Archmage Support
Level: (1–20)
Requires Level (31–70), (52–111) Int
Supports spell skills that deal damage with hits and have no reservation. Cannot support arcane skills, Vaal skills, or skills used by totems, traps or mines. Cannot modify the skills of minions.
Supported Skills have (1–7) to (15–134) added Lightning Damage
Supported Skills have base Mana Cost equal to 5% of Unreserved Maximum Mana, if that value is higher
Supported Skills gain Added Lightning Damage equal to 75% of Mana Cost, if Mana Cost is not higher than the maximum you could spend

Additional Effects From Quality:
Supported Skills have (0–10)% increased Mana Cost
This 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 Skill Gem you wish to augment. Right click to remove from a socket.
Quest /2
Level Effect /40
Implicit
Cost & Reservation Multiplier: 100%
Supported Skills have base Mana Cost equal to 5% of Unreserved Maximum Mana, if that value is higher\nSupported Skills gain Added Lightning Damage equal to 75% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
LevelRequires LevelIntSupported Skills have 1 to 15 added Lightning DamageExperience
131521, 15285,815
234571, 19252,595
336601, 21314,394
438631, 24388,734
540661, 27477,437
642692, 30583,786
744722, 33710,359
846752, 371,355,511
948782, 421,138,877
1050812, 471,368,233
1152843, 521,638,338
1254873, 581,956,648
1356903, 653,655,184
1458934, 723,017,327
1560964, 807,720,126
1662995, 8915,058,455
17641025, 9825,964,218
18661056, 10962,460,771
19681086, 121211,508,743
20701117, 134
21728, 148
22749, 164
237610, 181
247811, 200
258012, 221
268213, 244
278414, 269
288616, 296
298817, 327
309019, 360
319120, 378
329221, 396
339322, 416
349423, 436
359524, 458
369625, 480
379726, 503
389828, 528
399929, 554
4010031, 581
Attribute /7

Archmage Support

KeyValue
CostiLvl 1: Normal: 1xOrb of Chance
DropLevel 31
BaseType Archmage Support
Class Support Gems
Icon^
ItemTypeMetadata/Items/Gems/SupportGemArchmage
Referencepoe.ninja, Community Wiki
Supported Gem /112 ⍟
IconName
Fireball
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Ice Nova
A circle of ice expands from the caster.
Ice Nova
A 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.
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.
Detonate Dead
Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
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 a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses. Cannot be supported by Spell Cascade.
Discharge
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Spark
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Spark
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Spark
Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
Ice Spear
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.
Ice Spear
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Frost Wall
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
Freezing Pulse
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.
Shock Nova
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Lightning Warp
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.
Firestorm
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Firestorm
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
Ethereal Knives
Fires an arc of knives outwards in front of the caster which deal physical damage.
Ethereal Knives
Fires an arc of knives down into the ground in front of the caster which deal physical damage. Cannot be supported by Volley.
Ethereal Knives
Fires a circle of knives outwards around the caster which deal physical damage.
Creeping Frost
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.
Arc
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, but not immediately back. Each time the arc chains, it will also chain a secondary arc to another enemy that the main arc has not already hit, which cannot chain further.
Arc
An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
Arc
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.
Ball Lightning
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo.
Storm Call
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Flameblast
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.
Flameblast
Channels to build up an explosion, which is released when you stop using the skill or automatically at maximum stages. The longer you channel, the larger the area of effect and damage of the explosion.
Flameblast
Channels to concentrate an explosion, which is released when you stop using the skill. The longer you channel, the larger the damage of the explosion, but the smaller the area.
Flame Surge
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.
Flame Surge
Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.
Glacial Cascade
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.
Glacial Cascade
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Lightning Tendrils
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
Lightning Tendrils
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.
Flame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
Flame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine.
Rolling Magma
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Bladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Bladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.
Blade Vortex
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.
Blade Vortex
This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
Frost Bomb
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 regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Frost Bomb
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Frost Bomb
Creates a crystal which lasts for a duration. 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.
Essence Drain
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.
Essence Drain
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Essence Drain
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Frostbolt
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
Vortex
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.
Vortex
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.
Dark Pact
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.
Volatile Dead
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.
Volatile Dead
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Unearth
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Cremation
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.
Cremation
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
Cremation
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Bodyswap
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.
Bodyswap
Violently destroys your body and recreates it at the location of a targeted enemy or damageable minion, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise minions over enemies. If targeting a minion, the minion will also be destroyed in an explosion which deals damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. 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.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Incinerate
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.
Winter Orb
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.
Storm Brand
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.
Storm Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
Armageddon Brand
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.
Armageddon Brand
Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
Purifying Flame
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.
Soulrend
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.
Soulrend
Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
Soulrend
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
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
Storm Burst
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.
Divine Ire
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
Divine Ire
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.
Divine Ire
Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.
Frostblink
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.
Frostblink
Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.
Stormbind
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.
Blade Blast
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Blade Blast
Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
Blade Blast
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Blazing Salvo
Fires projectiles which fly in an arc, dealing area damage 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.
Void Sphere
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.
Crackling Lance
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.
Crackling Lance
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
Hexblast
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.
Hexblast
Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
Hydrosphere
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.
Exsanguinate
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.
Exsanguinate
Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
Reap
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Voltaxic Burst
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.
Absolution
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Forbidden Rite
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.
Forbidden Rite
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
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.
Eye of Winter
Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
Eye of Winter
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Tornado
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.
Lightning Conduit
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.
Lightning Conduit
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
Galvanic Field
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.
Galvanic Field
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.

Community Wiki

Edit

Archmage Support

Archmage Support is a Support gem that changes the linked spell's base mana cost to be equal to a proportion of your unreserved mana. It gives the skill added Lightning damage based on how much mana was spent to cast that skill.

Skill functions and interactions

  • Supported Skills gain Added Lightning Damage equal to 75% of Mana Cost... - Casting linked spells without triggers adds lightning damage based on mana cost of linked spell.

  • ...if Mana Cost is not higher than the maximum you could spend - Removes all lightning damage based on mana. While it is not possible to cast a spell that costs more than your current unreserved mana, Indigon can raise the mana cost beyond base after the spell is already casted.

  • Vaal spells cannot be supported by Archmage. (This was possible shortly after the release, however.)

Damage Scaling - The base lightning damage scales with the base mana cost of skills. The base mana cost can be increased by having more total mana and increasing the mana cost of skills.

Mana Cost Scaling - There are multiple options for scaling higher mana cost. These options are not for scaling your total mana pool. See mana page for mana pool options.

  • Use high mana multiplier support gems. Use Fevered Mind. Pledge of Hands give a 50% increase in mana cost compared to 2 handed weapons with no support gems built into the item.

  • Indigon can raise the mana cost to it's highest functioning percent which is 100%, with the downside of the damage not working past 100% mana cost. This requires a delicate balance of mana spent recently and is generally harder to use than the other option. The following tips are broad and may not cover all details.

  • Never raise any spell cost over 100% or it will not gain lightning damage from archmage.

  • Try to spend the around the same amount of mana every 4 seconds. This does not have to be exact, but precision can help maximize the damage. The less skills with mana cost in your rotation, the easier this is.

  • Lavianga's Spirit will make skills cost no mana. While this makes archmage do no damage during flask effect, it also prevents indigon from raising the mana cost. When using dynamic spells with a duration like Blade Vortex or Cremation, more casts can be used without going over 100% mana cost. These skill will do maximum archmage damage when lavianga's duration expires or your mana maxes out. In other words characters temporarily do no archmage damage during the flask effect in order to do higher amounts of damage once the flask ends.

  • Indigon does not necessarily need the other options to raise it's mana cost, but they can still be useful. It depends on many factors.

Version history

VersionChanges
3.15.0d
  • Archmage Support now has Supported Skills gain Added Lightning Damage equal to 75% of Mana Cost (previously 60%).
  • 3.15.0
  • Supported Skills now gain Added Lightning Damage equal to 60% of Mana Cost, if Mana Cost is not higher than the maximum you could spend (previously 70-108%).
  • Supported Skills have base Mana Cost equal to 5% of Unreserved Maximum Mana, if that value is higher (previously 6%).
  • Can now support triggered spells.
  • Can no longer support Arcane Skills.
  • Quality on the Anomalous Archmage Support now grants “Supported Skills lose Added Lighting Damage Equal to 0-40% of Mana Cost, if Mana Cost is not higher than the maximum you could spend” (previously 0-60%), and “Supported Skills gain Added Cold Damage Equal to 0-40% of Mana Cost, if Mana Cost is not higher than the maximum you could spend" (previously 0-60%).
  • 3.11.0
  • Supported skills now gain added lightning damage equal to 70% of Mana Cost at gem level 1 (unchanged), up to 108% at gem level 20 (from 127%).
  • 3.10.0
  • Archmage Support has been added to the game.

  • Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.