Arctic Armour
Tier: 4
Level: (1—20)
Reservation: 30 Spirit
Cooldown Time: 0.25 s
Cast Time: Instant
Critical Hit Chance: 11.00%
Requires: Level (1—90), (4—157) Int
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Deals (3—101) to (5—152) Cold Damage per Stage
100% more Magnitude of Chill inflicted
100% more Freeze Buildup
Gains a Stage every (0.73—1.25) seconds, up to a maximum of (2—5) Stages

Additional Effects From Quality:
Gains a Stage every seconds, up to a maximum of (0—1) Stages
Skills can be managed in the Skills Panel.
Level Effect /40
Implicit
Mana: 30
CooldownTime: 250
100% more Freeze Buildup
100% more Magnitude of Chill inflicted
LevelRequires LevelIntBase DamageDeals 3 to 5 Cold Damage per StageGains a Stage every 1.25 seconds, up to a maximum of 2 Stages
104100%, 100%3, 51.25, 2
239100%, 100%5, 71.18, 2
3614100%, 100%6, 91.15, 2
41021100%, 100%8, 121.13, 3
51428100%, 100%10, 151.1, 3
61835100%, 100%13, 191.08, 3
72241100%, 100%15, 231.05, 3
82648100%, 100%18, 271.03, 3
93157100%, 100%22, 321, 3
103665100%, 100%25, 380.98, 3
114174100%, 100%29, 440.95, 4
124682100%, 100%34, 510.93, 4
135292100%, 100%40, 590.9, 4
1458103100%, 100%46, 680.88, 4
1564113100%, 100%52, 780.85, 4
1666116100%, 100%60, 900.83, 4
1772126100%, 100%68, 1030.8, 4
1878137100%, 100%78, 1170.78, 4
1984147100%, 100%89, 1330.75, 4
2090157100%, 100%101, 1520.73, 5
21100%, 100%115, 1730.7, 5
22100%, 100%131, 1960.68, 5
23100%, 100%149, 2230.65, 5
24100%, 100%169, 2530.63, 5
25100%, 100%192, 2880.6, 5
26100%, 100%218, 3270.58, 5
27100%, 100%247, 3710.55, 6
28100%, 100%281, 4210.53, 6
29100%, 100%319, 4790.5, 6
30100%, 100%363, 5440.48, 6
31100%, 100%413, 6190.45, 6
32100%, 100%470, 7050.43, 7
33100%, 100%535, 8020.4, 7
34100%, 100%609, 9140.38, 7
35100%, 100%695, 10420.35, 7
36100%, 100%793, 11900.33, 7
37100%, 100%906, 13590.3, 8
38100%, 100%1036, 15530.28, 8
39100%, 100%1185, 17770.25, 8
40100%, 100%1357, 20360.23, 8
Attribute /8

Arctic Armour

NameShow Full Descriptions
AcronymBuff, Chill, Freeze, Gain, Magnitude
BaseType Arctic Armour
Class Skill Gems
TargetTypesAny
TypeSpell, Buff, HasReservation, Cold, OngoingSkill, Persistent, Damage, Sustained, GainsStages, Cooldown, AttackInPlace
BuffIcon
ItemTypeMetadata/Items/Gems/SkillGemArcticArmour
ActiveSkillsCodenew_new_arctic_armour
Version history /2
VersionChanges
Version_0.4.0
  • Arctic Armour: Now deals 8 to 12 Cold Damage per Stage at Gem level 4 (previously 16 to 24), scaling to 101 to 152 Cold Damage per Stage at Gem level 20 (previously 203 to 304). Now has 100% more Freeze Buildup. Now has 100% more Magnitude of Chill inflicted.
  • Version_0.3.0
    • Enabled the following existing Armour microtransactions for use in Path of Exile 2: Angelic Armour Set, Angelic Hood, Angelic Cloak, Angelic Wings, Arctic Armour Set, Basilisk Armour Set, Basilisk Hood, Celestial Armour Set, Darkwood Armour Set, Demonic Armour Set, Demonic Hood, Executioner Armour Set, Havenwood Armour Set, Imperator Armour Set, Imperial Sun Armour Set, Imperial Sun Helmet Attachment, Lightbringer Armour Set, Lightbringer Hood, Overseer Armour Set, Overseer Hood, Project Armour Set, Project Hood, Shackled Immortal Armour Set, Sin Armour Set, Sin and Innocence Armour Set, Suffering Armour Set, and Suffering Helmet Attachment.
    Arctic Armour
    Tier: 4
    Level: (1—20)
    Reservation: 30 Spirit
    Cooldown Time: 0.25 s
    Cast Time: Instant
    Critical Hit Chance: 11.00%
    Requires: Level (1—90), (4—157) Int
    While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
    Deals (3—101) to (5—152) Cold Damage per Stage
    100% more Magnitude of Chill inflicted
    100% more Freeze Buildup
    Gains a Stage every (0.73—1.25) seconds, up to a maximum of (2—5) Stages

    Additional Effects From Quality:
    Gains a Stage every seconds, up to a maximum of (0—1) Stages
    Skills can be managed in the Skills Panel.
    Microtransactions /2
    Invisible Buff Effect
    Removes the visual effects on the player from arctic armour, tempest shield, blood rage, molten shell, plague bearer, phase run, petrified blood, withering step, any aura, any blasphemied curse, or any herald gem.
    Stormcloud Arctic Armour Effect
    Your Arctic Armour becomes a stormcloud that showers ice on you.
    Supported By /150
  • Active Type: Spell, Buff, HasReservation, Cold, OngoingSkill, Persistent, Damage, Sustained, GainsStages, Cooldown, AttackInPlace
  • Supercritical
    Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
    Knockback
    Supports any skill that Hits enemies, causing it to Knock Back enemies.
    Oisín's Oath
    Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
    Rapid Casting I
    Supports Spells, causing them to cast faster.
    Rapid Casting II
    Supports Spells, causing them to cast faster.
    Rapid Casting III
    Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
    Blind I
    Supports any skill that Hits enemies, causing them to Blind on Hit.
    Blind II
    Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
    Fire Penetration I
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
    Fire Penetration II
    Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
    Cold Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
    Lightning Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
    Freeze
    Supports any skill that Hits enemies, making it more effective at Freezing enemies.
    Shock
    Supports any skill that Hits enemies, making it more likely to Shock.
    Controlled Destruction
    Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
    Elemental Focus
    Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
    Wildfire
    Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
    Bleed I
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Bleed II
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Bleed III
    Supports any skill that Hits enemies, causing it to inflict Bleeding.
    Bleed IV
    Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
    Poison I
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Poison II
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Poison III
    Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
    Lasting Shock
    Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
    Brutality I
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Brutality II
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Brutality III
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
    Withering Touch
    Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
    Second Wind I
    Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta, instant, or Triggered Skills, and cannot modify the Skills of Minions.
    Second Wind II
    Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta, instant, or Triggered Skills, and cannot modify the Skills of Minions.
    Second Wind III
    Supports Skills which have a cooldown, giving them extra uses of that cooldown and causing them to recover your Life when a Skill is used and goes on cooldown. Cannot support Meta, instant, or Triggered Skills, and cannot modify the Skills of Minions.
    Execute I
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Execute II
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Execute III
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
    Overcharge
    Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
    Frost Nexus
    Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
    Shock Siphon
    Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
    Shock Conduction I
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
    Shock Conduction II
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy. Always Shocks enemies which are Drenched.
    Deep Freeze
    Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
    Ignite I
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Ignite II
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Ignite III
    Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
    Searing Flame I
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    Searing Flame II
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    Eternal Flame I
    Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
    Eternal Flame II
    Supports any skill that Hits enemies, causing its Ignites to last longer.
    Eternal Flame III
    Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
    Exploit Weakness
    Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
    Neural Overload
    Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
    Pinpoint Critical
    Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
    Corrosion
    Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
    Bursting Plague
    Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
    Frostfire
    Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
    Stormfire
    Supports any skill that Hits enemies. Enemies Shocked by Supported Skills take a percentage of damage from Ignite as Lightning damage as well as Fire damage.
    Electrocute
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    Eonyr's Thunder
    [DNT] Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock. Enemies slain while Electrocuted by Supported Skills explode, dealing a percentage of their maximum Life as Lightning damage.
    Biting Frost I
    Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
    Biting Frost II
    Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze, leaving them Chilled. Cannot support skills that Consume Freeze.
    Elemental Discharge
    Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
    Fiery Death
    Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
    Mana Flare
    Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
    Lockdown
    Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
    Stun I
    Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
    Stun II
    Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
    Stun III
    Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
    Pin I
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
    Pin II
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
    Pin III
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
    Ambush
    Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
    Bounty I
    Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
    Bounty II
    Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
    Mana Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
    Life Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
    Life Drain
    Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
    Soul Drain
    Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
    Escalating Poison
    Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
    Fire Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
    Lightning Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    Cold Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
    Deadly Poison I
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deadly Poison II
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deep Cuts I
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    Deep Cuts II
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    Cold Mastery
    Supports Cold skills, granting them an additional level. Does not support skills which do not have levels.
    Swift Affliction I
    Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
    Swift Affliction II
    Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
    Swift Affliction III
    Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
    Slow Potency
    Supports any skill, causing inflicted Slows to be more powerful.
    Precision I
    Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
    Precision II
    Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
    Clarity I
    Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
    Clarity II
    Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
    Vitality I
    Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
    Vitality II
    Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
    Herbalism I
    Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
    Herbalism II
    Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
    Cannibalism I
    Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
    Cannibalism II
    Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
    Rupture
    Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
    Armour Break I
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    Armour Break II
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    Armour Break III
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    Cooldown Recovery I
    Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
    Cooldown Recovery II
    Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
    Potent Exposure
    Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
    Heft
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    Zenith I
    Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions.
    Zenith II
    Supports Spell Skills. Supported Skills have increased Mana cost Efficiency and deal more damage while you are above 90% of your maximum Mana. Does not modify Skills used by Minions.
    Bone Shrapnel
    Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
    Embitter
    Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
    Rusted Spikes
    Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
    Malady
    Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
    Blindside
    Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
    Thornskin I
    Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
    Thornskin II
    Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
    Mysticism I
    Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
    Mysticism II
    Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
    Direstrike I
    Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
    Direstrike II
    Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
    Upwelling I
    Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
    Upwelling II
    Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
    Warm Blooded
    Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
    Cool Headed
    Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
    Strong Hearted
    Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    Admixture
    Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
    Static Shocks
    Supports Skills which can Hit enemies. Shocking an enemy with Supported Skills Triggers Static Shocks, causing that enemy to become a source of Lightning damage sending pulses towards nearby enemies.
    Living Lightning
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Living Lightning II
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Electromagnetism
    Supports Skills that which Hit enemies. When Supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing Lightning damage at an interval.
    Enduring Impact I
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
    Enduring Impact II
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
    Xoph's Pyre
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
    Esh's Radiance
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    Tul's Stillness
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
    Uul-Netol's Embrace
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
    Rakiata's Flow
    Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
    Atziri's Call
    [DNT] Supports Spells you use yourself which Hit enemies. On Critical Hit with supported Spells, Trigger Atziri's Storm at the location of the nearest enemy.
    Atziri's Communion
    [DNT] Supports Buff skills which reserve Spirit. Spirit costs from Supported Skills are converted to reserve a percentage of your Life.
    Atziri's Impatience
    Supports Skills with Cooldowns, dramatically increasing the rate at which those Cooldowns Recover, but causing you to lose Life, Mana, and Energy Shield when they are used. Cannot Support Meta Skills or modify the Skills of Minions.
    Tacati's Ire
    Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
    Varashta's Blessing
    Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
    Arbiter's Ignition
    Supports Fire Spell Skills causing you to gain Elemental Archon when Igniting with them.
    Arakaali's Lust
    Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
    Coursing Current
    Supports Skills which Hit enemies. Shocking an enemy with Supported Skills Triggers Coursing Current, which sends Chaining Lightning Projectiles to nearby Drenched enemies.
    Brittle Armour
    Supports Skills which can Hit enemies. Hits with Supported Skills which Freeze enemies cause Physical damage against them to Break their Armour while they remain Frozen.
    Practical Magic I
    Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
    Practical Magic II
    Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
    Concussive Spells
    Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
    Arctic Armour
    Some Physical and Fire damage to you is prevented, Consumes Mana
    base_movement_velocity_+%
    mana_degeneration_per_minute
    physical_damage_taken_+
    fire_damage_taken_+
    Attribute /5

    ice_shield

    NameShow Full Descriptions
    IsRemovable1
    IsSkillBuff1
    BuffGroupsID31
    IsBuffDefinition1
    BuffMergeModesID3
    Codemana degeneration per minute
    IsPublic1
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics3
    Codephysical damage taken +
    IsPublic1
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics3
    Codefire damage taken +
    IsPublic1
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics3
    Codebase movement velocity +%
    IsPublic1
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics1
    Arctic Armour
    You are immune to being Frozen. While stationary, you take less fire and physical damage.
    base_immune_to_freeze
    Attribute /5

    new_arctic_armour

    NameShow Full Descriptions
    IsRemovable1
    IsSkillBuff1
    BuffGroupsID31
    IsBuffDefinition1
    BuffMergeModesID2
    Codebase immune to freeze
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable0
    StatSemantics4
    Arctic Armour
    When you are [HitDamage|Hit] by a [Melee] [Attack], you retaliate with [Cold] Damage but lose a stage.
    number_of_arctic_armour_stationary_stacks
    arctic_armour_total_physical_damage_taken_+%_final
    arctic_armour_total_fire_damage_taken_+%_final
    Attribute /4

    arctic_armour_stationary_stage

    NameShow Full Descriptions
    IsCharged1
    BuffGroupsID31
    IsBuffDefinition1
    BuffMergeModesID4
    Codearctic armour total physical damage taken +% final
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics1
    Codearctic armour total fire damage taken +% final
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics1
    Codenumber of arctic armour stationary stacks
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemantics3
    Arctic Armour
    You are gaining stages of a retaliatory barrier over time.
    base_immune_to_freeze
    Attribute /5

    new_new_arctic_armour

    NameShow Full Descriptions
    IsRemovable1
    IsSkillBuff1
    BuffGroupsID31
    IsBuffDefinition1
    BuffMergeModesID2
    Codebase immune to freeze
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable0
    StatSemantics4
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