Chill Ref /57
Chill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.

Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
+(30—40) to maximum Life
+(10—15)% to all Elemental Resistances
(15—30)% increased Elemental Damage
Enemies take (15—20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30—40)% reduced Duration of Ignite, Shock and Chill on Enemies
(150—200)% increased Armour and Evasion
(20—25) Life Regeneration per second
200% increased Stun Recovery
(30—50)% reduced Chill Duration on you
(30—50)% reduced Freeze Duration on you
(30—50)% reduced Shock duration on you
Adds (8—10) to (13—15) Cold Damage
Gain 5 Mana per enemy killed
(30—50)% increased Freeze Buildup
30% increased Chill Duration on Enemies
Attacks Chain 2 additional times
(30—50)% increased Evasion Rating
Adds (3—5) to (6—8) Cold damage to Attacks
+(20—30)% to Cold Resistance
(40—50)% increased Freeze Buildup
(20—30)% increased Magnitude of Chill you inflict
(30—50)% increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be Frozen for 6 seconds after being Frozen
You cannot be Ignited for 6 seconds after being Ignited
You cannot be Shocked for 6 seconds after being Shocked
Curses you inflict are reflected back to you
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Gain 1% of Cold damage as Extra Fire damage per 1% Chill Magnitude on enemy
(40—60)% increased Evasion and Energy Shield
+(10—20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
10% reduced Movement Speed
(50—100)% increased Armour and Energy Shield
+100 to maximum Life
(35—50)% reduced Effect of Chill on you
(35—50)% reduced Magnitude of Ignite on you
(35—50)% reduced effect of Shock on you
Adds 1 to 3 Physical Damage to Attacks
Adds (3—4) to (5—8) Cold damage to Attacks
(5—10)% increased Attack Speed
+(5—10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5—10)% of Damage as Extra Cold Damage
+(20—30)% to Cold Resistance
(20—30)% increased Cold Damage
+(40—60) to maximum Mana
+(10—15) to Strength
Enemies Chilled by your Hits can be Shattered as though Frozen
+(20—30)% to Cold Resistance
(10—15)% increased maximum Mana
(30—50)% increased Mana Regeneration Rate
You cannot be Chilled or Frozen
Adds 1 to 4 Physical Damage to Attacks
Adds (5—7) to (9—13) Physical Damage to Attacks
+(20—30) to Dexterity
(10—20)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(15—25)% increased Magnitude of Poison you inflict
Adds 1 to 4 Physical Damage to Attacks
Adds (5—7) to (9—13) Physical Damage to Attacks
+(20—30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10—20)% chance to inflict Bleeding on Hit
(15—25)% increased Magnitude of Bleeding you inflict
(50—80)% increased Evasion and Energy Shield
+(30—40)% to Lightning Resistance
The Effect of Chill on you is reversed
(30—40)% increased Elemental Ailment Threshold
(200—250)% increased Evasion Rating
Adds (13—20) to (21—31) Cold damage to Attacks
+(30—40) to Dexterity
25% increased Chill Duration on Enemies
Evasion Rating is doubled if you have not been Hit Recently
(120—150)% increased Physical Damage
+(2—3) to Level of all Melee Skills
+(20—30) to Intelligence
Causes (150—200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
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.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Supports any skill that hits enemies, causing them to Chill enemies near enemies they Freeze.
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.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily Frozen, but at the cost of some Chill magnitude.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Immune to Chill if a majority of your Socketed Support Gems are Blue
Immune to Ignite if a majority of your Socketed Support Gems are Red
Immune to Shock if a majority of your Socketed Support Gems are Green
30% reduced Effect of Chill on you
30% increased Freeze Threshold
+30% of Armour also applies to Cold Damage
25% reduced Effect of Chill on you
Unaffected by Chill during Dodge Roll
30% increased Freeze Buildup
20% increased Chill Duration on Enemies
20% increased Magnitude of Chill you inflict
20% increased Chill Duration on Enemies
30% increased Magnitude of Chill you inflict
20% increased Freeze Buildup
15% increased Chill and Freeze Duration on Enemies
15% increased Magnitude of Chill you inflict
25% increased Cold Damage
15% increased Chill Duration on Enemies
30% increased Elemental Damage if you've Chilled an Enemy Recently
40% increased Chill Duration on Enemies
40% increased Shock Duration
25% increased Magnitude of Chill you inflict
25% increased Magnitude of Shock you inflict
30% increased amount of Mana Leeched
Unaffected by Chill while Leeching Mana
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
40% reduced Effect of Chill on you
Gain 15% of Damage as Extra Cold Damage while on Chilled Ground
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Chills at the same time
Your Chills can Slow targets by up to a maximum of 35%
25% less Magnitude of Chill you inflict
Cold Damage
Cold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
Ailments
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
Chilled Ground
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
Non-Damaging Ailments
Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
Unbound Fury
Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.
Spirit Of The Primate
Players possessed by the Spirit Of The Primate have All Damage from Hits Contributes to Chill Magnitude, 60% Increased Freeze Buildup and 80% increased Damage.
Players will also periodically summon a group of spiritual Primates.
Chill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.

Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
Skill Gem /15
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
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.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Chills all enemies in your Presence.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Skill Gem Quality /5
(0—20)% more Damage with Hits against Enemies that are Chilled
active skill chill effect +% final [0,30]
(0—20)% more Magnitude of Chill inflicted
+(0—0.4) metres to Chilling radius
(0—20)% more Magnitude of Chill inflicted
Support Gem /5
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports any skill that hits enemies, causing them to Chill enemies near enemies they Freeze.
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.
Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily Frozen, but at the cost of some Chill magnitude.
Supports any Skill that creates Ice Crystals, causing that Skill to Consume a Power Charge if possible to create Chilled Ground around the Crystal.
Item mods /5
NameLevelPre/SufDescriptionWeight
of Convection20Suffix(36—40)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Fluidity36Suffix(41—45)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Entropy49Suffix(46—50)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Dissipation63Suffix(51—55)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of the Reversal75Suffix(56—60)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
Monsters mods /16
NameLevelPre/SufDescriptionWeight
of Freezing12SuffixAll Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
cold_affinity 1
default 1
1Unique34% less Magnitude of Chill you inflict
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
Elemental Cold Ailment
1UniqueChills Ground on Death
monster ground effect on death base duration ms [6000]
1UniqueChill Effect and Freeze Duration on you are based on 100% of Energy Shield Elemental Cold Ailment
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
100% chance to Avoid being Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueAvoids Ignited
100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueAvoids Frozen
Avoids Chilled
Avoids Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueAvoids Frozen
Avoids Chilled
100% chance to Avoid being Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
Aurora Cultist's Touch1Torment+25% to Cold Resistance
50% increased Chill Duration on Enemies
Physical Damage from Hits also Contributes to Chill Magnitude
Elemental Cold Resistance Ailment
default 1
1UniqueGain 50% of Physical Damage as Extra Cold Damage
All Damage from Hits Contributes to Chill Magnitude
Damage Physical Elemental Cold Ailment
1Unique50% chance to Avoid being Chilled
50% chance to Avoid being Frozen
50% chance to Avoid being Poisoned
50% chance to Avoid being Ignited
50% chance to Avoid being Shocked
50% chance to Avoid Bleeding
Ailment
Heretic's Grip1Torment25% chance to Shock
All Elemental Damage from Hits Contributes to Shock Chance
Physical Damage from Hits also Contributes to Chill Magnitude
Elemental Cold Lightning Ailment
Primate-Touched1Torment100% increased Freeze Buildup
All Damage from Hits Contributes to Chill Magnitude
Hunted by the Howling Ape1Torment100% increased Freeze Buildup
All Damage from Hits Contributes to Chill Magnitude
dropped items are converted to int items [1]
Spirit Of The Primate1Torment60% increased Freeze Buildup
All Damage from Hits Contributes to Chill Magnitude
Map mods /11
NameLevelPre/SufDescriptionWeight
Sleet1PrefixArea has patches of Chilled Ground
20% increased Rarity of Items found in this Area
15% increased Waystones found in Area
ground ice art variation [1014]
map ground effect patches per 100 tiles [3]
map ground effect radius [26]
low_tier_map 1
default 0
Sleet1PrefixArea has patches of Chilled Ground
20% increased Rarity of Items found in this Area
15% increased Waystones found in Area
ground ice art variation [1014]
map ground effect patches per 100 tiles [4]
map ground effect radius [26]
mid_tier_map 1
default 0
Sleet1PrefixArea has patches of Chilled Ground
20% increased Rarity of Items found in this Area
15% increased Waystones found in Area
ground ice art variation [1014]
map ground effect patches per 100 tiles [5]
map ground effect radius [26]
top_tier_map 1
default 0
of Ice1UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [16]
map ground effect radius [12]
top_tier_map 0
expedition_logbook 1
default 0
of Ice1UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
low_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
of Ice68UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
top_tier_map 0
expedition_logbook 1
default 0
of Ice1UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
of Ice73UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
top_tier_map 0
expedition_logbook 1
default 0
of Ice1UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Ice1UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
top_tier_map 0
maven_map 1
primordial_map 1
default 0
of Ice78UniqueArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
top_tier_map 0
expedition_logbook 1
default 0
Delve Area mods /3
NameLevelPre/SufDescriptionWeight
1DelveAreaArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
default 1
52DelveAreaArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
default 1
173DelveAreaArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
default 1
Heist Area mods /4
NameLevelPre/SufDescriptionWeight
of Ice46SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [16]
map ground effect radius [12]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Cold Ailment
default 1
of Ice68SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Cold Ailment
default 1
of Ice73SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Cold Ailment
default 1
of Ice78SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Cold Ailment
default 1
Misc mods /8
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueCreates Chilled Ground on Use
1FlaskUniqueImmunity to Freeze, Chill, Curses and Stuns during Effect
of Frost1JewelSuffix(15—25)% increased Chill Duration on Enemies Elemental Cold Ailmentintjewel 1
default 0
of Suffering1JewelSuffix(5—10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdexjewel 1
default 0
of Frost1JewelSuffixNotable Passive Skills in Radius also grant (6—12)% increased Chill Duration on Enemies Elemental Cold Ailmentint_radius_jewel 1
default 0
of Suffering1JewelSuffixNotable Passive Skills in Radius also grant (3—5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdex_radius_jewel 1
default 0
of the Snowbreather1JewelUnique(30—35)% reduced Effect of Chill on you Elemental Cold Ailmentdefault 1
1JewelUnique(15—20)% increased Damage with Hits against Chilled Enemies Damage
Unique /17
+(30—40) to maximum Life
+(10—15)% to all Elemental Resistances
(15—30)% increased Elemental Damage
Enemies take (15—20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30—40)% reduced Duration of Ignite, Shock and Chill on Enemies
(150—200)% increased Armour and Evasion
(20—25) Life Regeneration per second
200% increased Stun Recovery
(30—50)% reduced Chill Duration on you
(30—50)% reduced Freeze Duration on you
(30—50)% reduced Shock duration on you
Adds (8—10) to (13—15) Cold Damage
Gain 5 Mana per enemy killed
(30—50)% increased Freeze Buildup
30% increased Chill Duration on Enemies
Attacks Chain 2 additional times
(30—50)% increased Evasion Rating
Adds (3—5) to (6—8) Cold damage to Attacks
+(20—30)% to Cold Resistance
(40—50)% increased Freeze Buildup
(20—30)% increased Magnitude of Chill you inflict
(30—50)% increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be Frozen for 6 seconds after being Frozen
You cannot be Ignited for 6 seconds after being Ignited
You cannot be Shocked for 6 seconds after being Shocked
Curses you inflict are reflected back to you
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Gain 1% of Cold damage as Extra Fire damage per 1% Chill Magnitude on enemy
(40—60)% increased Evasion and Energy Shield
+(10—20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
10% reduced Movement Speed
(50—100)% increased Armour and Energy Shield
+100 to maximum Life
(35—50)% reduced Effect of Chill on you
(35—50)% reduced Magnitude of Ignite on you
(35—50)% reduced effect of Shock on you
Adds 1 to 3 Physical Damage to Attacks
Adds (3—4) to (5—8) Cold damage to Attacks
(5—10)% increased Attack Speed
+(5—10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5—10)% of Damage as Extra Cold Damage
+(20—30)% to Cold Resistance
(20—30)% increased Cold Damage
+(40—60) to maximum Mana
+(10—15) to Strength
Enemies Chilled by your Hits can be Shattered as though Frozen
+(20—30)% to Cold Resistance
(10—15)% increased maximum Mana
(30—50)% increased Mana Regeneration Rate
You cannot be Chilled or Frozen
Adds 1 to 4 Physical Damage to Attacks
Adds (5—7) to (9—13) Physical Damage to Attacks
+(20—30) to Dexterity
(10—20)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(15—25)% increased Magnitude of Poison you inflict
Adds 1 to 4 Physical Damage to Attacks
Adds (5—7) to (9—13) Physical Damage to Attacks
+(20—30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10—20)% chance to inflict Bleeding on Hit
(15—25)% increased Magnitude of Bleeding you inflict
(50—80)% increased Evasion and Energy Shield
+(30—40)% to Lightning Resistance
The Effect of Chill on you is reversed
(30—40)% increased Elemental Ailment Threshold
(200—250)% increased Evasion Rating
Adds (13—20) to (21—31) Cold damage to Attacks
+(30—40) to Dexterity
25% increased Chill Duration on Enemies
Evasion Rating is doubled if you have not been Hit Recently
(120—150)% increased Physical Damage
+(2—3) to Level of all Melee Skills
+(20—30) to Intelligence
Causes (150—200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Passive /15
Immune to Chill if a majority of your Socketed Support Gems are Blue
Immune to Ignite if a majority of your Socketed Support Gems are Red
Immune to Shock if a majority of your Socketed Support Gems are Green
30% reduced Effect of Chill on you
30% increased Freeze Threshold
+30% of Armour also applies to Cold Damage
25% reduced Effect of Chill on you
Unaffected by Chill during Dodge Roll
30% increased Freeze Buildup
20% increased Chill Duration on Enemies
20% increased Magnitude of Chill you inflict
20% increased Chill Duration on Enemies
30% increased Magnitude of Chill you inflict
20% increased Freeze Buildup
15% increased Chill and Freeze Duration on Enemies
15% increased Magnitude of Chill you inflict
25% increased Cold Damage
15% increased Chill Duration on Enemies
30% increased Damage with Hits against Chilled Enemies
30% increased Elemental Damage if you've Chilled an Enemy Recently
40% increased Chill Duration on Enemies
40% increased Shock Duration
25% increased Magnitude of Chill you inflict
25% increased Magnitude of Shock you inflict
30% increased amount of Mana Leeched
Unaffected by Chill while Leeching Mana
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
40% reduced Effect of Chill on you
Gain 15% of Damage as Extra Cold Damage while on Chilled Ground
Ascendancy Passive /3
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Chills at the same time
Your Chills can Slow targets by up to a maximum of 35%
25% less Magnitude of Chill you inflict
Ascendancy: Invoker
Character: Monk
Gain 10% of Damage as Extra Cold Damage
On Freezing Enemies create Chilled Ground
Timeless Jewel Passive /2
Rites of Lunaris
Eternal Notable
30% increased Magnitude of Chill you inflict
Rites of Solaris
Eternal Notable
80% chance to Avoid being Chilled
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