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Jewels (Bijuteriile) sunt iteme ce pot fi puse in socket-uri speciale in interiorul skill tree-ului, pot fi scoase sau inlocuite oricand fara costuri. Ele ofera anumite upgrade-uri sau abilitati si pot fi modificate prin orb-uri. Pot fi folosite de la orice nivel.

Sunt de patru feluri:
- albe (normal jewels)
- albastre (magic)
- galbene (rare)
- portocalii (unique)

normal jewelmagic jewelrare jeweluniques jewel

Doar bijuteriile albastre, galbene si portocalii pot pica in timpul jocului. Cele albe pot fi realizate doar prin aplicarea unui Orb of Scouring pe unul din cele 3 mentionate anterior.

Sunt trei tipuri de jewels: Cobalt Jewel, Crimson Jewel si Viridian Jewel.
Nu difera intre ele din punct de vedere al nivelului cand pot fi folosite, ci mai degraba din punct de vedere al modurilor ce pot fi obtinute pe fiecare.

Unele bijuterii unice influenteaza anumite puncte importante (noduri) din skill tree, iar altele au proprietatea de "trigger" a diverselor atribute/skill-uri.
jewel in skill tree

Sa facem cunostinta si cu bijuteriile unice din joc:
Nume Baza Descriere
Anatomical Knowledge Cobalt Jewel (6 to 8)% increased maximum Life
Adds 1 to Maximum Life per 3 Intelligence Allocated in Radius
Apparitions Viridian Jewel Minions have (5 to 10)% increased Movement Speed
Minions have (2 to 5)% additional chance to Dodge Attacks
Army of Bones Cobalt Jewel Minions deal (8 to 12)% increased Damage
+2 to maximum number of Skeletons
(10 to 20)% reduced Skeleton Duration
Brawn Crimson Jewel (4 to 6)% increased Dexterity
(4 to 6)% increased Strength
(10 to 15)% reduced Intelligence
Brute Force Solution Cobalt Jewel +(16 to 24) to Intelligence
Strength from Passives in Radius is Transformed to Intelligence
Careful Planning Viridian Jewel +(16 to 24) to Dexterity
Intelligence from Passives in Radius is Transformed to Dexterity
Cheap Construction Viridian Jewel 10% reduced Trap Duration
Can have up to 1 additional Trap placed at a time
Clear Mind Cobalt Jewel (20 to 30)% increased Mana Regeneration Rate
(40 to 60)% increased Spell Damage while no Mana is Reserved
Coated Shrapnel Crimson Jewel
Traps and Mines deal (3–10 to 5–15) additional Physical Damage
Traps and Mines have a 25% chance to Poison on Hit
Cold Steel Viridian Jewel Increases and Reductions to Physical Damage in Radius
are transformed to apply to Cold Damage
Increases and Reductions to Cold Damage in Radius
are transformed to apply to Physical Damage
Dead Reckoning Cobalt Jewel Minions have +(7 to 10)% to all Elemental Resistances
With at least 50 Intelligence Allocated in Radius, can summon
up to 3 Skeleton Mages with Summon Skeletons
Efficient Training Crimson Jewel +(16 to 24) to Strength
Intelligence from Passives in Radius is Transformed to Strength
Eldritch Knowledge Cobalt Jewel 5% increased Chaos damage per 10 Intelligence from Allocated Passives in Radius
Energised Armour
Crimson Jewel
(15 to 20)% increased Armour
Increases and Reductions to Energy Shield in Radius
are transformed to apply to Armour at 200% of their value
Energy From Within Cobalt Jewel (8 to 12)% increased maximum Energy Shield
Increases and Reductions to Life in Radius are Transformed to
apply to Energy Shield
Fertile Mind Cobalt Jewel +(16 to 24) to Intelligence
Dexterity from Passives in Radius is Transformed to Intelligence
Fireborn Crimson Jewel Increases and Reductions to other Damage Types in Radius are Transformed to
apply to Fire Damage
Fluid Motion Viridian Jewel +(16 to 24) to Dexterity
Strength from Passives in Radius is Transformed to Dexterity
Fortified Legion Cobalt Jewel Minions have (5 to 15)% increased maximum Life
Minions Recover 2% of their Maximum Life when they Block
Fragile Bloom Crimson Jewel 2% of Life Regenerated per Second
10% increased Damage taken
Grand Spectrum Cobalt Jewel Gain 15 Mana per Grand Spectrum
Grand Spectrum Crimson Jewel Gain 75 Armour per Grand Spectrum
Grand Spectrum Viridian Jewel 5% increased Elemental Damage per Grand Spectrum
Growing Agony Viridian Jewel (4 to 12)% increased Damage over Time
With at least 50 Dexterity Allocated in Radius,
Viper Strike deals 2% increased Attack Damage
for each Poison on the Enemy
Hair Trigger Viridian Jewel (15 to 25)% increased Trap Damage
(20 to 30)% increased Trap Trigger Radius
Healthy Mind Cobalt Jewel (15 to 20)% increased maximum Mana
Increases and Reductions to Life in Radius are Transformed to apply to Mana
at 200% of their value
Hidden Potential Viridian Jewel (20 to 25)% increased Damage for each Magic Item you have equipped
Hotfooted Viridian Jewel (10 to 15)% increased Movement Speed while Ignited
Inertia Crimson Jewel +(16 to 24) to Strength
Dexterity from Passives in Radius is Transformed to Strength
Inspired Learning Crimson Jewel If 4 Notables are Allocated in Radius, When you Kill a Rare monster, you gain 1
of its mods for 20 seconds
Intuitive Leap Viridian Jewel Passives in Radius can be Allocated without being connected to your tree
Izaro's Turmoil Crimson Jewel (18 to 25)% increased Fire Damage
(18 to 25)% increased Cold Damage
2% chance to Freeze
2% chance to Ignite
Lioneye's Fall Viridian Jewel Melee and Melee Weapon Type Modifiers in Radius are Transformed to Bow Modifiers
Malicious Intent Cobalt Jewel 5% chance to Gain Unholy Might for 4 seconds on Melee Kill
Mantra of Flames Crimson Jewel Adds (3–5 to 8–12) Fire Damage to Attacks per Buff on You
Adds (2–3 to 5–8) Fire Damage to Spells per Buff on You
Martial Artistry Crimson Jewel (10 to 15)% increased Area of Effect while Unarmed
Might in All Forms Crimson Jewel Dexterity and Intelligence from passives in Radius
count towards Strength Melee Damage bonus
Pitch Darkness Viridian Jewel (5 to 15)% increased Fire Damage
With at least 50 Dexterity Allocated in Radius, Burning Arrow has
a 10% chance to spread Burning Ground if it Ignites an Enemy.
With at least 50 Dexterity Allocated in Radius, Burning Arrow has
a 10% chance to spread Tar if it does not Ignite an Enemy.
Pugilist Viridian Jewel (5 to 15)% increased Fire Damage
With at least 50 Dexterity Allocated in Radius, Burning Arrow has
a 10% chance to spread Burning Ground if it Ignites an Enemy.
With at least 50 Dexterity Allocated in Radius, Burning Arrow has
a 10% chance to spread Tar if it does not Ignite an Enemy.
Pugilist Viridian Jewel 1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage while Unarmed per 3 Dexterity Allocated in Radius
Rain of Splinters Crimson Jewel (30 to 50)% reduced Totem Damage
Totems Fire 2 additional Projectiles
Rapid Expansion Crimson Jewel (4 to 12)% increased Physical Damage
With at least 50 Strength Allocated in radius,
Ground Slam has a 20% increased angle
Reckless Defence Cobalt Jewel 20% of Block Chance applied to Spells
(2 to 4)% additional Block Chance
(7 to 10)% additional Chance to receive a Critical Strike
Rolling Flames Cobalt Jewel (5 to 15)% increased Fire Damage
With at least 50 Intelligence Allocated in Radius, Fireball Projectiles gain Area of
Effect Radius as they travel further, up to 50% increased Radius.
Shattered Chains Crimson Jewel (5 to 15)% increased Cold Damage
With at least 50 Strength Allocated in Radius, 20% increased
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
Spire of Stone Crimson Jewel 3% increased Totem Life per 10 Strength in Radius
Totems cannot be Stunned
Spirit Guards Viridian Jewel Minions deal (8 to 12)% increased Damage
With 50 Dexterity Allocated in radius,
Animate Weapon can Animate up to 4 Ranged Weapons
Spirited Response Cobalt Jewel (5 to 10)% increased maximum Mana
With at least 50 Intelligence Allocated in radius,
10% of Damage taken gained as Mana when Hit
during Rallying Cry for you and Allies
Static Electricity Viridian Jewel Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius
Adds 1–2 Lightning Damage to Attacks
Steel Spirit Viridian Jewel (6 to 10)% increased Projectile Damage
With at least 50 Dexterity Allocated in Radius, each
Spectral Throw Projectile gains 4% increased Damage each time it Hits.
Unstable Payload Cobalt Jewel (8 to 12)% Chance for Traps to Trigger an additional time
The Vigil Crimson Jewel (8 to 15)% increased Armour
With at least 50 Strength Allocated in Radius, Vigilant Strike
also Fortifies Nearby Allies for 3 seconds.
Volley Fire Viridian Jewel (6 to 10)% increased Projectile Damage
With at least 50 Dexterity Allocated in radius,
Barrage fires an additional 2 projectiles
simultaneously on the first and final attacks
Weight of the Empire Crimson Jewel (4 to 12)% increased Physical Damage
With at least 50 Strength Allocated in Radius, Heavy Strike has a
10% chance to deal Double Damage.
Winter's Bounty Cobalt Jewel (5 to 15)% increased Cold Damage
With at least 50 Intelligence Allocated in radius,
Cold Snap has a 25% chance to grant a Power
Charge on Kill