Freeze
Category: Freeze
Tier: 2
Cost Multiplier: 120%
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
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.
Level Effect /1
Implicit
Mana: 120%
Supported Skills cause 50% more Freeze Buildup
LevelRequires LevelInt
100
Attribute /4

Freeze

NameShow Full Descriptions
AcronymFreeze
BaseType Freeze
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemGlaciation
Freeze
Category: Freeze
Tier: 2
Cost Multiplier: 120%
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
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 /179
  • Allow Type: Damage, Attack, CrossbowAmmoSkill
  • 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.
    Shield Charge
    Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
    Detonate Dead
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Volatile Dead
    Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
    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
    Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. 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.
    Armour Breaker
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    Rain of Arrows
    Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
    Firestorm
    Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger 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.
    Lightning Arrow
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    Arc
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Arctic Armour
    While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
    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.
    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.
    Herald of Thunder
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Frost Bomb
    Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
    Orb of Storms
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
    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.
    Dark Pact
    Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
    Soulrend
    Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
    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.
    Earthshatter
    Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
    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.
    Hexblast
    Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
    Exsanguinate
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
    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.
    Lightning Conduit
    Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
    Galvanic Field
    Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
    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.
    Rapid Assault
    Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
    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.
    Whirling Slash
    Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
    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. Holding down the skill input allows you to change direction as you move.
    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.
    Ice Strike
    Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
    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.
    Comet
    Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
    Killing Palm
    Dash to an enemy and Strike them, Culling enemies if their life is low enough. 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.
    Shattering Palm
    Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
    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.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Explosive Grenade
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Flash Grenade
    Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
    Gas Grenade
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Oil Grenade
    Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    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. 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 creates Chilled Ground around it and 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.
    Bonestorm
    Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
    Bone Cage
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
    Unearth
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    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.
    Toxic Growth
    Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
    Stormcaller Arrow
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    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 skips this delay, causing bursts immediately.
    Snipe
    Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
    Gas Arrow
    Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Solar Orb
    Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
    Fireball
    Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
    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.
    Resonating Shield
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    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.
    Decompose
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    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.
    Thunderous Leap
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    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.
    Shield Wall
    Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
    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.
    Hailstorm Rounds
    Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
    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.
    Punch
    Perform an Unarmed Strike.
    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.
    Axe Slash
    Strike with your Axe.
    Axe Slash
    Strike with your Axes.
    Axe Slash
    Strike with your Axe.
    Mace Strike
    Strike with your Mace.
    Mace Strike
    Strike with your Maces.
    Mace Strike
    Strike with your Mace.
    Claw Stab
    Strike with your Claw.
    Claw Stab
    Strike with your Claws.
    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.
    Explosive Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
    Fulminating Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Shattering Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
    Acidic Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    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 charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. 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.
    Decompose
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    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.
    Cluster Grenade
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    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.
    Magnetic Salvo
    Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
    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.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    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.
    Herald of Thunder
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all 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.
    Cull The Weak
    Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
    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.
    Rake
    Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
    Spear of Solaris
    Build Glory by Heavy Stunning 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 Sundering
    Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
    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.
    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.
    Fulmination
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    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.
    Freeze Ref /57
    Freeze
    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.

    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
    No Physical Damage
    Adds (8–10) to (15–18) Cold Damage
    Freezes Enemies that are on Full Life
    Adds (8–12) to (16–20) Physical Damage
    Adds (8–12) to (16–20) Cold Damage
    +5% to Critical Hit Chance
    All Damage from Hits with this Weapon Contributes to Freeze Buildup
    Culling Strike against Frozen Enemies
    (150–200)% increased Armour and Evasion
    (20–25) Life Regeneration per second
    200% increased Stun Recovery
    (30–50)% reduced Chill Duration on you
    (30–50)% reduced Freeze Duration on you
    (30–50)% reduced Shock duration on you
    Adds (8–10) to (13–15) Cold Damage
    Gain 5 Mana per Enemy Killed
    (30–50)% increased Freeze Buildup
    30% increased Chill Duration on Enemies
    Attacks Chain 2 additional times
    (30–50)% increased Evasion Rating
    Adds (3–5) to (6–8) Cold damage to Attacks
    +(20–30)% to Cold Resistance
    (40–50)% increased Freeze Buildup
    (20–30)% increased Magnitude of Chill you inflict
    (40–60)% increased Evasion and Energy Shield
    +(10–20)% to all Elemental Resistances
    Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
    Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
    Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
    Grants Skill: Parry
    (80–120)% increased Evasion Rating
    Modifiers to Stun Buildup apply to Freeze Buildup instead for Parry
    100% of Parry Physical Damage Converted to Cold Damage
    25 to 35 Cold Thorns damage
    Grants Skill: Level 1 Freezing Shards
    (80–120)% increased Cold Damage
    (10–20)% increased Cast Speed
    100% increased Freeze Buildup
    Enemies Frozen by you take 50% increased Damage
    +(20–30)% to Lightning Resistance
    +(10–20) to Intelligence
    (25–35)% increased Mana Regeneration Rate
    (20–30)% increased Freeze Buildup
    100% of Lightning Damage Converted to Cold Damage
    (20–30)% increased Critical Hit Chance for Attacks
    (10–15)% reduced Attack Speed
    Chaos Damage from Hits also Contributes to Freeze Buildup
    Chaos Damage from Hits also Contributes to Electrocute Buildup
    Attacks Gain (10–20)% of Physical Damage as extra Chaos Damage
    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.
    Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
    Supports any skill that Hits enemies, making it more effective at Freezing enemies.
    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 Freeze it inflicts to last longer.
    While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
    While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
    Supports any skill that hits enemies, causing them to Chill enemies near enemies they Freeze.
    Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
    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.
    Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
    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.
    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.
    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.
    Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
    While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
    Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
    Supports Skills which 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 Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
    Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    [DNT] Hunt em down
    Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
    Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
    Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
    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.
    Soul Core of Tzamoto
    Stack Size: 1 / 10
    Martial Weapons: 30% increased Freeze Buildup
    Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Thawing Charm
    Lasts 3 Second
    Consumes 40 of 40 Charges on use
    Currently has 40 Charges
    Grants Immunity to Freeze
    Requires: Level 12
    Used when you become Frozen
    10% chance to Daze on Hit
    30% increased Defences while wielding a Quarterstaff
    30% increased Freeze Buildup with Quarterstaves
    30% increased Stun Buildup with Quarterstaves
    25% reduced Freeze Duration on you
    60% increased Freeze Threshold
    40% increased Freeze Buildup
    20% increased Freeze Duration on Enemies
    30% increased Freeze Buildup
    20% increased Chill Duration on Enemies
    20% increased Magnitude of Chill you inflict
    15% increased Freeze Buildup
    15% increased Chill and Freeze Duration on Enemies
    20% increased Freeze Buildup
    20% increased chance to Shock
    20% increased Flammability Magnitude
    Witch: 20% increased Critical Hit Chance for Spells
    Witch: 20% increased Physical Damage
    Immune to Freeze and Chill while affected by Ice Archon
    20% increased Freeze Buildup
    50% increased Damage with Hits against Frozen Enemies
    20% increased Freeze Buildup
    Hits ignore non-negative Elemental Resistances of Frozen Enemies
    20% increased Freeze Buildup
    Gain 25% of Cold Damage as Extra Fire Damage against Frozen Enemies
    Gain 5% of Damage as Extra Cold Damage
    20% increased Freeze Buildup
    25% increased Freeze Buildup
    25% increased chance to Shock
    25% increased Flammability Magnitude
    25% increased Electrocute Buildup
    35% increased Stun Buildup
    35% increased Freeze Buildup
    Ascendancy: Invoker
    Character: Monk
    Gain 10% of Damage as Extra Cold Damage
    On Freezing Enemies create Chilled Ground
    Freeze
    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.

    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
    Skill Gem /25
    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.
    Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
    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.
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
    Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
    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.
    Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
    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.
    Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
    Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
    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 and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
    While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
    [DNT] Hunt em down
    Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
    Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
    Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
    Channel to imbue your armour with runic wards. The runes protect you for a limited number of Hits and deal your Thorns damage to attackers.
    Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
    Skill Gem Quality /5
    (0–120)% more Freeze Buildup
    Hits against Marked enemy cause +(0–20)% more Freeze buildup
    (0–40)% more Freeze Buildup
    (0–20)% increased Freeze Duration on enemies
    (0–2)% chance per Power to spawn a Cold Remnant on
    Freezing a target
    (0–2)% chance to spawn a Fire Remnant on
    Igniting a non-Ignited target
    (0–2)% chance to spawn a Lightning Remnant on
    Shocking a non-Shocked target
    Support Gem /17
    Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
    Supports any skill that Hits enemies, making it more effective at Freezing enemies.
    Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
    Supports any skill that hits enemies, causing them to Chill enemies near enemies they Freeze.
    Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
    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.
    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 any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
    Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by 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 Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
    Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
    Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
    Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    Supports Skills which can consume Rage, giving them a chance to not remove that Rage while still gaining benefits as though they had.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
    Item mods /12
    NameLevelPre/SufDescriptionWeight
    of Heating20(36–40)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
    default 0
    of Unfreezing36(41–45)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
    default 0
    of Defrosting49(46–50)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
    default 0
    of the Temperate63(51–55)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
    default 0
    of Thawing75(56–60)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
    default 0
    of Freezing15(31–40)% increased Freeze Buildupno_cold_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Bleakness30(41–50)% increased Freeze Buildupno_cold_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of the Glacier45(51–60)% increased Freeze Buildupno_cold_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of the Hyperboreal60(61–70)% increased Freeze Buildupno_cold_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of the Arctic75(71–80)% increased Freeze Buildupno_cold_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    1(20–30)% increased Freeze Threshold Damageboots 1
    1(20–30)% increased Freeze Buildupstaff 1
    wand 1
    Monsters mods /16
    NameLevelPre/SufDescriptionWeight
    1100% increased Freeze Buildup
    1100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    Elemental Cold Ailment
    1Chill Effect and Freeze Duration on you are based on 100% of Energy Shield Elemental Cold Ailment
    1100% 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
    1Avoids Ignited
    100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    1Avoids Frozen
    Avoids Chilled
    Avoids Ignited
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    1Avoids Frozen
    Avoids Chilled
    100% chance to Avoid being Ignited
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    110% chance to Freeze
    Gain 20% of Physical Damage as Extra Cold Damage
    Damage Physical Elemental Cold Ailment
    Aurora Cultist's Grip1+40% to Cold Resistance
    20% chance to Freeze
    Gain 60% of Physical Damage as Extra Cold Damage
    Damage Physical Elemental Cold Resistance Ailment
    Three Hands Talisman150% chance to Ignite
    50% chance to Freeze
    50% chance to Shock
    Gain 30% of Physical Damage as Extra Damage of a random Element
    Damage Physical Elemental Fire Cold Lightning Ailment
    150% 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
    1Cannot be Frozen
    Cannot be Stunned
    base cannot be electrocuted [1]
    1Monsters have 100% increased Freeze Buildup
    Monsters have 100% increased Shock Chance
    Monsters inflict 100% increased Flammability Magnitude
    Primate-Touched1100% increased Freeze Buildup
    All Damage from Hits Contributes to Chill Magnitude
    Hunted by the Howling Ape1100% increased Freeze Buildup
    All Damage from Hits Contributes to Chill Magnitude
    dropped items are converted to int items [1]
    Spirit Of The Primate160% increased Freeze Buildup
    All Damage from Hits Contributes to Chill Magnitude
    Misc mods /20
    NameLevelDomainPre/SufDescriptionWeight
    1FlaskUsed when you become Frozen
    1FlaskImmunity to Freeze, Chill, Curses and Stuns during Effect
    of Convection4FlaskGrants 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 Deer4Flask(45–49)% less Duration
    Immunity to Freeze and Chill during Effect
    Arctic8StrongboxFreezes you when activated
    of Freezing1Jewel(10–20)% increased Freeze Buildupintjewel 1
    default 0
    of Snowbreathing1Jewel(18–32)% increased Freeze Threshold Damageintjewel 1
    default 0
    of Glaciers1Jewel(10–20)% increased Freeze Buildup with Quarterstavesdexjewel 1
    intjewel 1
    default 0
    of Freezing1Jewel(5–10)% increased Freeze Buildupint_radius_jewel 1
    default 0
    of Snowbreathing1Jewel(2–4)% increased Freeze Threshold Damageint_radius_jewel 1
    default 0
    of Glaciers1Jewel(5–10)% increased Freeze Buildup with Quarterstavesdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    1Jewel(4–6)% reduced Freeze Duration on you Elemental Cold Ailment
    1Jewel2% chance to Freeze Elemental Cold Ailment
    Thawing FIX ME1Jewel(6–8)% chance to Avoid being Frozen Elemental Cold Ailment
    FIX ME1Jewel(2–3)% chance to Freeze Elemental Cold Ailment
    of the Glacier1Jewel(12–16)% increased Chill and Freeze Duration on Enemies Elemental Cold Ailment
    of Freezing1Jewel(3–5)% chance to Freeze
    (12–16)% increased Freeze Duration on Enemies
    Elemental Cold Ailment
    Kurgal's65Abyss(20–30)% increased Freeze Buildup if you've consumed an Power Charge Recently kurgal Ailment
    Kurgal's65Abyss(86–99)% increased Cold Damage
    (14–23)% increased Freeze Buildup
    kurgal Elemental Cold Ailment
    1ExpeditionRelicMonsters have 100% increased Flammability Magnitude
    Monsters have 100% increased Freeze Buildup
    Monsters have 100% increased chance to Shock
    Item /1
    Thawing Charm
    Lasts 3 Second
    Consumes 40 of 40 Charges on use
    Currently has 40 Charges
    Grants Immunity to Freeze
    Requires: Level 12
    Used when you become Frozen
    Unique /13
    No Physical Damage
    Adds (8–10) to (15–18) Cold Damage
    Freezes Enemies that are on Full Life
    Adds (8–12) to (16–20) Physical Damage
    Adds (8–12) to (16–20) Cold Damage
    +5% to Critical Hit Chance
    All Damage from Hits with this Weapon Contributes to Freeze Buildup
    Culling Strike against Frozen Enemies
    (150–200)% increased Armour and Evasion
    (20–25) Life Regeneration per second
    200% increased Stun Recovery
    (30–50)% reduced Chill Duration on you
    (30–50)% reduced Freeze Duration on you
    (30–50)% reduced Shock duration on you
    Adds (8–10) to (13–15) Cold Damage
    Gain 5 Mana per Enemy Killed
    (30–50)% increased Freeze Buildup
    30% increased Chill Duration on Enemies
    Attacks Chain 2 additional times
    (30–50)% increased Evasion Rating
    Adds (3–5) to (6–8) Cold damage to Attacks
    +(20–30)% to Cold Resistance
    (40–50)% increased Freeze Buildup
    (20–30)% increased Magnitude of Chill you inflict
    (30–50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    (40–60)% increased Evasion and Energy Shield
    +(10–20)% to all Elemental Resistances
    Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
    Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
    Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
    +(20–30)% to Cold Resistance
    (20–30)% increased Cold Damage
    +(40–60) to maximum Mana
    +(10–15) to Strength
    Enemies Chilled by your Hits can be Shattered as though Frozen
    +(20–30)% to Cold Resistance
    10% increased maximum Mana
    (30–50)% increased Mana Regeneration Rate
    You cannot be Chilled or Frozen
    Grants Skill: Parry
    (80–120)% increased Evasion Rating
    Modifiers to Stun Buildup apply to Freeze Buildup instead for Parry
    100% of Parry Physical Damage Converted to Cold Damage
    25 to 35 Cold Thorns damage
    Grants Skill: Level 1 Freezing Shards
    (80–120)% increased Cold Damage
    (10–20)% increased Cast Speed
    100% increased Freeze Buildup
    Enemies Frozen by you take 50% increased Damage
    +(20–30)% to Lightning Resistance
    +(10–20) to Intelligence
    (25–35)% increased Mana Regeneration Rate
    (20–30)% increased Freeze Buildup
    100% of Lightning Damage Converted to Cold Damage
    (20–30)% increased Critical Hit Chance for Attacks
    (10–15)% reduced Attack Speed
    Chaos Damage from Hits also Contributes to Freeze Buildup
    Chaos Damage from Hits also Contributes to Electrocute Buildup
    Attacks Gain (10–20)% of Physical Damage as extra Chaos Damage
    Passive /15
    10% chance to Daze on Hit
    30% increased Defences while wielding a Quarterstaff
    30% increased Freeze Buildup with Quarterstaves
    30% increased Stun Buildup with Quarterstaves
    30% reduced Effect of Chill on you
    30% increased Freeze Threshold
    +30% of Armour also applies to Cold Damage
    25% reduced Freeze Duration on you
    60% increased Freeze Threshold
    Gain 50% of maximum Energy Shield as additional Freeze Threshold
    40% increased Freeze Buildup
    20% increased Freeze Duration on Enemies
    30% increased Freeze Buildup
    20% increased Chill Duration on Enemies
    20% increased Magnitude of Chill you inflict
    15% increased Freeze Buildup
    15% increased Chill and Freeze Duration on Enemies
    20% increased Freeze Buildup
    20% increased chance to Shock
    20% increased Flammability Magnitude
    Witch: 20% increased Critical Hit Chance for Spells
    Witch: 20% increased Physical Damage
    Immune to Freeze and Chill while affected by Ice Archon
    20% increased Freeze Buildup
    50% increased Damage with Hits against Frozen Enemies
    20% increased Freeze Buildup
    Hits ignore non-negative Elemental Resistances of Frozen Enemies
    20% increased Freeze Buildup
    Gain 25% of Cold Damage as Extra Fire Damage against Frozen Enemies
    Gain 5% of Damage as Extra Cold Damage
    20% increased Freeze Buildup
    25% increased Freeze Buildup
    25% increased chance to Shock
    25% increased Flammability Magnitude
    25% increased Electrocute Buildup
    35% increased Stun Buildup
    35% increased Freeze Buildup
    Ascendancy Passive /2
    Ascendancy: Chronomancer
    Character: Sorceress
    Grants Skill: Time Freeze
    Ascendancy: Invoker
    Character: Monk
    Gain 10% of Damage as Extra Cold Damage
    On Freezing Enemies create Chilled Ground
    Timeless Jewel Passive /3
    Freeze Chance
    Vaal Passive
    (3–6)% chance to Freeze
    Kalguuran Forged
    Kalguuran Notable
    10% reduced Freeze Duration on you
    Sudden Hail
    Kalguuran Notable
    8% increased Projectile Speed
    30% increased Freeze Buildup
    Timeless Jewel Passive Additions /1
    FactionCategoryShow Full DescriptionsCode
    VaalNotable
    (3–6)% chance to Freezevaal_small_chance_to_freeze
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