Shard of Hatred
Legendary Soul Shard
- Legendary
Properties
Primary Attributes
- +23–25% Life
- Reduces cooldown of all skills by 12.5–15%.
- Reduces all resource costs by 12.5–15%.
Secondary Attributes
- +32–35% Extra Gold from Monsters
- +41–50% Experience. (4.1–5% at level 70)
- You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%).
Random Affixes
- +55–62 Resistance to All Elements
- +946–1,125 Strength
- +946–1,125 Vitality
- Reduces damage from melee attacks by 15–20%
- Reduces damage from ranged attacks by 15–20%.
- +550–650 Armor
- +946–1,125 Dexterity
- +946–1,125 Intelligence
- Killing an elite enemy pulls all enemies within 40 yards to where the elite died.
- Your movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%.
- You now deal 10% increased damage for every enemy instead of 5% (to a maximum of 100%).
The corrupted Zakarum priests sacrificed anyone passing nearby Travincal, filling the Durance under the temple with discarded offerings to Mephisto.
Shard of Hatred (Soul Shard)
This soul shard is a hefty, broadly designed piece of gear that bundles several effects at once. Alongside cooldown and resource reduction, defensive stats, and bonus experience, it carries a central crowd theme: your damage scales with the number of enemies around you. With few foes it's reduced, but the more enemies press in close, the harder you hit, up to a high ceiling. On top, the shard rolls exactly one special effect: elite kills pull all foes in a wide radius to the death spot, your movement speed adjusts to enemy density, or the per-enemy bonus doubles.
This shard is built for grinding dense crowds and rewards gathering many enemies and mowing them down together. My tip: deliberately seek out large packs, use the elite pull (if rolled) to concentrate trash and champions in one spot, and fight in the middle of the throng so your damage bonus stays pinned at its upper limit.
The Threshold at 3 Enemies
With 3 or fewer enemies within 25 yards you deal 15% less damage; beyond that you gain 5% per enemy, up to 50% - on paper the cap arrives at 10 enemies. The doubling special effect makes it 10% per enemy, up to 100%. Against a lone Rift Guardian or small elite groups, the shard works against you.
The Three Special Effects Compared
- Elite pull: killing an elite drags all enemies within 40 yards to where it died - a quick way to raise the count.
- Speed by density: 50% more movement speed, minus 10% per enemy within 25 yards, up to 70% - fast between packs, slower inside them.
- Doubled bonus: 10% instead of 5% per enemy, up to 100%.
Fixed and Random Stats
Fixed are 23–25% Life, 12.5–15% each of cooldown and resource cost reduction, 32–35% extra gold and 41–50% Experience - only 4.1–5% at level 70, so that bonus mainly helps while leveling. One random value joins them, such as +946–1,125 main stat, +55–62 All Resistance or 15–20% less melee or ranged damage. The flavor text recalls the Durance beneath Travincal, filled with offerings to Mephisto.