Increased Duration Support
Support, Duration
Level: 1–20
Cost & Reservation Multiplier: 130%
Requires Level 31
Supports any skill with a duration.
Supported Skills have (45–64)% increased Skill Effect Duration

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

Unusual Gems /3

TypeStatsWeight
Superior Supported Skills have (0–10)% increased Skill Effect Duration50
Anomalous Supported Skills have (0–20)% reduced Life Cost
Supported Skills have (0–20)% reduced Mana Cost
Supported Skills have (0–10)% reduced Skill Effect Duration
20
Divergent Supported Skills have (0–20)% increased Duration of Ailments on Enemies50
Quest /2

Quest /2

Increased Duration Support /2

Increased Duration Support /2

NameShow Full Descriptions
Blight
A channelled, area of effect chaos spell that applies a debuff to enemies. Debuffed enemies take chaos damage over time as well as having reduced movement speed.
Increases the duration of Blight's slow effect and chaos damage over time debuff on enemies.
Steelskin
Strengthen your defense, greatly reducing damage taken from hits for a short duration. Steelskin is a Guard utility skill that blocks an amount of damage. Once depleted, the damage will go through to you. Guard skills do not benefit much from support gems, and Steelskin can be used well without supports.
Allow Steelskin's bonus to last longer, to defend against more hits from enemies. A simple but valuable way to improve defense.
Level Effect /40

Level Effect /40

Implicit
Cost & Reservation Multiplier: 130%
LevelRequires LevelStrengthSupported Skills have 45% increased Skill Effect DurationExperience
1315245285,815
2345746252,595
3366047314,394
4386348388,734
5406649477,437
6426950583,786
7447251710,359
84675521,355,511
94878531,138,877
105081541,368,233
115284551,638,338
125487561,956,648
135690573,655,184
145893583,017,327
156096597,720,126
1662996015,058,455
17641026125,964,218
18661056262,460,771
196810863211,508,743
207011164
217265
227466
237667
247868
258069
268270
278471
288672
298873
309074
319174
329275
339375
349476
359576
369677
379777
389878
399978
4010079

Increased Duration Support

Referencepoe.ninja, Community Wiki
AcronymDuration
DropLevel 31
BaseType Increased Duration Support
Class Support Skill Gems
IconD
MetadataMetadata/Items/Gems/SupportGemIncreasedDuration
Supported Gem /144 ⍟

Supported Gem /144 ⍟

Active Skill GemDescription
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.
Immortal CallTake less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.
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.
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.
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.
Blood RageAdds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
Flicker StrikeTeleports 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.
SparkLaunches unpredictable sparks that move randomly until they hit an enemy or expire.
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.
Frost WallCreates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
Viper StrikeHits 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.
Phase RunGain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
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.
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.
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.
PuncturePunctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Conversion TrapThrows a trap that, when triggered by an enemy, converts that enemy to your side for a short duration. Does not affect unique monsters or players.
Bear TrapThrows a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
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.
Ethereal KnivesFires an arc of knives in front of the caster which deals physical damage.
Arctic ArmourConjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.
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.
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 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.
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.
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.
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.
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.
Flesh OfferingConsumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Bone OfferingConsumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Spirit OfferingConsumes a corpse, granting increased critical strike chance and additional critical strike multiplier to your minions. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
ConvocationRecalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
Vaal ArcA shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Also grants a buff making you lucky when damaging enemies with Arc for a short duration.
Vaal SparkContinuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
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 Immortal CallDischarges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended.
Vaal 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 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 Lightning StrikeInfuses 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 StrikePerforms 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.
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 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 Lightning TrapThrows a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
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 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.
Herald of PurityGrants a buff which lets you deal more physical damage. When you kill an enemy while you have this buff, this skill will summon a Sentinel of Purity, or refresh the duration and life of an existing one instead if you have the maximum number of them. The Sentinels of Purity have a single-target melee attack and an area melee attack.
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.
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.
Flame DashTeleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Shares a cooldown with other Blink skills.
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.
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.
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.
Scorching RayUnleash a beam of fire that burns enemies it touches. Remaining in the beam intensifies the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam can turn.
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.
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.
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.
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.
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.
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.
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
SteelskinApplies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.
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.
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.
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.
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.
Arcane CloakSpends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
Arcanist BrandCreates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
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.
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.
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.
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.
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.
ExsanguinateReleases 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.
Corrupting FeverDraws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires.
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.
AmbushTeleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack.
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.
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.
Soul LinkTargets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Flame LinkTargets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Vampiric LinkTargets an allied player to apply a buff which links you to them for a duration. While linked, they get recovery from your life leech instead of you. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Protective LinkTargets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Intuitive LinkTargets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Destructive LinkTargets an allied player to apply a buff which links you to them for a duration. While linked, they use your main hand critical strike chance. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
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.

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Increased Duration Support

Increased Duration Support is a Support gem. It will increase the Duration of any effects produced by the supported skill.

Skill functions and interactions

For example this gem will increase:

  • gems must be marked with Duration.

  • The duration of the poison cloud produced by Caustic Arrow

  • The length of time that a monster will remain converted by Conversion Trapetc.

When linked to a remote skill or a skill that creates a minion, this gem will also increase the duration of skills used by the created minion or ally. For instance, if a Goatman Shaman in The Climb is raised as a spectre, the duration of the goatman's Molten Shell will be increased.

Ailments do not gain increased duration unless otherwise specified. Viper Strike and Puncture explicitly increase the duration of the ailment it applies.

This gem also does not increase the duration of Endurance, Frenzy, or Power Charges. These durations can be increased with passive skills and equipment.


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