Fortify Support
Level: (1–20)
Cost & Reservation Multiplier: 130%
Requires Level (31–70), (52–111) Str
Supports melee attack skills that are not triggered.
Melee Hits from Supported Skills Fortify
Supported Skills deal (10–19)% more Damage with Ailments caused by Melee Hits
Supported Skills deal (10–19)% more Melee Damage

Additional Effects From Quality:
Supported Skills have (0–20)% increased Fortification Duration
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.
Fortify Support /2 ⍟
NameShow Full Descriptions
Double Strike
A simple single target melee attack that hits a targeted enemy twice in rapid succession. It deals extra physical damage against bleeding enemies.
Applies a buff that reduces incoming damage from all hits, whilst also providing an increase to melee physical damage with Double Strike.
Shield Crush
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Grants you Fortify when hitting enemies with Shield Crush when Shield Crush is supported by this gem. Increases the damage of hits and ailments from Shield Crush.
Level Effect /40
Implicit
Cost & Reservation Multiplier: 130%
Melee Hits from Supported Skills Fortify
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
LevelRequires LevelStrSupported Skills deal 10% more Melee DamageSupported Skills deal 10% more Damage with Ailments caused by Melee HitsExperience
131521010285,815
234571010252,595
336601111314,394
438631111388,734
540661212477,437
642691212583,786
744721313710,359
8467513131,355,511
9487814141,138,877
10508114141,368,233
11528415151,638,338
12548715151,956,648
13569016163,655,184
14589316163,017,327
15609617177,720,126
166299171715,058,455
1764102181825,964,218
1866105181862,460,771
19681081919211,508,743
20701111919
21722020
22742020
23762121
24782121
25802222
26822222
27842323
28862323
29882424
30902424
31912424
32922525
33932525
34942525
35952525
36962626
37972626
38982626
39992626
401002727
Attribute /7

Fortify Support

KeyValue
CostiLvl 1: Normal: 1xOrb of Chance
DropLevel 31
BaseType Fortify Support
Class Support Gems
IconO
ItemTypeMetadata/Items/Gems/SupportGemFortify
Referencepoe.ninja, Community Wiki
Supported Gem /86 ⍟
IconName
Leap Slam
Jump through 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.
Leap Slam
Jump a short distance through 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.
Sweep
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
Cleave
The 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.
Cleave
The character swings both their weapons in an arc, damaging monsters in an area in front of them. Requires dual wielding both an Axe and a Sword.
Shield Charge
Charges 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.
Double Strike
Performs two fast strikes with a melee weapon.
Double Strike
Performs two fast strikes with a melee weapon, gaining stages which cause this skill to attack faster. All stages are lost when you move.
Elemental Hit
Each 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 Strike
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Dual Strike
Attacks with both weapons, dealing the damage of both in one strike. Requires dual-wielding two different melee weapon types to use.
Whirling Blades
Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords. Cannot be supported by Multistrike.
Frenzy
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Flicker Strike
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
Flicker Strike
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Power Charge.
Vaal Flicker Strike
Repeatedly teleports to enemies and hits them, inflicting a wound but dealing no damage. After the repeating finishes, each enemy is hit by the total damage of their wounds, which are removed.
Glacial Hammer
Hits enemies, converting some of your physical damage to cold damage. If a non-unique 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.
Glacial Hammer
Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
Vaal Glacial Hammer
Hits 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.
Viper Strike
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
Viper Strike
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Heavy Strike
Attacks enemies with a forceful blow, knocking them back. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.
Dominating Blow
Attacks 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.
Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Puncture
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Cyclone
Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
Vaal Cyclone
Spin 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.
Reave
Attacks an 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.
Vaal Reave
Repeatedly 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 Strike
Infuses 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 deal area attack damage to enemies where they land.
Molten Strike
Infuses your two-handed 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 deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
Vaal Molten Strike
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Static Strike
Attack 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.
Ice Crash
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Ice Crash
Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
Vigilant Strike
Attacks 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.
Frost Blades
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Frost Blades
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Wild Strike
Your 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.
Earthquake
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Ancestral Protector
Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.
Blade Flurry
Repeatedly 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.
Blade Flurry
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The critical strike chance 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.
Ancestral Warchief
Summons 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.
Lacerate
Slashes 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.
Lacerate
Slashes twice, releasing wide waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a Two Handed Axe or Two Handed Sword.
Lacerate
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a One Handed Axe or One Handed Sword.
Tectonic Slam
Slam 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.
Tectonic Slam
Slam the ground, consuming all Endurance Charges and unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Charged Dash
Channel 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. Requires a Melee Weapon.
Vaal Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Vaal Double Strike
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
Ground Slam
Slams 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.
Ground Slam
Slams the ground in front of you, creating a wide wave that travels forward and damages enemies with an increased chance to stun. Requires a Two Handed Axe, Two Handed Mace, or Staff.
Infernal Blow
Attacks 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 to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Infernal Blow
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Ground Slam
Slams 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 Ancestral Warchief
Summons 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.
Vaal Earthquake
Smashes 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.
Consecrated Path
Slams 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.
Consecrated Path
Slams 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. The cooldown can be bypassed by expending an Endurance Charge. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Smite
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Smite
Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Bladestorm
Perform 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.
Bladestorm
Perform a spinning attack, damaging enemies around you and creating a random bladestorm. 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.
Perforate
Smash 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.
Perforate
Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times. Requires a Sword or Axe.
Chain Hook
When 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.
Pestilent Strike
Attacks 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.
Earthshatter
Slam 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.
Earthshatter
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. The spikes shatter after a duration, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Earthshatter
Slam the ground, sending out a rectangular fissure that deals area damage to enemies and thrusts a large spike from the ground where it ends. Warcries or other Slam Attacks performed by you or allied players near the spike will cause it to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Sunder
Slams 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.
Sunder
Slams the ground, creating a 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. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Rage Vortex
Spin 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.
Rage Vortex
Spin with a sword or axe to deal damage in an area around you. If you have at least 10 rage, create a ragestorm attached to you that repeatedly deals attack damage to enemies inside based on your attack speed. The ragestorm consumes rage at an accelerating rate, and ends if you run out.
Shield Crush
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Boneshatter
Attack 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.
Boneshatter
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Vaal Cleave
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
Volcanic Fissure
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Volcanic Fissure
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts dealing damage in an area. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Volcanic Fissure
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Smite
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Blade Flurry
Channel to create an expanding circle area around you that blinds enemies within it. When you stop channelling, deals damage in a smaller area around each enemy in the circle. Requires a Dagger, Claw or One-Handed Sword.
Fortify Support Unique /1 ⍟
IconName
Grants 44 Life per Enemy Hit
Socketed Gems are Supported by Level 12 Fortify
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+110 to Evasion Rating
+35 to maximum Energy Shield
+(30–50) to maximum Life
Reflects (71–90) Physical Damage to Melee Attackers

Community Wiki

Edit

Fortify Support

Fortify Support is a Support gem. It causes the linked melee skills to apply the Fortify buff on the user, which reduces incoming damage from hits by 20%. This effect only applies to active melee skills and does not work with trigger gems.

Version history

VersionChanges
3.16.0
  • Fortify Support no longer has increased Fortify Duration, as the base duration has been increased and this stat is now more accessible on the Passive Skill Tree.
  • 3.15.0d
  • Fortify Support now has a Cost and Reservation Multiplier of 130% (previously 140%).
  • 3.15.0
  • Now has a 140% Cost and Reservation Multiplier (previously 130%).
  • Supported Skills now deal 10-19% more Melee Damage (previously 20-34%).
  • Supported Skills now deal 10-19% more Damage with Ailments caused by Melee Hits (previously 20-34%).
  • Quality on the Anomalous Fortify Support no longer grants “Supported Skills have 0-4% increased Fortify Effect. It now grants “Supported Skills have 0-10% increased Fortify Duration”.
  • 3.7.0
  • Now has a mana multiplier of 130% (from 110%).
  • Supported skills now have 15% increased Fortify duration at gem level 1, up to 34% at gem level 20 (from 25% at all gem levels).
  • Supported skills now deal 20% more melee physical damage at gem level 1 (from 25% increased melee physical damage) up to 34% more at gem level 20 (from 44% increased).
  • Supported skills now deal 20% more damage with bleeding and poison caused by melee hits at gem level 1, up to 34% more at gem level 20.
  • Now grants 0.5% increased Attack Damage per 1% quality (previously granted 0.5% increased Fortify Duration per 1% quality).
  • 2.0.0
  • Added to the game.

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