Concentrated Effect
Tier: 1
Level: 1
Requires: Level 1
Support Requirements: +5 Int
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Supported Skills deal 40% more Area Damage
Supported Skills have 50% less Area of Effect
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.
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
Concentrated Effect
Key | Value |
---|---|
BaseType | Concentrated Effect |
Class | Support Gems |
ItemType | Metadata/Items/Gems/SupportGemConcentratedEffect |
Concentrated Effect
Tier: 1
Level: 1
Requires: Level 1
Support Requirements: +5 Int
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Supported Skills deal 40% more Area Damage
Supported Skills have 50% less Area of Effect
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 /129
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.
Leap Slam
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Shield Charge
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
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.
Raise Zombie
Consumes a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Flicker Strike
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
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.
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.
Armour Breaker
Attack with a forceful blow, knocking enemies back and weakening their Armour.
Rain of Arrows
Fire arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
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.
Falling Thunder
Infuses your Quarterstaff with electrical energies, then Slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Lightning Arrow
Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
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.
Ball Lightning
Fires a slow-moving Projectile that repeatedly shoots bolts of Lightning at nearby enemies.
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.
Herald of Ice
While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Herald of Thunder
While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
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.
Sunder
Slams the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies.
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.
Skeletal Warrior
Summons Reviving Skeletal Warriors.
Skeletal Reaver
Summons aggressive, Reviving Skeletal Reavers that can enrage on Command.
Skeletal Brute
Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Sniper
Summons long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Skeletal Frost Mage
Summons Reviving Skeletal Frost Mages that can be Commanded to cast icy explosions.
Skeletal Storm Mage
Summons Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Skeletal Arsonist
Summons bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Skeletal Cleric
Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Vulnerability
Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
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.
Hexblast
Detonates a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse.
Reap
Conjures a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness.
Boneshatter
Attacks enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
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.
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.
Whirling Assault
Advance while hitting enemies around you with a series of spinning Strikes.
Rolling Slam
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
Escape Shot
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Supercharged Slam
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Wind Blast
Strike enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
Wave of Frost
Flips backwards and sends forth a Freezing wave in front of you.
Ice Strike
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Glacial Cascade
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
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.
Killing Palm
Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Shattering Palm
Dash to an enemy and Strike them with an Unarmed Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
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.
Tempest Flurry
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
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.
Siphoning Strike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes the Shock to release a Lightning shockwave around the target and grant you a Power Charge.
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.
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.
Detonating Arrow
Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
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.
Snipe
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
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.
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.
Perfect Strike
Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
Resonating Shield
Repeatedly strike your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
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.
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.
Skeletal Warrior
Summons Reviving Skeletal Warriors.
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.
Molten Blast
Gouges molten rock from the ground and flings it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
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.
Poisonous Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Chaos attack damage in an area. Poison inflicted by this skill has more effect.
Bleeding Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Physical attack damage in an area. Bleeding inflicted by this skill has more effect.
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.
Shockchain Arrow
Fires a Lightning-infused arrow that homes in on Shocked enemies. Hitting a Shocked enemy will Consume the Shock to charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets, prioritising ones which are Shocked. If the beam hits a Shocked target, it will release another damaging shockwave and can continue to Chain.
Vaulting Impact
Leaps forward and Slams the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
Storm Wave
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
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.
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.
Summon Infernal Hound
Summons a Reviving Infernal Hound which Ignites enemies near it. The Hound takes a portion of damage from Hits for you.
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.
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.
Magnetic Salvo
Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Freezing Salvo
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
Gathering Storm
Flips backward and Channels to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with perfect timing performs a Lightning-infused dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake.
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.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.