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Jewels are items that can be placed into Jewel sockets in the Passive Skill Tree, and can be removed or replaced at no cost. They grant certain buffs and abilities. Like most other items, jewels can be modified by orbs and are available in the four rarities. A rare jewel can have only four affixes instead of six.

Some unique jewels affect other passive nodes within a certain radius.

Base Jewels

There are three base jewel types. They don't differ in implicit modifiers or level requirement, but rather in the pool of modifiers that can spawn on them. Jewels can be found starting at item level 20, and used at any level.

  • Cobalt Jewel inventory iconCobalt JewelCobalt JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.Cobalt Jewel inventory icon
  • Crimson Jewel inventory iconCrimson JewelCrimson JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.Crimson Jewel inventory icon
  • Viridian Jewel inventory iconViridian JewelViridian JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.Viridian Jewel inventory icon

Only magic, rare, and unique jewels can be found in loot. Normal jewels can be obtained by using an Orb of Scouring inventory iconOrb of ScouringOrb of ScouringStack Size: 30Removes all modifiers from an itemRight click this item then left click on a magic or rare item to apply it.
Shift click to unstack.
Orb of Scouring inventory icon
.

Affixes

Affixes for jewels follow some special rules:

  • No item level requirement
  • No tiered affixes
  • Rare items can only roll 4 affixes, 2 prefixes and 2 suffixes each
Tango-style info icon
The list of Affixes below contains data-mined values for weighting the mod occurence on the jewels and a lot of is based on educated guesses as well as observation from rolling jewels in game.
Please note that GGG can change those at any time on the server and as such may not be entirely accurate or up-to-date.

Groups & Spawn Weighting

The spawn weighting generally seems to follow these rules:

  • Use the base weighting for the mod
  • If there is a jewel specified (cell not empty), use that weighting
  • If there is a group adjustment specified and if the jewel already has mods of that specific mod, use that weighting
  • A weighting of 0 disables spawning entirely (i.e. that mod can not appear)
  • If there are multiple group adjustments, do the disableing first and renable for those which are non-zero
  • A higher weighting increases the chance, whereas a low one decreases it
  • The actual spawn chance is based on the weighting of the mod divided by the sum of all weightings from available mods for that slot

As for groups:

  • The jewel is automatically in the group of it's base item (i.e. cobalt, veridian, crimson)
  • they might be extra groups specified as seen in the table

The meaning of the group has been decucted to be roughly the following (post on the talk page for discussion):

Id Description
0 Any other item
5 Bow
9 Wand
10 Staff
11 Mace
12 Sword
13 Dagger
14 Claw
15 Axe
29 Crimson
30 Viridian
31 Cobalt
143 Weapon Mod?
144 Two-Hand
145 Dual-Wield
146 Shield
147 (2H/Dual/Shield???)
148 (Claw/Dagger/Wand/1h)

Prefixes

Name Effect Groups Spawn Weighting
Base Jewels Group Adjustments
Crimson Viridian Cobalt
Arctic (10 to 12)% increased Critical Strike Multiplier with Cold Skills [] 200 250
Arming (6 to 8)% increased Mine Laying Speed [] 250 0
Armoured (14 to 18)% increased Armour [] 0 500
Avalanching (14 to 18)% increased Critical Strike Chance with Cold Skills [] 200 250
Bandit's (4 to 6)% increased Attack Speed with One Handed Melee Weapons [147, 148] 500 0 9: 0

144: 0

Battlemage's (14 to 16)% increased Spell Damage while holding a Shield [146] 0 500 5: 0

10: 0
144: 0
145: 0

Beating (6 to 8)% increased Attack Speed with Maces [11, 143, 148] 0 500 11: 500

143: 0

Blunt (6 to 8)% increased Attack Speed with Staves [10, 143, 144, 148] 0 500 10: 500

143: 0
145: 0
146: 0
147: 0

Brutal (14 to 16)% increased Physical Damage with Maces [11, 143, 148] 0 500 11: 500

143: 0

Carved (8 to 12)% increased Totem Life [] 250 350
Champion's (12 to 14)% increased Physical Damage with Two Handed Melee Weapons [144, 148] 500 0 5: 0

9: 0
145: 0
146: 0
147: 0

Chaotic (9 to 13)% increased Chaos Damage [] 200
Charging (4 to 6)% increased Attack Speed while holding a Shield [146] 500 400 144: 0

145: 0

Chilling (14 to 16)% increased Cold Damage [] 400 500
Cleaving (6 to 8)% increased Attack Speed with Axes [15, 143, 148] 500 0 15: 500

143: 0

Cruel (14 to 16)% increased Physical Damage with Wands [9, 143, 147] 0 500 9: 500

143: 0
144: 0
148: 0

Cryomantic (3 to 5)% increased Cast Speed with Cold Skills [] 0 500
Deflecting (1 to 1)% additional Chance to Block with Staves [10, 143, 144] 350 0 10: 350

143: 0
145: 0
146: 0
147: 0

Dissipating (1 to 1)% additional Chance to Block Spells while Dual Wielding [145] 0 144: 0
Electromantic (3 to 5)% increased Cast Speed with Lightning Skills [] 0 500
Energetic (12 to 15)% increased Mana Regeneration Rate [] 250 500
Enlightened (6 to 8)% increased maximum Mana [] 500 250
Evasive (14 to 18)% increased Evasion Rating [] 0 500
Fencing (6 to 8)% increased Attack Speed with Swords [12, 143, 148] 500 0 12: 500

143: 0

Fevered (6 to 8)% increased Energy Shield Recharge Rate [] 0 500
Fierce (14 to 16)% increased Physical Damage with Bows [5, 143, 144] 0 500 5: 500

143: 0
145: 0
146: 0
147: 0
148: 0

Flaming (14 to 16)% increased Fire Damage [] 400 500
Flanking (12 to 14)% increased Melee Physical Damage while holding a Shield [146, 148] 500 0 5: 0

9: 0
144: 0
145: 0

Gladiator's (12 to 14)% increased Physical Weapon Damage while Dual Wielding [145] 500 0 144: 0

146: 0

Halting (1 to 1)% additional Chance to Block Spells with Staves [10, 143, 144] 350 0 10: 350

143: 0
145: 0
146: 0
147: 0

Harming (14 to 18)% increased Critical Strike Chance with One Handed Melee Weapons [147, 148] 250 0 9: 0

144: 0

Harmonic (4 to 6)% increased Attack Speed while Dual Wielding [145] 0 146: 0
Honed (6 to 8)% increased Trap Throwing Speed [] 250 0
Humming (14 to 16)% increased Lightning Damage [] 400 500
Hungering (0.2 to 0.4)% of Physical Attack Damage Leeched as Life [] 0 500
Incinerating (14 to 18)% increased Critical Strike Chance with Fire Skills [] 200 250
Infernal (10 to 12)% increased Critical Strike Multiplier with Fire Skills [] 200 250
Jinxing (6 to 8)% increased Attack Speed with Wands [9, 143, 147] 0 500 9: 500

143: 0
144: 0
148: 0

Judging (14 to 16)% increased Physical Damage with Staves [10, 143, 144, 148] 0 500 10: 500

143: 0
145: 0
146: 0
147: 0

Leadership Minions deal (14 to 16)% increased Damage [] 0 500
Lethal (14 to 16)% increased Physical Damage with Daggers [13, 143, 147, 148] 0 500 13: 500

143: 0
144: 0

Master's Minions have (8 to 12)% increased maximum Life [] 0 350
Parrying (1 to 1)% additional Block Chance while Dual Wielding [145] 0 10: 0

144: 0

Piercing (10 to 12)% increased Critical Strike Multiplier with One Handed Melee Weapons [148, 147] 250 0 9: 0

144: 0

Puncturing (10 to 12)% increased Critical Strike Multiplier while Dual Wielding [145] 250 0 144: 0

146: 0

Pyromantic (3 to 5)% increased Cast Speed with Fire Skills [] 0 500
Resonant (3 to 5)% increased Cast Speed while Dual Wielding [145] 0 500 144: 0

146: 0

Ripping (6 to 8)% increased Attack Speed with Claws [14, 143, 147, 148] 0 500 14: 500

143: 0
144: 0

Rupturing (10 to 12)% increased Critical Strike Multiplier with Two Handed Melee Weapons [144, 148] 250 0 5: 0

145: 0
146: 0
147: 0

Sabotage (14 to 16)% increased Mine Damage [] 500 0
Savage (14 to 16)% increased Physical Damage with Claws [14, 143, 147, 148] 0 500 14: 500

143: 0
144: 0

Serene (4 to 6)% faster start of Energy Shield Recharge [] 0 500
Shaman's (12 to 16)% increased Totem Damage [] 250 350
Sharpened (14 to 16)% increased Physical Damage [] 500
Shielding (1 to 1)% additional Chance to Block with Shields [146] 0 144: 0
Shimmering (6 to 8)% increased maximum Energy Shield [] 0 500
Sinister (14 to 16)% increased Physical Damage with Axes [15, 143, 148] 500 0 15: 500

143: 0

Slicing (6 to 8)% increased Attack Speed with Daggers [13, 143, 147, 148] 0 500 13: 500

143: 0
144: 0

Soldier's (12 to 14)% increased Physical Damage with One Handed Melee Weapons [147, 148] 500 0 9: 0

144: 0

Sorcerer's (14 to 16)% increased Spell Damage while Dual Wielding [145] 0 500 144: 0

146: 0

Sundering (14 to 18)% increased Critical Strike Chance with Two Handed Melee Weapons [144, 148] 250 0 5: 0

145: 0
146: 0
147: 0

Surging (10 to 12)% increased Critical Strike Multiplier with Lightning Skills [] 200 250
Technical (14 to 18)% increased Weapon Critical Strike Chance while Dual Wielding [145] 250 0 144: 0

146: 0

Thirsting (0.2 to 0.4)% of Physical Attack Damage Leeched as Mana [] 0 500
Thundering (14 to 18)% increased Critical Strike Chance with Lightning Skills [] 200 250
Thwarting (1 to 1)% additional Chance to Block Spells with Shields [146] 0 144: 0
Trapping (14 to 16)% increased Trap Damage [] 500 0
Vicious (14 to 16)% increased Physical Damage with Swords [12, 143, 148] 500 0 12: 500

143: 0

Vivid (5 to 7)% increased maximum Life [] 350 500
Volleying (6 to 8)% increased Attack Speed with Bows [5, 143, 144] 0 500 5: 500

143: 0
145: 0
146: 0
147: 0
148: 0

Warding (3 to 5)% increased Cast Speed while holding a Shield [146] 0 500 144: 0

145: 0

Warrior's (4 to 6)% increased Attack Speed with Two Handed Melee Weapons [144, 148] 500 0 5: 0

145: 0
146: 0
147: 0

Wizard's (14 to 16)% increased Spell Damage while wielding a Staff [10, 143, 144] 0 500 10: 500

143: 0
145: 0
146: 0
147: 0

Wright's (3 to 5)% increased Cast Speed while wielding a Staff [10, 143, 144] 0 500 10: 500

143: 0
145: 0
146: 0
147: 0

Suffixes

Name Effect Groups Spawn Weighting
Base Jewels Group Adjustments
29: Crimson 30: Viridian 31: Cobalt
of Absorbtion (1 to 2) Mana gained for each Enemy hit by your Attacks [] 0 500
of Adaption (6 to 8) to all Attributes [] 300
of Annihilation (10 to 14)% increased Critical Strike Chance for Spells [] 0 250
of Archery (10 to 12)% increased Projectile Damage [] 400 500
of Athletics (8 to 10) to Strength and Dexterity [] 450 250
of Berserking (3 to 5)% increased Attack Speed [] 500
of Blasting (10 to 12)% increased Area Damage [] 500
of Burning (2 to 3)% chance to Ignite

(3 to 5)% increased Ignite Duration on Enemies

[] 250 350
of Combat (10 to 12)% increased Melee Damage [148] 500 0 5: 0

9: 0

of Cunning (8 to 10) to Dexterity and Intelligence [] 450 250
of Deadliness (6 to 10)% increased Accuracy Rating

(6 to 10)% increased Global Critical Strike Chance

[] 0 150
of Demolishing (8 to 10)% increased Melee Critical Strike Multiplier [148] 250 0 5: 0

9: 0

of Dexterity (12 to 16) to Dexterity [] 300 500
of Efficiency (3 to 5)% reduced Mana Cost of Skills [] 500
of Enchanting (2 to 4)% increased Cast Speed [] 0 500
of Entropy (10 to 12)% increased Damage over Time [] 500
of Fending (4 to 6)% chance to Knock Enemies Back on hit [] 250
of Focus (2 to 3) Energy Shield gained for each Enemy hit by your Attacks [] 0 500
of Freezing (2 to 3)% chance to Freeze

(12 to 16)% increased Freeze Duration on Enemies

[] 250 350
of Grounding (12 to 15)% to Lightning Resistance [] 300 500
of Insulation (10 to 12)% to Fire and Lightning Resistances [] 450 250
of Intelligence (12 to 16) to Intelligence [] 300 500
of Menace (8 to 12)% increased Global Critical Strike Chance [] 250
of Mysticism (10 to 12)% increased Spell Damage [] 0 500
of Order (7 to 13)% to Chaos Resistance [] 100
of Potency (6 to 8)% increased Global Critical Strike Multiplier [] 250
of Precision (10 to 14)% increased Accuracy Rating [] 0 500
of Raiding (4 to 6)% increased Rarity of Items found [] 150
of Recovery (10 to 14)% increased Stun Recovery [] 200 400
of Rejuvenation (2 to 3) Life gained for each Enemy hit by your Attacks [] 0 500
of Resilience Minions have (6 to 10)% to all Elemental Resistances [] 0 350
of Resistance (8 to 10)% to all Elemental Resistances [] 300
of Runes Totems gain (6 to 10)% to all Elemental Resistances [] 250 350
of Shelter (10 to 12)% to Cold and Lightning Resistances [] 450 250
of Shocking (2 to 3)% chance to Shock

(12 to 16)% increased Shock Duration on Enemies

[] 250 350
of Soaring (6 to 8)% increased Projectile Speed [] 300 500
of Spirit (8 to 10) to Strength and Intelligence [] 450 250
of Strength (12 to 16) to Strength [] 300 500
of Stunning (10 to 14)% increased Stun Duration on Enemies [] 200 400
of Unmaking (8 to 10)% increased Critical Strike Multiplier for Spells [] 0 250
of Weight (10 to 14)% increased Melee Critical Strike Chance [148] 250 0 5: 0

9: 0

of Wounding (8 to 10)% increased Damage [] 350
of Zeal (2 to 4)% increased Attack and Cast Speed [] 350
of the Apocalypse (10 to 14)% increased Critical Strike Chance with Elemental Skills [] 100
of the Beast (12 to 15)% to Cold Resistance [] 300 500
of the Dragon (12 to 15)% to Fire Resistance [] 300 500
of the Elements (8 to 10)% increased Critical Strike Multiplier with Elemental Skills [] 100
of the Hearth (10 to 12)% to Fire and Cold Resistances [] 450 250
of the Wall Minions have (2 to 4)% Chance to Block [] 0 350

Corrupted

The Corrupted property can have the following effects on a jewel:

  • Turn into a rare jewel
  • Turn into a unique corrupted jewel with the same base item (see List of unique jewels received by corruption)
  • Add an implicit modifier to the jewel
  • No effect (other than adding the corrupted property)

Implicits mods

{{#ask:

Has mod domain::11
Has mod generation type::5
[[Has subobject::
 -Has subobject::+
 Has tag::jewel
 [[Has spawn weight::>>0]]
]]
|?Has stat text=Implicit Mods
|sort=Has stat text 
|mainlabel=-
|format=table
|searchlabel=

}}

Unique Jewels

There are several unique Jewels. Some are given as quest rewards, some are dropped and others can be only be gained by corrupting jewels.

Radius

Some unique jewels may come with a radius in which a specific effect occurs. The radius modifier represents the following internal values:

Size Value
Small 800
Medium 1200
Large 1500
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