Name Description Tier Item
Thrust Ward I +2% Thrust Damage Absorption. I
Physical Ward I +1% Physical Damage Absorption. I
Wilderness Ward I +0.75% Physical and +0.25% Elemental Damage Absorption. I
Elemental Ward I +1% Elemental Damage Absorption. I
Spectral Ward I +0.75% Elemental and +0.25% Physical Damage Absorption. I
Empty Socket Attach a gem to add its effect.
Taunting I Taunts are active. Generate 150% more threat.
Taunting II Taunts are active. Generate 250% more threat.
Taunting III Taunts are active. Generate 300% more threat.
Taunting IV Taunts are active. Generate 350% more threat.
Calming I Generate 4% less threat. And deal 0.5% more damage to taunted foes.
Calming II Generate 6% less threat. And deal 1% more damage to taunted foes.
Calming III Generate 8% less threat. And deal 1.5% more damage to taunted foes.
Calming IV Generate 10% less threat. And deal 2% more damage to taunted foes.
Lucky I +0.25% chance at rare items from chests and monsters.
Lucky II +0.35% chance at rare items from chests and monsters.
Lucky III +0.45% chance at rare items from chests and monsters.
Lucky IV +0.5% chance at rare items from chests and monsters.
Leeching Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Heal for 3% of the damage you deal (2s cooldown).
Energized Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +4 Stamina on hit (3s cooldown).
Siphoning Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +1.5 Mana on hit (2s cooldown).
Ignited Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Frozen Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Abyssal Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Augmented Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your melee attacks deal +2% damage.
Sighted Arboreal Convert 50% of damage dealt to Nature (sIf FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your ranged attacks deal +2% damage.
Leeching Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown).
Energized Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +4 Stamina on hit (3s cooldown).
Siphoning Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +1.5 Mana on hit (2s cooldown).
Ignited Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Frozen Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Augmented Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Arboreal Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your melee attacks deal +2% damage.
Sighted Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your ranged attacks deal +2% damage.
Leeching Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown).
Energized Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +4 Stamina on hit (3s cooldown).
Siphoning Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +1.5 Mana on hit (2s cooldown).
Ignited Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Augmented Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Abyssal Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Arboreal Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your melee attacks deal +2% damage.