cold GemTags /104
A circle of ice expands from the caster.
A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
A circle of ice expands from the caster.
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
Supports any skill that hits enemies.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Supports any skill that hits enemies.
Casts an aura that grants extra cold damage based on physical damage to you and your allies.
Supports any skill that hits enemies, or could otherwise apply elemental ailments.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.
Immediately encases you in ice, protecting you for a duration or until you take damage from a number of hits, and also grants a buff once the cast time has finished. You cannot move or perform non-instant actions while in the ice. When the ice breaks, the buff is also removed.
Supports any skill that hits enemies, making those hits penetrate enemy cold resistance.
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the evasion of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Casts an aura that grants cold resistance to you and your allies.
Casts an aura that reduces cold damage taken and provides freeze and chill immunity to you and nearby allies, and makes hits against nearby enemies ignore their cold resistance.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Grants a buff adding cold damage to spells and attacks. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. This damage is not affected by modifiers to spell damage.
Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack. If reduced to low life it will trigger a spell that destroys itself to deal area damage and fire icy projectiles in a circle.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Supports any skill you use to hit enemies yourself. Cannot support skills used by totems, traps, or mines.
Supports any skill that deals damage.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
Throws a trap that creates a series of icy runic explosions in a circle around itself when triggered, dealing cold damage to all enemies caught in the blasts.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Supports any skill that can chill enemies or create chilling areas.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.
Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
Supports any skill that hits enemies.
Supports any skill that hits enemies, making those hits penetrate enemy cold resistance.
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
A circle of ice expands from the caster.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
Supports any skill that hits enemies.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
Supports attacks, causing them to trigger the Prismatic Burst spell. Cannot support triggered attacks or attacks used by things other than you. Cannot modify the skills of minions.
When commanded, this Graft will call forth a devastating tornado which rapidly deals cold damage to Enemies within it. When you Critically Strike with an Attack while the Tornado is active, it will fire off a nova of icicle projectiles.
While equipped, this Graft will periodically fling icy mortars at Enemies in range that are Chilled or Frozen.
When you apply exposure to an enemy, this Graft will apply a buff which takes elemental damage from hits for you while active.
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