Cost & Reservation Multiplier: 130%Requires Level 1Each supported spell will track how much mana you spend on it, granting a buff when the total mana spent reaches a threshold. Cannot support skills used by totems, traps, mines or skills with a reservation.Gain Arcane Surge after Spending a total of (15–400) Mana on
Upfront Costs and Effects of a Supported Skill
Arcane Surge grants (10–20)% more Spell Damage
Arcane Surge grants (30–58)% increased Mana Regeneration rate
Arcane Surge lasts 4 seconds
Supported Skills deal (10–19)% more Spell Damage while you have Arcane Surge
Supported Skills deal (0–10)% increased Spell DamageThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
Unusual Gems /3 ⍟
Unusual Gems /3 ⍟
|Superior||Supported Skills deal (0–10)% increased Spell Damage||50|
|Anomalous||Arcane Surge grants (0–12)% increased Mana Regeneration rate||100|
|Divergent||Arcane Surge lasts (0–2) seconds||100|
Level Effect /40
Level Effect /40
|Cost & Reservation Multiplier: 130%|
Arcane Surge lasts 4 seconds
(Upfront Costs are all Costs that are not paid per-second)
|Level||Requires Level||Intelligence||Arcane Surge grants 10% more Spell Damage|
Arcane Surge grants 30% increased Mana Regeneration rate
|Gain Arcane Surge after Spending a total of 15 Mana on|
Upfront Costs and Effects of a Supported Skill
|Supported Skills deal 10% more Spell Damage while you have Arcane Surge||Experience|
Arcane Surge Support
|Reference||poe.ninja, Community Wiki|
|Acronym||Regeneration, Arcane Surge|
|BaseType||Arcane Surge Support|
|Class||Support Skill Gems|
Supported Gem /153 ⍟
Supported Gem /153 ⍟
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
A chilling circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.
Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee attack and an area of effect slam which cannot be evaded.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Creates a portal to the current area's town.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Raises a spectral version of a defeated foe as a minion to fight for you in battle.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Curses all targets in an area, lowering their elemental resistances.
Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
Curses a single enemy, increasing the damage they take from projectiles, and making projectiles split when hitting them, to hit other targets around them. You can only have one Mark at a time.
Curses all targets in an area, lowering their chaos resistance.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Summon Skeleton Warrior minions at the targeted location. They use a melee attack and die after a duration. If made aggressive, Skeleton Warriors will also dash towards nearby enemies.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further.
Fires an arc of knives in front of the caster which deals physical damage.
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite.
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.
Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets unless specifically targeted. Cannot be used by Traps or Mines.
|Vaal Impurity of Fire|
Casts an aura that reduces fire damage taken and provides ignite immunity to you and nearby allies, and makes hits against nearby enemies ignore their fire resistance.
|Vaal Impurity of Ice|
Casts an aura that reduces cold damage taken and provides freeze and chill immunity to you and nearby allies, and makes hits against nearby enemies ignore their cold resistance.
|Vaal Impurity of Lightning|
Casts an aura that reduces lightning damage taken and provides shock immunity to you and nearby allies, and makes hits against nearby enemies ignore their lightning resistance.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages.
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
|Summon Raging Spirit|
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly. Enemies will not directly engage these spirits, and can pass through them.
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area. The corpses will be chosen from the monsters in the current area and any Spectres that have existed in this instance.
Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Consumes a corpse, granting increased critical strike chance and additional critical strike multiplier to your minions. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
Launches a series of fireballs in a spiral around the caster.
A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Also grants a buff making you lucky when damaging enemies with Arc for a short duration.
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
|Vaal Molten Shell|
Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.
|Vaal Lightning Warp|
Casts a delayed teleport for nearby enemies to a target destination. When the teleport occurs, lightning damage is dealt to the enemies both before and after they teleport.
|Vaal Immortal Call|
Discharges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended.
|Vaal Ice Nova|
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
|Vaal Detonate Dead|
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses.
|Vaal Cold Snap|
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
|Vaal Summon Skeletons|
Summons an army of skeletal warriors, archers and mages, led by a powerful general.
|Vaal Storm Call|
Sets a marker at a location. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Modifiers to the skill's duration will also affect the delay between these strikes. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it.
Casts a temporary aura that lets you and your allies cast skills without paying their mana costs.
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Casts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies.
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
|Vaal Righteous Fire|
Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect.
Creates a breach, making you vulnerable to its powerful inhabitants.
Targets an area and builds up stages in that area based on cast speed. It explodes every 3 stages, until it reaches a maximum of 15. As it gains more stages, the area gets smaller but the damage gets higher.
Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
|Summon Chaos Golem|
Summons a Chaos Golem that grants you Physical Damage Reduction. The Chaos Golem can use a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
|Summon Ice Golem|
Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning dash in addition to its melee attack.
|Summon Flame Golem|
Summons a Flame Golem that grants you increased Damage. The Flame Golem can use a fire spray, a wave of fire damage, and an explosive arcing projectile.
|Summon Lightning Golem|
Summons a Lightning Golem that grants you increased Attack and Cast speed. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Detonates a Mine, starting a Detonation Sequence which will detonate other Mines around it.
Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Shares a cooldown with other Blink skills.
Lob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
|Vaal Blade Vortex|
Creates an independently-moving vortex of ethereal blades which lasts for a duration. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
|Orb of Storms|
Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
|Summon Stone Golem|
Summons a Stone Golem that grants you life regeneration. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
Casts a debilitating debuff on enemies in an area, hindering their movement and also inflicts the Withered debuff, which increases the Chaos Damage they take and can stack up to 15 times.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Unleash a beam of fire that burns enemies it touches. Remaining in the beam intensifies the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam can turn.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise corpses over enemies. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
Apply a powerful debuff to enemies around you which deals chaos damage over time. Then applies two additional layers in a larger area, growing greatly in size each time. Enemies are also substantially hindered for a shorter secondary duration, slowing their movement.
|Summon Holy Relic|
Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a nova spell, with a very short cooldown, that deals physical damage to enemies and grants life regeneration to allies. This life regeneration is higher when applied to minions.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Recall your brands to you, detaching them from enemies and increasing attachment range until they next attach to an enemy. Spends a portion of each recalled brand's cost to cause it to activate.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash a powerful burst of energy in a beam in front of you.
|Wave of Conviction|
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.
Performs a series of quick teleports towards a targeted location. If using the "Attack in Place" option, the direction is reversed. Shares a cooldown with other Blink skills.
Consumes Rage at an accelerating rate to provide a powerful buff, granting more attack damage, attack speed, movement speed, and less damage taken.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
|Summon Carrion Golem|
Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Grants Elusive and a buff that grants Phasing. While you have this buff, monsters that enter an area around you will be Withered. Using a skill or losing the Elusive buff ends this skill's effects. Shares a cooldown with other Blink skills. Cannot be used while already Elusive.
Gain an Incubating buff, adding to its Plague Value as you inflict poisons. Use the skill again to begin Infecting, dealing chaos damage over time to nearby enemies until the Plague Value is depleted. Your damage modifiers don't apply to this skill's damage. Using the skill again alternates between Incubating and Infecting.
Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
Deals spell damage in a targeted area. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
|Sigil of Power|
Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
Draws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires.
A bloody scythe swipes across a selected area, applying a physical damage over time debuff in addition to hitting enemies with physical damage. If enemies survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed to summon a Sentinel of Absolution for a longer secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Teleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack.
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
Deals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.
|Eye of Winter|
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
Grants a buff which significantly lowers your maximum Energy Shield to transform your equipped weapons into Swords formed from that energy. Casting the spell again removes the buff. Requires a Non-Bow weapon. This skill cannot be triggered.
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they get recovery from your life leech instead of you. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they use your main hand critical strike chance. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
Arcane Surge Support Unique /1 ⍟
Arcane Surge Support Unique /1 ⍟
Arcane Surge Support
Skill functions and interactions
Interaction with Totem, Trap, & Mine Skills: Spending mana by placing a totem, trap, or mine will not go towards gaining the Arcane Surge buff. Totems, traps, and mines that cast the skill also do not go towards gaining the buff.
Duration: Increases and reductions to duration will apply to the duration of the buff. Additionally, it adds a duration component to the linked skill, which makes it supportable by support gems like Less Duration Support and Swift Affliction Support (which apply their damage bonus), even if the active skill gem does not otherwise have a duration of its own.
Vaal Skills: This will not add the duration tag to a Vaal skill for the purposes of reducing soul gain prevention via skill effect duration reduction.
Elreon's Signature Mod: If used with a skill such that the total mana cost of the skill is zero or less, it will not count as spending mana towards the Arcane Surge, and will never activate it.
When equipped on multiple skills, the Arcane Surge Grants buffs are applied globally and depend on the support gem level of the trigger skill. The More Spell Damage while you have Arcane Surge modifier is applied locally, and thus each support gem can have a different level (and therefore, different damage multiplier).
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