Skill Gem Quality /3
ItemStats
Glacial HammerEvery third successive strike Freezes enemies as though dealing (0–100)% more Damage
FrostbiteFreezes on Cursed enemies have (0–20)% increased Duration
Wild Strike(0–20)% chance to Freeze, Shock and Ignite
Support Gem Quality /1
ItemStats
Hypothermia SupportSupported Skills have +(0–20)% chance to Freeze Enemies which are Chilled
Item mods /153
NameLevelPre/SufDescriptionWeight
of Freezing15Suffix10% chance to Freeze elemental cold ailmentsceptre 1000
wand 1000
default 0
of Bleakness45Suffix15% chance to Freeze elemental cold ailmentsceptre 1000
wand 1000
default 0
of the Hyperboreal75Suffix20% chance to Freeze elemental cold ailmentsceptre 500
wand 500
default 0
of Freezing15Suffix20% chance to Freeze elemental cold ailmentstaff 1000
default 0
of Bleakness45Suffix25% chance to Freeze elemental cold ailmentstaff 1000
default 0
of the Hyperboreal75Suffix30% chance to Freeze elemental cold ailmentstaff 500
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 Shaping68SuffixSocketed Gems are Supported by Level 18 Elemental Proliferation
(5–7)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_shaper 1000
default 0
of Shaping75SuffixSocketed Gems are Supported by Level 20 Elemental Proliferation
(8–10)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_shaper 1000
default 0
of the Elder68SuffixSocketed Gems are Supported by Level 18 Unbound Ailments
(5–7)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_elder 1000
default 0
of the Elder75SuffixSocketed Gems are Supported by Level 20 Unbound Ailments
(8–10)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_elder 1000
default 0
of the Crusade75Suffix(51–60)% chance to Avoid being Frozen elemental cold ailmentboots_crusader 1000
quiver_crusader 1000
default 0
of the Crusade75Suffix(51–60)% reduced Freeze Duration on you elemental cold ailmenthelmet_crusader 1000
default 0
of Redemption68Suffix(8–12)% increased Freeze Duration on Enemies
(6–8)% chance to Freeze
elemental cold ailment
helmet_eyrie 500
default 0
of Redemption75Suffix(13–15)% increased Freeze Duration on Enemies
(6–8)% chance to Freeze
elemental cold ailment
helmet_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 Frozenflask 100
default 0
68ScourgeUpside(31–35)% reduced Freeze Duration on you elemental cold ailmenthelmet 500
default 0
68ScourgeUpside(36–40)% reduced Freeze Duration on you elemental cold ailmenthelmet 500
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
45ScourgeUpside(5–6)% chance to Freeze elemental cold ailmentsceptre 500
wand 500
default 0
68ScourgeUpside(7–8)% chance to Freeze elemental cold ailmentsceptre 500
wand 500
default 0
68ScourgeUpside(9–10)% chance to Freeze elemental cold ailmentsceptre 500
wand 500
default 0
45ScourgeUpside(7–9)% chance to Freeze elemental cold ailmentstaff 500
default 0
68ScourgeUpside(10–12)% chance to Freeze elemental cold ailmentstaff 500
default 0
68ScourgeUpside(13–15)% chance to Freeze elemental cold ailmentstaff 500
default 0
1ScourgeUpsideCannot be Frozen elemental cold ailmentboots 200
default 0
75RedImplicitFreezes you inflict spread to other Enemies within 1.2 metresno_tier_6_eldritch_implicit 0
gloves 400
default 0
75RedImplicitFreezes you inflict spread to other Enemies within 1.3 metresno_tier_5_eldritch_implicit 0
gloves 400
default 0
75RedImplicitFreezes you inflict spread to other Enemies within 1.4 metresno_tier_4_eldritch_implicit 0
gloves 400
default 0
75RedImplicitFreezes you inflict spread to other Enemies within 1.5 metresno_tier_3_eldritch_implicit 0
gloves 400
default 0
75RedImplicitFreezes you inflict spread to other Enemies within 1.6 metresno_tier_2_eldritch_implicit 0
gloves 400
default 0
75RedImplicitFreezes you inflict spread to other Enemies within 1.7 metresno_tier_1_eldritch_implicit 0
gloves 400
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Freezes you inflict spread to other Enemies within 1.6 metres elemental cold ailmentno_tier_5_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Freezes you inflict spread to other Enemies within 1.7 metres elemental cold ailmentno_tier_4_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Freezes you inflict spread to other Enemies within 1.8 metres elemental cold ailmentno_tier_3_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Freezes you inflict spread to other Enemies within 1.9 metres elemental cold ailmentno_tier_2_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Freezes you inflict spread to other Enemies within 2 metres elemental cold ailmentno_tier_1_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Freezes you inflict spread to other Enemies within 2 metres elemental cold ailmentno_tier_4_eldritch_implicit 0
gloves 80
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Freezes you inflict spread to other Enemies within 2.1 metres elemental cold ailmentno_tier_3_eldritch_implicit 0
gloves 80
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Freezes you inflict spread to other Enemies within 2.2 metres elemental cold ailmentno_tier_2_eldritch_implicit 0
gloves 80
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Freezes you inflict spread to other Enemies within 2.3 metres elemental cold ailmentno_tier_1_eldritch_implicit 0
gloves 80
default 0
75BlueImplicit5% chance to Freeze elemental cold ailmentno_tier_6_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit10% chance to Freeze elemental cold ailmentno_tier_5_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit15% chance to Freeze elemental cold ailmentno_tier_4_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit20% chance to Freeze elemental cold ailmentno_tier_3_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit25% chance to Freeze elemental cold ailmentno_tier_2_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit30% chance to Freeze elemental cold ailmentno_tier_1_eldritch_implicit 0
helmet 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 20% chance to Freeze elemental cold ailmentno_tier_5_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 25% chance to Freeze elemental cold ailmentno_tier_4_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% chance to Freeze elemental cold ailmentno_tier_3_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% chance to Freeze elemental cold ailmentno_tier_2_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% chance to Freeze elemental cold ailmentno_tier_1_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 35% chance to Freeze elemental cold ailmentno_tier_4_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 40% chance to Freeze elemental cold ailmentno_tier_3_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 45% chance to Freeze elemental cold ailmentno_tier_2_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% chance to Freeze elemental cold ailmentno_tier_1_eldritch_implicit 0
helmet 140
default 0
75BlueImplicit(33–35)% reduced Freeze Duration on you elemental cold ailmentno_tier_6_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(36–38)% reduced Freeze Duration on you elemental cold ailmentno_tier_5_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(39–41)% reduced Freeze Duration on you elemental cold ailmentno_tier_4_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(42–44)% reduced Freeze Duration on you elemental cold ailmentno_tier_3_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(45–47)% reduced Freeze Duration on you elemental cold ailmentno_tier_2_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(48–50)% reduced Freeze Duration on you elemental cold ailmentno_tier_1_eldritch_implicit 0
helmet 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (45–47)% reduced Freeze Duration on you elemental cold ailmentno_tier_5_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (48–50)% reduced Freeze Duration on you elemental cold ailmentno_tier_4_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (51–53)% reduced Freeze Duration on you elemental cold ailmentno_tier_3_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (54–57)% reduced Freeze Duration on you elemental cold ailmentno_tier_2_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (58–61)% reduced Freeze Duration on you elemental cold ailmentno_tier_1_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% reduced Freeze Duration on you elemental cold ailmentno_tier_4_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% reduced Freeze Duration on you elemental cold ailmentno_tier_3_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% reduced Freeze Duration on you elemental cold ailmentno_tier_2_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% reduced Freeze Duration on you elemental cold ailmentno_tier_1_eldritch_implicit 0
helmet 140
default 0
75RedImplicit(33–35)% chance to Avoid being Frozen elemental cold ailmentno_tier_6_eldritch_implicit 0
boots 700
default 0
75RedImplicit(36–38)% chance to Avoid being Frozen elemental cold ailmentno_tier_5_eldritch_implicit 0
boots 700
default 0
75RedImplicit(39–41)% chance to Avoid being Frozen elemental cold ailmentno_tier_4_eldritch_implicit 0
boots 700
default 0
75RedImplicit(42–44)% chance to Avoid being Frozen elemental cold ailmentno_tier_3_eldritch_implicit 0
boots 700
default 0
75RedImplicit(45–47)% chance to Avoid being Frozen elemental cold ailmentno_tier_2_eldritch_implicit 0
boots 700
default 0
75RedImplicit(48–50)% chance to Avoid being Frozen elemental cold ailmentno_tier_1_eldritch_implicit 0
boots 700
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (45–47)% chance to Avoid being Frozen elemental cold ailmentno_tier_5_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (48–50)% chance to Avoid being Frozen elemental cold ailmentno_tier_4_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (51–53)% chance to Avoid being Frozen elemental cold ailmentno_tier_3_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (54–57)% chance to Avoid being Frozen elemental cold ailmentno_tier_2_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (58–61)% chance to Avoid being Frozen elemental cold ailmentno_tier_1_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid being Frozen elemental cold ailmentno_tier_4_eldritch_implicit 0
boots 140
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid being Frozen elemental cold ailmentno_tier_3_eldritch_implicit 0
boots 140
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid being Frozen elemental cold ailmentno_tier_2_eldritch_implicit 0
boots 140
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid being Frozen elemental cold ailmentno_tier_1_eldritch_implicit 0
boots 140
default 0
1WeaponTreeAdds 1 to 5 Cold Damage
10% chance to Freeze
one_hand_weapon 250
default 0
26WeaponTreeAdds 3 to 6 Cold Damage
10% chance to Freeze
one_hand_weapon 250
default 0
42WeaponTreeAdds 7 to 10 Cold Damage
10% chance to Freeze
one_hand_weapon 250
default 0
62WeaponTreeAdds 12 to 19 Cold Damage
10% chance to Freeze
one_hand_weapon 125
default 0
82WeaponTreeAdds 24 to 35 Cold Damage
10% chance to Freeze
one_hand_weapon 63
default 0
1WeaponTreeAdds 4 to 6 Cold Damage
20% chance to Freeze
two_hand_weapon 250
default 0
26WeaponTreeAdds 7 to 11 Cold Damage
20% chance to Freeze
two_hand_weapon 250
default 0
42WeaponTreeAdds 13 to 21 Cold Damage
20% chance to Freeze
two_hand_weapon 250
default 0
62WeaponTreeAdds 23 to 35 Cold Damage
20% chance to Freeze
two_hand_weapon 125
default 0
82WeaponTreeAdds 45 to 66 Cold Damage
20% chance to Freeze
two_hand_weapon 63
default 0
36WeaponTreeAdds 3 to 6 Fire Damage
Adds 3 to 6 Cold Damage
Adds 1 to Lightning Damage
5% chance to Freeze, Shock and Ignite
one_hand_weapon 125
default 0
60WeaponTreeAdds 6 to 10 Fire Damage
Adds 6 to 10 Cold Damage
Adds 1 to Lightning Damage
5% chance to Freeze, Shock and Ignite
one_hand_weapon 63
default 0
85WeaponTreeAdds 13 to 20 Fire Damage
Adds 13 to 20 Cold Damage
Adds 3 to Lightning Damage
5% chance to Freeze, Shock and Ignite
one_hand_weapon 31
default 0
36WeaponTreeAdds 7 to 11 Fire Damage
Adds 7 to 11 Cold Damage
Adds 3 to Lightning Damage
10% chance to Freeze, Shock and Ignite
two_hand_weapon 125
default 0
60WeaponTreeAdds 12 to 20 Fire Damage
Adds 12 to 20 Cold Damage
Adds 3 to Lightning Damage
10% chance to Freeze, Shock and Ignite
two_hand_weapon 63
default 0
85WeaponTreeAdds 24 to 35 Fire Damage
Adds 24 to 35 Cold Damage
Adds 4 to Lightning Damage
10% chance to Freeze, Shock and Ignite
two_hand_weapon 31
default 0
1WeaponTreeAdds 1 to 3 Cold Damage to Spells
10% chance to Freeze
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
26WeaponTreeAdds 2 to 4 Cold Damage to Spells
10% chance to Freeze
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
42WeaponTreeAdds 4 to 8 Cold Damage to Spells
10% chance to Freeze
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
62WeaponTreeAdds 8 to 14 Cold Damage to Spells
10% chance to Freeze
two_hand_weapon 0
caster_unique_weapon 125
attack_dagger 0
wand 125
sceptre 125
dagger 125
default 0
82WeaponTreeAdds 17 to 25 Cold Damage to Spells
10% chance to Freeze
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
1WeaponTreeAdds 2 to 5 Cold Damage to Spells
20% chance to Freeze
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
26WeaponTreeAdds 5 to 8 Cold Damage to Spells
20% chance to Freeze
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
42WeaponTreeAdds 9 to 15 Cold Damage to Spells
20% chance to Freeze
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
62WeaponTreeAdds 16 to 25 Cold Damage to Spells
20% chance to Freeze
one_hand_weapon 0
caster_unique_weapon 125
attack_staff 0
staff 125
default 0
82WeaponTreeAdds 32 to 47 Cold Damage to Spells
20% chance to Freeze
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
1WeaponTreeMinions deal 2 to 5 additional Cold Damage
Minions have 8% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
26WeaponTreeMinions deal 3 to 7 additional Cold Damage
Minions have 8% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
42WeaponTreeMinions deal 8 to 14 additional Cold Damage
Minions have 8% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
62WeaponTreeMinions deal 14 to 21 additional Cold Damage
Minions have 8% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 1250
minion_unique_weapon 1250
default 0
82WeaponTreeMinions deal 29 to 43 additional Cold Damage
Minions have 8% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 630
minion_unique_weapon 630
default 0
1WeaponTreeMinions deal 4 to 7 additional Cold Damage
Minions have 16% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
26WeaponTreeMinions deal 7 to 12 additional Cold Damage
Minions have 16% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
42WeaponTreeMinions deal 15 to 24 additional Cold Damage
Minions have 16% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
62WeaponTreeMinions deal 26 to 40 additional Cold Damage
Minions have 16% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 1250
minion_unique_weapon 1250
default 0
82WeaponTreeMinions deal 53 to 79 additional Cold Damage
Minions have 16% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 630
minion_unique_weapon 630
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
1WeaponTree20% increased Freeze Duration on Enemies
15% increased Freeze Duration on you
one_hand_weapon 300
shield 300
default 0
45WeaponTree30% increased Freeze Duration on Enemies
20% increased Freeze Duration on you
one_hand_weapon 300
shield 300
default 0
1WeaponTree35% increased Freeze Duration on Enemies
30% increased Freeze Duration on you
two_hand_weapon 300
default 0
45WeaponTree50% increased Freeze Duration on Enemies
40% increased Freeze Duration on you
two_hand_weapon 300
default 0
1WeaponTree60% chance to Avoid being Frozen
+20% chance to be Ignited
shield 750
default 0
60WeaponTree100% chance to Avoid being Frozen
+20% chance to be Ignited
shield 750
default 0
1WeaponTree60% chance to Avoid being Shocked
+20% chance to be Frozen
shield 750
default 0
60WeaponTree100% chance to Avoid being Shocked
+20% chance to be Frozen
shield 750
default 0
25WeaponTree20% increased Freeze Duration on you
Minions have 8% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
78WeaponTree20% increased Freeze Duration on you
Minions have 12% chance to Freeze
two_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
25WeaponTree40% increased Freeze Duration on you
Minions have 16% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
78WeaponTree40% increased Freeze Duration on you
Minions have 24% chance to Freeze
one_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
1WeaponTreeKilling Blows with Burning Arrow or Explosive Arrow Shatter Enemies as though Frozenbow 1000
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
1WeaponTreeEnemies Frozen by Ice Crash or Glacial Hammer become Covered in Frost for 4 seconds as they Unfreezeshield 500
sword 500
mace 1000
sceptre 1000
axe 500
staff 1000
default 0
1WeaponTreeKilling Blows with Earthquake and Earthshatter Shatter Enemies as though Frozenshield 500
mace 1000
sceptre 1000
axe 1000
staff 1000
default 0
1WeaponTree100% more Frozen Legion and General's Cry Cooldown Recovery Rate
Frozen Sweep deals 30% less Damage
General's Cry has -2 to maximum number of Mirage Warriors
ranged 0
two_hand_weapon 1000
default 0
1WeaponTreeKilling Blows with Lightning Conduit and Galvanic Field Shatter Enemies as though Frozencaster_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
1WeaponTreeManabond and Stormbind Freeze enemies as though dealing 200% more Damage
50% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
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
1WeaponTreeManabond and Stormbind Freeze enemies as though dealing 300% more Damage
100% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
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
Enchantment Modifier /17
NameLevelPre/SufDescriptionWeight
Enchantment Status Ailments 153Enchantment6% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
default 0
Enchantment Status Ailments 266Enchantment8% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
default 0
Enchantment Status Ailments 375Enchantment10% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
default 0
Enchantment Elemental Hit Chance To Freeze Shock Ignite 166EnchantmentElemental Hit has +20% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailmenthelmet 100
default 0
Enchantment Elemental Hit Chance To Freeze Shock Ignite 275EnchantmentElemental Hit has +30% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailmenthelmet 100
default 0
Enchantment Frost Bolt Freeze Chance 166EnchantmentFrostbolt has +10% chance to Freeze elemental cold caster ailmenthelmet 100
default 0
Enchantment Frost Bolt Freeze Chance 275EnchantmentFrostbolt has +15% chance to Freeze elemental cold caster ailmenthelmet 100
default 0
Enchantment Glacial Hammer Freeze Chance 166EnchantmentGlacial Hammer has +20% chance to Freeze elemental cold attack ailmenthelmet 100
default 0
Enchantment Glacial Hammer Freeze Chance 275EnchantmentGlacial Hammer has +30% chance to Freeze elemental cold attack ailmenthelmet 100
default 0
Enchantment Ice Nova Freeze Chance 166EnchantmentIce Nova has +20% chance to Freeze elemental cold caster ailmenthelmet 75
default 0
Enchantment Ice Nova Freeze Chance 275EnchantmentIce Nova has +30% chance to Freeze elemental cold caster ailmenthelmet 75
default 0
Enchantment Frozen Sweep Damage 166EnchantmentFrozen Sweep deals 25% increased Damage damage attackhelmet 100
default 0
Enchantment Frozen Sweep Damage 275EnchantmentFrozen Sweep deals 40% increased Damage damage attackhelmet 100
default 0
Enchantment Frozen Legion Cooldown Recovery 166EnchantmentFrozen Legion has 20% increased Cooldown Recovery Rate attackhelmet 100
default 0
Enchantment Frozen Legion Cooldown Recovery 275EnchantmentFrozen Legion has 30% increased Cooldown Recovery Rate attackhelmet 100
default 0
Enchantment Frozen Legion Additional Cooldown 166EnchantmentFrozen Legion has +1 Cooldown Use attackhelmet 100
default 0
Enchantment Frozen Legion Additional Cooldown 275EnchantmentFrozen Legion has +2 Cooldown Uses attackhelmet 100
default 0
Monsters mods /18
NameLevelPre/SufDescriptionWeight
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
elemental cold ailment
1UniqueChill Effect and Freeze Duration on you are based on 100% of Energy Shield elemental cold ailment
Freezing68Unique25% increased Freeze Duration on Enemies
35% chance to Freeze
All Damage can Freeze
cold ailment effect on self +% [-80]
no_common_monster_mods 0
magic 0
default 2500
Freezing68Unique20% chance to Freeze
All Damage can Freeze
cold ailment effect on self +% [1]
no_common_monster_mods 0
rare 0
default 2500
1Unique10% chance to Freeze
All Damage can Freeze
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
1UniqueGain 20% of Physical Damage as Extra Cold Damage
10% chance to Freeze
bleed damage physical elemental cold ailment
Aurora Cultist's Grip1Torment+40% to Cold Resistance
Gain 60% of Physical Damage as Extra Cold Damage
20% chance to Freeze
bleed damage physical elemental cold resistance ailment
default 1000
Three Hands Talisman1Talisman50% chance to Ignite
50% chance to Freeze
50% chance to Shock
Gain 30% of Physical Damage as Extra Damage of a random Element
bleed damage physical elemental fire cold lightning 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
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
of Freezing34Suffix1% chance to Freezecold_affinity 2500
default 0
1UniqueImmune to Chill
Immune to Freeze
1UniqueYour Ancestral Totem periodically Freezes nearby Enemies
Periodically Freeze nearby Enemies
Abyss Jewel mods /3
NameLevelPre/SufDescriptionWeight
1Corrupted(20–25)% chance to Avoid being Frozen elemental cold ailmentdefault 1000
of Warming50Suffix(31–40)% chance to Avoid being Frozen elemental cold ailmentdefault 300
of Heating70Suffix(41–50)% chance to Avoid being Frozen elemental cold ailmentdefault 150
Cluster Jewel mods /2
NameLevelPre/SufDescriptionWeight
Notable68Prefix1 Added Passive Skill is Blast-Freeze damage elemental cold ailmentaffliction_cold_damage 95
affliction_cold_damage_over_time_multiplier 178
affliction_effect_of_non-damaging_ailments 305
default 0
Notable50Prefix1 Added Passive Skill is Antifreeze elemental cold resistance ailmentaffliction_cold_resistance 686
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
Veiled mods /4
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(70–79)% increased Cold Damage
(21–23)% chance to Freeze
damage elemental cold ailment
two_hand_weapon 0
wand 1000
dagger 1000
sceptre 1000
weapon 100
default 0
Chosen60Prefix(100–109)% increased Cold Damage
(35–40)% chance to Freeze
damage elemental cold ailment
one_hand_weapon 0
bow 0
staff 1000
weapon 100
default 0
Rin's60Prefix(20–30)% chance to Avoid being Chilled
100% chance to Avoid being Frozen
elemental cold ailment
boots 2000
default 0
of the Order60Suffix+(31–35) to Dexterity
(21–25)% chance to Avoid being Frozen
attribute
body_armour 1000
shield 1000
default 0
Crafting Bench /13
ModRequireItemClassesUnlock
(11–15)% reduced Effect of Freeze on you4x Orb of AlterationHelmetThe Ascent
(16–20)% reduced Effect of Freeze on you2x Chaos OrbHelmetCarcass Map
(60–64)% increased Cold Damage
(21–24)% chance to Freeze
3x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
(65–72)% increased Cold Damage
(25–28)% chance to Freeze
3x Chaos OrbTwo Hand MeleeBetrayal Unveil
(73–80)% increased Cold Damage
(29–34)% chance to Freeze
8x Chaos OrbTwo Hand MeleeBetrayal Unveil
(36–41)% increased Cold Damage
(13–15)% chance to Freeze
3x Orb of AlchemyOne Hand Melee · One Hand RangedBetrayal Unveil
(42–50)% increased Cold Damage
(16–17)% chance to Freeze
3x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil
(51–60)% increased Cold Damage
(18–20)% chance to Freeze
8x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil
80% chance to Avoid being Frozen4x Chaos OrbBootsBetrayal Unveil, Rin
100% chance to Avoid being Frozen1x Exalted OrbBootsBetrayal Unveil, Rin
+(10–15) to Dexterity
(21–25)% chance to Avoid being Frozen
8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
+(16–20) to Dexterity
(21–25)% chance to Avoid being Frozen
3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
+(21–25) to Dexterity
(21–25)% chance to Avoid being Frozen
4x Chaos OrbBody Armour · ShieldBetrayal Unveil
Misc mods /46
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 Foisting12FlaskSuffix(19–22)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of Imposing32FlaskSuffix(23–26)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of Wreaking52FlaskSuffix(27–30)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of Infliction72FlaskSuffix(31–34)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
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 Frozen during Effect elemental cold ailment
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
Arctic8ChestPrefixFreezes you when activateddefault 1000
1JewelUnique2% chance to Freeze elemental cold ailment
1JewelCorrupted(3–5)% reduced Freeze 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
of Freezing1JewelSuffix(12–16)% increased Freeze Duration on Enemies
(3–5)% chance to Freeze
elemental cold ailment
not_dex 250
default 350
1JewelUnique15% reduced Freeze Duration on you elemental cold ailmentjewel 1
default 0
1JewelUnique15% chance to Avoid being Frozen 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
10ExpeditionRelicPrefixAll Damage from Monsters' Hits can Freeze
Monsters' Hits have 10% chance to Freeze
default 1000
Wintry75SanctumSpecialPrefixFreezes you inflict spread to other Enemies within 1.6 metresdex_special_relic 200
default 50
of Freezing75SanctumSpecialSuffix(20–30)% chance to Freeze elemental cold ailmentdex_special_relic 600
default 150
of Melting75SanctumSpecialSuffix(40–50)% reduced Freeze Duration on you elemental cold ailmentdex_special_relic 600
default 150
of the Guiltless75SanctumSpecialSuffix(40–50)% chance to Avoid being Frozen elemental cold ailmentdex_special_relic 600
default 150
Cataclysmic84SanctumSpecialPrefixYour Lightning Damage can Freeze elemental cold lightning ailmentint_special_relic 200
default 50
of Frostbite1CrucibleMapSuffixAll Damage from Monsters' Hits can Freeze
Monsters' Hits have 10% chance to Freeze
map item drop quantity +% [12]
map item drop rarity +% [7]
crucible_map_low 400
default 0
of Frostbite1CrucibleMapSuffixAll Damage from Monsters' Hits can Freeze
Monsters' Hits have 20% chance to Freeze
Monsters have 100% increased Freeze Duration
map item drop quantity +% [12]
map item drop rarity +% [7]
crucible_map_high 400
default 0
1TinctureUniqueAll Damage can Freeze elemental cold attack ailment
of the Tundra45TinctureSuffixKilling Blows have (26–35)% chance to Shatter Enemies as though Frozen attacktincture 500
default 0
of the Snow Forest45TinctureSuffixKilling Blows have (36–45)% chance to Shatter Enemies as though Frozen attacktincture 500
default 0
of the Alpine Wood72TinctureSuffixKilling Blows have (46–60)% chance to Shatter Enemies as though Frozen attacktincture 250
default 0
Elementalist's1CharmPrefix(10–15)% chance to Freeze, Shock and Igniteint_animal_charm 1000
default 0
Elementalist's60CharmPrefix(16–25)% chance to Freeze, Shock and Igniteint_animal_charm 500
default 0
Item /2
Splitnewt Talisman
Talisman Tier: 2
(4–6)% chance to Freeze, Shock and Ignite
local stat monsters pick up item [1]
Corrupted
Borealwood Tincture
All Damage can Freeze
Unmodifiable
Unique /90
+(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)
+(25–40) to maximum Life
+(75–100) to maximum Life
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
+(12–16)% to Cold and Lightning Resistances
(25–30)% increased Cold Damage
Adds 1 to (50–70) Lightning Damage to Spells and Attacks
+(30–40) to maximum Life
1% of Damage Leeched as Life against Shocked Enemies
1% of Damage Leeched as Energy Shield against Frozen Enemies
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(12–16)% to Fire and Cold Resistances
(25–30)% increased Fire Damage
Adds (20–25) to (30–50) Cold Damage to Spells and Attacks
+(30–40) to maximum Energy Shield
30% increased Damage while Ignited
+5000 to Armour while Frozen
+(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
+(8–10)% to all Elemental Resistances
20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy
+(20–30)% to all Elemental Resistances
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
(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)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(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)
+5 to Dexterity
+(10–20) to maximum Energy Shield
(20–40)% increased Mana Regeneration Rate
20% increased Movement Speed
Cannot be Frozen
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)
+4% to all Elemental Resistances
(80–120)% increased Armour and Energy Shield
Regenerate (30–50) Life per second
80% reduced Freeze Duration on you
Regenerate 100 Life per Second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(20–24)% increased Elemental Damage with Attack Skills
Adds (48–60) to (72–90) Cold Damage
Adds 1 to (120–150) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
15% increased Quantity of Items Dropped by Slain Frozen Enemies
30% increased Rarity of Items Dropped by Slain Shocked Enemies
+25% Chance to Block Attack Damage while wielding a Staff
(50–60)% increased Spell Damage
(40–50)% increased Cold Damage
(10–20)% increased Cast Speed
+2 to Level of all Cold Spell Skill Gems
8% chance to Freeze
Enemies Frozen by you take 20% increased Damage
60% increased Global Accuracy Rating
(80–100)% increased Physical Damage
Adds 35 to 70 Cold Damage
0.6% of Physical Attack Damage Leeched as Mana
Cannot be Frozen
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(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
(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 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
(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)
(8–12)% increased Spell Damage
20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
(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)
Adds (60–72) to (88–100) Cold Damage to Attacks
(12–16)% increased maximum Life
+(40–50)% to Cold Resistance
100% increased Freeze Duration on Enemies
Your Hits can only Kill Frozen Enemies
+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)
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen 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)
15% reduced Enemy Stun Threshold
(140–180)% increased Physical Damage
Adds (10–20) to (30–50) Cold Damage
(15–40)% increased Critical Strike Chance
40% increased Rarity of Items Dropped by Frozen Enemies
(30–40)% increased Cold Damage with Attack Skills
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)
14% increased Elemental Damage
(100–140)% increased Physical Damage
40% increased Damage with Hits against Frozen Enemies
+(25–35)% to Cold Damage over Time Multiplier
(30–50)% increased Cold Damage
(5–10)% increased Attack Speed
(4–8)% increased Cast Speed
5% chance to Freeze
Grants 46 Life per Enemy Hit
(40–60)% increased Physical Damage
Adds 20 to 50 Physical Damage
(10–15)% increased Attack Speed
+(300–400) to Accuracy Rating
100% increased Global Physical Damage while Frozen
(18–25)% increased Fire Damage
(18–25)% increased Cold Damage
2% chance to Ignite
2% chance to Freeze
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
Grants 46 Life per Enemy Hit
Adds (40–50) to (130–150) Physical Damage
30% increased Cold Damage
(30–40)% increased Critical Strike Chance
20% chance to gain a Frenzy Charge on Killing a Frozen Enemy
Skills Chain an additional time while at maximum Frenzy Charges
10% chance to Freeze
Critical Strikes do not inherently Freeze
+(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
+4% to all Elemental Resistances
(80–120)% increased Armour and Energy Shield
+(100–150) to maximum Life
80% reduced Freeze Duration on you
Regenerate 3% of Life per second
Regenerate 3% of Life per second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(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)
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
(10–20)% increased Cast Speed
Gain a Power Charge on Killing a Frozen Enemy
Adds 50 to 70 Cold Damage to Spells per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
Adds (120–140) to (150–170) Cold Damage to Spells
Gain a Power Charge on Killing a Frozen Enemy
Cold Exposure you inflict applies an extra -12% to Cold Resistance
+(20–25) Mana gained on Killing a Frozen Enemy
+(20–30) to Dexterity
+(35–40)% to Cold Resistance
30% increased Freeze Duration on Enemies
10% chance to Freeze
Freezes you inflict spread to other Enemies within 1.5 metres
60% increased Damage if you've Frozen an Enemy Recently
(Recently refers to the past 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%)
+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)
+(25–35) to Strength
(20–30)% increased Cold Damage
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Lightning Resistance
0.6% of Cold Damage Leeched as Life
(20–30)% chance to Freeze during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+2 to Level of Socketed Gems
Triggers Level 20 Cold Aegis when Equipped
(200–250)% increased Armour and Evasion
+(60–80) to maximum Life
Cannot be Frozen
+(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% 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)
+(25–40) to maximum Life
(5–15)% increased Attributes
+(60–80) to maximum Life
Cannot be Frozen if Dexterity is higher than Intelligence
Cannot be Ignited if Strength is higher than Dexterity
Cannot be Shocked if Intelligence is higher than Strength
1% increased Damage per 5 of your lowest Attribute
(Attributes are Strength, Dexterity, and Intelligence)
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)
15% reduced Enemy Stun Threshold
Trigger Level 20 Icicle Burst when you Hit a Frozen Enemy
(140–180)% increased Physical Damage
Adds (11–14) to (17–21) Physical Damage
(15–40)% increased Critical Strike Chance
40% increased Rarity of Items Dropped by Frozen Enemies
(30–40)% increased Cold Damage with Attack Skills
+(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)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
50% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage
Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage
Ignites inflicted with this Weapon deal (50–75)% more Damage
(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)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (30–60)% increased Damage to Ignited Enemies
Hits with this Weapon deal (30–60)% increased Damage to Frozen Enemies
Hits with this Weapon deal (30–60)% increased Damage to Shocked Enemies
(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)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(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)
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)
(80–120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(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)
+(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)
+(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
(140–180)% increased Physical Damage
Adds 30 to 40 Physical Damage
(60–80)% increased Critical Strike Chance
+(20–25)% to Cold Resistance
Your Physical Damage can Freeze
Eldritch Battery
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Spend Energy Shield before Mana for Skill Mana Costs. Energy Shield protects Mana instead of Life. 50% less Energy Shield Recharge Rate)
(20–24)% increased Elemental Damage with Attack Skills
Adds (48–60) to (72–90) Cold Damage
Adds 1 to (120–150) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Enemies Frozen by you take 20% increased Damage
+(90–120) Energy Shield gained on Killing a Shocked Enemy
+(2–4)% Chance to Block Spell Damage
+(2–4)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited
30% increased Elemental Damage with Attack Skills
No Physical Damage
Adds (385–440) to (490–545) Cold Damage
(10–15)% increased Attack Speed
20% chance to Freeze
10% increased Physical Damage taken
10% increased Cold Damage taken
Culling Strike against Frozen Enemies
Gain an Endurance Charge if an Attack Freezes an Enemy
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
(15–25)% increased Cast Speed
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15–20)% increased Cold Damage per Frenzy Charge
50% chance to gain a Power Charge when you Hit a Frozen Enemy
Take 500 Cold Damage on reaching Maximum Power Charges
+(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)
+(30–40) to Intelligence
(100–140)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
(5–10)% chance to Freeze, Shock and Ignite
Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead
(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)
+(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)
Adds (6–8) to (12–16) Cold Damage
Adds 1 to (25–35) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
15% increased Quantity of Items Dropped by Slain Frozen Enemies
30% increased Rarity of Items Dropped by Slain Shocked Enemies
+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)
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+5 to Dexterity
+(10–20) to maximum Energy Shield
(20–40)% increased Mana Regeneration Rate
20% increased Movement Speed
Cannot be Frozen
(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)
+(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)
+(15–25) to maximum Energy Shield
(30–40)% increased Spell Damage
+(60–80) to maximum Mana
(5–10)% chance to Freeze, Shock and Ignite
Spells cause you to gain Energy Shield equal to their Upfront
Cost every fifth time you Pay it
(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)
(Upfront Costs are all Costs that are not paid per-second)
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)
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%)
+12% to all Elemental Resistances
24% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(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)
10% increased maximum Life
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
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
25% increased Lightning Damage
Enemies Shocked or Frozen by you take 5% increased Elemental Damage
25% increased Cold Damage
15% chance to Freeze
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
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)
60% increased Freeze Duration on Enemies
30% increased Damage if you've Shattered an Enemy Recently
(Recently refers to the past 4 seconds)
+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 /8
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: 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)
Cluster Jewel Passive /17
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)
10% chance to Freeze, Shock and Ignite while affected by a Herald
25% increased Elemental Damage while affected by a Herald
+1% to maximum Cold Resistance
+20% to Cold Resistance
30% chance to Avoid being Frozen
(Maximum Resistances cannot be raised above 90%)
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)
20% increased Cold Damage
Freezes you inflict spread to other Enemies within 1.2 metres
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)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
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)
Frostbite can affect Hexproof Enemies
30% increased Duration of Freezes you inflict on Cursed Enemies
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)
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)
Timeless Jewel Passive /1
FactionCategoryNameShow Full Descriptions
VaalPassiveFreeze Chance
(3–6)% chance to Freeze
Timeless Jewel Passive Additions /1
FactionCategoryShow Full DescriptionsCode
VaalNotable
(3–6)% chance to Freezevaal_small_chance_to_freeze
Elevated modifier List /8
NameLvModsElevated Mods
of the Crusade68(31–35)% reduced Freeze Duration on you
Group: 21
(36–40)% reduced Freeze Duration on you
of the Crusade70(36–40)% reduced Freeze Duration on you
Group: 21
(51–60)% reduced Freeze Duration on you
of the Crusade75(51–60)% reduced Freeze Duration on you
Group: 21
(51–60)% reduced Freeze Duration on you
(4–7)% reduced Damage taken if you've been Frozen Recently
of Redemption68(8–12)% increased Freeze Duration on Enemies
(6–8)% chance to Freeze

Group: 421
(13–15)% increased Freeze Duration on Enemies
(6–8)% chance to Freeze
of Redemption75(13–15)% increased Freeze Duration on Enemies
(6–8)% chance to Freeze

Group: 421
(10–15)% chance to Freeze
Freeze Enemies as though dealing (30–50)% more Damage
of the Crusade68(31–35)% chance to Avoid being Frozen
Group: 1224
(36–40)% chance to Avoid being Frozen
of the Crusade70(36–40)% chance to Avoid being Frozen
Group: 1224
(51–60)% chance to Avoid being Frozen
of the Crusade75(51–60)% chance to Avoid being Frozen
Group: 1224
(71–80)% chance to Avoid being Frozen
Frozen
Frozen solid
action_speed_-%_from_freeze
Attribute /6

frozen

KeyValue
CostiLvl 1: Normal: 3xOrb of Alchemy
AcronymIgnite
BuffIcon
BuffGroupsID-1
IsBuffDefinition1
BuffMergeModesID13
Crucible Weapon /9
WeightDesc
750 (T3, T4)60% chance to Avoid being Frozen
+20% chance to be Ignited
750 (T3, T4)100% chance to Avoid being Frozen
+20% chance to be Ignited
750 (T3, T4)60% chance to Avoid being Shocked
+20% chance to be Frozen
750 (T3, T4)100% chance to Avoid being Shocked
+20% chance to be Frozen
1000 (T5)Killing Blows with Burning Arrow or Explosive Arrow Shatter Enemies as though Frozen
500 (T5)Enemies Frozen by Ice Crash or Glacial Hammer become Covered in Frost for 4 seconds as they Unfreeze
500 (T5)Killing Blows with Earthquake and Earthshatter Shatter Enemies as though Frozen
1000 (T5)100% more Frozen Legion and General's Cry Cooldown Recovery Rate
Frozen Sweep deals 30% less Damage
General's Cry has -2 to maximum number of Mirage Warriors
1000 (T5)Killing Blows with Lightning Conduit and Galvanic Field Shatter Enemies as though Frozen
Codeaction speed -% from freeze
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsPercentage

Community Wiki

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Freeze

Freeze (known in status as Frozen) is an elemental ailment associated with Cold that slows action speed by 100%, completely preventing the target from moving, attacking, or using any skills. It is possible to counteract this effect with flasks containing the 'of Heat' suffix, and the Unstoppable passive node. Acceleration Shrines and Tailwind cannot be used to overcome this slow.

Mechanics

A hit of damage that has a chance to freeze is capable of inflicting freeze. Critical strikes inherently have a 100% chance to freeze. By default, only cold damage is able to inflict freeze, but certain equipment can alter the default behavior such as The Three Dragons can change which damage types are able to inflict freeze.

Base freeze duration is 60 milliseconds (0.06 seconds) for every 1% of the target's maximum life (before party scaling) dealt by cold damage, up to a maximum of 50% (3 seconds). Freezes with a duration smaller than 0.3 seconds are discarded, effectively requiring a hit of 5% enemy life. As an example, a mob that has approximately 20 000 000 life. Minimally freezing the mob would thus require a single hit of at least 1 000 000 cold damage.

Freeze duration can be increased (and therefore, minimum hit damage decreased) by freeze and ailment duration modifiers.

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.

The Temporal Chains curse slows timers but does not affect duration stats, which means it does not count toward the 0.3 second minimum, but it will cause the "real duration" of freeze to be longer.

Non-unique enemies that are killed while frozen shatter into pieces. They will still leave loot, but most other on-death effects are suppressed, including:

  • Leaving a corpse. This prevents raising or exploding the corpse. Furthermore, there is no corpse to transfer status ailments with Elemental Proliferation Support.
  • Taking on a secondary form, such as the Shield Crab.
  • Spines shot by the Porcupine Goliath.

These on-death effects are not suppressed:

  • Spawning enemies, such as with Fracturing enemies.
  • On-death explosions, such as those from a Tormented Martyr.
  • Zombies spreading tar.

Item with mods Cannot be Frozen means 100% chance to avoid being Frozen.


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