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Category: Seal, Increased Area of Effect
Tier: 5
Cost Multiplier: 120%
Support Requirements: +5 Int
Supports Spells you cast yourself, Sealing them over time. The Seals are broken when cast, increasing area of effect. Cannot support Channelling Skills or Skills with a Cooldown or which already gain Seals.
Supported Skills have a maximum of 3 Seals
Supported Skills get 30% increased area of effect per Seal broken
Supported Spells gain a Seal every 200% of cast time
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Level Effect /1
| Level | Requires Level | Int |
|---|---|---|
| 1 | 0 | 0 |
Attribute /5
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| Name | Show Full Descriptions |
|---|---|
| Acronym | Cooldown, Channelling |
| Id | ExpandSupport |
| BaseType | Expand |
| Class | Support Gems |
| ItemType | Metadata/Items/Gems/SupportGemExpand |
Version history /6
| Version | Changes |
|---|---|
| 0.5.0 | * The Atlas Tree has been significantly expanded with over 300 nodes. After completing all the maps inside the fortress, you will gain enough passive points to fully allocate the Atlas Tree. * Unleash, Expand, Salvo, and Freezing Salvo Supports all now use the same concept of Seals, instead of each having their own version. This means standardised rules for Seals that will be consistent for all cases, resulting in some behaviour changes. Supports granting Seals now consistently all have the Seal category. |
| 0.3.0 | |
| 0.2.0f | * Bijouborne has intentionally kept its additional Charm Slots for now as in the future we will be expanding the maximum possible Charm slots to 6. |
| 0.2.0e | * The front of the Delirium Fog can now continue expanding while doing other mechanics, though the back of the fog will still pause. This prevents scenarios where you pause the fog while on the edge of it and accidentally end the Delirium. |
| 0.2.0 | |
| 0.1.0f | * Fixed a bug where Rare monsters could pause Delirium mist for an extended period of time, even before touching the Mirror of Delirium. This could result in opening a mirror and having no monsters spawn, or the mist not expanding fully. In addition, Delirium mist is now paused for 10 seconds when opening a Strongbox (previously 5). Note that unrelated to Delirium Mist, further changes to Strongboxes will be made in an upcoming patch to make them less terrible. |
Expand
Category: Seal, Increased Area of Effect
Tier: 5
Cost Multiplier: 120%
Support Requirements: +5 Int
Supports Spells you cast yourself, Sealing them over time. The Seals are broken when cast, increasing area of effect. Cannot support Channelling Skills or Skills with a Cooldown or which already gain Seals.
Supported Skills have a maximum of 3 Seals
Supported Skills get 30% increased area of effect per Seal broken
Supported Spells gain a Seal every 200% of cast time
base skill is sealed skill [1]
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /58
Firebolt
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Ice Nova
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
Enervating Nova
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Lightning Warp
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use. Highlights enemies that can be Culled.
Firestorm
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Ball Lightning
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Bone Offering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Contagion
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it spreads itself, Curses, and other Chaos damage over time Debuffs on the target to nearby enemies. This refreshes their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Frostbolt
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Flame Wall
Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
[DNT] Crushing Earth
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
Profane Ritual
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Bone Blast
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Living Bomb
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Ember Fusillade
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Frost Darts
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Tornado
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
Consecrate
Create an area of Consecrated Ground around you.
Thrashing Vines
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
The Stars Answer
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
Repulsion
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
Skyfall
Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned .
Detonate Living
Hit an enemy under the Culling Strike Threshold, causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold.
Grim Pillars
Spend Runic Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage.
Wardbound Minions
Spend all your Runic Ward to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging Cold Spells.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.













