other jewels, they can have up to four explicit modifiers. The explicit mods will either modify or add bonuses to the small passives or add a notable skill to the cluster. Unlike other jewels, normal rarity Cluster Jewels can drop. Medium and Large Cluster Jewels have a third enchantment that determines how many jewel sockets it has.

Jewel sockets in the cluster can support either regular or Abyss jewels or smaller-sized cluster jewels. Medium Jewel Sockets in a Large Cluster JewelLarge Cluster JewelPlace into an allocated Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. can support MediumMedium Cluster JewelPlace into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. or Small Cluster JewelsSmall Cluster JewelPlace into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket., and Small Jewel Sockets in a Medium Cluster JewelMedium Cluster JewelPlace into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. can support a Small Cluster JewelSmall Cluster JewelPlace into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.. You can have a maximum of two sockets for Large and one for Medium.

Passives in the Cluster Jewel are never considered to be within radius of Jewels for unique Jewels which interact with nearby passives. Similarly, jewels with a radius have radius effects disabled if they're socketed in a Cluster Jewel jewel socket.

The passive points spent on the Cluster Jewel passives can be refunded by simply unsocketing the jewel, which refunds all passive points spent on that jewel's cluster. However, if a jewel socket or Keystone passive has been allocated, it will cost 1 refund point to unsocket it.

No jewel will have more than one of a given notable, but duplicates of the same notable skills can be stacked. If the notable has a limit to its effect, such as Purposeful Harbinger, that limit applies across all instances of the notable.

Selling 5 of the same kind(e.g. Large and Rare) will give you a new jewel of the same size and rarity. The new jewel will have the minimum item level from the 5 components, a new enchantment and new modifiers.

Small Cluster JewelSmall Cluster JewelPlace into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. adds 2-3 passive skills, has no sockets. It can only have a single notable passive skill; a prefix.

Medium Cluster JewelMedium Cluster JewelPlace into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. adds 4-6 passive skills, has 1 Small Jewel Socket. It can have up to two notable passive skills; both are prefixes.

Large Cluster JewelLarge Cluster JewelPlace into an allocated Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. adds 8-12 passive skills, has 2 Medium Jewel Sockets. It can have up to three notable passive skills; two prefixes, one suffix.

Optimal passive skill amounts

Since Cluster Jewels are able to have significantly varying amounts of passive skills, some of them are strictly better than others when it comes to optimizing for the most notable passive skills and Jewel Sockets using the least possible amount of points on the tree. This table details how many passive points need to be spent to allocate all possible notable and jewel sockets (referred to as "significant nodes" in the table) for every size variation of non-Unique Cluster Jewel base types. The jewel sizes with optimal pathing add 2, 4, 5, or 8 passive skills.

Item # of maximum possible

"significant nodes"

adds #

passive skills

# of points required

to allocate all possible

"significant nodes"

Optimal tree

pathing?

Small Cluster JewelSmall Cluster JewelPlace into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. 1

(1 notable)

2 2
3 3
Medium Cluster JewelMedium Cluster JewelPlace into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. 3

(1 Small jewel socket + 2 notables)

4 4
5 4
6 5
Large Cluster JewelLarge Cluster JewelPlace into an allocated Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. 5

(2 Medium jewel sockets + 3 notables)

8 7
9 8
10 9
11 10
12 11

Regarding notable placements on 3-notable large cluster jewels, the notable mod in the middle of the advanced description will also be in the middle of the cluster. This should not be confused with the order of explicits, which is simply alphabetical. Because the order is determined by internal IDs, the same set of notables will always be arranged in the same order. This is relevant in the case of obtaining 2 notables and 2 jewel sockets for a total of 5 skill points.

List of cluster jewels

Item
Large Cluster JewelLarge Cluster JewelPlace into an allocated Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Medium Cluster JewelMedium Cluster JewelPlace into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelSmall Cluster JewelPlace into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.

List of unique cluster jewels

ItemBase ItemStats
Calamitous VisionsCalamitous Visions
Small Cluster Jewel
Adds Lone Messenger"Try as I might, I could not escape it.
When I closed my eyes, I saw only death.
Each breath tainted with the scent of seared and smouldering flesh,
And each sound tangled with pleas for mercy."
Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Lone Messenger
Kitava's TeachingsKitava's Teachings
Small Cluster Jewel
Adds Disciple of KitavaSavour the bitter, cherish the sweet,
For there may never be another chance to eat.
Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Disciple of Kitava
MegalomaniacMegalomaniac
Medium Cluster Jewel
Adds 4 Passive Skills
Added Small Passive Skills grant Nothing
<3 Random notable mods>
CorruptedIf you're going to act like you're better than everyone else, make sure you are.Place into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Medium Cluster JewelAdds 4 Passive Skills
Added Small Passive Skills grant Nothing
<3 Random notable mods>
1 Added Passive Skill is Adrenaline
1 Added Passive Skill is Advance Guard
1 Added Passive Skill is Aerialist
1 Added Passive Skill is Aerodynamics
1 Added Passive Skill is Agent of Destruction
1 Added Passive Skill is Aggressive Defence
1 Added Passive Skill is Alchemist
1 Added Passive Skill is Ancestral Echo
1 Added Passive Skill is Ancestral Guidance
1 Added Passive Skill is Ancestral Inspiration
1 Added Passive Skill is Ancestral Might
1 Added Passive Skill is Ancestral Preservation
1 Added Passive Skill is Ancestral Reach
1 Added Passive Skill is Antifreeze
1 Added Passive Skill is Antivenom
1 Added Passive Skill is Arcane Adept
1 Added Passive Skill is Arcane Heroism
1 Added Passive Skill is Arcane Pyrotechnics
1 Added Passive Skill is Arcing Shot
1 Added Passive Skill is Assert Dominance
1 Added Passive Skill is Astonishing Affliction
1 Added Passive Skill is Basics of Pain
1 Added Passive Skill is Battlefield Dominator
1 Added Passive Skill is Battle-Hardened
1 Added Passive Skill is Blacksmith
1 Added Passive Skill is Blanketed Snow
1 Added Passive Skill is Blast-Freeze
1 Added Passive Skill is Blessed
1 Added Passive Skill is Blessed Rebirth
1 Added Passive Skill is Blizzard Caller
1 Added Passive Skill is Blood Artist
1 Added Passive Skill is Bloodscent
1 Added Passive Skill is Blowback
1 Added Passive Skill is Bodyguards
1 Added Passive Skill is Born of Chaos
1 Added Passive Skill is Brand Loyalty
1 Added Passive Skill is Brewed for Potency
1 Added Passive Skill is Broadside
1 Added Passive Skill is Brush with Death
1 Added Passive Skill is Brutal Infamy
1 Added Passive Skill is Burden Projection
1 Added Passive Skill is Burning Bright
1 Added Passive Skill is Calamitous
1 Added Passive Skill is Call to the Slaughter
1 Added Passive Skill is Capacitor
1 Added Passive Skill is Careful Handling
1 Added Passive Skill is Chilling Presence
1 Added Passive Skill is Chip Away
1 Added Passive Skill is Circling Oblivion
1 Added Passive Skill is Clarity of Purpose
1 Added Passive Skill is Cold-Blooded Killer
1 Added Passive Skill is Cold Conduction
1 Added Passive Skill is Cold to the Core
1 Added Passive Skill is Combat Rhythm
1 Added Passive Skill is Compound Injury
1 Added Passive Skill is Conjured Wall
1 Added Passive Skill is Conservation of Energy
1 Added Passive Skill is Cooked Alive
1 Added Passive Skill is Corrosive Elements
1 Added Passive Skill is Cremator
1 Added Passive Skill is Cry Wolf
1 Added Passive Skill is Cult-Leader
1 Added Passive Skill is Daring Ideas
1 Added Passive Skill is Doedre's Spite
1 Added Passive Skill is Dark Ideation
1 Added Passive Skill is Dark Messenger
1 Added Passive Skill is Darting Movements
1 Added Passive Skill is Deadly Repartee
1 Added Passive Skill is Deep Chill
1 Added Passive Skill is Devastator
1 Added Passive Skill is Disciples
1 Added Passive Skill is Disease Vector
1 Added Passive Skill is Disorienting Display
1 Added Passive Skill is Disorienting Wounds
1 Added Passive Skill is Distilled Perfection
1 Added Passive Skill is Doedre's Apathy
1 Added Passive Skill is Doedre's Gluttony
1 Added Passive Skill is Doryani's Lesson
1 Added Passive Skill is Dragon Hunter
1 Added Passive Skill is Dread March
1 Added Passive Skill is Drive the Destruction
1 Added Passive Skill is Eldritch Inspiration
1 Added Passive Skill is Elegant Form
1 Added Passive Skill is Empowered Envoy
1 Added Passive Skill is Endbringer
1 Added Passive Skill is Enduring Composure
1 Added Passive Skill is Enduring Focus
1 Added Passive Skill is Enduring Ward
1 Added Passive Skill is Energy From Naught
1 Added Passive Skill is Essence Rush
1 Added Passive Skill is Eternal Suffering
1 Added Passive Skill is Evil Eye
1 Added Passive Skill is Expansive Might
1 Added Passive Skill is Expendability
1 Added Passive Skill is Expert Sabotage
1 Added Passive Skill is Exploit Weakness
1 Added Passive Skill is Explosive Force
1 Added Passive Skill is Exposure Therapy
1 Added Passive Skill is Eye of the Storm
1 Added Passive Skill is Eye to Eye
1 Added Passive Skill is Fan of Blades
1 Added Passive Skill is Fan the Flames
1 Added Passive Skill is Fasting
1 Added Passive Skill is Fearsome Warrior
1 Added Passive Skill is Feasting Fiends
1 Added Passive Skill is Feast of Flesh
1 Added Passive Skill is Feed the Fury
1 Added Passive Skill is Fettle
1 Added Passive Skill is Fire Attunement
1 Added Passive Skill is Spiteful Presence
1 Added Passive Skill is Flexible Sentry
1 Added Passive Skill is Flow of Life
1 Added Passive Skill is Follow-Through
1 Added Passive Skill is Force Multiplier
1 Added Passive Skill is Fuel the Fight
1 Added Passive Skill is Furious Assault
1 Added Passive Skill is Genius
1 Added Passive Skill is Gladiator's Fortitude
1 Added Passive Skill is Graceful Execution
1 Added Passive Skill is Grand Design
1 Added Passive Skill is Grim Oath
1 Added Passive Skill is Introspection
1 Added Passive Skill is Guerilla Tactics
1 Added Passive Skill is Haemorrhage
1 Added Passive Skill is Haunting Shout
1 Added Passive Skill is Heart of Iron
1 Added Passive Skill is Heavy Hitter
1 Added Passive Skill is Heraldry
1 Added Passive Skill is Hex Breaker
1 Added Passive Skill is Hibernator
1 Added Passive Skill is Hit and Run
1 Added Passive Skill is Holistic Health
1 Added Passive Skill is Holy Conquest
1 Added Passive Skill is Hound's Mark
1 Added Passive Skill is Hulking Corpses
1 Added Passive Skill is Improvisor
1 Added Passive Skill is Insatiable Killer
1 Added Passive Skill is Inspired Oppression
1 Added Passive Skill is Insulated
1 Added Passive Skill is Invigorating Portents
1 Added Passive Skill is Iron Breaker
1 Added Passive Skill is Lasting Impression
1 Added Passive Skill is Lead By Example
1 Added Passive Skill is Life from Death
1 Added Passive Skill is Liquid Inspiration
1 Added Passive Skill is Lord of Drought
1 Added Passive Skill is Low Tolerance
1 Added Passive Skill is Mage Bane
1 Added Passive Skill is Mage Hunter
1 Added Passive Skill is Magnifier
1 Added Passive Skill is Martial Mastery
1 Added Passive Skill is Martial Momentum
1 Added Passive Skill is Martial Prowess
1 Added Passive Skill is Master of Command
1 Added Passive Skill is Master of Fire
1 Added Passive Skill is Master of the Maelstrom
1 Added Passive Skill is Master the Fundamentals
1 Added Passive Skill is Mender's Wellspring
1 Added Passive Skill is Militarism
1 Added Passive Skill is Mindfulness
1 Added Passive Skill is Misery Everlasting
1 Added Passive Skill is Mob Mentality
1 Added Passive Skill is Molten One's Mark
1 Added Passive Skill is Mystical Ward
1 Added Passive Skill is Natural Vigour
1 Added Passive Skill is Non-Flammable
1 Added Passive Skill is Numbing Elixir
1 Added Passive Skill is One with the Shield
1 Added Passive Skill is Openness
1 Added Passive Skill is Opportunistic Fusilade
1 Added Passive Skill is Overlord
1 Added Passive Skill is Overshock
1 Added Passive Skill is Overwhelming Malice
1 Added Passive Skill is Paralysis
1 Added Passive Skill is Peace Amidst Chaos
1 Added Passive Skill is Peak Vigour
1 Added Passive Skill is Phlebotomist
1 Added Passive Skill is Powerful Assault
1 Added Passive Skill is Powerful Ward
1 Added Passive Skill is Practiced Caster
1 Added Passive Skill is Destructive Aspect
1 Added Passive Skill is Precise Focus
1 Added Passive Skill is Precise Retaliation
1 Added Passive Skill is Pressure Points
1 Added Passive Skill is Primordial Bond
1 Added Passive Skill is Prismatic Carapace
1 Added Passive Skill is Prismatic Dance
1 Added Passive Skill is Prismatic Heart
1 Added Passive Skill is Prodigious Defence
1 Added Passive Skill is Provocateur
1 Added Passive Skill is Pure Agony
1 Added Passive Skill is Pure Aptitude
1 Added Passive Skill is Electric Presence
1 Added Passive Skill is Pure Guile
1 Added Passive Skill is Pure Might
1 Added Passive Skill is Purposeful Harbinger
1 Added Passive Skill is Quick and Deadly
1 Added Passive Skill is Quick Getaway
1 Added Passive Skill is Rapid Infusion
1 Added Passive Skill is Rattling Bellow
1 Added Passive Skill is Raze and Pillage
1 Added Passive Skill is Readiness
1 Added Passive Skill is Remarkable
1 Added Passive Skill is Rend
1 Added Passive Skill is Renewal
1 Added Passive Skill is Repeater
1 Added Passive Skill is Replenishing Presence
1 Added Passive Skill is Riot Queller
1 Added Passive Skill is Rote Reinforcement
1 Added Passive Skill is Rot-Resistant
1 Added Passive Skill is Rotten Claws
1 Added Passive Skill is Run Through
1 Added Passive Skill is Sadist
1 Added Passive Skill is Sage
1 Added Passive Skill is Sap Psyche
1 Added Passive Skill is Savage Response
1 Added Passive Skill is Savour the Moment
1 Added Passive Skill is Scintillating Idea
1 Added Passive Skill is Seal Mender
1 Added Passive Skill is Second Skin
1 Added Passive Skill is Seeker Runes
1 Added Passive Skill is Self-Control
1 Added Passive Skill is Self-Fulfilling Prophecy
1 Added Passive Skill is Septic Spells
1 Added Passive Skill is Set and Forget
1 Added Passive Skill is Shifting Shadow
1 Added Passive Skill is Shrieking Bolts
1 Added Passive Skill is Skeletal Atrophy
1 Added Passive Skill is Skullbreaker
1 Added Passive Skill is Sleepless Sentries
1 Added Passive Skill is Smite the Weak
1 Added Passive Skill is Smoking Remains
1 Added Passive Skill is Snaring Spirits
1 Added Passive Skill is Snowstorm
1 Added Passive Skill is Special Reserve
1 Added Passive Skill is Spiked Concoction
1 Added Passive Skill is Spring Back
1 Added Passive Skill is Volatile Presence
1 Added Passive Skill is Steady Torment
1 Added Passive Skill is Stoic Focus
1 Added Passive Skill is Storm Drinker
1 Added Passive Skill is Stormrider
1 Added Passive Skill is Storm's Hand
1 Added Passive Skill is Streamlined
1 Added Passive Skill is Strike Leader
1 Added Passive Skill is Stubborn Student
1 Added Passive Skill is Student of Decay
1 Added Passive Skill is Sublime Form
1 Added Passive Skill is Sublime Sensation
1 Added Passive Skill is Mortifying Aspect
1 Added Passive Skill is Surefooted Striker
1 Added Passive Skill is Surging Vitality
1 Added Passive Skill is Surprise Sabotage
1 Added Passive Skill is Tempered Arrowheads
1 Added Passive Skill is Tempt the Storm
1 Added Passive Skill is Thaumophage
1 Added Passive Skill is Thunderstruck
1 Added Passive Skill is Titanic Swings
1 Added Passive Skill is Touch of Cruelty
1 Added Passive Skill is Towering Threat
1 Added Passive Skill is Uncompromising
1 Added Passive Skill is Unholy Grace
1 Added Passive Skill is Unspeakable Gifts
1 Added Passive Skill is Untouchable
1 Added Passive Skill is Unwavering Focus
1 Added Passive Skill is Unwaveringly Evil
1 Added Passive Skill is Vast Power
1 Added Passive Skill is Righteous Path
1 Added Passive Skill is Veteran Defender
1 Added Passive Skill is Vicious Bite
1 Added Passive Skill is Vicious Guard
1 Added Passive Skill is Vicious Skewering
1 Added Passive Skill is Victim Maker
1 Added Passive Skill is Vile Reinvigoration
1 Added Passive Skill is Vital Focus
1 Added Passive Skill is Vivid Hues
1 Added Passive Skill is Wall of Muscle
1 Added Passive Skill is Warning Call
1 Added Passive Skill is Wasting Affliction
1 Added Passive Skill is Weight Advantage
1 Added Passive Skill is Evil Eye
1 Added Passive Skill is Wicked Pall
1 Added Passive Skill is Widespread Destruction
1 Added Passive Skill is Will Shaper
1 Added Passive Skill is Wind-up
1 Added Passive Skill is Frantic Aspect
1 Added Passive Skill is Winter Prowler
1 Added Passive Skill is Wizardry
1 Added Passive Skill is Wound Aggravation
1 Added Passive Skill is Wrapped in Flame
Corrupted
Natural AffinityNatural Affinity
Small Cluster Jewel
Adds Nature's PatienceYou can take the girl out of the woods, but you can't take the woods out of the girl.Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Nature's Patience
One With NothingOne With Nothing
Small Cluster Jewel
Adds Hollow Palm TechniqueOnce you begin to rely on your weapons,
You ensure you can't live without them.
Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Hollow Palm Technique
The Front LineThe Front Line
Small Cluster Jewel
Adds Veteran's AwarenessIt was a great honour to fight at the front. The few that survived the initial charge were guaranteed fame and fortune.Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Veteran's Awareness
The InterrogationThe Interrogation
Small Cluster Jewel
Adds Secrets of SufferingPain is a fine motivator,
But if you seek the truth,
Fear of pain unknown has no parallel.
Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Secrets of Suffering
The SiegeThe Siege
Small Cluster Jewel
Adds KineticismAs the dead battered Highgate's barricades,
The Black Sekhema accepted her fate,
And stood her ground.
Place into an allocated Small, Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Small Cluster JewelAdds Kineticism
VoicesVoices
Large Cluster Jewel
Adds 3 Jewel Socket Passive Skills
<Random empty passive skill node mod>
CorruptedOnly a madman would ignore a god's instructions.Place into an allocated Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket.
Large Cluster JewelAdds 3 Jewel Socket Passive Skills
<Random empty passive skill node mod>
Adds 5 Small Passive Skills which grant nothing
Adds 1 Small Passive Skill which grants nothing
Adds 3 Small Passive Skills which grant nothing
Adds 7 Small Passive Skills which grant nothing
Corrupted

Jewel modifiers by jewel type

List of keystone nodes

List of notable passives

List of minor passives

NameStats
Area Damage
10% increased Area Damage [1]
Aura Effect
3% increased effect of Non-Curse Auras from your Skills [1]
Chance to Block Attack Damage
+1% Chance to Block Attack Damage [1]
Chance to Suppress Spell Damage
+2% chance to Suppress Spell Damage [1]
Chaos Damage over Time
12% increased Chaos Damage over Time [1]
Cold Damage over Time
12% increased Cold Damage over Time [1]
Curse Effect
2% increased Effect of your Curses [1] [2]
Damage over Time
10% increased Damage over Time [1]
Damage with Two Handed Weapons
12% increased Damage with Two Handed Weapons [1]
Fire Damage over Time
12% increased Burning Damage [1]
Flask Duration
6% increased Flask Effect Duration [1]
Life and Mana recovery from Flasks
10% increased Life Recovery from Flasks
10% increased Mana Recovery from Flasks [1]
Physical Damage over Time
12% increased Physical Damage over Time [1]
Reservation Efficiency
6% increased Mana Reservation Efficiency of Skills [1]
Small Jewel Socket
N/A
Wand Damage
Wand Attacks deal 12% increased Damage with Hits and Ailments [1]
Armour
15% increased Armour [1]
Attack Damage
10% increased Attack Damage [1]
Attack Damage while Dual Wielding
12% increased Attack Damage while Dual Wielding [1]
Attack Damage while holding a Shield
12% increased Attack Damage while holding a Shield [1]
Axe and Sword Damage
Axe Attacks deal 12% increased Damage with Hits and Ailments
Sword Attacks deal 12% increased Damage with Hits and Ailments [1]
Bow Damage
12% increased Damage with Bows
12% increased Damage Over Time with Bow Skills [1]
Brand Damage
12% increased Brand Damage [1]
Chance to Block Spell Damage
1% Chance to Block Spell Damage [1]
Channelling Skill Damage
Channelling Skills deal 12% increased Damage [1]
Chaos Damage
12% increased Chaos Damage [1]
Chaos Resistance
+12% to Chaos Resistance [1]
Cold Damage
12% increased Cold Damage [1]
Cold Resistance
+15% to Cold Resistance [1]
Critical Chance
15% increased Critical Strike Chance [1]
Dagger and Claw Damage
Dagger Attacks deal 12% increased Damage with Hits and Ailments
Claw Attacks deal 12% increased Damage with Hits and Ailments [1]
Damage while you have a Herald
10% increased Damage while affected by a Herald [1]
Dexterity
+10 to Dexterity [1]
Effect of Non-Damaging Ailments
10% increased Effect of Non-Damaging Ailments [1]
Elemental Damage
10% increased Elemental Damage [1]
Energy Shield
6% increased maximum Energy Shield [1]
Evasion
15% increased Evasion Rating [1]
Exerted Attack Damage
Exerted Attacks deal 20% increased Damage [1]
Fire Damage
12% increased Fire Damage [1]
Fire Resistance
+15% to Fire Resistance [1]
Intelligence
+10 to Intelligence [1]
Life
4% increased maximum Life [1]
Lightning Damage
12% increased Lightning Damage [1]
Lightning Resistance
+15% to Lightning Resistance [1]
Mace and Staff Damage
Mace or Sceptre Attacks deal 12% increased Damage with Hits and Ailments
Staff Attacks deal 12% increased Damage with Hits and Ailments [1]
Mana
6% increased maximum Mana [1]
Medium Jewel Socket
N/A
Minion Damage
Minions deal 10% increased Damage [1]
Minion Damage while you have a Herald
Minions deal 10% increased Damage while you are affected by a Herald [1]
Minion Life
Minions have 12% increased maximum Life [1]
Nothingness
N/A
Physical Damage
12% increased Physical Damage [1]
Position Proxy
N/A
Projectile Damage
10% increased Projectile Damage [1]
Spell Damage
10% increased Spell Damage [1]
Strength
+10 to Strength [1]
Totem Damage
12% increased Totem Damage [1]
Trap and Mine Damage
12% increased Trap Damage
12% increased Mine Damage [1]

Version history

Version Changes
3.17.2
  • Updated the Passive Name for the "12% increased Damage with Two Handed Weapons" Large Cluster Jewel from "Damage with Two Handed Melee Weapons" to "Damage with Two Handed Weapons", as the previous name was misleading.
3.11.1
  • MediumMedium Cluster JewelPlace into an allocated Medium or Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. and Large Cluster JewelsLarge Cluster JewelPlace into an allocated Large Jewel Socket on the Passive Skill Tree. Added passives do not interact with jewel radiuses. Right click to remove from the Socket. will now drop with an additional enchantment effect that grants them 1 and 2 Jewel sockets respectively. These replace the modifiers that previously granted additional Jewel sockets, which can no longer appear on Cluster Jewels.
  • Selling any existing Medium and Large Cluster Jewels without this new enchantment to a vendor will remove any existing Jewel socket modifiers and add the new socket enchantment. This does not include Unique Cluster Jewels.
3.11.0
3.10.0
  • Introduced to the game.

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