Jewels |
Ancestral 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
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Apex 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
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Bloodnotch - 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
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Combat 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
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Combat 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
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Combat 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
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Dead 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
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Dissolution 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
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Emperor'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
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Emperor'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
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Emperor'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
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Emperor'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
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Endless 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
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Firesong - 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
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![Forbidden Flame](/uploads/public/Path%20of%20Exile/items/forbidden%20flame.webp) Forbidden 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
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Immutable 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
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Impossible 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
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Inspired 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
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Intuitive 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
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Lioneye'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
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Melding 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
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Might 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
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Nadir 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
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Primordial 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 |
P rimordial 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 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 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
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Rational 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
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Replica 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
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Replica 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
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Spirit 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
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Split 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
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Stormshroud - 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
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Sublime 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>
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Tempered 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
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Tempered 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
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Tempered 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
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The 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 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>
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The 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
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The 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
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The 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
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The 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
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The 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
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The 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
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Thread 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
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Transcendent 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
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Transcendent 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
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Transcendent 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
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Unending 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
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Unnatural 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
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Watcher'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>
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Witchbane - 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
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