Build Recipe /15
  • Occultists can extract and imprint aspects.
  • icon name
    Level: 1 – 5
  • 3 Sigil Powder
  • 4000 Gold
  • Level: 6 – 10
  • 6 Sigil Powder
  • 6000 Gold
  • Level: 11 – 15
  • 11 Sigil Powder
  • 8000 Gold
  • Level: 16 – 20
  • 20 Sigil Powder
  • 10000 Gold
  • Level: 31 – 31
  • 9 Distilled Fear
  • 250 Sigil Powder
  • 30000 Gold
  • Level: 21 – 25
  • 50 Sigil Powder
  • 13000 Gold
  • Level: 26 – 30
  • 80 Sigil Powder
  • 16000 Gold
  • Level: 31 – 35
  • 125 Sigil Powder
  • 19000 Gold
  • Level: 36 – 40
  • 190 Sigil Powder
  • 22000 Gold
  • Level: 41 – 50
  • 275 Sigil Powder
  • 26000 Gold
  • Level: 51 – 60
  • 350 Sigil Powder
  • 30000 Gold
  • Level: 61 – 70
  • 375 Sigil Powder
  • 35000 Gold
  • Level: 71 – 80
  • 400 Sigil Powder
  • 40000 Gold
  • Level: 81 – 90
  • 425 Sigil Powder
  • 45000 Gold
  • Level: 91 – 100
  • 450 Sigil Powder
  • 50000 Gold
  • Dungeon Affixes /84
    name
    PH PvP: Monsters Drop No Loot
  • Blood Blister
  • Killing a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage.
  • Elemental Totems
  • Elemental Totems occasionally spawn in combat that buff Close Enemies after 5 seconds if not destroyed.
  • Avenger
  • Killing a monster enrages monsters near it after a short delay, making them deal more damage.
  • Blood Blister
  • Killing a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage.
  • Death Pulse
  • Killing a monster releases a deadly shadow pulse after a short delay.
  • Drifting Shade
  • Drifting Shade chases players. Upon reaching them, it explodes for heavy damage and creates a Nightmare Field that Dazes victims.
  • Elemental Totems
  • Elemental Totems occasionally spawn in combat that buff Close Enemies after 5 seconds if not destroyed.
  • Empowered Elites (Shock Lance)
  • Elites always have the "Electric Lance" affix.
  • Empowered Elites (Cold Enchanted)
  • Elites always have the "Cold Enchanted" affix.
  • Empowered Elites (Poison Enchanted)
  • Elites always have the "Poison Enchanted" affix.
  • Empowered Elites (Shadow Enchanted)
  • Elites always have the "Shadow Enchanted" affix.
  • Empowered Elites (Suppressor)
  • Elites always have the "Suppressor" affix.
  • Empowered Elites (Teleporter)
  • Elites always have the "Teleporter" affix.
  • Lightning Storm
  • Lightning gathers above the player. Get into the protection dome to avoid severe outcomes.
  • Nightmare Portal
  • While in combat, Nightmare Portals open randomly near players, pouring out dangerous monsters.
  • Stormbane's Wrath
  • Stormbane's Wrath chases players around, releasing deadly pulses when reaching a player.
  • Volcanic
  • While in combat, gouts of flame periodically erupt near players.
  • Monster Crowd Control Resist
  • Magic: Crowd Control duration vs monsters is reduced by 20%.
  • Rare: Crowd Control duration vs monsters is reduced by 30%.
  • Legendary: Crowd Control duration vs monsters is reduced by 40%.
  • Monster Critical Resist
  • Magic: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by 3%, stacking up to 30%.
  • Rare: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by 4.5%, stacking up to 45%.
  • Legendary: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by 6%, stacking up to 60%.
  • Monster Overpower Resist
  • Magic: Monster attacks reduce the damage of your next Overpower attack by 6%. stacking up to 30%.
  • Rare: Monster attacks reduce the damage of your next Overpower attack by 9%. stacking up to 45%.
  • Legendary: Monster attacks reduce the damage of your next Overpower attack by 12%. stacking up to 60%.
  • Monster Vulnerable Resist
  • Magic: Duration of Vulnerable Effects vs monsters is reduced by 30%.
  • Rare: Duration of Vulnerable Effects vs monsters is reduced by 45%.
  • Legendary: Duration of Vulnerable Effects vs monsters is reduced by 60%.
  • Backstabbers
  • Magic: Close monster attacks from behind cause you to become Vulnerable.
  • Rare: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by 15%.
  • Legendary: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by 35%.
  • Monster Attack Speed
  • Magic: Monsters attack 15% faster.
  • Rare: Monsters attack 20% faster.
  • Legendary: Monsters attack 25% faster.
  • Monster Barrier
  • Magic: Monsters gain 20% of their Maximum Life as a Barrier.
  • Rare: Monsters gain 25% of their Maximum Life as a Barrier.
  • Legendary: Monsters gain 30% of their Maximum Life as a Barrier.
  • Barrier Breakers
  • Magic: Monsters deal 50% more damage to Barriers.
  • Rare: Monsters deal 75% more damage to Barriers.
  • Legendary: Monsters deal 100% more damage to Barriers.
  • Slowing Projectiles
  • Magic: Monster attacks from a distance have a 30% chance to slow targets.
  • Rare: Monster attacks from a distance have a 40% chance to slow targets.
  • Legendary: Monster attacks from a distance have a 50% chance to slow targets.
  • Resource Burn
  • Magic: After you spend resource, you burn an additional 10% of the resource spent for every time you were hit by a Distant enemy.
  • Rare: After you spend resource, you burn an additional 20% of the resource spent for every time you were hit by a Distant enemy.
  • Legendary: After you spend resource, you burn an additional 30% of the resource spent for every time you were hit by a Distant enemy.
  • Monster Bleeding Damage
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Bleeding over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Bleeding over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Bleeding over 5 seconds.
  • Monster Burning Damage
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Burning over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Burning over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Burning over 5 seconds.
  • Monster Cold Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Cold.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Cold.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Cold.
  • Monster Shadow Damage Over Time
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Shadow over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Shadow over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Shadow over 5 seconds.
  • Monster Fire Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Fire.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Fire.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Fire.
  • Monster Lightning Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Lightning.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Lightning.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Lightning.
  • Monster Poison Damage
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Poison over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Poison over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Poison over 5 seconds.
  • Monster Shadow Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Shadow.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Shadow.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Shadow.
  • Monster Life
  • Magic: Monsters gain 20% extra life.
  • Rare: Monsters gain 25% extra life.
  • Legendary: Monsters gain 30% extra life.
  • Monster Regen
  • Magic: Non-boss monsters regen 1.5% Maximum Life per second.
  • Rare: Non-boss monsters regen 1.5% Maximum Life per second.
  • Legendary: Non-boss monsters regen 1.5% Maximum Life per second.
  • Monster Bleed Resist
  • Magic: Monsters take 30% less Bleeding damage.
  • Rare: Monsters take 45% less Bleeding damage.
  • Legendary: Monsters take 60% less Bleeding damage.
  • Monster Burning Resist
  • Magic: Monsters take 30% less Burning damage.
  • Rare: Monsters take 45% less Burning damage.
  • Legendary: Monsters take 60% less Burning damage.
  • Monster Cold Resist
  • Magic: Monsters take 20% less Cold damage.
  • Rare: Monsters take 30% less Cold damage.
  • Legendary: Monsters take 40% less Cold damage.
  • Monster Shadow Damage Over Time Resist
  • Magic: Monsters take 60% reduced damage from your Shadow damage over time effects.
  • Rare: Monsters take 60% reduced damage from your Shadow damage over time effects.
  • Legendary: Monsters take 60% reduced damage from your Shadow damage over time effects.
  • Monster Fire Resist
  • Magic: Monsters take 20% less Fire damage.
  • Rare: Monsters take 30% less Fire damage.
  • Legendary: Monsters take 40% less Fire damage.
  • Monsters Lightning Resist
  • Magic: Monsters take 20% less Lightning damage.
  • Rare: Monsters take 30% less Lightning damage.
  • Legendary: Monsters take 40% less Lightning damage.
  • Melee Defenders
  • Magic: Monsters take 20% less damage from close targets
  • Rare: Monsters take 30% less damage from close targets
  • Legendary: Monsters take 40% less damage from close targets
  • Monster Physical Resist
  • Magic: Monsters take 15% less Physical damage.
  • Rare: Monsters take 22% less Physical damage.
  • Legendary: Monsters take 30% less Physical damage.
  • Monster Poison Resist
  • Magic: Monsters take 30% less Poison damage.
  • Rare: Monsters take 45% less Poison damage.
  • Legendary: Monsters take 60% less Poison damage.
  • Ranged Defenders
  • Magic: Monsters take 30% less damage from distant targets.
  • Rare: Monsters take 45% less damage from distant targets.
  • Legendary: Monsters take 60% less damage from distant targets.
  • Monster Shadow Resist
  • Magic: Monsters take 20% less Shadow damage.
  • Rare: Monsters take 30% less Shadow damage.
  • Legendary: Monsters take 40% less Shadow damage.
  • Monster Life Steal
  • Magic: Non-boss monsters gain 10% Life Steal.
  • Rare: Non-boss monsters gain 12% Life Steal.
  • Legendary: Non-boss monsters gain 15% Life Steal.
  • Dodge Breakers
  • Magic: Monster attacks from a distance reduce dodge chance by 8% for 6 seconds, stacking up to 40%.
  • Rare: Monster attacks from a distance reduce dodge chance by 10% for 6 seconds, stacking up to 50%.
  • Legendary: Monster attacks from a distance reduce dodge chance by 12% for 6 seconds, stacking up to 60%.
  • Potion Breakers
  • Magic: Monster attacks from a distance increase the cooldown of your next potion by 025 seconds, up to 5 seconds.
  • Rare: Monster attacks from a distance increase the cooldown of your next potion by 0.5 seconds, up to 6 seconds.
  • Legendary: Monster attacks from a distance increase the cooldown of your next potion by 0.75 seconds, up to 7 seconds.
  • Resistance Breakers
  • Magic: Monster attacks from a distance reduce Resistance to All Elements by 2% for 6 seconds, stacking up to 10%.
  • Rare: Monster attacks from a distance reduce Resistance to All Elements by 3% for 6 seconds, stacking up to 15%.
  • Legendary: Monster attacks from a distance reduce Resistance to All Elements by 5% for 6 seconds, stacking up to 25%.
  • Monster Thorns
  • Magic: Monsters reflect 4% of damage.
  • Rare: Monsters reflect 6% of damage.
  • Legendary: Monsters reflect 8% of damage.
  • Armor Breakers
  • Magic: Monster attacks from a distance reduce your Armor by 5% for 6 seconds, stacking up to 25%.
  • Rare: Monster attacks from a distance reduce your Armor by 6% for 6 seconds, stacking up to 30%.
  • Legendary: Monster attacks from a distance reduce your Armor by 7% for 6 seconds, stacking up to 35%.
  • Unstoppable Monsters
  • Magic: Monsters become Unstoppable when life drops below 15%.
  • Rare: Monsters become Unstoppable when life drops below 22%.
  • Legendary: Monsters become Unstoppable when life drops below 30%.
  • Quick Killer
  • Magic: Killing a monster grants 1.0% Attack and Move Speed. Stacking up to 10%.
  • Rare: Killing a monster grants 1.5% Attack and Move Speed. Stacking up to 15%.
  • Legendary: Killing a monster grants 2.0% Attack and Move Speed. Stacking up to 20%.
  • Reduce Cooldowns on Kill
  • Magic: Killing a monster reduces your cooldowns by .15 seconds.
  • Rare: Killing a monster reduces your cooldowns by .2 seconds.
  • Legendary: Killing a monster reduces your cooldowns by .25 seconds.
  • Battle Hardened
  • Magic: Gain 4% damage reduction for every 10% Health you are missing.
  • Rare: Gain 5% damage reduction for every 10% Health you are missing.
  • Legendary: Gain 6% damage reduction for every 10% Health you are missing.
  • Poisonous Evade
  • Using Evade leaves a damaging pool of Poison under the first enemy you evade through or at your destination.
  • Nudging Evade
  • Using Evade pushes enemies back.
  • Fire Damage
  • Magic: You deal 5% more Fire damage.
  • Rare: You deal 10% more Fire damage.
  • Legendary: You deal 15% more Fire damage.
  • Frost Damage
  • Magic: You deal 5% more Frost damage.
  • Rare: You deal 10% more Frost damage.
  • Legendary: You deal 15% more Frost damage.
  • Gold Find
  • Magic: You find 10% more gold.
  • Rare: You find 20% more gold.
  • Legendary: You find 30% more gold.
  • Increased Critical Strike
  • Magic: Your Critical Strike chance is increased by 3%.
  • Rare: Your Critical Strike chance is increased by 6%.
  • Legendary: Your Critical Strike chance is increased by 9%.
  • Increased Healing
  • Magic: Your Healing Received is increased by 5%.
  • Rare: Your Healing Received is increased by 10%.
  • Legendary: Your Healing Received is increased by 15%.
  • Lightning Damage
  • Magic: You deal 5% more Lightning damage.
  • Rare: You deal 10% more Lightning damage.
  • Legendary: You deal 15% more Lightning damage.
  • Magic Find
  • You find more items from enemies.
  • Lightning Caller
  • You occasionally call down lightning strikes that damage nearby enemies.
  • Physical Damage
  • Magic: You deal 5% more Physical damage.
  • Rare: You deal 10% more Physical damage.
  • Legendary: You deal 15% more Physical damage.
  • Poison Damage
  • Magic: You deal 5% more Poison damage
  • Rare: You deal 10% more Poison damage
  • Legendary: You deal 15% more Poison damage
  • Shadow Damage
  • Magic: You deal 5% more Shadow damage.
  • Rare: You deal 10% more Shadow damage.
  • Legendary: You deal 15% more Shadow damage.
  • Control Impaired Explosions
  • Being hit by Control Impairing Effects creates an explosion around you.
  • Thorns
  • Magic: After attacking an enemy, your Thorns are increased by 60 for 3 seconds, up to 300 at max stacks.
  • Rare: After attacking an enemy, your Thorns are increased by 120 for 3 seconds, up to 600 at max stacks.
  • Legendary: After attacking an enemy, your Thorns are increased by 200 for 3 seconds, up to 1000 at max stacks.
  • PH PvP: Monsters Balance
  • PH PvP: Monsters Drop No Loot
  • Malignant
    PH Trial: Abyssal Growths
  • Destroy 10 Abyssal Growths before they hatch to earn a special reward.
  • PH Trial: Demonic Idol
  • Keep the Demonic Idol intact to earn a special reward.
  • PH Trial: Event Mastery
  • Complete the Mastery of 2 Dungeon Events to earn a special reward.
  • PH Trial: No Wipe
  • Complete the Dungeon Objective without the Party wiping to earn a special reward.
  • PH Trial: Cursed Wanderer
  • Keep the Cursed Wanderer alive until the Objective is Complete to earn a special reward.
  • PH Trial: Timed Run
  • Complete the Dungeon Objective in 10 minutes to earn a special reward.
  • PH Trial: Unique Sentries
  • Find and slay 5 Unique Sentries before they escape to earn a special reward.
  • Item /6
    icon name
    Nightmare Sigil

    Requires Level 40
    Nightmare Sigil

    Requires Level 40
    Nightmare Sigil

    Requires Level 40
    Nightmare Sigil

    Requires Level 40
    Nightmare Sigil

    Requires Level 40
    Nightmare Sigil

    Requires Level 40
    Dungeons /13
    Family Item Type Dungeon
    BanditDagger
    Mace
    Calibel's Mine
    Faceless Shrine
    Light's Watch (Nightmare)
    Luban's Rest (Nightmare)
    Maugan's Works
    Maulwood
    Mournfield
    Raethwind Wilds
    Renegade's Retreat (Nightmare)
    Uldur's Cave
    BeastsChest Armor
    Hand Crossbow
    Sword
    Akkhan's Grasp
    Blind Burrows
    Corrupted Grotto
    Fetid Mausoleum (Nightmare)
    Haunted Refuge
    Leviathan's Maw (Nightmare)
    Light's Refuge
    Mournfield
    Path of the Blind
    Tomb of the Saints
    Uldur's Cave
    WerewolfChest Armor
    Hand Crossbow
    Sword
    Aldurwood
    Dead Man's Dredge
    Derelict Lodge
    Ferals' Den
    Howling Warren
    Jalal's Vigil (Nightmare)
    Light's Watch (Nightmare)
    Maulwood
    Mercy's Reach
    CannibalTwo-Handed Axe
    Axe
    Helm
    Bastion of Faith
    Bloodsoaked Crag (Nightmare)
    Charnel House
    Earthen Wound
    Faceless Shrine
    Fallen Temple (Capstone)
    Guulrahn Slums
    Pallid Delve
    Steadfast Barracks (Nightmare)
    CultistDagger
    Helm
    Buried Halls (Nightmare)
    Conclave (Nightmare)
    Cultist Refuge
    Dark Ravine
    Endless Gates (Nightmare)
    Faceless Shrine
    Halls of the Damned
    Heretics Asylum
    Inferno (Nightmare)
    Leviathan's Maw (Nightmare)
    Path of the Blind
    Steadfast Barracks (Nightmare)
    Serpent's Lair
    Shadowed Plunge
    Yshari Sanctum
    DrownedScythe
    Two-Handed Mace
    Pants
    Boots
    Akkhan's Grasp
    Belfry Zakara (Nightmare)
    Corrupted Grotto
    Dead Man's Dredge
    Fetid Mausoleum (Nightmare)
    Flooded Depths (Nightmare)
    Ghoa Ruins (Nightmare)
    Haunted Refuge
    Mariner's Refuge
    Putrid Aquifer
    Ruins of Eridu
    Sunken Library
    Vault of The Forsaken (Nightmare)
    FallenAxe
    Staff
    Ancient's Lament
    Demon's Wake
    Fading Echo
    Grinning Labyrinth (Nightmare)
    Oblivion
    Ruins of Eridu
    Wretched Delve
    GhostBow
    Wand
    Abandoned Mineworks
    Black Asylum
    Broken Bulwark (Nightmare)
    Buried Halls (Nightmare)
    Calibel's Mine
    Crumbling Hekma
    Earthen Wound
    Forbidden City (Nightmare)
    Guulrahn Slums
    Halls of the Damned
    Haunted Refuge
    Immortal Emanation
    Iron Hold
    Lost Archives
    Lost Keep
    Maddux Watch
    Mariner's Refuge
    Oblivion
    Onyx Hold
    Penitent Cairns
    Sealed Archives
    Seaside Descent
    Stockades
    Sunken Ruins
    Tomb of the Saints
    Twisted Hollow
    Whispering Vault (Nightmare)
    GoatmanTwo-Handed Axe
    Axe
    Staff
    Anica's Claim
    Broken Bulwark (Nightmare)
    Champion's Demise
    Domhainne Tunnels
    Forsaken Quarry
    Hoarfrost Demise
    Komdor Temple
    Mercy's Reach
    Oldstones (Nightmare)
    Rimescar Cavern
    Sepulcher of The Forsworn (Nightmare)
    Shivta Ruins
    SkeletonHand Crossbow
    Shield
    Sword
    Ancient Reservoir
    Belfry Zakara (Nightmare)
    Betrayer's Row
    Black Asylum
    Caldera Gate
    Cathedral of Light (Capstone)
    Collapsed Vault
    Crumbling Hekma
    Crusaders' Cathedral (Nightmare)
    Defiled Catacomb
    Demon's Wake
    Forgotten Depths
    Forgotten Ruins
    Garan Hold
    Hakan's Refuge
    Halls of the Damned
    Hoarfrost Demise
    Komdor Temple
    Kor Dragan Barracks
    Luban's Rest (Nightmare)
    Maddux Watch
    Mournfield
    Nostrava Deepwood
    Pallid Delve
    Seaside Descent
    Stockades
    Sunken Library
    Tormented Ruins (Nightmare)
    Underroot
    Yshari Sanctum
    Zenith
    SnakePolearm
    Sword
    Deserted Underpass (Nightmare)
    Forgotten Ruins
    Ghoa Ruins (Nightmare)
    Hakan's Refuge
    Putrid Aquifer
    Serpent's Lair
    Shadowed Plunge
    Witchwater
    SpiderChest Armor
    Focus
    Gloves
    Two-Handed Sword
    Abandoned Mineworks
    Blind Burrows
    Champion's Demise
    Defiled Catacomb
    Deserted Underpass (Nightmare)
    Ferals' Den
    Guulrahn Canals
    Hive
    Oldstones (Nightmare)
    Pallid Delve
    Sarat's Lair
    Sirocco Caverns (Nightmare)
    Whispering Pines
    Witchwater
    VampireBow
    Two-Handed Sword
    Wand
    Akkhan's Grasp
    Collapsed Vault
    Dead Man's Dredge
    Fetid Mausoleum (Nightmare)
    Forbidden City (Nightmare)
    Hallowed Ossuary (Nightmare)
    Heathen's Keep (Nightmare)
    Immortal Emanation
    Kor Dragan Barracks
    Sanguine Chapel (Nightmare)
    Zenith
    Nightmare Dungeons

    Nightmare Dungeons

    (Comparable to Path of Exile maps)

    Now I saved the most challenging content for last, and what some will call the "true endgame". Nightmare Sigil is a consumable (which can be found or crafted by the occultist) which allows you to corrupt a dungeon with certain affixes.

    Small update to note with nightmare dungeons you should note. In the alpha test late last year when you got a sigil you could use it to teleport to the dungeon so you don’t have to ride or walk there. Otherwise this is a good guide.

    The level of the monsters will depend on the tier of the Nightmare Sigil, for example a Tier 66 Nightmare Sigil will give you level 120 monsters.

    The implicit dungeon objectives don't change (yep, you still gotta find the key, activate the switch or bring the stone to open the door, etc), monster density is increased, and some affixes may affect the way you play, for example there is an affix which makes a lightning bolt periodically hit you (it can one shot you), while there is an artefact following you around and periodically casting a dome, you have to go under the dome to not get hit by the lightning bolt. There are probably a handful affixes such as the Lightning dome, which stand out.

    Difficulty

    • Most challenging pve content by far. Difficulty goes up to Tier 100 (while open world content is limited to Torment, aka Tier 4) and reaching this high will require a very good, if not meta build. The Nightmare dungeons are soloable, but playing in group is more efficient, especially since it effectively gives you more revive (you can be revived by players, it doesn't decrease your revive count, so always wait before self-reviving).

    Rewards

    • Paragon Glyphs (I don't remember if it's the only source of glyphs).
    • Leveling up Glyphs (the only way to do so, at the end of a nightmare dungeon there is an altar to level up your glyphs). Leveled Glyph have larger radius.

    Paragon Glyph is an item which gives a huge passive bonus, similar to Diablo 3 legendary gems, which is socketed into the Paragon board (each board has 1 slot, and we're looking at 3~5 Glyphs per build).