Skill Gem Quality /3
ItemStats
Cold Snap(0–20)% more Effect of Chill
Vaal Cold Snap(0–20)% more Effect of Chill
Frostblink(0–4)% more Damage with Hits per 5% Chill Effect on Enemy
Support Gem Quality /2
ItemStats
Hypothermia SupportSupported Skills have +(0–20)% chance to Freeze Enemies which are Chilled
Frigid Bond SupportDamage and Chill Linger for a Base Duration of +(0–2) seconds
Item mods /53
NameLevelPre/SufDescriptionWeight
The Shaper's68PrefixUnaffected by Chilled Ground elemental cold ailmentboots_shaper 800
default 0
The Shaper's68PrefixAdds (17–23) to (35–41) Cold Damage against Chilled or Frozen Enemies damage elemental cold ailmentring_shaper 800
default 0
The Shaper's75PrefixAdds (20–26) to (41–48) Cold Damage against Chilled or Frozen Enemies damage elemental cold ailmentring_shaper 800
default 0
of Shaping75SuffixRemove Chill and Freeze when you use a Flask elemental cold ailmentbelt_shaper 400
default 0
of Shaping68Suffix(25–40)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield_shaper 800
default 0
of Shaping75Suffix(41–50)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield_shaper 800
default 0
Redeemer's68PrefixUnaffected by Chilled Ground elemental cold ailmentboots_eyrie 500
default 0
of the Hunt80SuffixYou have Chilling Conflux for 3 seconds every 8 secondshelmet_basilisk 500
default 0
of the Crusade68Suffix(25–40)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade75Suffix(41–50)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
Redeemer's68Prefix(26–30)% increased Damage with Hits against Chilled Enemies damagebelt_eyrie 500
default 0
Redeemer's75Prefix(31–35)% increased Damage with Hits against Chilled Enemies damagebelt_eyrie 500
default 0
Redeemer's80Prefix(36–40)% increased Damage with Hits against Chilled Enemies damagebelt_eyrie 500
default 0
of Redemption75SuffixRemove Chill and Freeze when you use a Flask elemental cold ailmentbelt_eyrie 500
default 0
Redeemer's68PrefixAdds (17–23) to (35–41) Cold Damage against Chilled or Frozen Enemies damage elemental cold ailmentring_eyrie 500
default 0
Redeemer's75PrefixAdds (20–26) to (41–48) Cold Damage against Chilled or Frozen Enemies damage elemental cold ailmentring_eyrie 500
default 0
1FlaskEnchantmentInjectorUsed when you become Chilledflask 100
default 0
68ScourgeUpside(31–35)% reduced Effect of Chill on you elemental cold ailmentring 500
default 0
68ScourgeUpside(36–40)% reduced Effect of Chill on you elemental cold ailmentring 500
default 0
68ScourgeUpsideChill Enemy for 4 seconds when Hit, reducing their Action Speed by 30% elemental cold ailmentamulet 100
default 0
68ScourgeUpsideChill Enemy for 5 seconds when Hit, reducing their Action Speed by 30% elemental cold ailmentamulet 100
default 0
45ScourgeUpside(26–30)% chance to Avoid being Chilled
(26–30)% chance to Avoid being Frozen
elemental cold ailment
ring 500
default 0
68ScourgeUpside(31–35)% chance to Avoid being Chilled
(31–35)% chance to Avoid being Frozen
elemental cold ailment
ring 500
default 0
68ScourgeUpside(36–40)% chance to Avoid being Chilled
(36–40)% chance to Avoid being Frozen
elemental cold ailment
ring 500
default 0
1ScourgeUpside(14–16)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield 200
default 0
45ScourgeUpside(17–19)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield 200
default 0
68ScourgeUpside(20–22)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield 200
default 0
68ScourgeUpside(23–25)% chance to Chill Attackers for 4 seconds on Block elemental cold ailmentshield 200
default 0
62WeaponTreeAdds 26 to 39 Cold Damage
Your Cold Damage cannot Chill
one_hand_weapon 250
default 0
82WeaponTreeAdds 52 to 78 Cold Damage
Your Cold Damage cannot Chill
one_hand_weapon 125
default 0
62WeaponTreeAdds 47 to 73 Cold Damage
Your Cold Damage cannot Chill
two_hand_weapon 250
default 0
82WeaponTreeAdds 95 to 144 Cold Damage
Your Cold Damage cannot Chill
two_hand_weapon 125
default 0
62WeaponTreeAdds 18 to 28 Cold Damage to Spells
Your Cold Damage cannot Chill
two_hand_weapon 0
caster_unique_weapon 125
attack_dagger 0
wand 125
sceptre 125
dagger 125
default 0
82WeaponTreeAdds 37 to 56 Cold Damage to Spells
Your Cold Damage cannot Chill
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
62WeaponTreeAdds 34 to 52 Cold Damage to Spells
Your Cold Damage cannot Chill
one_hand_weapon 0
caster_unique_weapon 125
attack_staff 0
staff 125
default 0
82WeaponTreeAdds 68 to 103 Cold Damage to Spells
Your Cold Damage cannot Chill
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
1WeaponTree30% increased Effect of Chill on you
Unaffected by Chill while Channelling
one_hand_weapon 300
two_hand_weapon 300
default 0
25WeaponTree6% chance to inflict Brittle
Cannot inflict Freeze or Chill
one_hand_weapon 250
default 0
68WeaponTree10% chance to inflict Brittle
Cannot inflict Freeze or Chill
one_hand_weapon 250
default 0
25WeaponTree12% chance to inflict Brittle
Cannot inflict Freeze or Chill
two_hand_weapon 250
default 0
68WeaponTree20% chance to inflict Brittle
Cannot inflict Freeze or Chill
two_hand_weapon 250
default 0
1WeaponTree15% increased Effect of Chill on you
30% increased Effect of Chill
one_hand_weapon 300
shield 300
default 0
45WeaponTree20% increased Effect of Chill on you
40% increased Effect of Chill
one_hand_weapon 300
shield 300
default 0
1WeaponTree30% increased Effect of Chill on you
60% increased Effect of Chill
two_hand_weapon 300
default 0
45WeaponTree40% increased Effect of Chill on you
80% increased Effect of Chill
two_hand_weapon 300
default 0
1WeaponTree50% chance to Chill Attackers for 4 seconds on Blockshield 750
default 0
50WeaponTreeChill Attackers for 4 seconds on Blockshield 750
default 0
1WeaponTreeAlways inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits
Cannot Ignite, Chill, Freeze or Shock
shield 500
weapon 500
default 0
1WeaponTreeAll Damage from Cold Snap and Creeping Frost can Sap
25% chance for Cold Snap and Creeping Frost to Sap Enemies in Chilling Areas
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeAll Damage from Cold Snap and Creeping Frost can Sap
50% chance for Cold Snap and Creeping Frost to Sap Enemies in Chilling Areas
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeEnemies inflicted with Bane or Contagion are Chilledcaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeSocketed Gems are Supported by Level 30 Bonechillcrucible_unique_staff 1000
default 0
Haunted68PrefixUnaffected by Chilled Ground elemental cold ailmentnecropolis_boots 250
default 0
Enchantment Modifier /7
NameLevelPre/SufDescriptionWeight
Enchantment Creeping Frost Chilling Area Movement Velocity 175EnchantmentCreeping Frost's Chilling Area has 38% increased Movement Speed caster speedhelmet 75
default 0
Enchantment Ice Nova Minimum Chill 166EnchantmentChills from Ice Nova Hits always reduce Action Speed by at least 6% elemental cold caster ailmenthelmet 75
default 0
Enchantment Ice Nova Minimum Chill 275EnchantmentChills from Ice Nova Hits always reduce Action Speed by at least 8% elemental cold caster ailmenthelmet 75
default 0
Enchantment Ice Siphon Trap Chill Effect 166EnchantmentSiphoning Trap has 25% increased Chill Effect elemental cold caster ailmenthelmet 67
default 0
Enchantment Ice Siphon Trap Chill Effect 275EnchantmentSiphoning Trap has 40% increased Chill Effect elemental cold caster ailmenthelmet 67
default 0
Enchantment Winter Brand Chill Efffect 166EnchantmentWintertide Brand has 25% increased Chill Effect elemental cold caster ailmenthelmet 100
default 0
Enchantment Winter Brand Chill Efffect 275EnchantmentWintertide Brand has 40% increased Chill Effect elemental cold caster ailmenthelmet 100
default 0
Monsters mods /19
NameLevelPre/SufDescriptionWeight
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
elemental cold ailment
1UniqueChills Ground on Death
monster ground effect on death base duration ms [6000]
1UniqueChill Effect and Freeze Duration on you are based on 100% of Energy Shield elemental cold ailment
Elemental46Unique+50% to all Elemental Resistances
Hits always Ignite
Hits always Shock
All Damage with Hits can Chill
Gain 60% of Physical Damage as Extra Damage of a random Element
All Damage can Ignite
All Damage can Shock
no_common_monster_mods 0
magic 0
default 800
Elemental24Unique+50% to all Elemental Resistances
Hits always Ignite
Hits always Shock
All Damage with Hits can Chill
Gain 60% of Physical Damage as Extra Damage of a random Element
All Damage can Ignite
All Damage can Shock
rare 0
default 800
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
100% chance to Avoid being Ignited
Unaffected by Shock
elemental fire cold lightning ailment
1UniqueAvoids Ignited
100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
Unaffected by Shock
elemental fire cold lightning ailment
1UniqueAvoids Frozen
Avoids Chilled
Avoids Ignited
Unaffected by Shock
elemental fire cold lightning ailment
1UniqueAvoids Frozen
Avoids Chilled
100% chance to Avoid being Ignited
Unaffected by Shock
elemental fire cold lightning ailment
Aurora Cultist's Touch1Torment+25% to Cold Resistance
50% increased Chill Duration on Enemies
Your Physical Damage can Chill
elemental cold resistance ailment
default 1000
Cult of the Elements1Bloodlinesaction speed -% from chill [30] elemental cold ailment
1UniqueGain 50% of Physical Damage as Extra Cold Damage
All Damage with Hits can Chill
bleed damage physical elemental cold ailment
1Unique50% chance to Avoid being Chilled
50% chance to Avoid being Frozen
50% chance to Avoid being Ignited
50% chance to Avoid being Shocked
50% chance to Avoid Bleeding
ailment
Heretic's Touch1Torment10% chance to Shock
Your Elemental Damage can Shock
Your Physical Damage can Chill
possessed monster drop template any map [10]
elemental cold lightning ailment
Heretic's Grip1Torment25% chance to Shock
Your Elemental Damage can Shock
Your Physical Damage can Chill
possessed monster drop template any map [100]
elemental cold lightning ailment
1UniqueHex Reflection
Chill and Freeze Reflection
Shock Reflection
of the Ice1Suffix+75% to Cold Resistance
80% reduced Effect of Chill on you
80% increased Freeze Duration on you
default 5000
1UniqueChilled Ground Trail
1UniqueImmune to Chill
Immune to Freeze
Cluster Jewel mods /2
NameLevelPre/SufDescriptionWeight
Notable75Prefix1 Added Passive Skill is Chilling Presence elemental cold ailmentaffliction_effect_of_non-damaging_ailments 102
affliction_cold_damage_over_time_multiplier 59
default 0
Notable1Prefix1 Added Passive Skill is Deep Chill damage elemental cold ailmentaffliction_effect_of_non-damaging_ailments 1627
affliction_cold_damage 505
affliction_cold_damage_over_time_multiplier 950
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1SuffixCannot be Chilled or Frozen while moving elemental cold ailmentabyss_jewel 0
jewel 0
amulet 2000
default 0
Map mods /8
NameLevelPre/SufDescriptionWeight
of Ice1SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [16]
map ground effect radius [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
of Ice1SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [0]
uber_tier_map 0
low_tier_map 250
expedition_logbook 0
primordial_map 0
default 0
of Ice68SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
of Ice1SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [0]
uber_tier_map 0
mid_tier_map 250
expedition_logbook 0
primordial_map 0
default 0
of Ice73SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
of Ice1SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [0]
uber_tier_map 0
top_tier_map 250
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Ice1SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
map ground effect patches per 100 tiles [28]
map ground effect radius [0]
uber_tier_map 0
top_tier_map 0
maven_map 250
primordial_map 250
default 0
of Ice78SuffixArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
Delve Area mods /3
NameLevelPre/SufDescriptionWeight
1DelveAreaArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [0]
default 250
52DelveAreaArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [0]
default 250
173DelveAreaArea has patches of Chilled Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [0]
default 250
Heist Area mods /4
NameLevelPre/SufDescriptionWeight
of Ice46SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [0]
map ground effect patches per 100 tiles [16]
map ground effect radius [12]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental cold ailment
default 250
of Ice68SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [0]
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental cold ailment
default 250
of Ice73SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [0]
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental cold ailment
default 250
of Ice78SuffixArea has patches of Chilled Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [0]
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental cold ailment
default 250
Veiled mods /2
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(25–30)% increased Movement Speed
100% chance to Avoid being Chilled
elemental cold speed ailment
boots 1500
default 0
Rin's60Prefix(20–30)% chance to Avoid being Chilled
100% chance to Avoid being Frozen
elemental cold ailment
boots 2000
default 0
Crafting Bench /7
ModRequireItemClassesUnlock
(24–30)% reduced Effect of Chill and Shock on you1x Chaos OrbBoots · GlovesThe Ascent
(31–40)% reduced Effect of Chill and Shock on you2x Chaos OrbBoots · GlovesWasteland Map
(41–50)% reduced Effect of Chill on you4x Orb of AlterationRingThe Ascent
(51–60)% reduced Effect of Chill on you2x Chaos OrbRingWasteland Map
(13–14)% increased Movement Speed
100% chance to Avoid being Chilled
4x Orb of ChanceBootsBetrayal Unveil
(15–17)% increased Movement Speed
100% chance to Avoid being Chilled
4x Orb of AlchemyBootsBetrayal Unveil
(18–20)% increased Movement Speed
100% chance to Avoid being Chilled
4x Chaos OrbBootsBetrayal Unveil
Misc mods /41
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueGrants Immunity to Chill for 4 seconds if used while Chilled
Grants Immunity to Freeze for 4 seconds if used while Frozen
elemental cold ailment
of the Rabbit4FlaskSuffix(36–41)% reduced Effect of Chill on you during Effect
(36–41)% reduced Freeze Duration on you during Effect
utility_flask 600
default 0
of the Cat23FlaskSuffix(42–47)% reduced Effect of Chill on you during Effect
(42–47)% reduced Freeze Duration on you during Effect
utility_flask 600
default 0
of the Fox42FlaskSuffix(48–52)% reduced Effect of Chill on you during Effect
(48–52)% reduced Freeze Duration on you during Effect
utility_flask 600
default 0
of the Sable61FlaskSuffix(52–59)% reduced Effect of Chill on you during Effect
(52–59)% reduced Freeze Duration on you during Effect
utility_flask 600
default 0
of the Bear80FlaskSuffix(60–65)% reduced Effect of Chill on you during Effect
(60–65)% reduced Freeze Duration on you during Effect
utility_flask 600
default 0
of the Orca4FlaskSuffix(31–35)% chance to Avoid being Chilled during Effect
(31–35)% chance to Avoid being Frozen during Effect
utility_flask 600
default 0
of the Sea Lion23FlaskSuffix(36–40)% chance to Avoid being Chilled during Effect
(36–40)% chance to Avoid being Frozen during Effect
utility_flask 600
default 0
of the Narwhal42FlaskSuffix(41–45)% chance to Avoid being Chilled during Effect
(41–45)% chance to Avoid being Frozen during Effect
utility_flask 600
default 0
of the Beluga61FlaskSuffix(46–50)% chance to Avoid being Chilled during Effect
(46–50)% chance to Avoid being Frozen during Effect
utility_flask 600
default 0
of the Seal80FlaskSuffix(51–55)% chance to Avoid being Chilled during Effect
(51–55)% chance to Avoid being Frozen during Effect
utility_flask 600
default 0
1FlaskUnique30% chance to Avoid being Chilled during Effect elemental cold ailment
1FlaskUniqueCreates Chilled Ground on Use
1FlaskUniqueImmunity to Freeze, Chill, Curses and Stuns during Effect
of Convection4FlaskSuffixGrants Immunity to Chill for (6–8) seconds if used while Chilled
Grants Immunity to Freeze for (6–8) seconds if used while Frozen
utility_flask 0
default 750
of Thermodynamics28FlaskSuffixGrants Immunity to Chill for (9–11) seconds if used while Chilled
Grants Immunity to Freeze for (9–11) seconds if used while Frozen
utility_flask 0
default 750
of Entropy52FlaskSuffixGrants Immunity to Chill for (12–14) seconds if used while Chilled
Grants Immunity to Freeze for (12–14) seconds if used while Frozen
utility_flask 0
default 750
of Thawing76FlaskSuffixGrants Immunity to Chill for (15–17) seconds if used while Chilled
Grants Immunity to Freeze for (15–17) seconds if used while Frozen
utility_flask 0
default 750
of the Deer4FlaskSuffix(45–49)% less Duration
Immunity to Freeze and Chill during Effect
utility_flask 1000
default 0
of the Walrus38FlaskSuffix(40–44)% less Duration
Immunity to Freeze and Chill during Effect
utility_flask 1000
default 0
of the Penguin72FlaskSuffix(35–39)% less Duration
Immunity to Freeze and Chill during Effect
utility_flask 1000
default 0
1JewelCorrupted(3–5)% reduced Chill Duration on you elemental cold ailmentjewel 0
default 0
1JewelCorrupted(20–25)% chance to Avoid being Chilled
(20–25)% chance to Avoid being Frozen
elemental cold ailment
jewel 0
default 0
1JewelCorrupted(20–25)% reduced Effect of Chill on you elemental cold ailmentjewel 1000
default 0
of the Snowbreather1JewelSuffix(30–35)% reduced Effect of Chill on you elemental cold ailmentdefault 250
1JewelUnique(15–20)% increased Damage with Hits against Chilled Enemies damage
1JewelUnique15% reduced Effect of Chill on you elemental cold ailmentjewel 1
default 0
1JewelUnique15% chance to Avoid being Chilled elemental cold ailmentjewel 1
default 0
1ExpeditionRelicPrefixMonsters have 100% chance to Avoid being Chilled
Monsters have 100% chance to Avoid being Frozen
Monsters have 100% chance to Avoid being Ignited
Monsters have 100% chance to Avoid being Shocked
default 1000
1PrimordialAltarUniqueAll Damage with Hits can Chillprimordial_altar_upside 0
tangle_altar 0
default 0
1PrimordialAltarUniqueGain (70–130)% of Physical Damage as Extra Cold Damage
All Damage with Hits can Chill
primordial_altar_upside 0
tangle_altar 1000
default 0
1PrimordialAltarUniqueDrops Chilled Ground on Death, lasting 3 secondsprimordial_altar_upside 0
tangle_altar 1000
default 0
1PrimordialAltarUnique(25–35)% chance for Enemies to drop Chilled Ground when Hitting you, no more than once every 2 secondsprimordial_altar_upside 0
tangle_altar 1000
default 0
Frigid70TincturePrefixChills from your Hits always reduce Action Speed by at least (10–12)%tincture 100
default 0
Subzero81TincturePrefixChills from your Hits always reduce Action Speed by at least (13–15)%tincture 50
default 0
of the Elementalist45CharmSuffixChills from your Hits always reduce Action Speed by at least (3–4)%int_animal_charm 500
default 0
of the Elementalist72CharmSuffixChills from your Hits always reduce Action Speed by at least (5–6)%int_animal_charm 250
default 0
of the Occultist70CharmSuffixNearby Enemies are Chilledint_animal_charm 100
default 0
9NecropolisAll Damage with Hits can Chill
monster necropolis mod value +% [40]
default 300
38NecropolisAll Damage with Hits can Chill
100% increased Effect of Chill
monster necropolis mod value +% [80]
default 200
68NecropolisAll Damage with Hits can Chill
200% increased Effect of Chill
monster necropolis mod value +% [120]
default 100
Essence /1
Item /1
Aquamarine Flask
Lasts 8 Second
Consumes 20 of 50 Charges on use
Currently has 50 Charges
60% reduced Effect of Freeze on you
Requires Level 27
Creates Chilled Ground on Use
Unique /85
+(60–80) to maximum Energy Shield
+(60–70) to maximum Energy Shield
+(45–55) to maximum Mana
Chill Effect and Freeze Duration on you are based on 100% of Energy Shield
(20–25)% increased Elemental Damage with Attack Skills per Power Charge
0.2% of Attack Damage Leeched as Mana per Power Charge
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30)% to Cold Resistance
20% increased maximum Mana
50% increased Mana Regeneration Rate
+(30–40)% to Cold Resistance
Cannot be Chilled
Cannot be Frozen
+30% chance to Suppress Spell Damage
+(40–50) to Dexterity
(140–220)% increased Evasion Rating
25% increased Chill Duration on Enemies
(105–145) to (160–200) Added Cold Damage with Bow Attacks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% chance to Freeze Enemies for 1 second when they Hit you
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Hexes applied by Socketed Curse Skills are Reflected back to you
(40–60)% increased Stun and Block Recovery
You cannot be Chilled for 3 seconds after being Chilled
You cannot be Frozen for 3 seconds after being Frozen
You cannot be Ignited for 3 seconds after being Ignited
You cannot be Shocked for 3 seconds after being Shocked
You grant (4–6) Frenzy Charges to allies on Death
+2 to Level of Socketed Aura Gems
(80–100)% increased Evasion Rating
+(20–30)% to Cold Resistance
Cannot be Frozen
25% chance to Avoid being Chilled
16% increased Mana Reservation Efficiency of Skills
(80–100)% increased Evasion Rating
60% increased Mana Regeneration Rate
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
Gain 1% of Cold Damage as Extra Fire Damage per 1% Chill Effect on Enemy
Gain 30% of Cold Damage as Extra Fire Damage against Frozen Enemies
(30–40)% increased Fire Damage
(100–120)% increased Armour
+(50–70) to maximum Life
+30% to Cold Resistance
100% chance to Avoid being Chilled or Frozen if you have used a Fire Skill Recently
+(26–30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(140–180)% increased Physical Damage
Adds 30 to 40 Physical Damage
(20–25)% increased Attack Speed
+(20–25)% to Cold Resistance
Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
Adds (255–285) to (300–330) Fire Damage in Main Hand
Adds (255–285) to (300–330) Cold Damage in Off Hand
(10–15)% increased Attack Speed
25% chance to Ignite when in Main Hand
100% increased Damage with Ignite inflicted on Chilled Enemies
Chill Enemies for 1 second on Hit with this Weapon when in Off Hand
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Chill reduces Enemy Action Speed by 10%)
(20–30)% increased Projectile Speed
Grants Level 5 Frostbite Skill
(8–12)% increased Attack Speed
+(30–40)% to Cold Resistance
(30–40)% increased Chill Duration on Enemies
Gain 20% of Physical Damage as Extra Cold Damage
(7–10)% chance to Freeze
Hexes Transfer to all Enemies within 3 metres when Hexed Enemy dies
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Hexes from Auras or Cursed Ground cannot be Transferred)
+(20–30) to Strength
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+(20–30) to maximum Life
Adds (12–15) to (25–30) Fire Damage to Attacks
Adds (12–15) to (25–30) Cold Damage to Attacks
+(20–40) to maximum Life
+(25–30)% to Cold Resistance
10% increased Movement Speed while Ignited
The Effect of Chill on you is reversed
+(20–30)% to Cold Resistance
Adds (7–10) to (15–20) Cold Damage to Spells and Attacks
+(200–300) to Evasion Rating
50% chance to Avoid being Chilled
10% chance to Freeze
Adds 40 to 60 Cold Damage against Chilled Enemies
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(10–15)% of Physical Damage from Hits taken as Cold Damage during Effect
Gain (10–15)% of Physical Damage as Extra Cold Damage during effect
30% chance to Avoid being Chilled during Effect
30% chance to Avoid being Frozen during Effect
+(20–30) to Dexterity
+(40–80) to maximum Life
+(20–40) to maximum Mana
20% reduced Duration of Elemental Ailments on Enemies
Items and Gems have 10% increased Attribute Requirements
Always Freeze, Shock and Ignite
(Attributes are Strength, Dexterity, and Intelligence)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds 2 to 4 Physical Damage
Adds 2 to 4 Cold Damage
50% chance to Avoid being Chilled
Your Physical Damage can Chill
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+(25–35) to Strength
+(70–85) to maximum Life
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
1% of Attack Damage Leeched as Life against Chilled Enemies
Ignites you inflict with Attacks deal Damage 35% faster
Deal no Physical Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(They will deal the same total damage over a shorter duration)
(60–80)% increased Physical Damage
Adds (3–5) to (7–10) Physical Damage
2% of Physical Attack Damage Leeched as Life
Culling Strike
You gain Onslaught for 3 seconds on Culling Strike
100% chance to Avoid being Chilled during Onslaught
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+3% chance to Suppress Spell Damage
10% chance to Avoid Elemental Ailments
10% increased Life Recovery from Flasks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
15% reduced Enemy Stun Threshold
(150–200)% increased Physical Damage
Adds (5–10) to (15–23) Physical Damage
(15–25)% reduced Enemy Stun Threshold with this Weapon
Cannot Knock Enemies Back
All Attack Damage Chills when you Stun
(The Stun Threshold determines how much Damage can Stun something)
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+18% Chance to Block Attack Damage while wielding a Staff
(80–100)% increased Physical Damage
Adds (25–35) to (45–60) Cold Damage
Adds (1–10) to (70–90) Lightning Damage
(20–35)% increased Critical Strike Chance
100% chance to Avoid being Shocked while Chilled
50% chance to Shock Chilled Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+475 to Accuracy Rating
Uses both hand slots
Adds (3–6) to (33–66) Physical Damage
(44–66)% increased Critical Strike Chance
33% increased Ignite Duration on Enemies
Gain (66–99)% of Sword Physical Damage as Extra Fire Damage
Gain Her Blessing for 3 seconds when you Ignite an Enemy
33% chance to Blind nearby Enemies when gaining Her Blessing
100% chance to Avoid being Ignited, Chilled or Frozen with Her Blessing
20% increased Attack and Movement Speed with Her Blessing
local level requirement + [-15]
local six linked sockets [1]
use goddess player audio [1]
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Adds (25–30) to (40–50) Cold Damage to Spells
(50–70)% increased Critical Strike Chance for Spells
(100–150)% increased Evasion Rating
+(20–30)% to Cold Resistance
25% increased Movement Speed
Unaffected by Chilled Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
1 to 4 Added Physical Damage with Bow Attacks
+10% to all Elemental Resistances
50% increased Duration of Elemental Ailments on Enemies
10% chance to Freeze, Shock and Ignite
Gain 25% of Weapon Physical Damage as Extra Damage of a random Element
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to maximum Energy Shield
(50–80)% increased Energy Shield
30% increased Movement Speed
20% increased Movement Speed on Shocked Ground
50% increased Damage on Burning Ground
Regenerate 2% of Life per second on Chilled Ground
Unaffected by Desecrated Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
22% increased Elemental Damage
Socketed Gems are Supported by Level 15 Bonechill
Socketed Gems are Supported by Level 15 Hypothermia
Socketed Gems are Supported by Level 15 Ice Bite
Socketed Gems are Supported by Level 15 Cold Penetration
Socketed Gems are Supported by Level 15 Added Cold Damage
Socketed Gems are Supported by Level 15 Inspiration
(12–20)% increased Rarity of Items found
+(20–30) to Dexterity
+(50–70) to maximum Life
+75% to Cold Resistance
Cannot be Chilled
Regenerate 10% of Life per second while Frozen
(30–50)% increased Critical Strike Chance
No Physical Damage
Adds (120–140) to (180–210) Cold Damage
(10–15)% increased Attack Speed
(10–30)% increased Light Radius
15% chance to create Chilled Ground when you Freeze an Enemy
Create Consecrated Ground when you Shatter an Enemy
40% increased Effect of Chilled Ground
(You are Chilled while standing in Chilled Ground)
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
15% reduced Enemy Stun Threshold
Adds (26–32) to (36–42) Physical Damage
Adds (26–32) to (36–42) Cold Damage
(8–14)% increased Attack Speed
+(40–50)% to Fire Resistance
(35–50)% increased Chill Duration on Enemies
Attacks with this Weapon deal Double Damage to Chilled Enemies
+(25–35) to Dexterity
(20–40)% increased Evasion Rating
100% increased Evasion Rating during Onslaught
+(50–70) to maximum Life
25% increased Movement Speed
30% chance to Avoid Elemental Ailments while Phasing
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(60–80)% reduced Duration
Immunity to Freeze, Chill, Curses and Stuns during Effect
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+25% to Global Critical Strike Multiplier
Trigger a Socketed Cold Spell on Melee Critical Strike, with a 0.25 second Cooldown
+257 Intelligence Requirement
No Physical Damage
Adds (80–100) to (160–200) Cold Damage
Adds (40–60) to (90–110) Cold Damage to Spells
(8–14)% increased Attack Speed
60% increased Critical Strike Chance against Chilled Enemies
+(20–30) to Dexterity
(20–30)% increased Cold Damage
+(35–40)% to Cold Resistance
Chill Enemy for 1 second when Hit, reducing their Action Speed by 30%
Blind Chilled Enemies on Hit
Damage Penetrates 20% Cold Resistance against Chilled Enemies
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(240–300)% increased Armour and Energy Shield
+(80–100) to maximum Life
+3% to maximum Cold Resistance
Cannot be Frozen
+1500 Armour while stationary
15% chance to create Chilled Ground when Hit with an Attack
(You are Chilled while standing in Chilled Ground)
(Maximum Resistances cannot be raised above 90%)
+(30–40) to Dexterity
(300–340)% increased Evasion Rating
30% increased Movement Speed
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 100 Life per second while moving
+2 to Maximum Life per 10 Dexterity
+18% Chance to Block Attack Damage while wielding a Staff
Grants Level 15 Vengeance Skill
+(12–16)% Chance to Block Attack Damage while wielding a Staff
100% increased Fire Damage
Adds (315–360) to (450–540) Fire Damage
Damage Penetrates 15% of Fire Resistance if you have Blocked Recently
Immune to Freeze and Chill while Ignited
Battlemage
(Warstaves are considered Staves)
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
(15–20)% increased Damage with Hits against Chilled Enemies
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets
+(10–16) to all Attributes
+(10–20)% to Fire Resistance
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+5% chance to Suppress Spell Damage
(500–600)% increased Evasion and Energy Shield
+(60–80) to maximum Life
40% increased Duration of Ailments on Enemies
+(3–4)% Chance to Block
Shared Suffering
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(40–50) to Dexterity
(150–200)% increased Evasion and Energy Shield
+(50–60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
40% increased Global Accuracy Rating
Uses both hand slots
(70–90)% increased Critical Strike Chance
Adds 2 to 3 Physical Damage to Attacks per Level
Gain Her Embrace for 3 seconds when you Ignite an Enemy
While in Her Embrace, take 0.5% of your total Maximum Life and Energy Shield as Fire Damage per second per Level
local six linked sockets [1]
use goddess player audio [1]
(Her Embrace grants the following:
Cannot be Stunned
123% of Sword Physical Damage gained as Extra Fire Damage
Unaffected by Burning Ground
Immune to Freeze, Chill and Ignite
20% increased Attack, Cast and Movement Speed)
+18% Chance to Block Attack Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
+(20–30) to maximum Life
Adds (12–15) to (25–30) Fire Damage to Attacks
Adds (12–15) to (25–30) Cold Damage to Attacks
+(20–40) to maximum Life
+(25–30)% to Cold Resistance
10% increased Movement Speed while Ignited
The Effect of Chill on you is reversed
(20–30)% increased Mana Regeneration Rate
Adds (48–53) to (58–60) Chaos Damage
Items and Gems have 50% increased Attribute Requirements
Chaos Damage can Ignite, Chill and Shock
Gain Soul Eater for 20 seconds when you use a Vaal Skill
(Attributes are Strength, Dexterity, and Intelligence)
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not gained any souls Recently. Maximum of 45 souls consumed)
(240–280)% increased Energy Shield
+(30–40)% to Cold Resistance
(30–40)% increased Elemental Damage
(25–50)% chance to inflict Brittle
Cannot inflict Freeze or Chill
(Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds)
+(25–40) to maximum Life
+(30–40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
Focus has (30–50)% increased Cooldown Recovery Rate
(50–70)% increased Damage with Hits and Ailments against Chilled Enemies
grant focus skill [1]
veiled mod seed [1,30000]
veiled mod type [2]
(Chill reduces Enemy Action Speed for 2 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
26% increased Elemental Damage
Grants Level 30 Smite Skill
+(10–30) to Strength and Intelligence
Enemies inflict Elemental Ailments on you instead of nearby Allies
redirect elemental ailments to aura owner [1]
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Dexterity
25% chance to Poison on Hit
(40–60)% increased Damage with Poison
You are Chilled when you are Poisoned
Non-Chilled Enemies you Poison are Chilled
Poisoned Enemies you Kill with Hits Shatter
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Attacks have 25% chance to cause Bleeding
(40–60)% increased Damage with Bleeding
You are Chilled while you are Bleeding
Non-Chilled Enemies you inflict Bleeding on are Chilled
Bleeding Enemies you Kill with Hits Shatter
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
+(20–30)% to Lightning Resistance
+(30–50) to Intelligence
(20–25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds (16–19) to (25–29) Fire Damage
Adds (16–19) to (25–29) Cold Damage
Adds (6–10) to (33–38) Lightning Damage
(60–120)% increased Evasion Rating
Critical Strikes do not inherently inflict non-Damaging Ailments
Inflict non-Damaging Ailments as though dealing (100–200)% more Damage
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(50–70) to maximum Energy Shield
+(15–20)% to Cold and Lightning Resistances
(20–30)% chance to Sap Enemies in Chilling Areas
Enemies in your Chilling Areas take (25–35)% increased Lightning Damage
(15–20)% increased Effect of Non-Damaging Ailments
(Chilled Ground, Creeping Frost, Frost Shield, and Vortices are Chilling Areas)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Has 1 Socket
+3 to Level of Socketed Curse Gems
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
Left Ring Slot: Your Chilling Skitterbot's Aura applies Socketed Hex Curse instead
Right Ring Slot: Your Shocking Skitterbot's Aura applies Socketed Hex Curse instead
+(8–12)% to Fire and Lightning Resistances
Grants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20–40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Has 1 Socket
All Sockets are White
Socketed Gems have Secrets of Suffering
-20% to all Elemental Resistances
+(75–100)% to Fire Resistance when Socketed with a Red Gem
+(75–100)% to Cold Resistance when Socketed with a Green Gem
+(75–100)% to Lightning Resistance when Socketed with a Blue Gem
(Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped)
(100–150)% increased Evasion and Energy Shield
(5–10)% increased maximum Life
All Damage can Freeze
Freeze Chilled Enemies as though dealing (50–100)% more Damage
Nearby Enemies are Chilled
(Chill reduces Enemy Action Speed by 10%)
+(20–30)% to Cold Resistance
Adds (15–20) to (25–35) Cold Damage to Spells and Attacks
+(200–300) to Evasion Rating
Your Cold Damage cannot Freeze
Immune to Chill
Adds 60 to 80 Cold Damage against Chilled Enemies
Grants Level 22 Wintertide Brand Skill
(100–120)% increased Energy Shield
10% increased Area of Effect
Immune to Chill
Wintertide Brand has (20–30)% increased Chill Effect
30% increased Global Critical Strike Chance
+18% Chance to Block Attack Damage while Dual Wielding
+(10–20) to Dexterity
10% increased Attack Speed
50% increased Global Critical Strike Chance
Chill Attackers for 4 seconds on Block
Shock Attackers for 4 seconds on Block
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
(10–20)% increased Attack Speed while Chilled
(10–20)% increased Cast Speed while Chilled
(10–20)% increased Movement Speed while Chilled
15% reduced Enemy Stun Threshold
Adds (53–67) to (71–89) Chaos Damage
(8–14)% increased Attack Speed
+(23–31)% to Chaos Resistance
Your Chaos Damage can Chill
Attacks with this Weapon deal Double Damage to Chilled Enemies
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+20% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
Elemental Damage with Hits is Lucky while you are Shocked
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
+(10–16) to all Attributes
(-3–3)% to maximum Fire Resistance
(-3–3)% to maximum Cold Resistance
(-3–3)% to maximum Lightning Resistance
You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
(Maximum Resistances cannot be raised above 90%)
Corrupted
Restores Ward on use
(20–30)% increased Charge Recovery
Inflict Fire, Cold and Lightning Exposure on nearby Enemies when used
(20–30)% increased Effect of Non-Damaging Ailments you inflict during Effect
(Each Exposure applies -10% to the matching Resistance for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(15–25)% increased Elemental Damage
(15–25)% increased Global Critical Strike Chance
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
+(20–30)% to Cold Resistance
+(20–30)% to Cold Resistance
All Damage with Hits can Chill
All Damage Taken from Hits can Chill you
Enemies Chilled by your Hits can be Shattered as though Frozen
Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+18% Chance to Block Attack Damage while wielding a Staff
Grants Level 1 Vengeance Skill
+(12–16)% Chance to Block Attack Damage while wielding a Staff
30% increased Fire Damage
Adds (12–18) to (22–26) Fire Damage
Damage Penetrates 15% of Fire Resistance if you have Blocked Recently
Immune to Freeze and Chill while Ignited
Battlemage
(Warstaves are considered Staves)
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
15% reduced Enemy Stun Threshold
(10–20)% increased Physical Damage
Adds (1–3) to (5–8) Physical Damage
(15–25)% reduced Enemy Stun Threshold with this Weapon
Cannot Knock Enemies Back
All Attack Damage Chills when you Stun
(The Stun Threshold determines how much Damage can Stun something)
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
(12–20)% increased Rarity of Items found
+(20–30) to Dexterity
+(20–30) to maximum Life
+25% to Cold Resistance
Cannot be Chilled
Regenerate 10% of Life per second while Frozen
+(20–25)% chance to Suppress Spell Damage
(60–100)% increased Evasion Rating
(20–25)% chance to Avoid Elemental Ailments
Recover (100–200) Life when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Grants Level 20 Approaching Flames Skill
(60–100)% increased Armour and Evasion
30% increased Movement Speed
Cannot be Chilled
Cannot be Frozen
Take 6000 Fire Damage per Second while Flame-Touched
Gain Adrenaline when you become Flame-Touched
Lose Adrenaline when you cease to be Flame-Touched
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it. Lasts until removed.)
+(10–15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Lightning Resistance
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to Intelligence
+(20–25)% to all Elemental Resistances
(20–25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(40–60) to maximum Energy Shield
+(40–60) to maximum Mana
(60–100)% increased Effect of Chills you inflict while Leeching Mana
(60–100)% increased Effect of Shocks you inflict while Leeching Energy Shield
Unaffected by Chill while Leeching Mana
Unaffected by Shock while Leeching Energy Shield
+(5–10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(9–20) to maximum Energy Shield
+(40–50) to maximum Life
(40–60)% increased Stun and Block Recovery
Reflects (100–150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Gain (6–8) Life per Enemy Hit with Attacks
Adds (30–40) to (60–70) Cold Damage to Attacks
+(20–30)% to Cold Resistance
Enemies Chilled by your Hits have Damage taken increased by Chill Effect
Chill Enemies as though dealing (60–100)% more Damage
3% increased Movement Speed
(100–150)% increased Evasion Rating
(15–25)% chance to Avoid Elemental Ailments
+(3–8)% Chance to Block
(30–40)% chance for Elemental Resistances to count as being 90% against Enemy Hits
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(80–120)% increased Armour
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Passive /16
Enemies Become Chilled as they Unfreeze, causing 30% reduced Action Speed
30% chance to Freeze Enemies which are Chilled
(Chill reduces Enemy Action Speed for 2 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+1% to all maximum Elemental Resistances
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
10% increased maximum Life
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Enemies permanently take 1% increased Damage for each second they've ever been Chilled by you, up to a maximum of 10%
Refresh Duration of Ignite, Chill and Shock on Enemies you Curse
Remove Elemental Ailments when you Cast a Curse Spell
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
30% increased Cold Damage
50% increased Duration of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
25% increased Cold Damage
15% chance to Freeze
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
25% increased Fire Damage
25% increased Cold Damage
Enemies Ignited or Chilled by you have -5% to Elemental Resistances
20% increased Duration of Elemental Ailments on Enemies
20% increased Elemental Damage
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Spell Damage while holding a Shield
30% reduced Elemental Ailment Duration on you while holding a Shield
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+12% to Cold Damage over Time Multiplier
20% increased Effect of Chill
+1% to all maximum Elemental Resistances
20% reduced Elemental Ailment Duration on you
20% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Take 50% less Damage over Time if you've started taking Damage over Time in the past second
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum
10% reduced Duration of Damaging Ailments on you per Bark
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy Passive /10
Ascendancy: Raider
Character: Ranger
50% chance to Avoid Elemental Ailments while Phasing
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Pathfinder
Character: Ranger
Removes Elemental Ailments when you use a Flask
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Occultist
Character: Witch
Radius: 60
Cannot be Chilled
Cannot be Frozen
15% more Cold Damage
Every 4 seconds, 50% chance to Freeze nearby Non-Frozen Enemies for 0.4 seconds
Nearby Chilled Enemies deal 10% reduced Damage with Hits
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Ascendancy: Elementalist
Character: Witch
All Damage with Hits can Chill
Chills from your Hits always reduce Action Speed by at least 15%
50% more Effect of Cold Ailments you inflict with Hits for which the highest Damage Type is Cold
Your Chills can reduce Action Speed by up to a maximum of 40%
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
(Cold Ailments are Chilled, Frozen and Brittle)
Ascendancy: Necromancer
Character: Witch
2% increased Attack and Cast Speed for each corpse Consumed Recently, up to a maximum of 200%
Enemies near corpses you Spawned Recently are Chilled and Shocked
(Recently refers to the past 4 seconds)
(Killing an Enemy is not Spawning a corpse)
(Shock increases Damage taken by 15%)
(Chill reduces Enemy Action Speed by 10%)
Ascendancy: Champion
Character: Duelist
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Recover 25% of Life when you gain Adrenaline
Remove all Ailments and Burning when you gain Adrenaline
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Ascendancy: Hierophant
Character: Templar
Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge
30% increased Area of Effect while you have Arcane Surge
0.5% of Spell Damage Leeched as Life while you have Arcane Surge
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Every 4 seconds, remove Curses and Elemental Ailments from you
Every 4 seconds, Regenerate 100% of Life over one second
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
Enemies in your Link Beams have -20% to all Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Saboteur
Character: Shadow
+40% to Critical Strike Multiplier against Burning Enemies
80% increased Critical Strike Chance against Shocked Enemies
Damage Penetrates 10% Elemental Resistances against Chilled Enemies
Cluster Jewel Passive /20
Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
(Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
20% increased Duration of Elemental Ailments on Enemies
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Damage Penetrates 10% Cold Resistance against Chilled Enemies
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Radius: 30
Nearby Enemies are Chilled
(Chill reduces Enemy Action Speed by 10%)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
+5% to Cold Damage over Time Multiplier
Recover 2% of Life on Killing a Chilled Enemy
25% increased Effect of Cold Ailments you inflict on Shocked Enemies
25% increased Effect of Lightning Ailments you inflict on Chilled Enemies
(Cold Ailments are Chilled, Frozen and Brittle)
(Lightning Ailments are Shocked and Sapped)
+5% to Cold Damage over Time Multiplier
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
+10% chance to Suppress Spell Damage
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+10% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
40% increased Critical Strike Chance
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
20% increased Effect of Cold Ailments
Hatred has 50% increased Mana Reservation Efficiency
(Cold Ailments are Chilled, Frozen and Brittle)
3% Chance to Block Spell Damage
25% reduced Elemental Ailment Duration on you
+3% Chance to Block Attack Damage
25% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% reduced Effect of Chill on you
30% reduced Freeze Duration on you
You cannot be Frozen if you've been Frozen Recently
Unaffected by Chilled Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Chill reduces Action Speed by up to 30%)
(Recently refers to the past 4 seconds)
20% increased Elemental Damage
30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently
30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
10% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Recently refers to the past 4 seconds)
15% increased Elemental Damage if you've Chilled an Enemy Recently
20% increased Elemental Damage if you've Ignited an Enemy Recently
25% increased Elemental Damage if you've Shocked an Enemy Recently
(Recently refers to the past 4 seconds)
Gain 8% of Lightning Damage as Extra Cold Damage against Chilled Enemies
10% chance to gain a Power Charge when you Shock a Chilled Enemy
25% increased Cold Damage with Hits against Shocked Enemies
25% increased Lightning Damage with Hits against Chilled Enemies
Bow Skills have +6% to Damage over Time Multiplier
Bow Skills have 10% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
20% increased Fire Damage
Cannot be Chilled while Burning
5% chance to Cover Enemies in Ash on Hit while you are Burning
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
Timeless Jewel Passive /2
FactionCategoryNameShow Full Descriptions
EternalNotableRites of Lunaris
30% increased Effect of Chill
EternalNotableRites of Solaris
80% chance to Avoid being Chilled
Elevated modifier List /3
NameLvModsElevated Mods
of the Hunt80You have Chilling Conflux for 3 seconds every 8 seconds
Group: 3552
(20–30)% increased Chill Duration on Enemies
You have Chilling Conflux for 3 seconds every 8 seconds
The Shaper's68Unaffected by Chilled Ground
Group: 1512
Unaffected by Chill
Redeemer's68Unaffected by Chilled Ground
Group: 1512
Unaffected by Chill

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Chill

Chill is an elemental ailment inherent to Cold that applies a slow effect to the character, reducing the animation speed at which the character plays.



Mechanics

A hit of cold damage will attempt to inflict chill. This will occur regardless of whether or not the hit Critical strikes. By default, only cold damage is able to inflict chill. Some skill effects and modifiers, such as Chilled ground and Summon Skitterbots, apply chill without dealing damage.

The base duration of chill is 2 seconds and its effect is determined based on to the amount of Cold damage dealt relative to the enemy's ailment threshold. Chill's effect is capped at 30% reduced action speed. Chill's minimum effect is 5%; any chill of lesser effect than that is discarded. The effect of chill is calculated using the following formula:

where D is the cold damage dealt, T is the enemy's ailment threshold, and M is the sum of the attacker's increases to the effect of chill (normally 0%).

In the great majority of cases, a monster's ailment threshold is equal to its maximum life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required life thresholds.

Example chill values

Resultingchill effect Percentage of enemy's ailment threshold dealt as cold damage
5% 0.32%
10% 1.79%
15% 4.93%
20% 10.12%
25% 17.68%
30% 27.89%

In-depth mechanics

When a target is Frozen, it is also considered chilled. As the target becomes unfrozen, chill will remain on the target for an additional duration of 0.3 seconds.

Some modifiers such as Chilling Conflux or the modifier found on The Three Dragons can change which damage types are able to inflict chill. If the player is able to chill with multiple different damage types, the chill's effect is determined by the total damage dealt by all applicable damage types.

Modifiers to chill effect, such as X% increased Effect of Chill, apply to the effect of the chill before the minimum or maximum effect is enforced. This means that increases to the effect of chill effectively reduce the amount of damage needed to apply both a minimum and a maximum chill. For example, a total of 100% increased Effect of Chill would reduce required the amount of damage dealt to apply a minimum effect chill to 0.06% of the enemy's ailment threshold, and reduce the required damage dealt for a maximum chill to 4.93%.

Unless otherwise specified, all sources of chill that apply without dealing damage have a base effect of 10% reduced action speed and scale with any modifiers to chill effectiveness. Some examples of chills that apply without dealing damage are Chilling Ground, Summon Skitterbots, and Elementalist's Beacon of Ruin.

The chill ailment is applied after the hit (not before), because the magnitude of the chill is based on damage dealt.


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