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.
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
(15–30)% increased Elemental Damage
(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
+(10–15) to Intelligence
+(20–30)% to Cold Resistance
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
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(20–30)% to Cold Resistance
(20–30)% increased Cold Damage
+(40–60) to maximum Mana
+(10–15) to Strength
+(20–30) to Dexterity
+(20–30) to Strength
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
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.
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.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
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
25% reduced Effect of Chill on you
Unaffected by Chill during Dodge Roll
20% increased Chill Duration on Enemies
15% increased Freeze Buildup
30% increased amount of Mana Leeched
40% reduced Effect of Chill on you
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Chills at the same time
Ascendancy: Stormweaver
Character: Sorceress
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.
Chilled Ground
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
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.
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.
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
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.
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.
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
Support Gem /3
[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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Convection | 20 | Suffix | (36–40)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 |
of Fluidity | 36 | Suffix | (41–45)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 |
of Entropy | 49 | Suffix | (46–50)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 |
of Dissipation | 63 | Suffix | (51–55)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 |
of the Reversal | 75 | Suffix | (56–60)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 |
Monsters mods /18
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Freezing | 12 | Suffix | All Damage from Hits Contributes to Chill Magnitude Chills from your Hits always reduce Action Speed by at least 10% | |
of Freezing | 1 | Suffix | All Damage from Hits Contributes to Chill Magnitude Chills from your Hits always reduce Action Speed by at least 10% | |
1 | Unique | 34% less Magnitude of Chill you inflict | ||
1 | Unique | 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Elemental Cold Ailment | ||
1 | Unique | Chills Ground on Death monster ground effect on death base duration ms [6000] | ||
1 | Unique | Chill Effect and Freeze Duration on you are based on 100% of Energy Shield Elemental Cold Ailment | ||
1 | Unique | 100% 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 | ||
1 | Unique | Avoids Ignited 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled Avoids Ignited Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled 100% chance to Avoid being Ignited Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
Aurora Cultist's Touch | 1 | Torment | +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 Elements | 1 | Bloodlines | action speed +% final from chill [30] Elemental Cold Ailment | |
1 | Unique | Gain 50% of Physical Damage as Extra Cold Damage All Damage from Hits Contributes to Chill Magnitude Damage Physical Elemental Cold Ailment | ||
1 | Unique | 50% 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 Grip | 1 | Torment | 25% 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-Touched | 1 | Torment | 100% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude | |
Hunted by the Howling Ape | 1 | Torment | 100% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude dropped items are converted to int items [1] | |
Spirit Of The Primate | 1 | Torment | 60% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude |
Delve Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Area 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] | ||
52 | DelveArea | Area 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] | ||
173 | DelveArea | Area 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Ice | 46 | Suffix | Area 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 Ice | 68 | Suffix | Area 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 Ice | 73 | Suffix | Area 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 Ice | 78 | Suffix | Area 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
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Creates Chilled Ground on Use | ||
1 | Flask | Unique | Immunity to Freeze, Chill, Curses and Stuns during Effect | ||
of Convection | 4 | Flask | Suffix | Grants 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 Deer | 4 | Flask | Suffix | (45–49)% less Duration Immunity to Freeze and Chill during Effect | |
of Frost | 1 | Jewel | Suffix | (15–25)% increased Chill Duration on Enemies Elemental Cold Ailment | intjewel 1 default 0 |
of Suffering | 1 | Jewel | Suffix | (5–10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailment | dexjewel 1 default 0 |
of Frost | 1 | Jewel | Suffix | (6–12)% increased Chill Duration on Enemies Elemental Cold Ailment | int_radius_jewel 1 default 0 |
of Suffering | 1 | Jewel | Suffix | (3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailment | dex_radius_jewel 1 default 0 |
Heating FIX ME | 1 | Jewel | Unique | (6–8)% chance to Avoid being Chilled Elemental Cold Ailment | |
of the Glacier | 1 | Jewel | Unique | (12–16)% increased Chill and Freeze Duration on Enemies Elemental Cold Ailment | |
of Insulation | 1 | Jewel | Unique | 15% reduced effect of Chill and Shock on you Elemental Cold Lightning Ailment | |
of the Snowbreather | 1 | Jewel | Unique | (30–35)% reduced Effect of Chill on you Elemental Cold Ailment | |
1 | Jewel | Unique | (15–20)% increased Damage with Hits against Chilled Enemies Damage |
Unique /17
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
(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
+(10–15) to Intelligence
+(20–30)% to Cold Resistance
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
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(20–30)% to Cold Resistance
(20–30)% increased Cold Damage
+(40–60) to maximum Mana
+(10–15) to Strength
+(20–30) to Dexterity
+(20–30) to Strength
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
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
25% reduced Effect of Chill on you
Unaffected by Chill during Dodge Roll
20% increased Chill Duration on Enemies
15% increased Freeze Buildup
30% increased Damage with Hits against Chilled Enemies
30% increased amount of Mana Leeched
40% reduced Effect of Chill on you
Ascendancy Passive /3
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Chills at the same time
Ascendancy: Stormweaver
Character: Sorceress
Timeless Jewel Passive /2


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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.