
The Heist expansion launches in just two days! To help you plan your builds even further, we've prepared gem data at level 20 with 20% quality for all the new and changed gems in 3.12.0. Check them out below:
New Gems
Skill Gems
Support Gems
Updated Gems
Superior Vaal Impurity of Fire
Added
- You and nearby allies gain 5% additional maximum Fire Resistance
Removed
25% less Fire Damage taken
Superior Vaal Impurity of Ice
Added
- You and nearby allies gain 5% additional maximum Cold Resistance
Removed
25% less Cold Damage taken
Superior Vaal Impurity of Lightning
Added
- You and nearby allies gain 5% additional maximum Lightning Resistance
Removed
25% less Lightning Damage taken
Superior Enduring Cry
Added
- Gain 1 Endurance Charge per 5 Power
Removed
Gain 1 Endurance Charge per 5 Power, minimum 1 Charge
Modified
Show Differences
Superior Punishment
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
- 10% increased Effect of Curse
- Cursed Enemies take 88% increased Damage while on Low Life
- Cursed Enemies are Debilitated for 2.00 Seconds when they Hit
- 10% of Overkill Damage from Killing Blows on Cursed Enemies is Reflected to other Enemies as Physical Damage
Removed
Cursed enemies grant 35% more Melee Physical Damage on Melee hitCursed enemies grant 24% increased Attack Speed on Melee hitBuff is applied for a Base Duration of 10.90 secondsCursed enemies have -20% to Physical Damage Reduction
Modified
Show Differences
New: Curses all targets in an area, causing them be debilitated when they hit enemies and increasing damage they take while on low life. Some overkill damage from a killing blow on a cursed enemy will be reflected to surrounding targets.
Old: Curses all targets in an area, causing them to grant a buff to anyone they hit with melee attacks. The buff grants more Melee Damage and increased Attack Speed.
Show Differences
Superior Vitality
Added
- You and nearby Allies Regenerate 247 Life per second
Removed
You and nearby Allies Regenerate 1.65% of Life per second
Modified
Show Differences
Superior Vulnerability
Added
- Int 68
- Curse gains 10 Doom per second if you Cast this Spell yourself
- Ailments inflicted on Cursed Enemies deals Damage 20% Faster
- Attacks Hits against Cursed Enemies have 30% chance to inflict Bleeding
Removed
Attack Hits have 20% chance to Maim Cursed Enemies for 4 secondsCursed Enemies have 30% chance to Bleed when Hit by AttacksCursed enemies take 30% increased Physical Damage from Damage Over Time
Modified
Show Differences
New: Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding, and ailments inflicted on them will deal damage faster.
Old: Curse all targets in an area, causing them to take increased physical damage and further increased physical damage over time. Attacks against cursed enemies have a chance to inflict bleeding and maim.
Show Differences
Superior Warlord's Mark
Added
- Dex 68
- Hits against Cursed Enemies have 59% chance to double Stun Duration
- Cursed Enemies grant 5 Rage Regenerated over 1 second when Stunned
- Cursed Enemies have a 5% chance to grant an Endurance Charge when Hit
Removed
+10 to radiusCursed enemies have an additional 10% chance to be StunnedCursed enemies have 30% reduced Stun and Block Recovery
Modified
Show Differences
New: Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
Old: Curses all targets in an area, making them more vulnerable to stuns. Hitting the cursed targets will leech life and mana, and killing them will result in a chance to gain an endurance charge.
Show Differences
Superior Lancing Steel
Added
- Fires 50% more Projectiles per Steel Shard consumed
- Hits after the first on each Enemy deal 60% less Damage
- Consumes up to 4 Steel Shards
Removed
Primary Projectile Impales Enemies on Hit
Modified
Show Differences
New: Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
Old: Thrust an Axe or Sword forward, releasing a primary projectile that impales all enemies it hits. Additional projectiles appear nearby as smaller metal shards that fly forward after a short delay. Each enemy can only be hit by one projectile from this skill.
Show Differences
Superior Phase Run
Added
- 100% increased Stealth
- Buff grants 49% increased Movement Speed
Removed
49% increased Movement Speed50% reduced Visibility to Enemies
Superior Poacher's Mark
Added
- Cursed enemies have -20% to Physical Damage Reduction
- Cursed Enemies have a 5% chance to grant a Frenzy Charge when Hit
- Adds 30 to 45 Physical Damage to Hits against Cursed Enemies
Removed
+10 to radiusCursed enemies grant 100% increased Flask ChargesCursed enemies have 49% less Evasion
Modified
Show Differences
New: Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
Old: Curses all targets in an area, making them less evasive. Hitting the cursed targets will grant life and mana, and killing them will result in more flask charges and a chance to gain a frenzy charge.
Show Differences
Superior Precision
Removed
Str 68
Modified
Show Differences
Superior Shattering Steel
Added
- Base duration is 5.00 seconds
- Gain a Steel Ward if you have at least 2 Steel Shards, up to a maximum of 6
Each Steel Ward grants +4% Chance to Block Projectile Attack Damage - If you have no Steel Shards, only Fires 1 Projectile
- Projectiles deal up to 100% more Damage with Hits and Ailments per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther
- Consumes up to 2 Steel Shards
Removed
Projectiles gain Damage as they travel farther, dealing up to 100% more Damage with Hits
Modified
Show Differences
New: Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Old: Swing an Axe or Sword, releasing projectiles in sequence. The projectiles shatter when colliding with an enemy or travelling a short distance. The shattered pieces deal damage in an area in front of the impact location.
Show Differences
Superior Sniper's Mark (Projectile Weakness)
Added
- You gain a Life Flask Charge when you Hit Cursed Enemy, no more
than once every 0.5 seconds - You gain a Mana Flask Charge when you Hit Cursed Enemy, no more
than once every 0.5 seconds - Projectiles which Hit Cursed Enemies Split towards 4 additional targets
Removed
+10 to radiusHits on Cursed Enemies have an additional 25% chance to KnockbackProjectiles Pierce Cursed Enemies
Modified
Show Differences
New: Curses a single enemy, increasing the damage they take from projectiles, and making projectiles split when hitting them, to hit other targets around them. You can gain charges for your life and mana flasks by hitting the cursed enemy. You can only have one Mark at a time.
Old: Curses all targets in an area, making them easier to pierce and to knock back, and increasing the damage they take from projectiles.
Show Differences
Superior Temporal Chains
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
- 10% increased Effect of Curse
Modified
Show Differences
New: Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Old: Curses all targets in an area, Slowing them, and making effects on them expire more slowly.
Show Differences
Superior Assassin's Mark
Added
- Hits against Cursed Enemies have +49% to Critical Strike Multiplier
- Cursed Enemies have a 5% chance to grant a Power Charge when Hit
Removed
+10 to radiusCursed enemies take 20% increased Extra Damage from Critical Strikes
Modified
Show Differences
New: Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
Old: Curses all targets in an area, making them more vulnerable to Critical Strikes. Killing the cursed targets will grant life and mana, and a chance to gain a power charge.
Show Differences
Superior Ball Lightning
Modified
Show Differences
Superior Bane
Added
- Only applies Hexes from Curse Skill Gems requiring Level 70 or lower
Removed
Only applies Curses from Skill Gems requiring Level 70 or lower
Modified
Show Differences
New: Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Old: Applies a debuff to enemies in an area, which deals Chaos Damage over Time. Linked curses are also applied to those enemies. The debuff deals more damage and lasts longer for each curse applied this way. This skill cannot be used by Totems, Traps, or Mines.
Show Differences
Superior Clarity
Modified
Show Differences
Superior Conductivity
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
- Hits against Cursed Enemies have +25% chance to Shock
Removed
Cursed enemies have +14% chance to be Shocked by Lightning Damage
Modified
Show Differences
New: Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Old: Curses all targets in an area, making them less resistant to lightning damage and giving them a chance to be shocked by lightning damage.
Show Differences
Superior Despair
Added
- Dex 68
- Curse gains 10 Doom per second if you Cast this Spell yourself
Modified
Show Differences
New: Curses all targets in an area, lowering their chaos resistance and increasing damage over time they take. All hits will deal added chaos damage to the cursed enemies.
Old: Curse all targets in an area, making them less resistant to chaos damage and causing them to take increased damage over time. Cursed enemies also take additional chaos damage when hit.
Show Differences
Superior Discharge
Added
- Cooldown Time 2.00 sec
- 30% less Damage with Ailments
- 20% increased Elemental Damage
- 20% increased Area of Effect per charge consumed
Removed
35% less Damage if Triggered10% increased Area of Effect
Modified
Show Differences
Superior Elemental Weakness
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
Modified
Show Differences
New: Curses all targets in an area, lowering their elemental resistances.
Old: Curses all targets in an area, making them less resistant to elemental damage.
Show Differences
Superior Enfeeble
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
- 10% increased Effect of Curse
Removed
Cursed enemies have -30% to Critical Strike MultiplierCursed enemies have 35% reduced Critical Strike Chance
Modified
Show Differences
New: Curses all targets in an area, reducing their accuracy and making them deal less damage.
Old: Curses all targets in an area, making their attacks and spells less effective.
Show Differences
Superior Firestorm
Added
- First Impact has 100% more area of effect
- First Impact deals 150% more damage
- Maximum 3 Firestorms at a time
Modified
Show Differences
Superior Flammability
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
- Hits against Cursed Enemies have +25% chance to Ignite
Removed
Cursed enemies have +14% chance to be Ignited by Fire Damage
Modified
Show Differences
New: Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Old: Curses all targets in an area, making them less resistant to fire damage and giving them a chance to be ignited by fire damage.
Show Differences
Superior Frostbite
Added
- Curse gains 10 Doom per second if you Cast this Spell yourself
- Hits against Cursed Enemies have +25% chance to Freeze
Removed
Cursed enemies have +14% chance to be Frozen by Cold Damage
Modified
Show Differences
New: Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Old: Curses all targets in an area, making them less resistant to cold damage and giving them a chance to be frozen by cold damage.
Show Differences
Superior Glacial Cascade
Added
- Knocks Enemies Back on Hit
- Cannot Knockback Unique Enemies more than once per second
Final Burst Deals 200% more Damage
Final Burst has 100% more Area of Effect
Final Burst cannot Knockback - Causes 4 Bursts
Removed
+2 to radius
Modified
Show Differences
New: Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Old: Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Show Differences
Superior Spellslinger
Modified
Show Differences
Spellslinger Support
Added
- Supported Skills have 38% increased Cooldown Recovery Rate
Removed
Supported Skills have 19% increased Cooldown Recovery Speed
Modified
Show Differences
Superior Hextouch Support
Added
- You cannot Cast Supported Curse Spells
Removed
You cannot Cast Supported Curses
Modified
Show Differences
New: Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Old: Must support both a skill that hits enemies, and a curse skill to work. The curse will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply curses this way.
Show Differences
Superior Intensify Support
Added
- Supported Spells lose 1 Intensity every 0.25 seconds while moving, or immediately if you teleport
- Supported Spells gain Intensity when you Cast them, to a maximum of 3
Supported Skills deal 22% more Area Damage per Intensity
Supported Skills have 15% less Area of Effect per Intensity
Removed
Maximum 4 IntensitySupported Skills deal 16% more Area Damage per IntensitySupported Skills have 12% less Area of Effect per IntensitySupported Skills gain Intensity when used
Supported Skills lose Intensity every 0.25 seconds while moving, or immediately if you teleport
Superior Predator Support (Deathmark Support)
Added
- Minions from Supported Skills deal 24% more Damage to the Prey
- Minions from Supported Skills always target the Prey if possible
Removed
Minions from Supported Skills deal 24% more Damage to your Deathmarked EnemyMinions from Supported Skills always target your Deathmarked Enemy if possible
New: Applies a debuff to a specific enemy which signals your minions to consider that enemy to be the Prey. All minions from skills supported by any Predator Support will target that enemy. Only one enemy can be the Prey at a time. This skill cannot be used by Totems, Traps, or Mines.
Old: Applies a Deathmark to a specific enemy, causing all minions from skills supported by any Deathmark Support to target that enemy. Only one enemy can be Deathmarked at a time. This skill cannot be used by Totems, Traps, or Mines.
Show Differences
Superior Awakened Hextouch Support
Added
- You cannot Cast Supported Curse Spells
- Hexes applied by Supported Curse Skills have 24% chance to affect Hexproof Enemies
Removed
You cannot Cast Supported CursesSupported Curse Skills have 24% chance to apply to Hexproof Enemies
Modified
Show Differences
New: Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Old: Must support both a skill that hits enemies, and a curse skill to work. The curse will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply curses this way.
Show Differences
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