Chill Ref /50
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% 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
(100–130)% 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 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.
Supports any skill that hits enemies, causing them to Chill enemies near enemies they Freeze.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
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.
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.
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
15% increased Freeze Buildup
15% increased Chill and Freeze Duration on Enemies
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 Enemies grants 1 Unbound Fury, Shocking or Igniting Enemies grants 2 Unbound Fury and 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 /21
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
[DNT-UNUSED] Not a claw attack, more like a bite
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
[DNT] Bear with me
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
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.
Chills all enemies in your Presence.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Skill Gem Quality /4
(0–20)% more Damage with Hits against Enemies that are Chilled
(0–20)% more Magnitude of Chill inflicted
+(0–0.4) metres to Chilling radius
(0–20)% more Magnitude of Chill inflicted
Support Gem /3
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
[DNT-UNUSED] Supports Skills which cause Damaging Hits. Supported Skills reduce Freeze Buildup on targets they hit instead of building it up, substantially debuffing the target after consuming enough Freeze Buildup.
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 /18
NameLevelPre/SufDescriptionWeight
of Freezing12SuffixAll Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
of Freezing1SuffixAll Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
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
Cult of the Elements1Bloodlinesaction speed +% final from chill [30] Elemental Cold Ailment
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 Ignited
50% chance to Avoid being Shocked
50% chance to Avoid being Poisoned
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
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]
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]
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]
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
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
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
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
Misc mods /13
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueCreates Chilled Ground on Use
1FlaskUniqueImmunity to Freeze, Chill, Curses and Stuns during Effect
of Convection4FlaskSuffixGrants Immunity to Chill for (6–8) seconds if used while Chilled
Grants Immunity to Freeze for (6–8) seconds if used while Frozen
of the Deer4FlaskSuffix(45–49)% less Duration
Immunity to Freeze and Chill 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 Frost1JewelSuffix(6–12)% increased Chill Duration on Enemies Elemental Cold Ailmentint_radius_jewel 1
default 0
of Suffering1JewelSuffix(3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdex_radius_jewel 1
default 0
Heating FIX ME1JewelUnique(6–8)% chance to Avoid being Chilled Elemental Cold Ailment
of the Glacier1JewelUnique(12–16)% increased Chill and Freeze Duration on Enemies Elemental Cold Ailment
of Insulation1JewelUnique15% reduced effect of Chill and Shock on you Elemental Cold Lightning Ailment
of the Snowbreather1JewelUnique(30–35)% reduced Effect of Chill on you Elemental Cold Ailment
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% 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
(100–130)% 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
15% increased Freeze Buildup
15% increased Chill and Freeze Duration on Enemies
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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