Eye of Winter
Tier: 13
Level: (1–20)
Cost: (12–128) Mana
Cast Time: 1.10 sec
Critical Hit Chance: 12.00%
Requires: Level (1–90), (1–205) Int
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Deals (1–17) to (1–25) Cold Damage
Fires 8 Shard Projectiles in a Spiral when Projectile ends
Modifiers to number of Projectiles only apply
to the final Spiral
Modifiers to number of Projectiles only apply
to the final Spiral
Gains 75% of damage as damage of the corresponding
Type when passing over an Elemental Ground Effect
Type when passing over an Elemental Ground Effect
Additional Effects From Quality:
(0–30)% increased Projectile Speed
Skills can be managed in the Skills Panel.


Version 0.1.0
Eye of Winter
Tier: 13
Level: (1–20)
Cost: (12–128) Mana
Cast Time: 1.10 sec
Critical Hit Chance: 12.00%
Requires: Level (1–90), (1–205) Int
Fires a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface's effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding Type.
Deals (1–25) to (1–38) Cold Damage
Fires 8 Shard Projectiles in a Spiral when Projectile ends
Modifiers to number of Projectiles only apply
to the final Spiral
Modifiers to number of Projectiles only apply
to the final Spiral
Inflicts Critical Weakness on Hit
Gains 50% of damage as the corresponding Type when
passing over a Ground Surface
passing over a Ground Surface
Additional Effects From Quality:
(0–30)% increased Projectile Speed
Skills can be managed in the Skills Panel.



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From /1
Uncut Skill Gem Tier 13
Level Effect /40
Level | Requires Level | Int | Cost | Base Damage | Deals 1 to 1 Cold Damage |
---|---|---|---|---|---|
1 | 0 | 1 | 12 | 100%, 100% | 1, 1 |
2 | 3 | 9 | 13 | 100%, 100% | 1, 1 |
3 | 6 | 16 | 15 | 100%, 100% | 1, 2 |
4 | 10 | 25 | 17 | 100%, 100% | 1, 2 |
5 | 14 | 34 | 20 | 100%, 100% | 2, 3 |
6 | 18 | 43 | 22 | 100%, 100% | 2, 3 |
7 | 22 | 52 | 25 | 100%, 100% | 3, 4 |
8 | 26 | 61 | 29 | 100%, 100% | 3, 5 |
9 | 31 | 72 | 32 | 100%, 100% | 4, 6 |
10 | 36 | 83 | 37 | 100%, 100% | 4, 7 |
11 | 41 | 95 | 42 | 100%, 100% | 5, 8 |
12 | 46 | 106 | 47 | 100%, 100% | 6, 9 |
13 | 52 | 119 | 54 | 100%, 100% | 7, 10 |
14 | 58 | 133 | 61 | 100%, 100% | 8, 12 |
15 | 64 | 146 | 69 | 100%, 100% | 9, 13 |
16 | 66 | 151 | 78 | 100%, 100% | 10, 15 |
17 | 72 | 164 | 88 | 100%, 100% | 11, 17 |
18 | 78 | 178 | 100 | 100%, 100% | 13, 19 |
19 | 84 | 191 | 113 | 100%, 100% | 15, 22 |
20 | 90 | 205 | 128 | 100%, 100% | 17, 25 |
21 | 145 | 100%, 100% | 19, 28 | ||
22 | 164 | 100%, 100% | 21, 31 | ||
23 | 186 | 100%, 100% | 24, 35 | ||
24 | 210 | 100%, 100% | 26, 40 | ||
25 | 238 | 100%, 100% | 30, 45 | ||
26 | 270 | 100%, 100% | 33, 50 | ||
27 | 305 | 100%, 100% | 37, 56 | ||
28 | 345 | 100%, 100% | 42, 63 | ||
29 | 391 | 100%, 100% | 47, 71 | ||
30 | 442 | 100%, 100% | 53, 79 | ||
31 | 501 | 100%, 100% | 59, 89 | ||
32 | 567 | 100%, 100% | 67, 100 | ||
33 | 642 | 100%, 100% | 75, 112 | ||
34 | 726 | 100%, 100% | 84, 126 | ||
35 | 822 | 100%, 100% | 94, 142 | ||
36 | 930 | 100%, 100% | 106, 159 | ||
37 | 1053 | 100%, 100% | 119, 179 | ||
38 | 1191 | 100%, 100% | 134, 202 | ||
39 | 1348 | 100%, 100% | 151, 227 | ||
40 | 1526 | 100%, 100% | 171, 256 |
Attribute /7
Eye of Winter
Key | Value |
---|---|
Acronym | Hit, Projectile, Modifiers, Gain |
BaseType | Eye of Winter |
Class | Skill Gems |
TargetTypes | Ground, Enemy |
Type | Spell, Damage, Projectile, ProjectileSpiral, Damage, SingleMainProjectile, Cold, Totemable, Mineable, Trappable, Multicastable, CanRapidFire, Triggerable, UsableWhileMoving |
ItemType | Metadata/Items/Gems/SkillGemEyeOfWinter |
ActiveSkillsCode | eye_of_winter_new |
Eye of Winter
Tier: 13
Level: (1–20)
Cost: (12–128) Mana
Cast Time: 1.10 sec
Critical Hit Chance: 12.00%
Requires: Level (1–90), (1–205) Int
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Deals (1–17) to (1–25) Cold Damage
Fires 8 Shard Projectiles in a Spiral when Projectile ends
Modifiers to number of Projectiles only apply
to the final Spiral
Modifiers to number of Projectiles only apply
to the final Spiral
Gains 75% of damage as damage of the corresponding
Type when passing over an Elemental Ground Effect
Type when passing over an Elemental Ground Effect
base is projectile [1]
can perform skill while moving [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [60]
projectile firing forward distance override [100]
single primary projectile [1]
Additional Effects From Quality:
(0–30)% increased Projectile Speed
Skills can be managed in the Skills Panel.


Microtransactions /2
Celestial Necrolord Cloak
Adds the Celestial Necrolord Cloak back attachment to any equipped body armour.
Chronomancer Body Armour
Changes the appearance of any equipped body armour to the Chronomancer Body Armour. The chestpiece empties when you use a cooldown skill and refills as its cooldown recovers, causing a burst of magic when the cooldown is ready.
Supported By /110
Scattershot
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Acceleration
Supports Projectile skills, making those Projectiles travel faster.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Bludgeon
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Pierce
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Arcane Tempo
Supports Spells, causing them to cast faster.
Blind
Supports any skill that Hits enemies, causing them to Blind on Hit.
Fire Penetration
Supports any skill that Hits enemies, making those Hits Penetrate 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.
Chain
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Fork
Supports Projectile skills, making their Projectiles Fork.
Deceleration
Supports Projectile skills, making those Projectiles travel more slowly.
Glaciation
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
Conduction
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.
Lacerate
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Envenom
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
Lasting Shock
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Brutality
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Momentum
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Arcane Surge
Supports Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.
Withering Touch
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Unleash
Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Execute
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Overcharge
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Coursing Current
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
Deep Freeze
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
Ignition
Supports any skill that Hits enemies, making it more likely to Ignite.
Searing Flame
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Eternal Flame
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
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.
Devastate
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
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, prolonging Shocks they inflict on Ignited enemies.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Biting Frost
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.
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.
Hourglass
Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
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.
Overpower
Supports any skill that hits enemies, causing it to build up Stun more quickly.
Mobility
Supports skills that can be used while moving, allowing you to move faster while using them.
Pin
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
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.
Break Endurance
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Minion Pact
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
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.
Comorbidity
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Demolisher
Supports any skill, causing Armour Break it inflicts to be stronger.
Rageforged
Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
Fire Exposure
Supports any skill that Hits enemies, causing it to inflict Fire Exposure when it Ignites an enemy.
Lightning Exposure
Supports any skill that Hits enemies, causing it to inflict Lightning Exposure when it Shocks an enemy.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Cold Exposure when it Critically Hits an enemy.
Deadly Poison
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Deep Cuts
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.
Swift Affliction
Supports any skill that deals damage, causing it to deal more damage over time but have a shorter duration.
Encumbrance
Supports any skill, causing inflicted Slows to be more powerful.
Rupture
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Splinter
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Ricochet
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Strip Away
Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Considered Casting
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
Wildshards
Supports Spell Skills that fire Projectiles. Supported Skills have a chance to fire many additional Projectiles in a circle.
Heft
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Extraction
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Leverage
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Potential
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Excise
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Execrate
Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Ferocity
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Zenith
Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not Support Skills used by Minions.
Bone Shrapnel
Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
Derange
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Flamepierce
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Freezefork
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Stormchain
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
Verglas
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
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.
Concoct
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Ambrosia
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
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.
Unbending
Supports Spell Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Mana, with the percentage scaling higher the longer the Cast time of the Supported Skill. Cannot Support Channelling Skills.
Retreat
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Commiserate
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
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.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Dauntless
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Arms Length
Supports Skills which Hit Enemies, causing Knockback from those Hits to be significantly more effective.
Charm Bounty
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
Blood in the Eyes
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Gambleshot
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Deliberation
Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
Outmaneuver
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
Tumult
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Eye of Winter Monster /2
Name | Modifiers | Spectre |
---|---|---|
Gelid Zealot | Y | |
Chaos Zealot | Y |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.