Iron Will Support
Spell, Support
Level: 1–20
Cost & Reservation Multiplier: 110%
Requires Level 18
Supports spell skills, making the increase to physical melee damage from strength also increase their spell damage.
Strength's Damage bonus applies to all Spell Damage as well for Supported Skills
Supported Skills deal (0–38)% increased Spell Damage


Additional Effects From Quality:
Supported Skills deal (0–10)% increased Spell 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 Spell Damage50
Anomalous Supported Skills have (0–10)% reduced Cast Speed
Supported Skills deal (0–40)% increased Damage
100
Divergent Supported Skills have (0–10)% increased Projectile Speed100
Quest /1 ⍟

Quest /1 ⍟

ActQuest CompleteNPCCharacter
2Sharp and CruelYeenaDuelist Marauder Scion Templar
Level Effect /40

Level Effect /40

Implicit
Cost & Reservation Multiplier: 110%
Strength's Damage bonus applies to all Spell Damage as well for Supported Skills
LevelRequires LevelStrengthSupported Skills deal #% increased Spell DamageExperience
1183369,833
222392128,549
326454154,553
429496225,374
532548320,672
6355810447,718
7386312615,318
8416714834,639
94472161,570,760
104776181,633,987
115081202,151,030
125385222,812,189
135690243,655,184
145893263,017,327
156096287,818,905
1662993015,256,013
17641023226,260,555
18661053462,855,887
196810836212,002,638
207011138
217240
227442
237644
247846
258048
268250
278452
288654
298856
309058
319159
329260
339361
349462
359563
369664
379765
389866
399967
4010068

Iron Will Support

Referencepoe.ninja, Community Wiki
DropLevel 18
BaseType Iron Will Support
Class Support Skill Gems
Iconw
MetadataMetadata/Items/Gems/SupportGemIronWill
Supported Gem /116 ⍟

Supported Gem /116 ⍟

IconName
FireballFireball
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
IceNovaIce Nova
A chilling circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
ChargedDashGemCharged 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.
ColdSnapCold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
DetonateDeadDetonate Dead
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
VolatileDeadVolatile Dead
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
BoneLanceUnearth
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
ArcticBreathCreeping Frost
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
DischargeDischarge
Discharge all the character's charges to deal elemental damage to all nearby monsters.
SparkSpark
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
IceSpearIce Spear
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
FrostWallFrost Wall
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
FreezingPulseFreezing Pulse
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
ShockNovaShock Nova
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
ExplosiveArrowExplosive Arrow
Fires 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.
LightningWarpLightning Warp
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
FirestormFirestorm
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
TempestShieldTempest Shield
Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.
ArcArc
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further.
ShockwaveTotemShockwave Totem
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
ColdProjectileMineSkillGemIcicle Mine
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing
BearTrapBear Trap
Throws 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.
FireTrapFire Trap
Throws 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.
EtherealKnivesEthereal Knives
Fires an arc of knives in front of the caster which deals physical damage.
FlameTotemHoly Flame Totem
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
FlamethrowerIncinerate
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite.
SearingBondSearing Bond
Summons a totem that casts a beam of fire at you and each other totem you control, dealing burning damage to enemies caught in the beam. Enemies near either end of a beam also suffer burning damage.
LightningTrapLightning Trap
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
StormcallStorm Call
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
ChargedBlastFlameblast
Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages.
BallLightningBall Lightning
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
FlamewhipFlame Surge
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
UpheavalGlacial Cascade
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
VaalFireballVaal Fireball
Launches a series of fireballs in a spiral around the caster.
VaalArcVaal Arc
A 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.
VaalSparkVaal Spark
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
VaalLightningWarpVaal Lightning Warp
Casts 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.
VaalIceNovaVaal Ice Nova
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
VaalDetonateDeadVaal Detonate Dead
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses.
VaalColdSnapVaal Cold Snap
Creates 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.
VaalStormcallVaal Storm Call
Sets 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.
VaalChargedBlastVaal Flameblast
Targets 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.
FireMortarBarrageMineSkillGemPyroclast Mine
Throws 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.
VaalLightningTrapVaal Lightning Trap
Throws 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.
HeraldofIceHerald of Ice
Grants 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.
HeraldofThunderHerald of Thunder
Grants 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.
LighteningTouchLightning Tendrils
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
InfernalCryInfernal Cry
Performs 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.
FlameDashFlame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Shares a cooldown with other Blink skills.
FireMortarRolling Magma
Lob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect.
IceTrapRuneIce Trap
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
RainOfBladesBladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.
SpinningEtherealBladesGemBlade Vortex
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
VaalSpinningEtherealBladesGemVaal Blade Vortex
Creates 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.
FrostBombFrost Bomb
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
StormCloudGemOrb of Storms
Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
ContagionGemContagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
BlightGemBlight
Apply 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.
SiphonGemEssence Drain
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
FrostBoltFrostbolt
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
FrostVortexVortex
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
FireBeamScorching Ray
Unleash 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.
SkeletalChainsDark Pact
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
StormBurstStorm Burst
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
CorpseEruptionCremation
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
CorpseWarpBodyswap
Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise corpses over enemies. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
ShrapnelTrapExplosive Trap
Throws 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.
IceSiphonSiphoning Trap
Throws 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.
FlamethrowerTrapFlamethrower Trap
Throws 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.
LightningSpireLightning Spire Trap
Throws 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.
SubterraneanTrapSeismic Trap
Throws 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.
VaalBlightGemVaal Blight
Apply 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.
HolyPathGemConsecrated 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.
SmiteGemSmite
Performs a melee attack, and causes lightning to strike a targeted location or nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura, giving you and your allies additional lightning damage for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
VirulentArrowScourge Arrow
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be split between those arrows.
RainofSporesGemToxic Rain
Fire 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.
FrostFuryWinter Orb
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
LancingSteelLancing Steel
Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
ConduitSigilStorm Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
ShatteringSteelShattering Steel
Swing 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.
ArmageddonBrandArmageddon Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
PurifyingFlamePurifying Flame
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
SoulrendSoulrend
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
DarkRitualGemBane
Applies 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.
StormbindSkillGemStormbind
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
DivineTempestDivine Ire
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash a powerful burst of energy in a beam in front of you.
PurgeWave of Conviction
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
BloodSandSpearsSkillGemPerforate
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.
ChainStrikeGemChain 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.
FrostblinkSkillGemFrostblink
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
CobraLashCobra Lash
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
LightningExplosionMineSkillGemStormblast Mine
Throws a mine that deals damage in an area when detonated.
BladeBurstBlade Blast
Deals spell damage in a targeted area. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
PenanceBrandGemPenance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.
WintertideBrandGemWintertide Brand
Creates 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.
EmberBlazing Salvo
Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
BlackHoleVoid Sphere
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
DisentegrateGemCrackling Lance
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
FirewallFlame Wall
Create 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.
DoomBlastSkillGemHexblast
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
HydrosphereHydrosphere
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
BloodTendrilsSkillGemExsanguinate
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
BloodreapGemReap
A bloody scythe swipes across a selected area, applying a physical damage over time debuff in addition to hitting enemies with physical damage. If enemies survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
VoidburstSkillGemVoltaxic Burst
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
AbsolutionBlastGemAbsolution
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed to summon a Sentinel of Absolution for a longer secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
SoulfeastGemForbidden Rite
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
ManaVoidGemManabond
Deals 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.
BladeTrapSkillGemBlade Trap
Throws 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.
PrismaticRainStorm Rain
Fires 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.
ExplosiveFlaskSkillGemExplosive Concoction
Throws 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.
FrozenSphereSkillGemEye of Winter
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
PoisonousConcoctionPoisonous Concoction
Throws 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.
TornadoGemTornado
Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
EnergyReleaseSkillGemLightning Conduit
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
GalvanicFieldSkillGemGalvanic Field
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
VaalSmiteVaal 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 around each. Hitting an enemy grants an aura, giving you and your allies additional lightning damage for a duration, and additional lightning bolts with Smite. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Iron Will Support Unique /2 ⍟

Iron Will Support Unique /2 ⍟

Community Wiki

Wiki Edit

Iron Will Support

IronWillIron Will Support is a Support gem. It causes strength's damage bonus to also apply to Spell damage dealt by the supported skills.

Skill function and interactions

The damage bonus of strength normally applies only to melee physical damage. All damage dealt by the spell will be increased - not just the physical portion.

The bonus will be +1% increased Spell Damage for every five points of strength.

The unique item RepentanceRepentance gives the Iron Will modifier, eliminating the need for the support gem.

The unique item DoonCuebiyariDoon Cuebiyari also provides an Iron Will-like effect while being separate and stackable with Iron Will when Doon is equipped in the main hand. Gems socketed in Doon Cuebiyari are also supported by a level 30 IronWillIron Will Support.


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