Concentrated Effect Support
Support, AoE
Level: 1–20
Cost & Reservation Multiplier: 140%
Requires Level 18
Supports any skill with an area of effect, regardless of whether that skill deals damage.
Supported Skills deal (25–39)% more Area Damage
Supported Skills have 30% less Area of Effect


Additional Effects From Quality:
Supported Skills deal (0–10)% increased Area Damage
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 Active Skill Gem you wish to augment. Right click to remove from a socket.
Unusual Gems /3

Unusual Gems /3

TypeStatsWeight
Superior Supported Skills deal (0–10)% increased Area Damage50
Anomalous Supported Skills have (0–10)% less Area of Effect10
Divergent Supported Skills have (0–10)% reduced Enemy Stun Threshold50
Quest /2

Quest /2

ActQuest CompleteNPCCharacter
2Sharp and CruelQuest RewardScion Templar Witch
2Sharp and CruelYeenaScion Shadow Templar Witch
Concentrated Effect Support /4

Concentrated Effect Support /4

NameShow Full Descriptions
Cleave
An area of effect melee attack that deals damage in an arc. When dual-wielding Cleave uses both weapons.
Reduces the area of effect while significantly increasing the area damage Cleave does. This makes it an excellent choice for difficult individual monsters.
Molten Strike
An area of effect, melee attack that launches molten projectile balls at enemies. 50% of physical damage is converted to fire damage.
Reduces the spread of Molten Strike's projectiles while greatly increasing the area damage they deal. This makes it ideal for formidable individual monsters.
Lightning Tendrils
An area of effect, channelled spell that deals pulses of lightning damage to enemies. The skill releases a stronger pulse every 4 pulses.
Reduces the area of effect of Lightning Tendrils but significantly increases the area damage Lightning Tendrils does. This makes it an excellent choice for difficult individual monsters.
Stormblast Mine
Throw a mine that can be detonated to deal lightning damage to nearby enemies. Can also Shock nearby enemies, increasing their damage taken. Stormblast mines increase the damage taken of nearby enemies. More mines near enemies increases their damage taken.
Concentrated Effect makes your Stormblast explosions smaller, causing more damage in a tighter area. This means they can hit less enemies but they deal more damage to the enemies they hit.
Level Effect /40

Level Effect /40

Implicit
Cost & Reservation Multiplier: 140%
Supported Skills have 30% less Area of Effect
LevelRequires LevelIntelligenceSupported Skills deal 25% more Area DamageExperience
118332569,833
2223925128,549
3264526154,553
4294927225,374
5325428320,672
6355828447,718
7386329615,318
8416730834,639
94472311,570,760
104776311,633,987
115081322,151,030
125385332,812,189
135690343,655,184
145893343,017,327
156096357,818,905
1662993615,256,013
17641023726,260,555
18661053762,855,887
196810838212,002,638
207011139
217240
227440
237641
247842
258043
268243
278444
288645
298846
309046
319147
329247
339347
349448
359548
369649
379749
389849
399950
4010050

Concentrated Effect Support

Referencepoe.ninja, Community Wiki
DropLevel 18
BaseType Concentrated Effect Support
Class Support Skill Gems
Icono
MetadataMetadata/Items/Gems/SupportGemConcentratedEffect
Supported Gem /220 ⍟

Supported Gem /220 ⍟

Active Skill GemDescription
FireballUnleashes a ball of fire towards a target which explodes, damaging nearby foes.
Ice NovaA 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.
Leap SlamJump into the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
Charged DashChannel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage.
Blade FlurryRepeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
SweepSwings a two handed melee weapon in a circle, knocking back monsters around the character.
Ground SlamSlams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
CleaveThe character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.
Shield ChargeCharges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies. Cannot be supported by Multistrike.
Enduring CryPerforms a warcry, taunting all nearby enemies to attack the user and granting endurance charges. Gives a brief burst of life regeneration, as well as a buff which grants resistances and physical damage reduction based on your endurance charges.
LacerateSlashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance, Can be used with Axes and Swords. You are in Blood Stance by default.
Elemental HitEach attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will also deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Dual StrikeAttacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Cold SnapCreates 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.
Raise ZombieRaises 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.
Detonate DeadTargets 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 DeadCorpses 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.
UnearthFires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Caustic ArrowFires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Creeping FrostFire 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.
Ice ShotFires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Static StrikeAttack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Righteous FireEngulfs 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.
DischargeDischarge all the character's charges to deal elemental damage to all nearby monsters.
Raise SpectreRaises a spectral version of a defeated foe as a minion to fight for you in battle.
Infernal BlowAttacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed, and it deals damage to that and other nearby enemies. Enemies with either debuff explode when they die, damaging other nearby enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Glacial HammerHits enemies, converting some of your physical damage to cold damage. If an enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Shock NovaCasts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Explosive ArrowFires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Temporal ChainsCurses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Elemental WeaknessCurses all targets in an area, lowering their elemental resistances.
PunishmentCurses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life. Some overkill damage from a killing blow on a cursed enemy will be reflected to surrounding targets.
EnfeebleCurses all targets in an area, reducing their accuracy and making them deal less damage.
DespairCurses all targets in an area, lowering their chaos resistance and increasing damage over time they take. All hits will deal added chaos damage to the cursed enemies.
Lightning WarpWaits 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 SkeletonsSummon 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.
VengeanceChance to perform a swift counter-attack against all enemies around you when you are hit. Weapon range increases the area of this attack. Requires a Melee Weapon.
ReckoningPerform a swift counter-attack against enemies in a cone shape when you block with your shield.
Dominating BlowAttacks enemies with a melee strike, 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 and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Rain of ArrowsFires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
FirestormFlaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Molten ShellApplies 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.
Lightning ArrowFires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.
HasteCasts an aura that increases the movement speed, attack speed and cast speed of you and your allies.
Purity of ElementsCasts an aura that grants elemental resistances and elemental ailment immunity to you and your allies.
VitalityCasts an aura that grants life regeneration to you and your allies.
DisciplineCasts an aura that grants additional energy shield and increased energy shield recharge rate to you and your allies.
GraceCasts an aura that grants evasion to you and your allies.
DeterminationCasts an aura that grants armour to you and your allies.
AngerCasts an aura that adds fire damage to the attacks and spells of you and your allies.
HatredCasts an aura that grants extra cold damage based on physical damage to you and your allies.
WrathCasts an aura that adds lightning damage to the attacks of you and your allies, and makes your spells deal more lightning damage.
Burning ArrowFires a burning arrow that deals fire damage and has a chance to ignite.
ClarityCasts an aura that grants mana regeneration to you and your allies.
Shockwave TotemSummons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Rejuvenation TotemSummons a totem that has an aura which regenerates life for you and your nearby allies.
Icicle MineThrows a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing
Fire TrapThrows a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
Decoy TotemSummons a totem that taunts nearby monsters to attack it.
FlammabilityCurses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
FrostbiteCurses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
ConductivityCurses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
IncinerateContinuously 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.
CycloneChannel this skill to move towards a targeted location while spinning, building up stages while constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
ReaveAttacks a small area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Smoke MineThrows a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.
Animate GuardianAnimates 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.
Animate WeaponAnimates 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.
Purity of FireCasts an aura that grants fire resistance to you and your allies.
Vaal Impurity of FireCasts 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.
Purity of IceCasts an aura that grants cold resistance to you and your allies.
Vaal Impurity of IceCasts 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.
Purity of LightningCasts an aura that grants lightning resistance to you and your allies.
Vaal Impurity of LightningCasts 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.
Storm CallSets 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.
FlameblastChannels 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 LightningFires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
Summon Raging SpiritSummons 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.
Flame SurgeStrikes 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.
DesecrateDesecrates 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.
Glacial CascadeIcicles 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.
Vaal FireballLaunches a series of fireballs in a spiral around the caster.
Vaal Burning ArrowFires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Vaal Molten ShellApplies 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 WarpCasts 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 CycloneSpin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
Vaal Ice NovaA chilling circle of ice expands from the caster, repeating from every enemy it hits.
Vaal Detonate DeadTargets 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 Ground SlamSlams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Rain of ArrowsFires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Vaal Cold SnapCreates 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 Glacial HammerHits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Vaal Summon SkeletonsSummons an army of skeletal warriors, archers and mages, led by a powerful general.
Vaal Storm CallSets 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.
Vaal ReaveRepeatedly attacks a large area in different directions. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Molten StrikeInfuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will explode, causing AoE attack damage to enemies where they land.
Vaal ClarityCasts a temporary aura that lets you and your allies cast skills without paying their mana costs.
Vaal GraceCasts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Vaal DisciplineCasts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies.
Vaal HasteCasts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
Vaal Righteous FireSacrifices 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.
Vaal FlameblastTargets 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.
Pyroclast MineThrows a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each dealing damage in a smaller area.
Herald of AshGrants a buff providing fire damage based on your physical damage. While you have this buff, if you kill an enemy, other enemies near them will be burned based on the overkill damage. The burn inflicted by this skill can only be affected by modifiers to damage over time (burning damage is damage over time).
Herald of IceGrants a buff adding cold damage to spells and attacks. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. This damage is not affected by modifiers to spell damage.
Herald of ThunderGrants a buff which adds lightning damage to spells and attacks. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. The damage inflicted by this skill is not affected by modifiers to spell damage.
Lightning TendrilsWhile you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
Mirror ArrowFires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver.
Blink ArrowFires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver.
Kinetic BlastFires a projectile from a Wand that causes a series of small explosions surrounding its point of impact, each damaging enemies caught in the area.
Summon Chaos GolemSummons 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 GolemSummons 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 GolemSummons 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 GolemSummons 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.
Ice CrashSlam the ground, damaging enemies in an area around the impact in three stages. Enemies take slightly less damage on the second and third stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Rallying CryPerforms a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Gives nearby Allies a buff based on the damage of your weapon.
Infernal CryPerforms a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Covers enemies in ash, causing them to move slower and take increased fire damage. Affected enemies explode when they die, dealing fire damage in an area.
Seismic CryPerforms a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. Grants a buff which makes it easier for you to stun enemies.
Vigilant StrikeAttacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
Rolling MagmaLob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect.
Ice TrapThrows a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
Wild StrikeYour melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Galvanic ArrowReleases arrows along with a burst of lightning which damages all enemies in a cone. The arrows degrade in-flight as the lightning dissipates, soon vanishing.
Blast RainFires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
BladefallEthereal 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 VortexThis 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 VortexCreates 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.
Frost BombCreates 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 StormsCreates 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 GolemSummons 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.
EarthquakeSmashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
ContagionUnleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
WitherCasts 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.
BlightApply 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.
Essence DrainFires 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.
SunderSlams the ground, creating a slow wave of churning terrain 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 around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
VortexAn 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.
Ancestral WarchiefSummons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Dark PactThis 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 BurstUnleash 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.
CremationA 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.
BodyswapViolently 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.
Tectonic SlamSlam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
VulnerabilityCurse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding, and ailments inflicted on them will deal damage faster.
Explosive TrapThrows a trap that creates a large explosion when triggered, dealing spell damage in an area. A number of smaller explosions occur around this area in quick succession after the first.
Siphoning TrapThrows a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Flamethrower TrapThrows a trap that releases a number of flames in different directions around it when triggered. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Burning enemies are dealt more damage.
Lightning Spire TrapThrows a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. Modifiers to trap throwing speed will affect how frequently it strikes. Has a higher chance to critically strike Shocked enemies.
Seismic TrapThrows a trap which, once triggered, repeatedly releases a number of waves for a duration. Each wave deals damage in a series of small bursts in a line, ending with a larger burst. Modifiers to trap throwing speed affects how frequently it releases waves.
Vaal EarthquakeSmashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal BlightApply 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.
Vaal Ancestral WarchiefSummons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Consecrated PathSlams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
SmitePerforms a melee attack, and causes lightning to strike a targeted location or nearby enemy, dealing damage in an area. If the melee strike hits a target, that enemy cannot also be hit by the area damage. If this skill hits an enemy, you gain an aura buff, granting you and your allies additional lightning damage for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Toxic RainFire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Summon Holy RelicSummon 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.
Winter OrbChannel 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 BrandCreates 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.
War BannerCasting once reserves mana to carry a banner which increases the accuracy of nearby allies, and physical damage taken by nearby enemies. Gain stages by killing enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
Dread BannerCasting once reserves mana to carry a banner which makes nearby allies inflict impale with attacks, and lessens the accuracy of nearby enemies. Gain stages by impaling enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
Shattering SteelSwing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Armageddon BrandCreates 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 FlameA 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.
SoulrendFires 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.
BaneApplies 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.
StormbindChannel 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 IreChannelling 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 ConvictionAn 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
ZealotryCasts an aura that grants bonuses to damage and critical strike chance of spells to you and your allies, and gives a chance to create Consecrated Ground against stronger enemies.
MalevolenceCasts an aura that multiplies damage over time and increases skill effect duration of you and your allies.
BladestormPerform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.
PerforateSmash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
Chain HookWhen used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
FrostblinkTeleport 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.
PrecisionCasts an aura that grants accuracy and critical strike chance to you and your allies.
Flesh and StoneCasts an aura that affects you and nearby enemies differently depending on your stance. Using the skill again alternates between Blood Stance and Sand Stance.
PrideCasts an aura that causes nearby enemies to take more physical damage.
Summon Carrion GolemSummons 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.
Withering StepRemoves any existing Elusive buff before applying both 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.
Plague BearerGain 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.
Stormblast MineThrows a mine that deals damage in an area when detonated.
Summon SkitterbotsSummon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
Pestilent StrikeAttacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Ensnaring ArrowFires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies always count as moving, and have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Artillery BallistaSummons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Blade BlastDeals 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.
Intimidating CryPerforms a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Grants a buff which lowers the effect of enemy physical damage reduction against your hits.
Ancestral CryPerforms a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. Grants a buff which gives you bonus armour and melee range.
Penance BrandCreates 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.
Wintertide BrandCreates 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.
EarthshatterSlam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
General's CryPerforms a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
Blazing SalvoFires 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 SphereCreates 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 LanceRelease 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.
Frost ShieldPlace 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.
Splitting SteelConsume a Steel Shard to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Sigil of PowerPlaces 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.
Flame WallCreate 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.
HexblastDeals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. If a Hex was removed this way, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
HydrosphereCreate 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.
ReapA 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.
Defiance BannerCasting once reserves mana to carry a banner which increases the armour and evasion of nearby allies, and reduces the critical strike chance of nearby enemies. Gains stages over time while carrying the banner near enemies. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
Voltaxic BurstEach 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.
Rage VortexSpin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
Battlemage's CryPerforms a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Grants a buff which boosts critical strike chance and allows attacks to benefit from increases to spell damage.
AbsolutionDamages 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 RiteLobs 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.
ManabondDeals 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.
Blade TrapThrows a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each repeatedly damaging enemies they spin through.
Storm RainFires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Shield CrushSwipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
BoneshatterAttack enemies with a forceful melee strike that also hurts you. Successive uses will raise the damage dealt both to enemies and you. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Summon ReaperSummons 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.
Explosive ConcoctionThrows an explosive bottle that deals unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Poisonous ConcoctionThrows an explosive bottle that deals unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
TornadoCreate 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 ConduitLightning 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 FieldApplies 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.
Alchemist's MarkCurses 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.
Concentrated Effect Support Unique /3 ⍟

Concentrated Effect Support Unique /3 ⍟

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Wiki Edit

Concentrated Effect Support

ConcentratedAOEConcentrated Effect Support is a Support gem that increases the area damage dealt by supported skills, but reduces their area of effect.

Skill functions and interactions

The Less Area of Effect modifier will affect any area of effect produced by the linked skill, even if they do not deal area damage. The reduction will therefore apply to Curse, Aura, ElementalProliferationElemental Proliferation Support, and so forth.

The effect of Less Area of Effect to the actual radius of a skill results in a reduction of only 16.3% (rounded off) versus the full 30% less radius it used to have in older patches.


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