Persistence
Tier: 1
Level: (1–3)
Cost Multiplier: 120%
Requires: Level 1
Support Requirements: +5 Str
Supports any skill that has a duration, making that duration longer.
Supported Skills have (–40)% more Skill Effect Duration
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Level Effect /3
Implicit
Cost Multiplier: 120%
LevelRequires LevelStrBase Damage
106100%, 100%
2310100%, 100%
3615100%, 100%
Attribute /3

Persistence

KeyValue
BaseType Persistence
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemPersistence
Persistence
Tier: 1
Level: (1–3)
Cost Multiplier: 120%
Requires: Level 1
Support Requirements: +5 Str
Supports any skill that has a duration, making that duration longer.
Supported Skills have (–40)% more Skill Effect Duration
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Supported Gem /100
  • Allow Type: Duration
  • Raise Zombie
    Consumes a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
    Spark
    Launches a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
    Spark
    Launches a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
    Frost Wall
    Creates a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies.
    Temporal Chains
    Curses all enemies in an area, Slowing them and making other effects on them expire more slowly.
    Enfeeble
    Curses all targets in an area after a short delay, making them deal less damage.
    Sniper's Mark
    Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
    Despair
    Curses all targets in an area after a short delay, lowering their Chaos Resistance.
    Lightning Warp
    Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
    Firestorm
    Rains flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite Consumed.
    Shockwave Totem
    Raises a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
    Flammability
    Curses all targets in an area after a short delay, lowering their Fire Resistance.
    Hypothermia
    Curses all targets in an area after a short delay, lowering their Cold Resistance.
    Conductivity
    Curses all targets in an area after a short delay, lowering their Lightning Resistance.
    Incinerate
    Conjures a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
    Barrage
    Ready a volley of arrows, Empowering your next Bow Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
    Bone Offering
    Impales a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next Hit each Minion takes, then explodes. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
    Herald of Ash
    While active, enemies you sufficiently Overkill with attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
    Infernal Cry
    Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
    Frost Bomb
    Creates a pulsing Orb of frost. Each pulse inflicts Cold Exposure on nearby enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding enemies.
    Orb of Storms
    Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
    Earthquake
    Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
    Contagion
    Afflicts a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
    Wither
    Channels a debilitating hex that Withers enemies in the area.
    Essence Drain
    Fires a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
    Frostbolt
    Fires a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage and explodes on colliding with terrain.
    Vulnerability
    Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
    Soulrend
    Fires a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
    Artillery Ballista
    Deploys a Ballista Totem that fires bolts skyward, to explode a short time after landing.
    Seismic Cry
    Performs a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
    Earthshatter
    Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
    Sigil of Power
    Places a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
    Flame Wall
    Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage and inflict the Ignite on hit.
    Exsanguinate
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies hit by the tendrils take Physical damage and are inflicted with a Debuff that deals Physical damage over time.
    Reap
    Conjures a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness.
    Galvanic Field
    Grants a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
    Volcanic Fissure
    Slam the ground, creating a winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
    Consecrate
    Creates an area of Consecrated Ground around you.
    Ripwire Ballista
    Deploys a Ballista Totem that fires Pinning bolts which Maim Enemies.
    Unleash
    Infuses your staff arcane energy for a short duration, Empowering the next spell you cast to reoccur.
    Lingering Illusion
    Creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
    Ghost Dance
    Periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
    Explosive Grenade
    Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Flash Grenade
    Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
    Gas Grenade
    Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Oil Grenade
    Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    Voltaic Grenade
    Fires a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires.
    Pain Offering
    Impales a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, causing them to use skills more quickly and deal more damage. The bone spike is itself a Minion. If it dies, the effect ends immediately.
    Staggering Palm
    Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
    Charged Staff
    Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
    Tempest Bell
    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
    Frozen Locus
    Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack damage but does not use your weapon's damage.
    Bonestorm
    Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel lodges in enemies hit, each causing the next Attack against that enemy to deal additional damage. Consumes your Power Charges to cause much larger explosions.
    Bone Cage
    Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
    Unearth
    Raises spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you.
    Poisonburst Arrow
    Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
    Toxic Growth
    Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
    Stormcaller Arrow
    Fires an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock.
    Lightning Rod
    Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
    Gas Arrow
    Fires a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Solar Orb
    Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
    Electrocuting Arrow
    Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
    Perfect Strike
    Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
    Magma Barrier
    When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant you an Endurance Charge.
    Vine Arrow
    Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
    Decompose
    Consumes a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Raging Spirits
    While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
    Profane Ritual
    Marks 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.
    Soul Offering
    Impales a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
    Dark Effigy
    Raises a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
    Scavenged Plating
    Uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you a stack of Scavenged Plating for a duration, and you gain Armour and Thorns per stack.
    Bone Blast
    Conjures 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.
    Malice
    Emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
    Hammer of the Gods
    Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
    Living Bomb
    Plant a seed of Fire inside an enemy, which grows over a duration. When the duration expires, the seed explodes, damaging the enemy and all other enemies nearby.
    Stampede
    Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
    Shield Wall
    Ram your Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
    Ember Fusillade
    Conjures 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.
    Explosive Concoction
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Fire attack damage in an area and inflicting Fire Exposure.
    Fulminating Concoction
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Lightning attack damage in an area and inflicting Lightning Exposure.
    Shattering Concoction
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Cold attack damage in an area and inflicting Cold Exposure.
    Elemental Storm
    Creates a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
    Mantra of Destruction
    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
    Decompose
    Consumes a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    War Banner
    While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Attack damage and Accuracy while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
    Defiance Banner
    While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Armour, Evasion and movement speed while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
    Dread Banner
    While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Stun Threshold, Elemental Ailment Threshold and Flask charges while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
    Freezing Mark
    Marks a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
    Voltaic Mark
    Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
    Unbound Avatar
    Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
    Encase in Jade
    Consumes all stacks of Jade to grant a Buff for a duration that absorbs all Damage from Hits, up to a maximum based on the amount of Jade consumed. While encased you cannot move or perform actions.
    Time Freeze
    Releases a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
    Time of Need
    Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
    Elemental Conflux
    Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
    Ancestral Spirits
    Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
    Emergency Reload
    Instantly reloads your active Crossbow Ammunition and Empowers the loaded bolts to deal more damage.
    Cluster Grenade
    Fires a bouncing Grenade that explodes when its fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
    Tornado Shot
    Fires a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
    Withering Presence
    While active, periodically Withers enemies in your Presence.
    Ember Fusillade
    Conjures 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.
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