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Unique Jewels in PoE

Unique Jewels in PoE

Complete List of all Unique Jewels in Path of Exile

Unique Jewels in PoE
Wiki page

 

Updated for Patch 3.22

 

The unique Jewels are often extremely impactful and in a lot of cases necessary for the build to function, so comparing them to Rare Jewels may be misleading. Rare Jewels, depending on the type of build you play, should grant you some Maximum Life or ES, Attributes, Resistances, Reservation Efficiency, Damage, Critical Strike Chance, or Critical Strike Multiplier. Abyss Jewels grant you flat amounts of Life, added Damage, or Accuracy instead of percentage values, and have distinct pools of possible modifiers. Ghastly Abyss Jewels are for example suited for Minion builds, Searching Eye Jewels - for Bow builds. Unique Jewels are nothing like this, they alter your build more drastically.

Almost every Unique Jewel has its use in one build or another, and most builds in the game use at least one of the Historic Jewels, a Watcher's Eye, or a pair of Forbidden Jewels. They're just too good not to use them. These Jewels have no Level or Character restrictions so you can use them from level 1. The list we have composed should inspire you, give you an idea of how a given Jewel can be used, or explain the inner workings of the item so that you can better understand it and implement it into your own builds if you deem it good enough. It contains all the available Jewels in the game.

Historic Jewels
Brutal RestraintBrutal Restraint - Adds 4 Dexterity to all small passives in radius and improves notables with various additional effects. It's a must-have in all Dex-stacking builds because of that, where it also should upgrade some of your notables with "5% increased Dexterity". It can be used in any build that lacks Dexterity, which is often the case in Damage over Time builds. The second reason to get this Jewel is for its Keystone, the most commonly used of which is The Traitor from Balbala's variant of Brutal Restraint. It generates Flask Charges per empty Flask Slot allowing you to have your Flasks permanently on. This trait is important in Coruscating Elixir builds, like this Energy Blade "Jedi Master" Inquisitor. The Nasima's version offers you the Second Sight Keystone which is great in a General's Cry Shield Charge Berserker build with Dark Seer.

Radius: Large
Limit: 1, Jewel limit is shared among all other Historic Jewels

Denoted service of (500-8000) dekhara in the akhara of (Asenath-Balbala-Nasima)
Passives in radius are Conquered by the Maraketh
Historic

Elegant HubrisElegant Hubris - Elegant Hubris causes the small passives in its radius to be completely useless, so it should be strategically socketed in a place where it doesn't waste too many of your Skill Points. It also completely changes notable passives, making them potentially extremely powerful. The new Axiom Warden notable increases your Minions' Maximum Life by 80%, and it's used in Detonate Dead, Minion Instability, or Death Wish builds. Crematorium Worker grants +50% to Fire Resistance, so it's good in a Chieftain build with Tasalio. There are many other such passives, and the best place to allocate them without wasting too many small passives is right besides Eternal Youth Keystone. There's Expertise, Ancestral Knowledge, and Sanctity that you can pick up by spending only 3 extra Skill Points. You can also socket it so that it overlaps with your Thread of Hope ring, or Anoint the specific notables with Oils. The Keystones it grants are Supreme Ostentation, Decadence, and Grandstanding. The Supreme Ostentation is probably the most popular one, it disables Attribute Requirements and Attribute Effects.

Radius: Large
Limit: 1, Jewel limit is shared among all other Historic Jewels

Commissioned (2000-160000) coins to commemorate (Cadiro-Caspiro-Victario)
Passives in radius are Conquered by the Eternal Empire
Historic

Glorious VanityGlorious Vanity - Randomizes all passives in its radius granting them a completely new effect, such as increased Maximum Life, extra Block Chance, or some kind of Resistance. Players tend to use them for their Keystones with the random effects of passives being a side effect, which can actually be a minor upgrade of a build if you can find a well-rolled Jewel. The most popular Keystones it grants are Corrupted Soul from the Doryani's variant and Divine Flesh if it's Xibaqua's. Corrupted Soul is used in hybrid builds as it adds tons of ES sourced from your Maximum Life. Divine Flesh is excellent in any non-ES build with Chaos Resistance higher than Elemental Resistances, which is easy to achieve as it also grants +5% to max Chaos Res. We have used it in our Blazing Salvo Inquisitor.

Radius: Large
Limit: 1, Jewel limit is shared among all other Historic Jewels

Bathed in the blood of (100-8000) sacrificed in the name of (Ahuana-Doryani-Xibaqua)
Passives in radius are Conquered by the Vaal
Historic

Lethal PrideLethal Pride Adds 4 Strength to all small passives in radius and improves notables with various additional effects. It's a must-have in all Str-stacking builds because of that, where it also should upgrade some of your notables with "5% increased Strength". The Tempered by War Keystone that you can get from a Rakiata's version of this Jewel shifts 50% of Cold and Lightning Damage to be taken as Fire, which you can use to take no Cold or Lightning Damage at all after combining it with Divine Flesh. We used it his way in this Fire Conversion Reap Chieftain.

Radius: Large
Limit: 1, Jewel limit is shared among all other Historic Jewels

Commanded leadership over (10000-18000) warriors under (Akoya-Kaom-Rakiata)
Passives in radius are Conquered by the Karui
Historic

Militant FaithMilitant Faith - Small Attribute passives in its radius now grant 10 Devotion instead, which the Jewel then uses to increase your stats - Defences, Mana Regeneration, or Elemental Damage, just to list a few. Notables can be changed, or upgraded to grant additional 5 Devotion. The transformed notables are usually bad, there's only one or two that you may find useful in your build. The Inner Conviction Keystone grants you more Damage per Power Charge and prevents Frenzy Charges gain. It can be bypassed with enough Minimum Frenzy charges or Ralakesh's Impatience, which we've used in this Lightning Conduit Trickster build. Power of Purpose Converts 80% of Maximum Mana to twice that much Armour. It's great if you use Reservation Skills that don't Reserve a flat amount of Mana but a percentage of it, you can still Reserve 100% of your Remaining Mana Pool. It will leave you with almost no Mana to use Skills, so we recommend using the Eldritch Battery with it. Transcendence Keystone is often combined with Loreweave, Eternal Damnation, and a lot of Armour. This combination provides you with tons of Elemental Damage mitigation.

Radius: Large
Limit: 1, Jewel limit is shared among all other Historic Jewels

Carved to glorify (2000-10000) new faithful converted by High Templar (Avarius-Dominus-Maxarius)
Passives in radius are Conquered by the Templars
Historic
<two random mods of devotion>

Cluster Jewels
VoicesVoices - Voices are Unique Large Cluster Jewels with three Jewel Sockets. They allow you to put on three Medium and Small Cluster Jewels per Large Cluster Jewel instead of two, which is extremely beneficial in a build that sources its power from nodes on Medium and Small Cluster Jewels only. That's usually the case in Aura-stacking builds that require increased Reservation Efficiency and Aura Effect from Small Cluster Jewels. We've used it in our Armour Stacking Smiter Scion. There are four variants of this Jewel - the more expensive they are the more Skill Points they save you. The second-best Voices with 5 passives are usually good enough - they're reasonably priced and the upgraded 4-passive Voices that save you only one extra Skill Point are ten times as expensive.

Adds 3 Jewel Socket Passive Skills
<Random empty passive skill node mod>
Corrupted

MegalomaniacMegalomaniac - It's a Medium Cluster Jewel that doesn't grant you a Jewel Socket, but three random Cluster Jewel notables instead, some of them found only on Large or Small Cluster Jewels as well as Medium ones. Small Cluster Jewel notables are often considered the best ones with their increased Reservation Efficiency or Maximum Resistances, but due to the randomness and a huge pool of available passives, their price range varies from nothing to multiple mirrors. Megalomaniac is the most useful if you want some very specific and build-enabling notables that exist naturally only on separate Cluster Jewels and you don't have space for two or three of them. This can be the case in any build.

Adds 4 Passive Skills
Added Small Passive Skills grant Nothing
<3 Random notable mods>
Corrupted

Calamitous VisionsCalamitous Visions - There are five Herald Skills in the game, but it's the Herald of Thunder that offers the best results when built around. After upgrading with Storm Secret Rings, The Annihilating Light Staff, and more Damage from Lone Messenger it results in a good autobomber build with high damage. We've also used it in the Herald of Agony Juggernaut build to summon a powerful Minion. The inability to have Auras is definitely hindering, but you can still use Arctic Armour or Petrified Blood to make use a full of your Mana Pool.

Adds Lone Messenger (You can only have one Herald; 50% more Effect of Herald Buffs on you; 100% more Damage with Hits from Herald Skills; 50% more Damage Over Time with Herald Skills; Minions from Herald Skills deal 25% more Damage; Your Aura Skills are Disabled)

Kitava's TeachingsKitava's Teachings - Builds with poor Life or Mana Recovery (such as Ignite or Minion builds) may want to use it to recover 5% of Life and Mana every second. It's a necessity to always have Corpses around you to avoid the downside. Spawn them with Desecrate or Corpsewalker boots. We have used it in our Chains of Command Animated Guardian Necromancer build.

Adds Disciple of Kitava (Every second, Consume a nearby Corpse to Recover 5% of Life and Mana; 10% more Damage taken if you haven't Consumed a Corpse Recently)

Natural AffinityNatural Affinity - Great for tanky and stationary builds such as this Master Surgeon Forbidden Rite Pathfinder. Most builds require moving around to avoid damage, some don't. It rewards stationary characters with less damage taken and chance to deal double damage. You can have up to 10 Vines affecting you.

Adds Nature's Patience (Gain 2 Grasping Vines each second while stationary; 2% chance to deal Double Damage per Grasping Vine; 1% less Damage taken per Grasping Vine)

One With NothingOne With Nothing - It enables a Dex-stacking build with no Weapon or Gloves on. The inability to use these items is somewhat balanced out with more Attack Speed and added Physical Damage. Can be used in an Ice Crash Hollow Palm Raider or Dancing Dervish Cyclone Slayer build.

Adds Hollow Palm Technique (You count as Dual Wielding while you are Unencumbered; 40% more Attack Speed with Melee Skills while you are Unencumbered; Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered)

The Front LineThe Front Line - The unavoidable 20% more Damage taken for 4 seconds after your Guard Skill ends is a big downside and there's no way to mitigate it. This Keystone is supposed to be used by players who anticipate a big damage spike, such as Shaper's Slam, Exarch's Meteor Wall, or Maven's Brain Blast, which they may survive due to the extra Physical Damage Reduction and Maximum Elemental Resistances. Such tanky builds will probably won't die because of the downside afterwards.

Adds Veteran's Awareness (+10% to all Elemental Resistances and maximum Elemental Resistances while affected by a Non-Vaal Guard Skill; 20% additional Physical Damage Reduction while affected by a Non-Vaal Guard Skill; 20% more Damage taken if a Non-Vaal Guard Buff was lost Recently)

The InterrogationThe Interrogation - Sap, Scorch, and Brittle are much better in any Elemental Crit build than the default Chill, Shock, and Ignite Ailments. It's used often in Tornado Shot or Lightning Strike Berserker. Scorch and Brittle can also be applied with Rare Eldritch Implicit on Boots or Leadership's Price Amulet, but for a ranged character The Interrogation is a much better and simpler option.

Adds Secrets of Suffering (Cannot Ignite, Chill, Freeze or Shock; Critical Strikes inflict Scorch, Brittle and Sapped)

The SiegeThe Siege - The inability of your Projectiles to Pierce, Fork, or Chain disqualifies it as a good Jewel for most. The guaranteed Bleed, Maim, and Knock Back are not worth relinquishing these qualities, not even in a Bleed Bow build.

Adds Kineticism (Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies; Projectiles cannot Pierce, Fork or Chain)

Abyss Jewels
Amanamu's GazeAmanamu's Gaze - It's a must-have for Damage over Time Minion builds as it grants +30% DoT Multiplier for Minions after meeting the condition, which you would most likely do anyway - Ghastly Abyss Jewels are great in such builds. Amanamu's Gaze is also a Ghastly Abyss Jewel, so you only need 4 more of these to reach the cap. If you're short on Sockets you may also use two of these Unique Jewels - they share the 30% cap, but each will count towards it, resulting in a +24% DoT Multiplier. This technique is not popular in this case but works with all the other Unique Abyss Jewels listed in this table. A very popular Poison Summon Raging Spirits Necromancer is the build where Amanamu's Gaze plays a big role.
+(5-10) to all Attributes
Minions have +6% to Damage over Time Multiplier per Ghastly Eye Jewel affecting you, up to a maximum of +30%
Kurgal's GazeKurgal's Gaze - With four more Hypnotic Eye Jewels it increases the Effect of Arcane Surge on you by 40%. By default, the Arcane Surge buff grants you a 10% increased Cast Speed and a 30% increased Mana Regeneration Rate. It's good on a regular Spellcaster build that already uses Hypnotic Eye Jewels, but don't go out of your way to build around it - the upgrades are not very impressive. This one we have used in Abyss Stacking Ethereal Knives Ascendant.
+(10-20) to Intelligence
8% increased Effect of Arcane Surge on you per Hypnotic Eye Jewel affecting you, up to a maximum of 40%
Tecrod's GazeTecrod's Gaze - This one's good in any Crit build that uses four other Murderous Eye Jewels. The bonus to Main Hand Crit Chance is actually impactful enough even if you're not dual-wielding, but the Jewel is even better if you do. You would use these other Abyss Eye Jewels for their added flat damage or Critical Strike modifiers, which are sought after in nearly any Attack build. Tecrod's Gaze is good if it's hard to cap your Crit Chance at 100%. It works great in this Frost Blades Berserker build.
+(10-20) to Strength
40% increased Main Hand Critical Strike Chance per Murderous Eye Jewel affecting you, up to a maximum of 200%
+20% to Off Hand Critical Strike Multiplier per Murderous Eye Jewel affecting you, up to a maximum of +100%
Ulaman's GazeUlaman's Gaze - It's not a popular Jewel, the Projectiles bouncing off of walls and rocks would only slightly improve your clear speed and do so only on some map layouts. A regular Rare Jewel is a better option.
+(10-20) to Dexterity
Projectiles have 4% chance to be able to Chain when colliding with terrain per Searching Eye Jewel affecting you, up to a maximum of 20%
Grand Spectrum Jewels
Grand SpectrumGrand Spectrum - It increases your Minimum Power Charges, meaning they cannot be consumed or expire. The number of Minimum Charges is capped at Maximum Charges. Power Charges are great in any Crit Build, they increase the Crit Chance by 50% each. With one Jewel like this and two other Grand Spectrum Jewels for 25% increased Crit Chance per Grand Spectrum, you can increase your Crit Chance by a total of 300% (that's 100% increased Crit Chance per Jewel), which is the best option if you can't easily generate Power Charges, and you kept your default Maximum Power Charges at three. If your Maximum Power Charges are at 6, use two of these. If it's 9, use three, but at this point, you probably won't need them at all - generating Power Charges and having them all up constantly on a Power-Charges-oriented build is rarely an issue.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

+1 to Minimum Power Charges per Grand Spectrum

Grand SpectrumGrand Spectrum - They are often used all three at once as there is no other Grand Spectrum Jewel better suited for a Crit Minion build. They're great in Summon Skeleton Mages Necromancer or Absolution Summoner Necromancer builds.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

Minions have +10% to Critical Strike Multiplier per Grand Spectrum

Grand SpectrumGrand Spectrum - It grants you global Crit Chance per Grand Spectrum. If you can't generate Power Charges easily, you should combine two of these with the Grand Spectrum for Minimum Power Charges for the best result. It's good if you need extra Crit Chance, but Jewel Sockets are usually too valuable for only up to 75% Crit Chance per Jewel. In an Attack build you can instead use two Tecrod's Gaze, each grants you 80% Attack Crit Chance if you have two, which is better. It still outclasses Rare Jewels in this regard. This Grand Spectrum Jewel is good if you cannot cap your Crit Chance by other means, and capping it would greatly benefit you, as is the case with Inquisitor's Inevitable Judgement passive. It's also good on Hierophants with Conviction of Power as they've already squeezed out Crit Chance from Power Charges, meaning they won't use the Grand Spectrum for Minimum Power Charges. You can use it in this Armageddon Brand Inquisitor.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

25% increased Critical Strike Chance per Grand Spectrum

Grand SpectrumGrand Spectrum - Some builds have a very hard time capping their Elemental Resistances, especially ones using a lot of Unique gear pieces, The Annihilating Light, or Melding of the Flesh. These Grand Spectrum Jewels are the cheapest way to gain more Elemental Resistances, it's +21% Resistance to each Element per Grand Spectrum if you have three of them. Regular Rare Jewels can grant you up to 27% Resistance to a specific Element and 12% to some other. They can also grant up to 52% to total Elemental Resistances (10% to all, and 12% to two specific Resistances) per Jewel, which is still lower than the 63% potential total Resistances from this Grand Spectrum. In the case of Rare Jewels, you can also get other modifiers from Prefixes, like increased Maximum Life, so they're often way better. Only in dire need of Elemental Resistances should you use this Grand Spectrum. You can choose them, for example, for this Crest of Desire's Herald of Thunder Autobomber build.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

+7% to all Elemental Resistances per Grand Spectrum

Grand SpectrumGrand Spectrum - This one is used in Life-stacking builds. It's where the Maximum Life is so important that these Jewels are actually good. Nearly all builds need Life, but the typical 7% increase from a Rare Jewel in addition to other modifiers is what most players prefer, in contrast to having only a 15% increase with nothing on top of that. We have used it in this Blood Sacrament Chieftain.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

5% increased Maximum Life per Grand Spectrum

Grand SpectrumGrand Spectrum - It increases your Minimum Endurance Charges, meaning they cannot be consumed or expire. The number of Minimum Charges is capped at Maximum Charges. Endurance Charges are not that easy to gain, but they're an excellent addition to any build, especially if you cannot lose them. Any build will find them beneficial, as long as they also use two different Grand Spectrum Jewels. Three Endurance Charges will grant you 12% additional Physical Damage Reduction and +12% to all each Elemental Resistance.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

+1 to Minimum Endurance Charges per Grand Spectrum

Grand SpectrumGrand Spectrum - It increases your Minimum Frenzy Charges, meaning they cannot be consumed or expire. The number of Minimum Charges is capped at Maximum Charges. Frenzy Charges increase your Attack Speed, Cast Speed, and grant you more Damage per Charge, making them very desirable in any non-Minion build. Acquire two more Grand Spectrum Jewels to have a minimum of three Frenzy Charges at all times. Generating them is often very difficult for Spellcasters or Totem builds.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

+1 to Minimum Frenzy Charges per Grand Spectrum

Grand SpectrumGrand Spectrum -  This one simply increases Elemental Damage, which is fine for most Elemental Damage builds, although the vast majority of them will opt for Jewels with Critical Strikes, Maximum Life, and various other improvements. These Jewels are the most prominent in builds that can't scale off of Crit, Spell, or Attack Damage so that Elemental tag is all they have left. It may be the case when you're using The Annihilating Light, Herald of Thunder, or Detonate Dead. You can use these Grand Spectrums in this Pyroclast Mine ES/Low-Life Saboteur. It has a lot of flat damage that can be increased.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

15% increased Elemental Damage per Grand Spectrum

Grand SpectrumGrand Spectrum - Having a 100% Chance to Avoid Elemental Ailments is an often overlooked defensive layer, but it's important to have it covered. Every build can make use of Freeze Immunity, and a lot of them take Abberath or Garukhan as their minor gods to make Ignite and Shock more bearable. This Jewel also protects you from Sap, Scorch, and Brittle. Combine them with Rare Items, Ancestral Vision, Astral Projector, Three-step Assault, or Elevore to reach 100%.

Limit: 3, Jewel limit is shared among all other versions of Grand Spectrum

12% chance to Avoid Elemental Ailments per Grand Spectrum

Jewels
Ancestral VisionAncestral Vision - One of the most popular Jewels, as reaching 100% Chance to Suppress Spell Damage is often seen as mandatory for characters starting on the right side of the Passive Skill Tree. It then grants you a 50% Chance to Avoid Elemental Ailments. The remaining 50% has to be sourced from Rare Items, Grand Spectrum, Astral Projector, Three-step Assault, or Elevore.

Limit: 1

+(5-10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value

Apex ModeApex Mode - The Intensify gimmick is the most often used in Crackling Lance builds, as it's baked into the skill. You can use this Jewel to gain more Intensity in any build that uses Intensify Support Gem, but we wouldn't recommend it for any Crit build - it reduces Crit Chance.

Limit: 1

(20-25)% increased Spell Damage
Spells have 10% reduced Critical Strike Chance per Intensity
Spells which have gained Intensity Recently gain 1 Intensity every 0.5 Seconds

BloodnotchBloodnotch - It's good in any Life build after you combine it with Immutable Force Jewel and reduce your Stun Threshold with ES Mastery. It would instantly Recover up to 60% of Damage taken from any Hit, which is extremely powerful, but doesn't prevent getting one-shotted. Use this combination on an already durable character. We have used it in our Vortex Cast on Frostbolt Saboteur.

Limit: 1

(40-60)% of Damage taken from Stunning Hits is Recovered as Life

Combat FocusCombat Focus - It's used in Wild Strike, Elemental Hit, or Primsatic Burst builds to remove the Lightning option from the equation. You can use this one, and another Combat Focus Jewel to deal only one type of Elemental Damage. It's rarely used.

Radius: Medium
Limit: 2

(10-15)% increased Elemental Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning
With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage

Combat FocusCombat Focus - It's used in Wild Strike, Elemental Hit, or Primsatic Burst builds to remove the Fire option from the equation. You can use this one, and another Combat Focus Jewel to deal only one type of Elemental Damage. It's rarely used.

Radius: Medium
Limit: 2

(10-15)% increased Elemental Damage
With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire
With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage

Combat FocusCombat Focus - It's used in Wild Strike, Elemental Hit, or Primsatic Burst builds to remove the Cold option from the equation. You can use this one, and another Combat Focus Jewel to deal only one type of Elemental Damage. It's rarely used.

Radius: Medium
Limit: 2

(10-15)% increased Elemental Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold
With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage

Dead ReckoningDead Reckoning - The build-enabling Jewel for Skeleton Mages Necromancer. It lets you spawn Skeletal Mages that deal Elemental Spell Damage instead of Physical Attack Damage.

Radius: Medium
Limit: 1

Minions have +(7-10)% to all Elemental Resistances
With at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages

Dissolution of the FleshDissolution of the Flesh - Used in Life-stacking or Life-sacrificing builds. It's where you can reap the benefits of up to 30% more Life if you manage to not take too much damage too often. Sacrificing Life (for example by using Sacrifice Support, Demon Stitcher, or Blood Sacrament) does not count as taking Damage and won't kill your character, so it's where you can spend your Life with no repercussions. If you have a build that takes damage less than every two seconds, feel free to use it as well. It requires high Evasion and immunity to most DoTs. We used this Jewel in our Sacrifice Hexblast Occultist and Blood Sacrament Chieftain builds.

Limit: 1

Removes all Energy Shield
Life that would be lost by taking Damage is instead Reserved until you take no Damage to Life for 2 seconds
(20-30)% more Maximum Life

Emperor's CunningEmperor's Cunning - This one is great if you need Accuracy and Dexterity, which is the case in a Dex-stacking Siege Ballista Hierophant. Accuracy-stacking builds prefer flat Accuracy bonuses from Rare Abyss Jewels.

Limit: 1

20% increased Global Accuracy Rating
3% increased Character Size
(4-6)% increased Dexterity

Emperor's MasteryEmperor's Mastery - Excellent in all Attribute-stacking builds, for example, this Strength-stacking Wander Berserker.

Limit: 1

4% increased maximum Life
3% increased Character Size
5% increased Global Defences
(5-7)% increased Attributes

Emperor's MightEmperor's Might - Used in Strength-stacking builds. We've used it in this Venom Gyre Berserker.

Limit: 1

10% increased Damage
3% increased Character Size
(4-6)% increased Strength

Emperor's WitEmperor's Wit - It's great in Intelligence-stacking builds, as shown in this HoWA Molten Strike CI Juggernaut.

Limit: 1

30% increased Global Critical Strike Chance
3% increased Character Size
(4-6)% increased Intelligence

Endless MiseryEndless Misery - It fixes the Discharge's Cooldown at 0.25 seconds instead of its default 2 seconds, but makes it deal less Damage with less AoE. Most Discharge builds cannot generate Charges so fast, which is bottlenecking the cast rate of Discharge anyway. You can also simply increase the Cooldown Recovery Rate of Discharge to cast it faster. Use it only if you can gain a full set of Charges every 0.25 seconds.

Radius: Medium
Limit: 1

(7-10)% increased Elemental Damage
With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms
With at least 40 Intelligence in Radius, Discharge deals 60% less Damage
With at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect

FiresongFiresong - It's decent with Abberath as your minor god, Rashkaldor's Patience, Fire Attunement, or specific Rare modifiers that can reduce the Duration of Ignite on you. Reaching 100% would render you "immune" to all Elemental Ailments that have a duration (not Chilled, Shocked, or Burning Grounds).

+(10-15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments

Forbidden FlameForbidden FleshForbidden Flame & Flesh - One of the most iconic sets of Jewels in the game - they only drop from Exarch and Eater endgame bosses, making them very rare. Having two matching copies, one blue and one red, rewards you with an ascendancy passive from the same class, or a passive that doesn't even exist on any skill tree (such as Nine Lives for Witch or Fatal Flourish for Duelist). They fit almost any build, two Jewel Sockets are a small price for some of the most powerful bonuses the game has to offer. They are not all expensive, Jewels with passives like Wind Ward for Ranger or Conqueror for Duealist are dirt cheap, but still worth equipping.

Limit: 1/each

Requires Class <Random Character Class>
Allocates <Random Ascendancy Notable> if you have the matching modifiers on Forbidden Flesh
Corrupted

Requires Class <Random Character Class>
Allocates <Random Ascendancy Notable> if you have the matching modifiers on Forbidden Flame
Corrupted

Immutable ForceImmutable Force - It's often combined with Bloodnotch and Energy Shield mastery to instantly recover up to 60% of Damage taken from any Hit. If you reduce your Stun and Block Recovery enough, it will have no duration at all.

Limit: 1

(500-1000)% increased Stun and Block Recovery

Impossible EscapeImpossible Escape - This Jewel lets you allocate passives around a specific Keystone, which is good if there are multiple great passives that are too far from your route. Impossible Escape with Supreme Ego allows you to pick up Charima and a Reservation Efficiency node for a total of 24% increased Reservation Efficiency. The Imbalanced Guard variant is often used to pick up Prismatic Skin and Soul of Steel of +3% to all Maximum Elemental Resistances. Necromantic Aegis is also desirable due to Dreamer, Potency of Will, Foresight, and Ash, Frost and Storm notables. There are multiple other locations that may suit you.

Limit: 1

Passive in Radius of <Keystone> can be Allocated without being connected to your tree
Corrupted

Inspired LearningInspired Learning - Favorite of many fast builds that expect to kill Rare enemies often. It's similar to a Headhunter Belt, but this Jewel grants only one modifier from a slain monster, not all of them. You can use multiple of these Jewels, but fulfilling its conditions may be quite hard, so most players use one or two at most. A Tornado Shot Deadeye is the best example of a build that will benefit from it.

Radius: Small

With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds

Intuitive LeapIntuitive Leap - If you're short on Passive Skill Points, you can use Intuitive Leap and only allocate the best surrounding passives. It's very often socketed near Fervour notable to grab Fervour, Herbalism, Acuity, Heartseeker, Survivalist, and Spect of the Lynx. Sockets near Instability and Stamina are some of the best candidates for it too.

Radius: Small

Passives in Radius can be Allocated without being connected to your tree

Lioneye's FallLioneye's Fall - It's used in Bow builds, always socketed near Frenetic notable to transform half of the nearby giant Claw and Dagger Clusters to affect Bows instead. You can then allocate Claw and Dagger Masteries that will serve your Bow build too, like Culling Strike on Crit. It's a heavily damage-oriented option, and later on, it may be outclassed by a good Cluster Jewel. Use it in a Lightning Arrow Deadeye build.

Radius: Medium

Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers

Melding of the FleshMelding of the Flesh - One of the most popular ways to gain Maximum Elemental Resistances. It encourages you to only seek one type of Maximum Resistance, all the other Maximum Resistances are fixed to the highest one - a lot of players may use Aegis Aurora combined with Purity of Ice, or Rise of the Phoenix combined with Purity of Fire. Additional Maximum Resistances can be obtained from Passives and the Skill Tree, Cluster Jewels, and Rare Items. In total, you'll need at least 19% additional Maximum Resistance to reach the 90% hard cap, which is extremely difficult. The negative Resistances are also a hindrance, but for a build that uses Doryani's Prototype, is actually great. We included one in our Absolution Summoner build.

Limit: 1

-(80-70)% to all Elemental Resistances
Elemental Resistances are capped by your highest Maximum Elemental Resistance instead
-(6-4)% to all maximum Elemental Resistances

Might of the MeekMight of the Meek - Might of Meek is most often seen in Scion builds - they have easy access to the three sockets near the centre of the Skill Tree. This Jewel increases the effect of small nodes by 50% each, so by allocating three of them in sockets near Shaper, Sentinel, and Harrier, you can create an overlapping area where your nodes have their effect increased by 150%.

Radius: Large

50% increased Effect of non-Keystone Passive Skills in Radius
Notable Passive Skills in Radius grant nothing

Nadir ModeNadir Mode - Nadir Mode, much like Apex Mode, is used in builds with Intensify. This one requires a very high Cast Speed as you lose your Intensity Stacks even if you're not moving, but in turn, it increases Crit Chance per Intensity. Crackling Lance builds will find it useful, given they also have Intensify Support in there to gain more Intensify Stacks.

Limit: 1

(20-25)% increased Spell Damage
Spells have 30% increased Critical Strike Chance per Intensity
Spells which have gained Intensity Recently lose 1 Intensity every 0.5 Seconds

Primordial EminencePrimordial Eminence - One of the Primordial Jewels, used in every Carrion Golem and Golemancer build - it increases the effect of Golem's Buffs, grants them Armour, and Attack/Cast Speed.
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
Pimordial Harmonyrimordial Harmony - Another one of the Primordial Jewels, used in every Carrion Golem and Golemancer build - it increases the Cooldown Recovery Rate of Golem and Golem's Skills, their Life Regeneration, and Damage per Type of Golem you have. We've also used it in the Flame Golem Witch Necromancer.
Golem Skills have (20-30)% increased Cooldown Recovery Rate
Summoned Golems have (30-45)% increased Cooldown Recovery Rate
(16-20)% increased Golem Damage for each Type of Golem you have Summoned
Summoned Golems Regenerate 2% of their Life per second
Primordial
Primordial MightPrimordial Might - Used in Carrion Golem, Golemancer, and Flame Golem Witch Necromancer builds. It upgrades Golems in terms of Maximum Life and Damage while changing their behaviour to Aggressive for a better clear speed.
(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
Primordial
Pure TalentPure Talent - It's worth putting on if you play as Scion, a character that can easily start from two different starting locations. Rangers also find it useful as Movement Speed can't be normally gained from Jewels (Abyss Jewels offer only a conditional 4% from a Suffix).

Limit: 1

While your Passive Skill Tree connects to the Duelist's starting location, you gain:
1% of Attack Damage Leeched as Life
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
While your Passive Skill Tree connects to the Marauder's starting location, you gain:
Melee Skills have 25% increased Area of Effect

Rational DoctrineRational Doctrine - It's an extremely powerful Jewel - even if you don't meet the conditions to activate both effects, it's still worth putting on. Consecrated Ground Regenerates Life and reduces Curses' effect on you by 50%. Profane Ground increases Critical Strike Chance against enemies on it, much like Brittle, and reduces all their Resistances by 10%. Profane Ground affects enemies so you have to approach them point-blank. You can gain both Grounds' effects if your Strength and Intelligence are equally high and higher than Dexterity. The Lingering Effect means you will practically never lose these effects. We can recommend it for nearly any build that doesn't have a lot of Dexterity. It's the most useful on an Elemental/Chaos Damage Crit build, such as this Shockwave Totem Hierophant.

<Three random synthesis implicit modifiers>
You have Consecrated Ground around you while stationary if Strength is your highest Attribute
25% chance to create Profane Ground on Critical Strike if Intelligence is your highest Attribute
Effects of Consecrated Ground you create Linger for 4 seconds
Effects of Profane Ground you create Linger for 4 seconds

Primordial MightReplica Primordial Might - It's not used in any build that we know of. It encourages relying on Golem as your main DPS source, but also reduces the maximum number of Golems you can summon.

-1 to maximum number of Summoned Golems
(25-30)% increased Damage if you Summoned a Golem in the past 8 seconds
Golems Summoned in the past 8 seconds deal (100-125)% increased Damage
Golems have (18-22)% increased Maximum Life
Primordial
Summoned Golems are Aggressive

Replica Reckless DefenceReplica Reckless Defence - 4% to block Attack and Spells is a good price for a Jewel Socket, but we wouldn't recommend equipping more than two of them - you have to already be close to capping your Block Chance at 75% as this stat is more valuable the more of it you have, and you can get it in bulk from a Shield or Passives. The Block mechanics is used by most characters wielding a Staff or Shield. Obviously, be prepared to mitigate the effects of Ignite, Freeze, and Shock.

+(2-4)% Chance to Block Spell Damage
+(2-4)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited

Spirit GuardsSpirit Guards - It lets you Animate Ranged Weapon instead of regular Melee ones with the Animate Weapon Skill. It doesn't change much, Animated Weapons are very fast anyway and their range is rarely an issue.

Radius: Medium
Limit: 1

Minions deal (8-12)% increased Damage
With at least 40 Dexterity in Radius, Animate Weapon can Animate up to 20 Ranged Weapons

Split PersonalitySplit Personality - This Jewel stacks with the distance between its socket and your starting location, which can result in a lot of Attributes, Maximum Life, Maximum Mana, Accuracy, or Defences. You can build your whole Skill Tree around them to extract the most stats you need in particular, which is often the case in stacking-type builds. See our Whispering Ice Icestorm Trickster for an example.

Limit: 2

This Jewel's Socket has 25% increased effect per Allocated Passive Skill between
it and your Class' starting location
<Two random modifiers>
Corrupted

StormshroudStormshroud - Chance to Avoid Shock can be found as a modifier on Boots (Crusader's Suffix, Essence), Abyss Jewels (up to 50% from a single Jewel), and you can even get 80% of it from one Notable from Elegant Hubris. Reaching 100% is very easy so a lot of players use Stormshroud to avoid other Elemental Ailments.

+(10-15)% to Lightning Resistance
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments

Sublime VisionSublime Vision - Limits your character only to one Aura that is then enhanced. Each Aura has its own single designated mod. Some of the more expansive ones are Purity of Fire with its 30% of Cold and Lightning Damage taken as Fire, or the ability to inflict Britlle while you have Hatred on. Most characters use multiple Auras so equipping this Jewel forces them to use Heralds, Aspects, and other Mana-reserving Skills instead so as to not waste the rest of their Mana pool. We have used it in our Fire Conversion Reap Chieftain build.

Limit: 1

<Aura bonus modifier>

Tempered FleshTempered Flesh - Use its improved version - Transcendent Flesh.

Radius: Medium

-1 Strength per 1 Strength on Allocated Passives in Radius
2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius

Tempered MindTempered Mind - Use its improved version - Transcendent Mind.

Radius: Medium

-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
2% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius

Tempered SpiritTempered Spirit - Use its improved version - Transcendent Spirit.

Radius: Medium

-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
2% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius

The Anima StoneThe Anima Stone - Used in Carrion Golem, Golemancer, and Flame Golem Witch Necromancer builds. If you have three Primordial Items on, it allows you to summon two additional Golems, which you should take advantage of. These Items are other Jewels listed here, or a Unique Primordial Chain Amulet.
+1 to maximum number of Summoned Golems
+1 to maximum number of Summoned Golems if you have 3 Primordial Items Socketed or Equipped
The Balance of TerrorThe Balance of Terror - It provides various buffs if you've cast a Hex Curse in the past 10 seconds. The Curse has to be cast manually, without using Hextouch or Blasphemy Support Gems. Each Hex has two designated modifiers that can roll. Some of the most valuable ones will allow you to inflict Withered on Hit after casting Despair, improve your chances of dealing Double Damage after casting Vulnerability and add an extra Critical Strike Multiplier from Enfeeble. Jewels granting two different bonuses after casing one Curse are also great.

Limit: 1

+(10-15)% to all Elemental Resistances
<2 random curse modifiers>

The Blue DreamThe Blue Dream - It can be socketed near Sentinel (28%), Weathered Hunter (14%), Diamond Skin (20%), Survivalist (16%), Cloth and Chain (20%), Harrier (18%), Shaper (24%), or Holy Dominion & Faith and Steel (20%) notables for a chance of gaining a Power Charge on Kill. Use it if you struggle with generating Power Charges.

Radius: Large
Limit: 1

Gain (6-10)% 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

The Blue NightmareThe Blue Nightmare - It can be socketed near Sentinel (28%), Weathered Hunter (14%), Diamond Skin (20%), Survivalist (16%), Cloth and Chain (20%), Harrier (18%), Shaper (24%), or Holy Dominion & Faith and Steel (20%) notables for a chance to Block Spell Damage at half of his value. Use it in a Lightning Damage build to cap your Spell Block Chance at 75%.

Radius: Large
Limit: 1

Gain (6-10)% 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 50% of its value

The Green DreamThe Green Dream - It can be socketed near Sentinel (28%), Weathered Hunter (14%), Diamond Skin (20%), Survivalist (16%), Cloth and Chain (20%), Harrier (18%), Shaper (24%), Cruel Preparation & Frost Walker (20%), or Holy Dominion & Faith and Steel (20%) notables for a chance to gain Frenzy Charge on Kill. Use it if you struggle with generating Frenzy Charges.

Radius: Large
Limit: 1

Gain (6-10)% 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

The Green NightmareThe Green Nightmare - It can be socketed near Sentinel (28%), Weathered Hunter (14%), Diamond Skin (20%), Survivalist (16%), Cloth and Chain (20%), Harrier (18%), Shaper (24%), Cruel Preparation & Frost Walker (20%), or Holy Dominion & Faith and Steel (20%) notables for a chance of Suppressing Spell Damage at 70% of this value. Use it in a Cold Damage build to cap your Spell Suppression Chance at 100%.

Radius: Large
Limit: 1

Gain (6-10)% of Cold Damage as Extra Chaos Damage
Passives granting Cold Resistance or all Elemental Resistances in Radius also grant Chance to Suppress Spell Damage at 70% of its value

The Red DreamThe Red Dream - It can be socketed near Sentinel (28%), Weathered Hunter (14%), Diamond Skin & Barbarism (28%), Survivalist (16%), Cloth and Chain (20%), Harrier (18%), Shaper (24%), or Holy Dominion & Faith and Steel (20%) notables for a chance of gaining an Endurance Charge on Kill. Use it if you struggle with generating Endurance Charges.

Radius: Large
Limit: 1

Gain (6-10)% 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

The Red NightmareThe Red Nightmare - It can be socketed near Sentinel (28%), Weathered Hunter (14%), Diamond Skin & Barbarism (28%), Survivalist (16%), Cloth and Chain (20%), Harrier (18%), Shaper (24%), or Holy Dominion & Faith and Steel (20%) notables to gain Attack Block Chance at half of this value. Use it in a Fire Damage build to cap your Attack Block Chance.

Radius: Large
Limit: 1

Gain (6-10)% 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 50% of its value

Thread of HopeThread of Hope - Creates a ring around the socket on which you can allocate passives. The ring size can be rolled with a Divine Orb with the exception of Massive Ring - Thread of Hope with a Massive Ring is a separate Jewel that drops only from Uber Sirus. It cannot be used to allocate Jewel sockets. It's often combined with Elegant Hubris or Glorious Vanity to pick only the best of the passives that ended up on your Skill Tree. You can use as many of them as you want which is useful in a Doryani's Prototype build to reduce your own Lightning Resistance. It's excellent if it allows you to pick up 4 or 5 notables or keystones that you'd want, but it's good even for only 2 or 3 passives if you really need them. It saves a lot of Skill Points.

Radius: Variable

Only affects Passives in (Small, Medium, Large, Very Large, Massive)
Ring Passives in Radius can be Allocated without being connected to your tree
-(20-10)% to all Elemental Resistances

Transcendent FleshTranscendent Flesh - A regular Rare Jewel can be much better if you strive for Crit Multiplier, even after allocating it in the best spot on a Skill tree, near Unwavering Stance. It's only great after combining it with Lethal Pride in one of the sockets near the centre of a Skill Tree with two Transcendent Flesh Jewels put in the other two sockets so that the bonus Strength from Lethal Pride overlaps with the radius of both Transcendent Flesh Jewels. In such cases, these Jewels can provide you with around 120 Unallocated Strength each resulting in +168% Critical Strike Multiplier in total.

Radius: Medium

-1 Strength per 1 Strength on Allocated Passives in Radius
+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

Transcendent MindTranscendent Mind - Used in all kinds of DoT builds. Socket it near Instability and spend 20 Int to allocate it. This will result in +18% to DoT Multiplier. Great if you don't plan on allocating the Intelligence nodes nearby, which some DoT builds do to gain Breath of Flames notable - that would require you to spend 30 Int, which results only in +15% to DoT Multiplier. Still quite good. You can use it in a Caustic Arrow/Death Aura Occultist or Wintertide Brand Low-Life Occultist build.

Radius: Medium

-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
+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

Transcendent SpiritTranscendent Spirit - The key ingredient in Accuracy-stacking builds. It's where the extra Accuracy Rating from unallocated Dexterity is translated into damage. Combine it with Brutal Restraint for extra Dexterity and put two of these Jewels so that their radius overlaps. It can only be done near the centre of a Skill Tree where three Jewel sockets are as close as can be. It can result in around 100 Unallocated Dex for each Transcendent Spirit, which is roughly 2500 flat Accuracy Rating in total.

Radius: Medium

-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
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

Unending HungerUnending Hunger - It is used only in Raise Specter builds to enhance their DPS during mapping. We've used it in our Raise Spectre Summoner Necromancer build.

Radius: Medium
Limit: 2

Minions have (6-8)% 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

Unnatural InstinctUnnatural Instinct - It can be used similarly to Intuitive Leap - near nodes that are really good but you can't afford to spend Points on them. Intuitive Leap allows you to at least allocate the nodes you want the most, but Unnatural Instinct simply grants you the bonuses of the small passives. Socket it near Fervour, Instability, Sentinel, Shaper, or Harrier notables for the most prominent upgrades.

Radius: Small
Limit: 1

Allocated Small Passive Skills in Radius grant nothing
Grants all bonuses of Unallocated Small Passive Skills in Radius

Watcher's EyeWatcher's Eye - It enhances your character with up to three bonuses associated with the Auras they're using, on top of increased Maximum Life, Mana, and ES. These bonuses can be Penetration, Critical Strike Chance, Physical Damage taken as Elemental Damage, Life gained on Hit, and even up to 50% Chaos Resistance. There are tons of such modifiers and you most likely will find a lot of them beneficial. It's the most popular Jewel in the game by far as most builds have at least one Aura.

Limit: 1

(4-6)% increased maximum Energy Shield
(4-6)% increased maximum Life
(4-6)% increased maximum Mana
<Two or Three random aura modifiers>

WitchbaneWitchbane - By constantly killing enemies affected by Hexes you can become Immune to Curses. Try combining it with Curse-on-Hit setups and extending your Curse Duration to prolong its effect. By allocating Hex Master, which makes your Hexes have infinite Duration, you can become immune to Curses after killing just one enemy per area. Curse Immunity is a very powerful trait as a lot of Maps often roll some kind of Curse, which can be detrimental.

+(5-15) to Intelligence
When you Kill an Enemy Cursed with a Non-Aura Hex, become Immune to
Curses for remaining Hex Duration

Jewels received by Corruption
Atziri's ReignAtziri's Reign - A Jewel that has some potential in a build that uses Vaal Skills with a Duration. Blade Vortex Poison Assassin or Absolution Summoner builds may find it useful, but overall it's not that great of a Jewel.

Base Jewel: Crimson
Limit: 1

(15-20)% increased Vaal Skill Effect Duration
Vaal Skills have (15-20)% chance to regain consumed Souls when used
Corrupted

Brute Force SolutionBrute Force Solution - It's used in builds that need some extra Intelligence and can afford to lose Strength for that, or in Intelligence-stacking builds that have to go through the Strength part of a Skill Tree, such as this HoWA Molten Strike CI Juggernaut.

Base Jewel: Cobalt
Radius: Large

+(16-24) to Intelligence
Strength from Passives in Radius is Transformed to Intelligence
Corrupted

Careful PlanningCareful Planning - It's used in Dexterity-stacking builds, or ones that need Dexterity more than Intelligence, which is often the case in DoT builds (due to Swift Affliction Support being a green Gem) starting on the left or upper side of the Skill Tree, like this Detonate Dead Necromancer.

Base Jewel: Viridian
Radius: Large

+(16-24) to Dexterity
Intelligence from Passives in Radius is Transformed to Dexterity
Corrupted

Chill of CorruptionChill of Corruption - Rarely used, but can be implemented in a build with Herald of Ice, Venopuncture, or Icefang Orbit. Vaal Skills are most often used only against bosses so the additional Soul per enemy Killed (Shattering requires Killing) is not ideal.

Base Jewel: Viridian
Limit: 1

50% chance to gain an additional Vaal Soul per Enemy Shattered
Corrupted

Efficient TrainingEfficient Training - Strength-stacking builds will find it useful, especially if they have to go through the Intelligence part of a Skill Tree. We've used it in our Chaos Cyclone Occultist.

Base Jewel: Crimson
Radius: Large

+(16-24) to Strength
Intelligence from Passives in Radius is Transformed to Strength
Corrupted

Energised ArmourEnergised Armour - Witch or Saboteur builds often struggle with the lack of Armour, and by socketing this Jewel near Faith and Steel & Sanctum of Thought, Arcane Guarding & Unnatural Calm, Soul Thief & Resourcefulness, or Foresight you can get quite a lot of it. We've used one in this Chains of Command Animated Guardian Necromancer build.

Base Jewel: Crimson
Radius: Large

(15-20)% increased Armour
Increases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value
Corrupted

Energy From WithinEnergy From Within - Used in non-hybrid Energy Shield builds of all kinds. Can be socketed near Melding, Cruel Preparation, Devotion, Constitution, Revenge of the Hunted, or Quick Recovery.

Base Jewel: Cobalt
Radius: Large

(3-6)% increased maximum Energy Shield
Increases and Reductions to Life in Radius are Transformed to apply to Energy Shield
Corrupted

Fertile MindFertile Mind - Transforms Dexterity into Intelligence, making it good in an Intelligence-stacking build such as this CI Int-stacker Kinetic Blast Wander Deadeye.

Base Jewel: Cobalt
Radius: Large

+(16-24) to Intelligence
Dexterity from Passives in Radius is Transformed to Intelligence
Corrupted

Fevered MindFevered Mind - Only Archmage or Indigon builds would want to increase their Mana Cost of Skills. You can use it in an Archmage Arc Inquisitor, but it's still not a popular choice even there.

Base Jewel: Cobalt
Radius: Small
Limit: 1

+(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
Corrupted

Fluid MotionFluid Motion - Great in Dex-stacking builds that are forced to pick up too much Strength on their Passive Skill Tree. Used by Siege Ballista Hierophants.

Base Jewel: Viridian
Radius: Large

+(16-24) to Dexterity
Strength from Passives in Radius is Transformed to Dexterity
Corrupted

Fortress CovenantFortress Covenant - Popular among all Minion builds on account of the high Damage and Block Chance bonuses. While socketed in a Cluster Jewel it has no radius and the downside does not apply. We have used it in almost every Minion build like this Chains of Command Animated Guardian Necromancer or Summon Skeleton Mages Necromancer builds.

Base Jewel: Cobalt
Radius: Medium
Limit: 1

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
Corrupted

FragilityFragility - Used only in builds that don't want to accidentally gain Endurance Charges because the extra Resistances or Phys Reduction would break their build, as is the case in this Heartbound Loop Autobomber. If you want to activate some "at Maximum Endurance Charges" effect, simply go for 3 Minimum Endurance Charges that can be found on, for example, Grand Spectrum Jewels. Wasting Jewel Sockets on Fragility is not a move we would recommend.

Base Jewel: Crimson

-1 to Maximum Endurance Charges
Corrupted

Healthy MindHealthy Mind - A very popular choice in many Mana-stacking builds with a high Mind over Matter effect and a lot of Energy Shield - such builds don't need Life at all so transforming it into Mana sounds good. Can be socketed near Melding, Cruel Preparation, Devotion, Constitution, Revenge of the Hunted, or Quick Recovery. We've selected it for our Manabond Mjölner Hierophant.

Base Jewel: Cobalt
Radius: Large
Limit: 1

(15-20)% increased maximum Mana
Increases and Reductions to Life in Radius are Transformed to apply to Mana at 200% of their value
Corrupted

Hidden PotentialHidden Potential - Viridi's Veil or The Ascetic are other items which enhance your build if you're wearing Magic gear pieces. Combine them with this Jewel for a small damage bonus - it's worth equipping with no less than two Magic Items for a 50% increased Damage, or during leveling with only Magic items on.

Base Jewel: Viridian
Limit: 1

(20-25)% increased Damage for each Magic Item Equipped
Corrupted

InertiaInertia - The Jewel commonly used in Strength-stacking builds like Strength-stacking Wander Berserker.

Base Jewel: Crimson
Radius: Large

+(16-24) to Strength
Dexterity from Passives in Radius is Transformed to Strength
Corrupted

PacifismPacifism - Not used in any build that we know of.

Base Jewel: Viridian

-1 to Maximum Frenzy Charges
Corrupted

PowerlessnessPowerlessness Not used in any build that we know of.

Base Jewel: Cobalt

-1 to Maximum Power Charges
Corrupted

Quickening CovenantQuickening Covenant - Greatly enhances mobility, DPS, and Spell Suppression for Minions. Used similarly to the Fortress Covenant - should be socketed in a Cluster Jewel Socket. Good in nearly any Minion build.

Base Jewel: Viridian
Radius: Medium
Limit: 1

Minions have (12-16)% increased Attack Speed
Minions have (12-16)% increased Cast Speed
Minions have +(20-24)% chance to Suppress Spell Damage
Notable Passive Skills in Radius are Transformed to instead grant: Minions have 25% reduced Movement Speed
Corrupted

Rain of SplintersRain of Splinters - Adds two extra Projectiles for your Totems, which even despite the Totem Damage reduction is an upside, given your Totems don't already fire multiple Projectiles by default. It's prevalent among Explosive Arrow Ballista Totem and Freezing Pulse Totem Hierophant builds.

Base Jewel: Crimson
Limit: 1

(50-30)% reduced Totem Damage
Totems fire 2 additional Projectiles
Corrupted

Reckless DefenceReckless Defence - Use it if you're short of a 75% Block Chance, but only after fortifying yourself against Critical Strikes, which can be done with The Brass Dome Armour, Sanctun of Thought notable, Belt of the Deceiver, or Viridi's Veil Helmet.

Base Jewel: Cobalt

+(2-4)% Chance to Block Spell Damage
+(2-4)% Chance to Block Attack Damage
Hits have (140-200)% increased Critical Strike Chance against you
Corrupted

Seething FurySeething Fury - It's an extremely potent source of damage when combined with Emperor's Vigilance Shield and Phantasmal Spectral Shield Throw or Divergent Shield Crush. These are the Skills that source your damage from the off-hand Shield. Emperor's Vigilance with its 385 ES grants around +5.8% Crit Chance and +154% Crit Multiplier.

Base Jewel: Viridian
Limit: 1

(10-15)% increased Attack Damage while holding a Shield
+0.15% to Off Hand Critical Strike Chance per 10 Maximum Energy Shield on Shield
+4% to Off Hand Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
Corrupted

Self-FlagellationSelf-Flagellation - It can be used to gain a lot of damage by stacking multiple Curses on the character. To gain Curses use Soul Mantle Armour, and become Unaffected by them or Hexproof (not Curse Immune). It can be done via Atziri's Reflection, Zealotry's Sublime Vision, Viridi's Veil, or reducing the Effect of Curses on you with Consecrated Ground, Passives, and Flasks. We've used it in the Freezing Pulse Totem "Low Life" Hierophant build.

Base Jewel: Viridian
Limit: 1

(10-20)% increased Damage per Curse on you
An additional Curse can be applied to you
Corrupted

Soul's WickSoul's Wick - It's a build-enabling Jewel in a specific Spectre build which requires you to constantly summon them over and over. You cannot raise the Spectres you want from your Corpse Pool via Desecrate, but there are still good Flickershade Spectres that can be raised from a Phantasmal Desecrate,

Base Jewel: Cobalt
Limit: 1

+2 to maximum number of Spectres
(50-40)% 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
Corrupted

The Golden RuleThe Golden Rule - The Golden Rule is used to gain tons of Chaos Resistance in a Poison build where you can manage to apply over 100 Poison on yourself quickly, as we did in this Self-Chill Poison Lightning Strike Pathfinder. The Chaos Damage over Time from Poison can also be used to heal you instead if you're wearing Tainted Pact Amulet on a build that can overleech.

Base Jewel: Viridian
Limit: 1

(30-40)% increased Armour while Bleeding
Bleeding you inflict is Reflected to you
+1% to Chaos Resistance per Poison on you
Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you
Corrupted

To DustTo Dust - A key component in a Heartbound Loop Autobomber build - it helps you to reduce your Skeleton Duration. It's not used in any other Skeleton build.

Base Jewel: Cobalt

(20-10)% reduced Skeleton Duration
Minions deal (8-12)% increased Damage
(7-10)% increased Skeleton Attack Speed
(7-10)% increased Skeleton Cast Speed
(3-5)% increased Skeleton Movement Speed
Corrupted

 

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