| 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. | — | |