Level: 1–20Requires Level 31Supports 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
Supported Skills have (0–10)% increased Mana CostThis 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 ⍟
Type | Stats | Weight |
---|---|---|
Superior | Supported Skills have (0–10)% increased Mana Cost | 50 |
Anomalous | Supported Skills lose Added Lightning Damage equal to (0–40)% of Mana Cost, if Mana Cost is not higher than the maximum you could spend 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 | 20 |
Divergent | Supported Skills have (0–20)% reduced Mana Cost | 50 |
Quest /2 ⍟
Quest /2 ⍟
Act | Quest Complete | NPC | Character |
---|---|---|---|
3 | A Fixture of Fate | Quest Reward | Shadow Templar Witch |
3 | A Fixture of Fate | Clarissa | Scion Shadow Templar Witch |
Level Effect /40
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 |
Level | Requires Level | Intelligence | Supported Skills have 1 to 15 added Lightning Damage | Experience |
---|---|---|---|---|
1 | 31 | 52 | 1, 15 | 285,815 |
2 | 34 | 57 | 1, 19 | 252,595 |
3 | 36 | 60 | 1, 21 | 314,394 |
4 | 38 | 63 | 1, 24 | 388,734 |
5 | 40 | 66 | 1, 27 | 477,437 |
6 | 42 | 69 | 2, 30 | 583,786 |
7 | 44 | 72 | 2, 33 | 710,359 |
8 | 46 | 75 | 2, 37 | 1,355,511 |
9 | 48 | 78 | 2, 42 | 1,138,877 |
10 | 50 | 81 | 2, 47 | 1,368,233 |
11 | 52 | 84 | 3, 52 | 1,638,338 |
12 | 54 | 87 | 3, 58 | 1,956,648 |
13 | 56 | 90 | 3, 65 | 3,655,184 |
14 | 58 | 93 | 4, 72 | 3,017,327 |
15 | 60 | 96 | 4, 80 | 7,720,126 |
16 | 62 | 99 | 5, 89 | 15,058,455 |
17 | 64 | 102 | 5, 98 | 25,964,218 |
18 | 66 | 105 | 6, 109 | 62,460,771 |
19 | 68 | 108 | 6, 121 | 211,508,743 |
20 | 70 | 111 | 7, 134 | |
21 | 72 | 8, 148 | ||
22 | 74 | 9, 164 | ||
23 | 76 | 10, 181 | ||
24 | 78 | 11, 200 | ||
25 | 80 | 12, 221 | ||
26 | 82 | 13, 244 | ||
27 | 84 | 14, 269 | ||
28 | 86 | 16, 296 | ||
29 | 88 | 17, 327 | ||
30 | 90 | 19, 360 | ||
31 | 91 | 20, 378 | ||
32 | 92 | 21, 396 | ||
33 | 93 | 22, 416 | ||
34 | 94 | 23, 436 | ||
35 | 95 | 24, 458 | ||
36 | 96 | 25, 480 | ||
37 | 97 | 26, 503 | ||
38 | 98 | 28, 528 | ||
39 | 99 | 29, 554 | ||
40 | 100 | 31, 581 |
Archmage Support
Reference | ![]() |
---|---|
DropLevel | 31 |
BaseType | Archmage Support |
Class | Support Skill Gems |
Icon | ^ |
Metadata | Metadata/Items/Gems/SupportGemArchmage |
Supported Gem /62 ⍟
Supported Gem /62 ⍟
Active Skill Gem | Description |
---|---|
Fireball | Unleashes a ball of fire towards a target which explodes, damaging nearby foes. |
Ice Nova | 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. |
Cold Snap | 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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
Arc | 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. |
Ethereal Knives | Fires an arc of knives in front of the caster which deals physical damage. |
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. |
Storm Call | 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. |
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, up to 10 stages. |
Ball Lightning | Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning. |
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. |
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. |
Lightning Tendrils | While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you. |
Flame Dash | Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Shares a cooldown with other Blink skills. |
Rolling Magma | Lob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect. |
Bladefall | 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. |
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. |
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 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. |
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. |
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. 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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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 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 |
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. |
Blade Blast | 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. |
Penance Brand | 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. |
Blazing Salvo | 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. |
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. |
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. |
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. |
Reap | 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. |
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 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. |
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. |
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. |
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. |
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. |
Community Wiki
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.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.