Emeralds are green gems, a subtype of socketable items. Like other gems, they come in varying quality levels and grant bonuses to specific stats. Emeralds were introduced in Diablo II along with the other gems, and appear in subsequent games with the exception of Diablo Immortal.
Diablo II
Like other Diablo II gems, several Emerald bonuses are related to their color, green, which signifies the Elemental power of Poison and pestilence. In Weapons and Shields an Emerald adds bonuses related to Poison, and in helms and body armor it increases Dexterity. Crafted Items can be made with Emeralds, and Safety Items have bonuses centered on defensive stats.
Weapons: Adds Poison Damage
Shields: Adds to Resistance to Poison
Helms and Body Armor: Adds to Dexterity
Notes
When calculating the final damage after the gems have been added, the damage (but not the length) is added up.
The real damage of poison internally is held as damage per frame and duration in frames, in many cases (including gems, skills, items and so on), the true poison damage is actually a non integer number and the shown value is truncated, meaning you can, if the fractions add up, see some "bonus" effects which is in fact not a bonus, just fractions adding up and being shown when the game truncates the poison damage.
Once the final damage has been calculated by adding the Emeralds, it does X damage total, over its Y duration.
Diablo III
Emeralds are one of the five standard gem types in Diablo III. They carry the connection to Dexterity over from the previous game, but otherwise provide different benefits than before.
Gem | Helm | Weapon | Other |
---|---|---|---|
(regular)![]() |
10% Extra Gold find from Monsters | Critical Hit Damage Increased by 20% | +10 Dexterity |
Flawless![]() |
15% Extra Gold from Monsters | Critical Hit Damage Increased by 40% | +20 Dexterity |
Square![]() |
20% Extra Gold from Monsters | Critical Hit Damage Increased by 60% | +30 Dexterity |
Flawless Square![]() |
25% Extra Gold from Monsters | Critical Hit Damage Increased by 80% | +40 Dexterity |
Star![]() |
31% Extra Gold from Monsters | Critical Hit Damage Increased by 100% | +58 Dexterity |
Marquise![]() |
33% Extra Gold from Monsters | Critical Hit Damage Increased by 110% | +62 Dexterity |
Imperial![]() |
35% Extra Gold from Monsters | Critical Hit Damage Increased by 115% | +100 Dexterity |
Flawless Imperial![]() |
37% Extra Gold from Monsters | Critical Hit Damage Increased by 120% | +160 Dexterity |
Royal![]() |
39% Extra Gold from Monsters | Critical Hit Damage Increased by 125% | +220 Dexterity |
Flawless Royal![]() |
41% Extra Gold from Monsters | Critical Hit Damage Increased by 130% | +280 Dexterity |
Development
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This page contains obsolete content This article contains information that is no longer relevant to gameplay. |
Prior to Patch 2.3.0, gems in Diablo III had nineteen tiers. The patch condensed the fourteen tiers below Marquise quality down to five for easier crafting. Graphics for each tier remained the same except that the Perfect Square graphic replaced the one for Flawless Squares (*). Below are those tiers as they existed before the patch, with the removed tiers italicized:
Trivia
- In Roman mythology, the Emerald is traditionally the symbol of Mercury, God of speed, wit, and travel. This belief is perhaps reflected in game, where Emeralds give bonuses to Dexterity.