Freeze
Category: Freeze
Tier: 2
Cost Multiplier: 120%
Support Requirements: +5 Int
Supported Skills cause 50% more Freeze Buildup
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Skill Gems /6
From /1
Uncut Support Gem Tier 2
Level Effect /1
| Implicit |
|---|
| Mana: 120% Supported Skills cause 50% more Freeze Buildup |
| Level | Requires Level | Int |
|---|---|---|
| 1 | 0 | 0 |
Attribute /4
Freeze
| Name | Show Full Descriptions |
|---|---|
| Acronym | Freeze |
| BaseType | Freeze |
| Class | Support Gems |
| ItemType | Metadata/Items/Gems/SupportGemGlaciation |
Version history /11
| Version | Changes |
|---|---|
| Version_0.4.0 | |
| Version_0.3.1 | * of Freeze Time: Now has a value of 2 to 5 (previously 2)). * Updated descriptions of Freeze, Electrocute and Pin buildup on monsters. * Fixed an issue that could cause the client freeze when entering a new area after respawning in party play. |
| Version_0.3.0b | * Increased the cooldown for some of Torvian, Hand of the Saviour's skills. The projectile speed of their bouncing axe skill has been reduced, and the amount of freeze build up Torvian causes when under the effects of the Twilight Order's Sword buff has been reduced. |
| Version_0.3.0 | |
| Version_0.2.0e | |
| Version_0.2.0d | * Elemental Sundering now pauses the Freeze, Shock and Ignites on targets when building up to explode, and now consumes them when exploding. Previously the ailment was removed as soon as the buildup began, this change has been made so targets remain frozen until the explosion. |
| Version_0.2.0 | |
| Version_0.1.1f | * Updated the description on The Three Dragons Unique to clarify that Cold Damage from Hits does not contribute to Freeze Buildup. |
| Version_0.1.1 | * Fixed a bug which allowed Glacial Cascade's hits to freeze enemies. |
| Version_0.1.0e | * Wave of Frost now has 275% more Freeze Buildup at all Levels (from 150% scaling up over levels). * Concoction skills from the Pathfinder Ascendancy Class now consume 3 charges from Mana Flasks (from 5). Their damage has been increased and deal approximately 66% more Damage when the skill is Level 20. In addition the base added damage has been increased by at least 50% for all Concoction skills, with Poisonous and Bleeding Concoction receiving greater damage buffs. Fulminating Concoction now has a Critical Strike Chance of 8% (from 6%), Shattering Concoction now has a Critical Strike Chance of 1% (from 7%), Explosive Concoction now has 100% more chance to Ignite Enemies and 100% more magnitude of Ignites inflicted, Fulminating Concoction now has 100% more chance to inflict Shock and Shattering Concoction now has 100% more Freeze Buildup. * It is now more difficult to chain-freeze enemies, by reducing the amount of Freeze Buildup applied after a Freeze has been applied. * Fixed a bug where Ice Shot was unable to cause Freeze buildup. |
| Version_0.1.0c | * Fixed a bug that could cause the instance to permanently stop time (freeze) when trying to revive a Chronomancer. |
Freeze
Category: Freeze
Tier: 2
Cost Multiplier: 120%
Support Requirements: +5 Int
Supported Skills cause 50% more Freeze Buildup
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /198
Firebolt
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Ice Nova
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.
Leap Slam
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
Flicker Strike
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Frost Wall
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.
Enervating Nova
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Lightning Warp
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use. Highlights enemies that can be Culled.
Rain of Arrows
Fire a hail of arrows into the air, causing them to rain from above. Consumes a Frenzy Charge to fire more arrows.
Firestorm
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Falling Thunder
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Power Siphon
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Incinerate
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
Flameblast
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Ball Lightning
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Rolling Magma
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Earthquake
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Essence Drain
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Sunder
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Frostbolt
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Seismic Cry
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Flame Wall
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Boneshatter
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Eye of Winter
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental Ground Surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Volcanic Fissure
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Disengage
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Blood Hunt
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Spearfield
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
Lightning Spear
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Glacial Lance
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.
Whirling Assault
Advance while hitting enemies around you with a series of spinning Strikes.
Rolling Slam
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam.
Escape Shot
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.
Supercharged Slam
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Wind Blast
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Wave of Frost
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Glacial Cascade
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
[DNT] Crushing Earth
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
Killing Palm
Dash to an enemy and Strike them, Culling enemies if their life is low enough and performing additional dashing Strikes to other Cullable targets in range if your target was Culled. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Volcano
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
Spiral Volley
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Rampage
Shapeshift into a Bear and charge forward, Slamming the ground as you run. Channelling ends after a short amount of time but can be prolonged by spending Rage.
Furious Slam
Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
Explosive Grenade
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Voltaic Grenade
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Tempest Flurry
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Staggering Palm
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Siphoning Strike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Tempest Bell
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Chaos Bolt
Fire a burst of Chaos energy at the target.
Frozen Locus
Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Detonating Arrow
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Poisonburst Arrow
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Lightning Rod
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill reduces this delay, causing bursts to happen more quickly.
Electrocuting Arrow
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Snap
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Perfect Strike
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Raise Shield
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Freezing Shards
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Vine Arrow
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Twister
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Explosive Spear
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Bone Blast
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Molten Blast
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Hammer of the Gods
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Living Bomb
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Stampede
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.
Fortifying Cry
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Ember Fusillade
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
High Velocity Rounds
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Fragmentation Rounds
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Siege Cascade
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Armour Piercing Rounds
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Explosive Shot
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Incendiary Shot
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Rapid Shot
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Glacial Bolt
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Permafrost Bolts
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Ice Shards
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Plasma Blast
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Galvanic Shards
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Stormblast Bolts
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Shockburst Rounds
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Quarterstaff Strike
Strike with your Quarterstaff.
Flail Strike
Strike with your Flail.
Sword Slash
Strike with your Sword.
Sword Slash
Strike with your Swords.
Sword Slash
Strike with your Sword.
Mace Strike
Strike with your Mace.
Mace Strike
Strike with your Maces.
Mace Strike
Strike with your Mace.
Dagger Stab
Strike with your Dagger.
Dagger Stab
Strike with your Daggers.
Spear Throw
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Bow Shot
Fire an arrow with your Bow.
Crossbow Shot
Fire a bolt from your crossbow.
Bleeding Concoction
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.
Elemental Storm
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.
Shockchain Arrow
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Vaulting Impact
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Storm Wave
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Elemental Expression
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Ice Shot
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Moment of Vulnerability
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Tornado Shot
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Freezing Salvo
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.
Herald of Blood
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Gathering Storm
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Ember Fusillade
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Whirlwind Lance
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Primal Strikes
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Fangs of Frost
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.
Wind Serpent's Fury
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
Spear of Solaris
Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Storm Lance
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Parry
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Elemental Surge
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Wing Blast
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
Oil Barrage
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
Flame Breath
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
Fury of the Mountain
Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
Cross Slash
Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave. Ice Fragments will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
Lunar Assault
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Devour
Shapeshift into a Wyvern and devour a Corpse or Cullable enemy, and additional nearby Corpses. For each enemy or corpse devoured, you regenerate life and gain a Power Charge. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.
Thrashing Vines
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
Arctic Howl
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Forge Hammer
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Toxic Domain
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.
Frost Darts
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.
Walking Calamity
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Freeze Ref /91
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
(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
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
(80—120)% increased Evasion Rating
+5% to Maximum Cold Resistance
+40% to Cold Resistance
(80—120)% increased Cold Damage
(10—20)% increased Cast Speed
30% increased Freeze Buildup
Enemies Frozen by you take 100% increased Damage
+(20—30)% to Lightning Resistance
+(10—20) to Intelligence
(25—35)% increased Mana Regeneration Rate
(20—30)% increased Freeze Buildup
(10—15)% reduced Attack Speed
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.
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.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
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.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
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.
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
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.
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
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.
25% reduced Freeze Duration on you
60% increased Freeze Threshold
20% increased Freeze Buildup
8% increased Skill Effect Duration per Enemy you've Frozen in the last 8 seconds, up to 40%
20% increased Freeze Buildup
20% increased Freeze Buildup
20% reduced Freeze Duration on Enemies
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.
Primed for Freeze
Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Ice Crystals
Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
Ice Crystal Shattering
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
Elemental Ailment Threshold
A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
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.
Players will also periodically summon a group of spiritual Primates.
Elemental Archon
Elemental Archon is a type of Archon Buff.
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
Unravelling
While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
Skill Gem /30
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.
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.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
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.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
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.
Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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 /7
(0—120)% more Freeze Buildup
(0—40)% more Freeze Buildup
(0—20)% increased Freeze Duration on enemies
Support Gem /20
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
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.
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.
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Item mods /12
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Heating | 20 | Suffix | (36—40)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 |
| of Unfreezing | 36 | Suffix | (41—45)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 |
| of Defrosting | 49 | Suffix | (46—50)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 |
| of the Temperate | 63 | Suffix | (51—55)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 |
| of Thawing | 75 | Suffix | (56—60)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 |
| of Freezing | 15 | Suffix | (31—40)% increased Freeze Buildup | no_cold_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
| of Bleakness | 30 | Suffix | (41—50)% increased Freeze Buildup | no_cold_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
| of the Glacier | 45 | Suffix | (51—60)% increased Freeze Buildup | no_cold_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
| of the Hyperboreal | 60 | Suffix | (61—70)% increased Freeze Buildup | no_cold_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
| of the Arctic | 75 | Suffix | (71—80)% increased Freeze Buildup | no_cold_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
| 1 | Corrupted | (20—30)% increased Freeze Threshold Damage | boots 1 default 0 | |
| 1 | Corrupted | (20—30)% increased Freeze Buildup | wand 1 staff 1 default 0 |
Monsters mods /15
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | Unique | 100% increased Freeze Buildup | ||
| 1 | Unique | 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Elemental Cold Ailment | ||
| 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 Grip | 1 | Torment | +40% to Cold Resistance 20% chance to Freeze Gain 60% of Physical Damage as Extra Cold Damage Damage Physical Elemental Cold Resistance Ailment | default 1 |
| Three Hands Talisman | 1 | Talisman | 50% chance to Freeze 50% chance to Shock Gain 30% of Physical Damage as Extra Damage of a random Element base chance to ignite % [50] Damage Physical Elemental Fire Cold Lightning Ailment | |
| 1 | Unique | 50% 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 | ||
| 1 | Unique | Cannot be Frozen Cannot be Stunned base cannot be electrocuted [1] | ||
| 1 | Unique | Monsters have 100% increased Freeze Buildup Monsters inflict 100% increased Flammability Magnitude Monsters have 100% increased Shock Chance | ||
| 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 |
Map mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Overpowering | 1 | Suffix | Monsters have 75% increased Freeze Buildup Monsters inflict 75% increased Flammability Magnitude Monsters have 75% increased Shock Chance 18% increased Rarity of Items found in this Area 15% increased Waystones found in Area | low_tier_map 1 default 0 |
| of Overpowering | 1 | Suffix | Monsters have 100% increased Freeze Buildup Monsters inflict 100% increased Flammability Magnitude Monsters have 100% increased Shock Chance 18% increased Rarity of Items found in this Area 15% increased Waystones found in Area | mid_tier_map 1 default 0 |
| of Overpowering | 1 | Suffix | Monsters have 125% increased Freeze Buildup Monsters inflict 125% increased Flammability Magnitude Monsters have 125% increased Shock Chance 18% increased Rarity of Items found in this Area 15% increased Waystones found in Area | top_tier_map 1 default 0 |
Misc mods /15
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| 1 | Flask | Unique | Used when you become Frozen | ||
| 1 | Flask | Unique | Immunity to Freeze, Chill, Curses and Stuns during Effect | ||
| Arctic | 8 | Strongbox | Prefix | Freezes you when activated | default 1 |
| of Freezing | 1 | Jewel | Suffix | (10—20)% increased Freeze Buildup | intjewel 1 default 0 |
| of Snowbreathing | 1 | Jewel | Suffix | (18—32)% increased Freeze Threshold Damage | intjewel 1 default 0 |
| of Glaciers | 1 | Jewel | Suffix | (10—20)% increased Freeze Buildup with Quarterstaves | dexjewel 1 intjewel 1 default 0 |
| of Freezing | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant (5—10)% increased Freeze Buildup | int_radius_jewel 1 default 0 |
| of Snowbreathing | 1 | Jewel | Suffix | Small Passive Skills in Radius also grant (2—4)% increased Freeze Threshold Damage | int_radius_jewel 1 default 0 |
| of Glaciers | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant (5—10)% increased Freeze Buildup with Quarterstaves | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
| 1 | Jewel | Unique | Small Passive Skills in Radius also grant (4—6)% reduced Freeze Duration on you Elemental Cold Ailment | ||
| 1 | Jewel | Unique | 2% chance to Freeze Elemental Cold Ailment | ||
| of Freezing | 1 | Jewel | Unique | (3—5)% chance to Freeze (12—16)% increased Freeze Duration on Enemies Elemental Cold Ailment | not_dex 1 default 1 |
| Kurgal's | 65 | Abyss | Prefix | (20—30)% increased Freeze Buildup if you've consumed an Power Charge Recently kurgal Ailment | ring 1 default 0 kurgal_mod 1 |
| Kurgal's | 65 | Abyss | Prefix | (86—99)% increased Cold Damage (14—23)% increased Freeze Buildup kurgal Elemental Cold Ailment | warstaff 1 default 0 kurgal_mod 1 |
| 1 | ExpeditionRelic | Prefix | Monsters have 100% increased Freeze Buildup Monsters have 100% increased Flammability Magnitude Monsters have 100% increased chance to Shock | default 1 |
Item /1
Unique /13
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
(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
Curses you inflict are reflected back to you
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 Cold Resistance
(10—15)% increased maximum Mana
(30—50)% increased Mana Regeneration Rate
(80—120)% increased Evasion Rating
+5% to Maximum Cold Resistance
+40% to Cold Resistance
(80—120)% increased Cold Damage
(10—20)% increased Cast Speed
30% increased Freeze Buildup
Enemies Frozen by you take 100% increased Damage
+(20—30)% to Lightning Resistance
+(10—20) to Intelligence
(25—35)% increased Mana Regeneration Rate
(20—30)% increased Freeze Buildup
(10—15)% reduced Attack Speed
Passive /20
30% reduced Effect of Chill on you
30% increased Freeze Threshold
25% reduced Freeze Duration on you
60% increased Freeze Threshold
20% increased Freeze Buildup
8% increased Skill Effect Duration per Enemy you've Frozen in the last 8 seconds, up to 40%
20% increased Freeze Buildup
20% increased Freeze Buildup
20% reduced Freeze Duration on Enemies
30% increased Mana Regeneration Rate while Shocked
+500 to Armour while Frozen
21% increased Stun Threshold
21% increased Elemental Ailment Threshold
30% increased Life Regeneration rate while Ignited
Ascendancy Passive /2
Timeless Jewel Passive /3
Timeless Jewel Passive Additions /1
| Faction | Category | Show Full Descriptions | Code |
|---|---|---|---|
| Vaal | Notable | (3—6)% chance to Freeze | vaal_small_chance_to_freeze |
Edit
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.












