Arcane Tempo
Tier: 1
Level: 1
Requires: Level (1–90)
Support Requirements: +5 Int
Supports Spells, causing them to cast faster.
Supported Skills have 25% more Cast Speed
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.
Skill Gems /6
From /1
Uncut Support Gem Tier 1
Level Effect /1
Implicit |
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Cost Multiplier: 100% |
Level | Requires Level | Int |
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1 | 0 | 6 |
Attribute /3
Arcane Tempo
Key | Value |
---|---|
BaseType | Arcane Tempo |
Class | Support Gems |
ItemType | Metadata/Items/Gems/SupportGemArcaneTempo |
Arcane Tempo
Tier: 1
Level: 1
Requires: Level (1–90)
Support Requirements: +5 Int
Supports Spells, causing them to cast faster.
Supported Skills have 25% more Cast Speed
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 /74
Firebolt
Launches a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Ice Nova
A nova of ice expands from you, 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, and cause more Freeze buildup.
Detonate Dead
Causes a Corpse to violently explode, damaging surrounding enemies.
Volatile Dead
Consumes a Corpse to create a fireball that seeks out enemies and explodes.
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.
Shock Nova
Unleashes a Nova of Lightning damage to Electrocute 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.
Power Siphon
Attempts to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Arc
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies.
Arctic Armour
Conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
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.
Flameblast
Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
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.
Ball Lightning
Fires a slow-moving Projectile that repeatedly shoots bolts of Lightning at nearby enemies.
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.
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.
Dark Pact
Sacrifices the life of a Reviving Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
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.
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.
Hexblast
Detonates a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse.
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.
Eye of Winter
Fires a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface's effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding Type.
Lightning Conduit
Calls down lightning to strike all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but Consumes Shock from them after damaging them. Targeting close to you will cause you to jump back as you cast.
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.
Comet
Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Consecrate
Creates an area of Consecrated Ground around you.
Mana Tempest
Creates a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and each Spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Unleash
Infuses your staff arcane energy for a short duration, Empowering the next spell you cast to reoccur.
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.
Chaos Bolt
Fires a burst of Chaos energy at the target.
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.
Solar Orb
Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Fireball
Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Cold Snap
Shatters the frost on a Frozen enemy, Consuming the Freeze to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their Freeze Consumed.
Freezing Shards
Launches icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
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.
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.
Mana Drain
Siphons power from an enemy, briefly Hindering them and Leeching Mana.
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.
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.
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. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Meditate
Channels to Recharge Energy Shield. Can overcharge your Energy Shield up to double its normal maximum. Channelling ends when you take damage or your Energy Shield is double its normal maximum. This skill cannot be used if your Energy Shield is already double its normal maximum or you have no maximum Energy Shield.
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.
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.
Elemental Expression
Creates a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
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.
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 Snap
Manipulates time, resetting the cooldowns of your other Skills.
Sorcery Ward
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Blink
Teleports a fixed distance in the target direction.
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. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.