About Pendant of the Surging Mind
Legendary necklace · All classes.
Equipment information
- Equipment slot
- Necklace
- Usable by
- All classes
- Rarity
- Legendary
- Sell price
- Depends on item level, rarity and Ancient status
- Drop level
- 1+
- Upgrades
- Up to +12
- Gem sockets
- Up to 1
- Socket level requirement
- 30
- Random affixes
- 4 primary · 1 secondary
Special effects
Every 100 Mana spent, +20% Critical Hit Chance for 4 seconds.
How to obtain
Base chances are separate checks and may be modified by difficulty, tier, or applicable player bonuses. They are not chances per whole map run.
Farming locations
Follow the location to its encounters or fishing pool. Enemy levels describe the map, not the item level of a reward. Gathering counts are per node, before life skill bonuses.
Stat roll ranges
Choose an item level to preview its minimum and maximum rolls. Values are before upgrades, gems, and character modifiers. Select a class to see its eligible affixes.
Ranges use the selected item level, saved for this item. Edit it to match your gear. The endgame sample is not an item level cap; item level can exceed character level.
Primary ×4
- StrengthWarrior+0to+0
- DexterityHunter · Monk+0to+0
- IntelligenceSorcerer+0to+0
- Critical Hit Chance+0.1%to+0.1%
- Critical Hit Damage+0.1%to+0.1%
- Attack Speed+0.1%to+0.1%
- Cooldown Reduction+0.1%to+0.1%
- Magic Resist+1to+1
- Basic Attack Damage+0.1%to+0.1%
- Strong Attack Damage+0.1%to+0.1%
- Physical DamageWarrior · Hunter · Monk+0.1%to+0.1%
- Fire DamageWarrior · Sorcerer+0.1%to+0.1%
- Cold DamageSorcerer+0.1%to+0.1%
- Lightning DamageSorcerer · Monk+0.1%to+0.1%
- Poison DamageHunter+0.1%to+0.1%
- Arcane DamageHunter+0.1%to+0.1%
- Damage vs Healthy+0.1%to+0.2%
- Damage vs Injured+0.1%to+0.2%
- Damage vs Slowed+0.1%to+0.2%
- Damage vs Elite+0.1%to+0.2%
- Damage vs Vulnerable+0.1%to+0.2%
- Bonus Armor+0.1%to+0.1%
- Bonus All Damage+0.1%to+0.1%
Secondary ×1
- Bonus Move Speed+0.1%to+0.1%
- Life on Hit+0to+0
- Item Find+0.1%to+0.1%
- XP Gained+0.1%to+0.1%
Advanced details
Selling equipment
The merchant value is calculated from the actual item's level and rarity. Weapon, Ring and Necklace slots receive a ×1.3 multiplier; Ancient doubles the value before rounding. Upgrades, affixes and sockets are not inputs to this price.
Formula: item level × 0.25 × slot multiplier × (1 + 0.3 × rarity index), rounded to the nearest integer, with a minimum of 1 gold. Rarity indices: Common 0, Uncommon 1, Rare 2, Legendary 3, Divine 4.
Example at item level 1, Legendary: 1 gold; Ancient: 1 gold. Match the item level and Ancient status of your gear before comparing the price.