A 100 damage Cold Hit against 75% Cold Resistance deals 25 damage before later damage-taken effects. Against -20% Cold Resistance, it deals 120 damage.
Related: Cold Resistance, Resistances, HitMechanic
Cold
Cold Damage is one of the five damage types. Cold Hits can Chill and build Freeze, but Chill Magnitude, Freeze Buildup, and Freeze Duration are separate values, and Cold damage from Hits cannot build Heavy Stun.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Cold does
Current rulesFirst calculate the final Cold Hit and its post-mitigation damage. That Cold damage relative to the target's Elemental Ailment Threshold determines Chill strength and Freeze Buildup. A Chill below 30% is discarded, while Freeze Buildup accumulates separately until the target becomes Frozen at 100%. Cold Resistance, Exposure, Penetration, Chill Magnitude, and Freeze Buildup therefore affect different parts of the result.
- Damage type, not skill type
- Cold is a damage type. An Attack, Spell, Hit, or damage over time effect can deal Cold Damage when its damage and wording match, but the Cold tag does not by itself make a Skill an Attack, Spell, Hit, Chill source, or Freeze source.
- Cold scaling
- Global increased Cold Damage applies to final Cold Damage that satisfies every other restriction in the modifier. Flat Cold Damage added locally to a Martial Weapon is included in that weapon's displayed damage, while a global modifier is applied later and does not rewrite the displayed weapon value.
- Conversion and final type
- Conversion inherent to a Skill occurs first and conversion from other sources occurs second. Damage converted to Cold scales with Cold Damage and follows the default Cold ailment rules. Cold Damage converted away no longer scales with Cold Damage or contributes to Chill and Freeze by default. Damage over time cannot be converted.
- Cold Resistance
- Cold Resistance mitigates Cold Damage. The default maximum Resistance is 75%, maximum Resistance cannot be raised above 90%, and negative Cold Resistance increases Cold Damage taken.
- Chill application
- Cold Damage from Hits can Chill without needing a separate chance. Chill Magnitude depends on the post-mitigation Chilling damage relative to the target's Elemental Ailment Threshold. A calculated Chill below 30% is discarded, so a small Cold Hit can fail to Chill.
- Chill effect, cap, and duration
- Chill is a Slow. Its Magnitude controls the strength of that Slow, not Freeze Buildup. Chill has a default maximum Magnitude of 50% and lasts 2 seconds on players or 8 seconds on non-players unless another effect changes those values.
- Freeze Buildup
- Cold Damage from Hits contributes to a target's Freeze Buildup. The amount received depends on the post-mitigation Hit damage relative to the target's Elemental Ailment Threshold and is then affected by applicable Freeze Buildup modifiers. At 100% Buildup the target becomes Frozen and the Buildup counter resets to 0%.
- Frozen state and duration
- A Frozen target cannot move or act and counts as Immobilised. Freeze lasts 4 seconds by default. Freeze Buildup changes how quickly the target reaches the Frozen state; Freeze Duration changes how long that state remains.
- Chill and Freeze are separate
- Chill Magnitude does not increase Freeze Buildup or Freeze Duration. Freeze Buildup does not increase Chill Magnitude or Chill Duration. A Hit can create both results from the same Cold damage, but each result uses its own modifiers and state.
- Ailment and Freeze Thresholds
- A higher Elemental Ailment Threshold makes a Hit produce a weaker Chill and less Freeze Buildup. Freeze Threshold separately determines how much Freeze Buildup is needed to Freeze a target. A player's base Elemental Ailment Threshold is half of maximum Life before modifiers.
- Primed for Freeze
- Primed for Freeze is a threshold label used by Skills and effects. Normal, Magic, Rare, and Unique enemies become Primed at 40%, 50%, 60%, and 70% Freeze Buildup respectively. Being Primed is not the same as being Frozen.
- Exposure and Penetration
- Exposure lowers the target's actual Total Elemental Resistances. Penetration treats Cold Resistance as lower only for the source's Hits and normally stops at 0%. Because Chill and Freeze Buildup use the post-mitigation Cold Hit, either can indirectly improve them by increasing that Hit, even though Penetration does not apply directly to ailments as a separate modifier.
- Bosses and repeated Freeze
- Each time a boss is Frozen, its ailment threshold against Freeze increases. That extra resistance to repeated Freeze decreases over time toward the boss's base value, so the same sequence of Hits can build less Freeze immediately after a successful Freeze.
- Blocked Hits
- Blocking prevents the damage of a Hit, but it does not prevent that Hit from applying Freeze Buildup. This is a specific Freeze interaction and should not be generalized to every effect that depends on damage dealt.
- Chilled Ground
- Chilled Ground Chills targets standing in it and lasts 6 seconds by default. The Skill or effect creating the ground can state a different duration or Chill value, so the creating source should be checked instead of assuming every patch of Chilled Ground is identical.
- Cold and Heavy Stun
- Cold damage from Hits does not build Heavy Stun. In a mixed Hit, do not count the Cold portion toward Heavy Stun Buildup; any non-Cold portion follows its own Heavy Stun rules if it is otherwise eligible.
- Explicit contribution overrides
- Some Skills, passives, supports, or items explicitly allow another damage type to contribute to Chill Magnitude or Freeze Buildup, prevent a normally eligible type from contributing, or change the result. Apply the exact scope written by that effect instead of assuming every damage type contributes.
Worked examples and interactions
11 casesIf the Chill calculation produces 29%, the Chill is discarded. A 30% result applies. A 60% result is limited to the default 50% maximum unless an explicit effect raises that maximum.
Related: Chill, Ailments, Elemental Ailment ThresholdA modifier to Chill Magnitude makes an applied Chill slow more strongly. A modifier to Freeze Buildup fills the Freeze meter faster. Neither modifier replaces the other, and neither one changes the other's duration.
Related: Chill, Freeze Buildup, Grip of Winter, Freeze mechanicThree Hits adding 35%, 35%, and 30% Freeze Buildup bring the target to 100%. The target becomes Frozen for 4 seconds by default and the Freeze Buildup counter resets to 0%.
Related: Freeze Buildup, Freeze, Freeze mechanicThe same post-mitigation Cold Hit produces a weaker Chill and less Freeze Buildup against a target with a higher Elemental Ailment Threshold. Increasing Freeze Buildup can help the Freeze meter without making the Chill stronger.
Related: Elemental Ailment Threshold, Freeze Buildup, ChillA Skill converting 60% of 100 Fire Damage to Cold has 40 Fire and 60 Cold after conversion. By default, only the final 60 Cold can Chill and contribute to Freeze Buildup; the remaining Fire follows Fire scaling and ailment rules.
Related: Damage Conversion, Fire, Chill, Freeze BuildupA target has 40% Cold Resistance. Default Exposure lowers its actual Resistance to 20%. A Hit with 30% Cold Penetration then treats that Resistance as 0%, increasing the post-mitigation Cold Hit used for Chill and Freeze Buildup.
Related: Exposure, Resistances, Hit, Chill, Freeze BuildupA Rare enemy at 60% Freeze Buildup is Primed for Freeze, but it is not yet Frozen. A Skill that specifically acts on Primed enemies can use that state before the normal 100% Freeze point.
Related: Freeze Buildup, Freeze, Freeze mechanicStanding in Chilled Ground applies Chill while the target remains in it. The ground lasts 6 seconds by default, but the source can override its duration or Chill value.
Related: Chilled Ground, ChillFrostbreath explicitly makes all damage from Hits with the weapon contribute to Freeze Buildup. This broadens the contributing damage types for that calculation; it does not turn all of that damage into Cold Damage.
Related: Frostbreath, Contributes, Freeze BuildupA source that only deals Cold Damage over time does not Hit. It therefore does not Chill or build Freeze by the default Cold Hit rules unless the source explicitly applies one of those effects.
Related: Damage, Hit, Chill, Freeze BuildupRare monster modifiers
1 linkedGain 40% of Damage as Extra Cold Damage.
Limits and exceptions
12 rules- Cold is a damage type, not a guarantee that a Skill is an Attack, Spell, Hit, Projectile, Melee Skill, or damage over time effect.
- Cold Hits can Chill without a separate chance, but a Chill below 30% Magnitude is discarded.
- Chill and Freeze are separate ailments. Chill Magnitude, Chill Duration, Freeze Buildup, Freeze Threshold, and Freeze Duration do not substitute for one another.
- Freeze Buildup reaches the Frozen state at 100%. Primed for Freeze is an earlier rarity-based threshold and is not the Frozen state.
- Penetration applies only to Hits. It can indirectly improve Chill and Freeze Buildup through the larger post-mitigation Cold Hit, but it is not a direct ailment modifier.
- A higher Elemental Ailment Threshold weakens Chill and reduces Freeze Buildup received. Freeze Threshold is a separate defensive value specifically for Freeze.
- Cold Damage over time does not Hit and therefore does not use the default Cold Hit rules for Chill or Freeze Buildup.
- Cold damage from Hits cannot build Heavy Stun. Other damage in a mixed Hit follows its own rules.
- Damage over time cannot be converted. Converting a Hit to or from Cold changes the final damage type and default ailment behavior of the converted portion.
- Non-Cold damage contributes to Chill Magnitude or Freeze Buildup only when an explicit Skill, item, passive, support, or other effect says it does.
- Chilled Ground uses the duration and Chill values stated by its source when those values override the defaults.
- Bosses become harder to Freeze again immediately after being Frozen because their Freeze ailment threshold rises and then decays over time.








