Spiritborn Independent %[x] Global Multipliers — S13 Lord of Hatred

Comprehensive audit of every line in the Diablo 4 game data (d4data as cloned May 2026, S13 patch) that lands in the independent global %[x] bucket for the Spiritborn class. Lines pooled into Crit/Vuln/All+Element buckets, additives, and conditional +% lines are excluded except where flagged. Stat-cap-gating lines that enable a multiplier-per-stack are included with the [stat-cap gate] tag.

Bucket conventions: tooltip syntax [Affix_Value_1|%x|], [SF_0|x%|], or character-sheet rendering xNN% (no "Multiplier" suffix) → independent %[x]. Engine attribute prefix Multiplicative__Bonus (without Bucketed_) confirms independence; Bucketed_Multiplicative_ is pooled and excluded.

All file paths are relative to /Users/raghav/Developer/diablo/d4data/.


1. Aspects (Legendary)

1a. Spiritborn class-specific aspects with %[x] globals

1b. Generic legendary aspects (usable by Spiritborn) with %[x] globals


2. Uniques (non-mythic)

2a. Spiritborn-specific uniques

2b. Generic uniques (Spiritborn can wear) with %[x] globals


3. Mythic Uniques

Mythics in d4data have eItemQualityTier 8 (highest). All grant 4 fixed legendary affixes plus their inherent unique line.

Mythic exclusions worth highlighting: Doombringer, Grandfather, Ahavarion, Symphony of Silence are weapon-locked or class-restricted out of Spiritborn. Mythic Heir of Perdition's %x damage line stands alone among helms.


4. Paragon Legendary Nodes (Spiritborn Boards)

Per d4data/json/base/meta/ParagonBoard/Paragon_Spirit_01..08.pbd.json, eight Spiritborn boards each carry one legendary node, powered by Power_Paragon_Spiritborn_Legendary_001..008.


5. Paragon Glyphs (Spiritborn, Rare tier — Legendary Glyph levels 46+)

For each Spiritborn glyph, the "secondary effect" (active when its rare-tier threshold is met) is in Power_ParagonGlyph_NNN. Spiritborn glyph IDs per CLAUDE.md: 011, 014, 016, 033, 045, 047, 049, 050, 063, 090, 091, 092, 093, 094, 095, 096, 097, 098, 100, 101, 102. The legendary node "Bonus" line that scales additively with glyph level lives on the radius-coverage adjacent rare nodes (+__%) and is excluded from this catalog (additive bucket).


6. Spirit Hall Passives (Primary / Sun + Secondary / Moon)

Files: Power_spiritborn___passive(_alternate).stl.json.

Primary (Sun) — bonus from this Spirit being primary

Secondary (Moon) — bonus from this Spirit being secondary


7. Skill Tree — Class Talent %x Globals (post-LoH restructure)

These live in Power_Spiritborn_Talent_*.stl.json. Per memories loh_skill_tree_restructure and loh_no_more_passives, traditional standalone passives are gone — each is now folded into a class-talent enhancement that costs skill points like a regular node.


8. Runes (S13 Lord of Hatred system)

Per user memory rune_invoked_skills_no_lucky_hit and the rune item structure, S13 runes pair a Condition (e.g. on cast Core skill, on CC) with an Effect (e.g. invoke a skill like Kry-Vortex, generate Mystic Circle, grant Resolve). The Effect runes in d4data/json/base/meta/Item/Rune_Effect_*.itm.json are predominantly resource-grants or invoke-other-skill payloads.

None of the runes carry a direct %[x] damage line in their tooltips. Runes are global-multiplier feeders, not globals themselves — they create Mystic Circles or generate stacks that other gear/talents multiply on. Therefore: no entries in this section.

Notable runes for build-feeders (not multipliers, but enabling globals elsewhere):


9. Set Bonuses (Talisman Sets, S13)

Spiritborn Talisman set files: SetItemBonus/Talisman_Spirit_01..05.set.json. Each set has 2pc/3pc/5pc tiers via referenced affixes.


10. Tempering Manuals — Offensive Spiritborn / Generic with %[x] options

I scanned Recipe/Tempering_Spiritborn_Offensive__Tier3.rcp.json and Tempering_Generic_Offensive__Tier3.rcp.json for %x syntax in their affix StringList descriptions.

Tempers are overwhelmingly additive +% damage to (e.g. +X% Damage to Close, +X% Damage to Stunned, +X% Critical Strike Damage). The S13 tempering pool does not introduce per-affix independent %[x] lines — tempering is the additive bucket's main feeder. No tempers qualify for this catalog.

Per user reference s13-loot-filter-affixes.md, the temper options that do touch globals do so indirectly (Lucky Hit %, +Skill ranks → [Skill] term, attack speed, crit chance — none of which are damage %[x] multipliers themselves).


11. Notable Exclusions

Things that look like they should be globals but aren't, with the actual bucket:


Bucket-Uncertainty Summary (priority for in-game verification)

These items have damage lines I cannot confirm independent vs pooled from tooltip syntax alone. Each warrants a character-sheet inspection (compare "x__%" rendering with and without "Multiplier" suffix on the detailed stat panel):

1. of Elemental Fate (generic 114) — likely pooled Element, not independent.

2. Eagle Moon alternate — Vulnerable Damage %x line — likely independent (Multiplicative_Vulnerable_Health_Damage_Bonus).

3. Amulet_Unique_Spiritborn_101 — Vulnerable damage %x line — same.

4. Apex talent (Sky_2) — Vulnerable damage %x — same.

5. Fulminate glyph (047) — Lightning damage x% — likely pooled Element (Lightning pool).

6. Outmatch glyph (049) — Physical damage x% — likely pooled Element (Physical pool).

7. Canny glyph (063) — Non-Physical enemy debuff x% — likely independent (debuff stacking pattern).

8. Talon glyph (100) — Eagle Critical Strike damage x% — unclear; tentatively independent.

9. Furnace talent (Sky_1) — Critical Strike Damage %x1 per Ferocity stack — same as Talon; tentatively independent.

10. Nourishment talent (Soil_2) — Poison damage %x — likely pooled Element (Poison pool).

11. of Redirected Force (SB_021) — Critical Strike Damage scaling off Block Chance — likely pooled Crit.

12. Balazan's Bite 2pc — Poisoning duration %x — DoT Duration is normally pooled; %x on a player-side DoT-duration line is unusual.

13. Bliss of the Multitude 2pc — "per Spirit type" line is the exact Ebewaka pattern; almost certainly additive per type despite %x syntax.

For each of the above, the test is: equip the item, open detailed stats, and check whether the displayed damage value moves multiplicatively (independent) or whether the "all damage" / "elemental" pool sum is what changes (pooled).


Quick-Reference: Spiritborn %[x] Globals by Build Archetype

Jaguar / Thrash builds (user's Sepazontec build, plus generic Jaguar Mystic Circle):

Centipede / Pestilent Swarms / Touch of Death:

Eagle / Soar / Storm Feathers:

Gorilla / Barrier / Thorns:

Stat-cap gates that enable per-stack multipliers:

[Skill] term sources (multiply outside every bucket):


Catalog complete. File-paths above (relative to d4data/) point to source-of-truth JSON; for any line marked [BUCKET-UNCERTAIN], the engine attribute can be confirmed by looking up the affix's __eAttribute_name__ in json/enUS_Text/meta/StringList/AttributeDescriptions.stl.json and matching against the Bucketed_Multiplicative_ vs Multiplicative__Bonus prefix cheat sheet in buildcrafting/damage-buckets.md.

agentId: a9929dab5349c04cb (use SendMessage with to: 'a9929dab5349c04cb' to continue this agent)

total_tokens: 161525

tool_uses: 55

duration_ms: 662449


In S13 Lord of Hatred, the Talisman is the accessory that holds seals (d4data calls them "charm", in-game tooltip says "seal"). Talisman slots accept three categories: (a) class-restricted unique seals, (b) generic unique seals usable across multiple classes, and (c) set seals that count toward a multi-piece Talisman set bonus.

This document catalogs every seal the Spiritborn can equip (fUsableByClass[5] == 1 in d4data) and assigns each non-trivial damage line to a bucket per buildcrafting/damage-buckets.md. Set-bonus mechanics are NOT repeated here — see buildcrafting/spiritborn-global-multipliers.md Section 9 for the 2pc/3pc/5pc payloads.

Important: the d4data arForcedAffixes for set Talisman seals (Talisman_Charm_Set_Spirit_ and Talisman_Charm_Set_Small_Generic) is empty. Set seals are bare tokens — they exist only to count toward set-bonus tiers; they grant zero stats on their own.


12a. Spiritborn unique seals (20)

Slot tag = the gear slot the seal thematically represents in the Talisman accessory; it is not the equipment slot.

Amulets (4)

Chest (1)

Glaives (2)

Helms (2)

Pants (2)

Quarterstaves (3)

Rings (6)


12b. Generic unique seals wearable by Spiritborn (damage-relevant)

Filtered for fUsableByClass[5]==1 AND non-trivial damage line.


12c. Spirit Talisman set seals — per piece (25)

Reminder: each piece is a bare token in d4data. Pieces grant zero stats individually. They roll standard magic affixes at random from the set-charm affix pool. The 2pc/3pc/5pc bonus payloads are in spiritborn-global-multipliers.md Section 9 — not duplicated here.

All five pieces in each set count equally toward the set tier; there is no "key piece." Pieces are named Phoba, Fer, Mlor, Linta, Berú (positions 01-05).

Balazan's Bite (Talisman_Spirit_01) — Centipede / Poison set

Wumba's Embrace (Talisman_Spirit_02) — Gorilla / Thorns / Block set

Rezoka's Rage (Talisman_Spirit_03) — Jaguar / Ferocity set

Kwatli's Grace (Talisman_Spirit_04) — Eagle / Movement set

Bliss of the Multitude (Talisman_Spirit_05) — Multi-Spirit set


12d. Notable generic small-set charm bonuses (Spiritborn-eligible)

Small generic sets come in 2pc / 3pc tiers. Pieces are bare tokens. All ten small-generic sets (Generic01-10) + PreTorment variants (01-05) are SB-eligible.

PreTorment variants are pre-Torment leveling fodder — skip in endgame.


12e. Excluded with reason

Pure defensive seals (no damage bucket beyond Viscous-Shield-at-cap which is dead):

Resource/utility-only:

Non-Spiritborn-usable generic seals: filtered by fUsableByClass[5]==0. 30 generics + 20 SB-specific = 50 SB-equippable out of 122 total Talisman_Charm_Unique_* items.

Other-class set charms: Barb/Druid/Necro/Rogue/Sorc set charms gated; not SB-equippable.


Build-pattern strategy

Talisman accessory holds 2 large slots + 4 small slots (game UI, not d4data). Two competing strategies for a pure damage build:

Strategy A: Hybrid (mix uniques + small-set)

Strategy B: Spirit-set commit

Audit checklist before sim integration

1. Treat [BUCKET-UNCERTAIN] lines as additive +% by default (conservative). Verify against live-game tooltip prefix on gear panel (x prefix = pooled or independent; + prefix = additive). d4data %x formatter is NOT a reliable bucket signal per ebewaka_additive_bucket.md.

2. Spirit-set 5pc damage lines (Wumba, Rezoka, Kwatli, Bliss) and Slaughter 2pc/3pc need live-game bucket audit before being modeled as %[x] globals.