Ice Human Magician
Blizzard follows the enemy and stacks Chill every second. A charged
Frost Javelin eats the Chill for a big hit, a stun and a spray of shards. Crossbow shots on a Chilled enemy call down
Arrow Of The Deep Cold, and
Glacial Drag keeps enemies slow while you do it.
The build
Open this build in the planner
The planner opens Elemental Ranger with the tree and the attributes of this guide. Its Damage tab gives a damage per second estimate for your own gear and target.
Level 25 gives 48 points; the last 12 come from first boss kills.
Why the wiki picked this build
Ice is the second element of the Human Magician, and many players ask for an ice build. A player's build tier list puts the Ice Magician in tier D, and many players in the build channels say ice deals less damage than fire. It builds ice around one real payoff,
Frost Javelin eating a large Chill stack, and it leans on what ice does best: slows, stuns and less damage taken. If you want the most damage, take the fire guide. If you like control, or you play with a fire partner in a group, this build is for you.
- Messages in the build and balance channels about an ice or frost mage: 43
- Messages in the build and balance channels that name the javelin: 24
- Messages in the build and balance channels that name
Blizzard: 37 - Messages that name the
Frostward set: 31
Counted on our copy of the official Dimraeth Discord, bot messages left out. A count shows how much players talk about a build, not how strong it is.
Why it works
- Chill by itself only slows. The damage comes from spells that eat it and from bonuses against Chilled enemies.
Blizzard makes the Chill,
Frost Javelin eats it, and the tree adds damage against Chilled and Stunned targets. - The Max Chill nodes and the max consume nodes of
Frost Javelin work together: the bigger the stack, the bigger the hit and the more shards.
Heavy Javelin and the Damage vs. Stunned nodes reward the stuns
Frost Javelin causes.- Slows from Chill and
Glacial Drag, plus the
Frostward bonus, make this a safe build to play at range.
The nodes that make it work
The first line under each node is the game text.
Pursuing BlizzardBlizzard seeks out and follows the nearest enemy. Blizzard's radius and damage are reduced by 20%
Blizzard finds the target by itself and keeps Chill on it while you move. It loses some radius and damage, but players who use it like it for bosses and small targets.
Heavy JavelinFrost Javelin travels 25% slower, but deals 25% increased Ice Damage and 25% increased Stun Build-up.A slower
Frost Javelin with more damage and more Stun Build-up. Stuns turn on your Damage vs. Stunned nodes.
Splintering JavelinFor every 2 Chill consumed, Frost Javelin fires 1 shard at a nearby enemy, dealing 20% of Frost Javelin's damage.The more Chill
Frost Javelin eats, the more shards fly at nearby enemies.
Glacial DragWhenever your spells consume Chill on an enemy, apply a Slow to them equal to the power of your consumed stacks for 5 seconds.When a spell eats Chill, the target stays slowed for a few seconds.
Arrow Of The Deep ColdWhen hitting an enemy with your third ranged attack, if the target is Chilled, fire a giant ice arrow from behind them that pierces all enemies hit, dealing Ice Damage.Your damage between casts. Crossbow shots on a Chilled enemy set off a giant ice arrow that pierces the line.
Master of IceIncrease your damage against Stunned enemies by 8%.
Increase your damage vs. Chilled enemies by 12%More damage against Chilled and Stunned enemies, the two states this build makes.
Max Chill IncreaseIncrease the maximum Chill you can apply by 3.The biggest Max Chill node.
Frost Javelin can eat more than the base amount only if the target carries it.
Spells
BlizzardFrom the skill tree · cooldown 12 sYour Chill engine. Cast it first; it follows the enemy and adds Chill every second.
Frost JavelinFrom the skill tree · cooldown 16 sYour big hit. Charge it for 1.5 seconds when the target has a full Chill stack. The cooldown is 16 seconds, so do not waste it on a bare target.
Frost GlideFrom the skill tree · cooldown 12 sA dash that Chills everything in your path. Use it to escape and to top up Chill on a pack.
GustFrom
Spellbook Gust · cooldown 12 sA spellbook. It pushes enemies back and Chills them. With 3 pieces of Gusting it deals Ice Damage and applies more Chill.
Weapon SwapFrom the skill tree · cooldown 8 sSwap to the crossbow and jump back. Crossbow shots set off
Arrow Of The Deep Cold.
Spell bar, pet and item bar
The spell bar has five slots, then the dash and the defensive spell of your race on their own keys (the game HUD: Spell1 to Spell5, DashSpell, DefensiveSpell).
Pet
Frost Owl · casts
Chillwing Descent every 8 seconds
It waits for a Chilled enemy, then dives on it and spreads Chill to the enemies nearby. That puts Chill on a pack for
Frost Javelin and for
Arrow Of The Deep Cold without a cast from you.
A pet can reach level 8 while you are level 25: one pet level per 3 of yours, and never above 20.
Item bar
The item bar has 4 slots.
Lesser Health PotionA healing draft brewed with enchanted water and herbs.Your only real heal. Drink it early; you have little Health.
Lesser Concentration PotionA clarity potion distilled from rare flowers and arcane essence.
Frost Javelin costs 30 Concentration, the most of your spells. Use this when a boss window opens and you are empty.
Thaumablossom TeaA rare herbal tea brewed under moonlight.A drink that raises max Concentration and gives Concentration on every hit, so crossbow shots refill it.
Frosted OilUse to coat your weapon, causing it to deal split Ice Damage.Crossbow shots deal part of their damage as Ice Damage for a short time, so your Ice Damage lines count on them too.
Levelling order
Each level gives 2 skill points, and the first kill of some bosses gives one more. The level shown is the first level with enough points for the step, before any boss point.
- Level 6 10 points
Take the Magic Damage nodes and unlock
Blizzard early. Its duration nodes lead to
Pursuing Blizzard, which makes it chase the nearest enemy. Until
Frost Javelin arrives,
Fireball and
Blizzard do your damage. - Level 14 16 points
Walk the Spell Haste line to
Frostbinder, then the Damage vs. Stunned nodes to
Master of Ice. Unlock
Frost Javelin, take its damage nodes and
Heavy Javelin.The nodes of this step
Spell Haste,
Spell Haste,
Spell Haste,
Frostbinder,
Damage vs. Stunned,
Damage vs. Stunned,
Damage vs. Stunned,
Damage vs. Stunned,
Master of Ice,
Spell Haste,
Spell Haste,
Frost Javelin,
Frost Javelin Damage Increase I,
Frost Javelin Damage Increase II,
Frost Javelin Damage Increase III,
Heavy Javelin - Level 17 5 points
Raise how much Chill
Frost Javelin can eat, then take
Splintering Javelin and a shard damage node. - Level 22 10 points
Take the Max Chill and Chill Power line to
Glacial Drag. More Chill gives
Frost Javelin more to eat, and every cast leaves the target slowed. - Level 25 7 points
Cross the Chill Duration nodes, pick up
Frost Glide on the way, and reach
Frost Focused Pursuer and the keystone
Arrow Of The Deep Cold. - Level 25 and 12 boss points 12 points
Spend the rest on
Blizzard damage, damage against Chilled enemies, Critical Chance, and crit against Chilled enemies from
Time-focused Sight.The nodes of this step
Blizzard Damage Increase I,
Blizzard Damage Increase II,
Blizzard Damage Increase III,
Increased Damage vs. Chilled,
Increased Damage vs. Chilled,
Increased Damage vs. Chilled,
Increased Damage vs. Chilled,
Critical Strike Chance Increase,
Critical Strike Chance Increase,
Time-focused Sight,
Critical Chance vs. Chilled,
Critical Chance vs. Chilled
Attributes
Raise Intelligence and Memory just enough for
Gust first. After that, everything goes into Intelligence: each point gives 1 Magic Power, against 0.5 for Adventure, and it costs less.
| Attribute | Start | At level 25 | Base XP cost | One point gives |
|---|---|---|---|---|
| Memory | 7 | 8 | 180 | 5 Concentration |
| Charisma | 7 | 7 | 180 | 0.5 Magic Power, 0.5 Support Power |
| Adventure | 6 | 6 | 200 | 0.5 Physical Power, 0.5 Magic Power |
| Physique | 5 | 5 | 220 | 10 Health |
| Intelligence | 8 | 50 | 160 | 1 Magic Power |
| Agility | 5 | 5 | 220 | 0.5 Physical Power, 0.5 Attack Speed % |
| Strength | 4 | 4 | 240 | 1 Physical Power |
| Energy | 6 | 6 | 200 | 5 Stamina |
Points are trained cheapest first: each one goes to the attribute whose next point costs the least XP at that moment. The whole plan costs 124403 XP.
Training order, point by point
Intelligence 1, Memory 1, Intelligence 41
Stat priorities
- Intelligence first: each point gives 1 Magic Power and its base cost is 160, against 0.5 Magic Power for Adventure at a base cost of 200.
- Memory only up to 8, with Intelligence at 10, the needs of
Gust. - Max Chill on rings and bracers. With the three max consume nodes,
Frost Javelin can eat far more than its base amount, but only if the target carries that much. - Ice Damage and Magic Damage on the damage slots. The Ice Damage line is the larger roll (6 against 4).
- Critical Damage before Critical Chance:
Critical Strike Chance Increase and
Time-focused Sight already give crit chance. - Health on the defensive slots. Physique gives 10 Health per point, but the plan leaves it at the start value.
The planner link trains them in this order up to level 25. A point costs base x (1 + (points above your start - 1) / 3) ^ 1.1 + 100 x your level in XP, so the order changes the total.
Full gear
Every slot, as a target: Mythical, 3 stars, forge level 12. That is the best piece a player can own in this version of the game. The planner link carries this gear, so the planner shows its totals and damage.
Damage slots roll Ice Damage and Magic Damage. An Ice Damage line starts at 6 and a Magic Damage line at 4; Magic Damage also helps the crossbow ice arrows and every other spell. Bracers and rings take Max Chill, because each extra stack is more for
Frost Javelin to eat. The amulets and badges take Critical Damage (a line starts at 8) over Critical Chance (3), since the tree gives Critical Chance and crit against Chilled enemies. Undercoat, belt and charm cannot roll damage, so they carry Health, Concentration and defences.
The stat values follow the game's forge rule for each piece's stars and forge level. The planner uses the same rule.
- Rune ·
Frostward · Mythical · 3 stars · +11 (forge level 12)
Main stat: 16.5 Ice Damage
Extra stats: 8.2% Magic Damage, 10.3 Ice Piercing, 6.2 Magic Piercing, 23.5% Chill Power, 5.6 Attack Speed, 14.1 HP - Ring 1 ·
Frostward · Mythical · 3 stars · +11 (forge level 12)
Main stat: 16.5 Ice Damage
Extra stats: 8.2% Magic Damage, 2.1 Max Chill, 2.1 Chill Duration, 9.8 Ice Piercing, 5.6 Attack Speed, 14.1 HP - Ring 2 ·
Frostward · Mythical · 3 stars · +11 (forge level 12)
Main stat: 11% Magic Damage
Extra stats: 12.4 Ice Damage, 2.1 Max Chill, 2.1 Chill Duration, 9.8 Ice Piercing, 5.6 Magic Piercing, 14.1 HP - Bracer 1 ·
Frostward · Mythical · 3 stars · +11 (forge level 12)
Main stat: 2.8 Max Chill
Extra stats: 12.4 Ice Damage, 8.2% Magic Damage, 6.2 Spell Haste, 2 Chill Duration, 5.6 Attack Speed, 14.1 HP - Bracer 2 ·
Frostward · Mythical · 3 stars · +11 (forge level 12)
Main stat: 8.3 Spell Haste
Extra stats: 12.4 Ice Damage, 8.2% Magic Damage, 2.1 Max Chill, 2 Chill Duration, 11.2 Armor, 14.1 HP - Badge 1 ·
Frostward · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22% Critical Multiplier
Extra stats: 6.2% Critical Rate, 12.4 Ice Damage, 8.2% Magic Damage, 5.9 Attack Speed, 11.2 Armor, 14.1 HP - Badge 2 ·
Gusting · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22% Critical Multiplier
Extra stats: 6.2% Critical Rate, 12.4 Ice Damage, 8.2% Magic Damage, 5.9 Attack Speed, 11.2 Armor, 14.1 HP - Amulet 1 ·
Gusting · Mythical · 3 stars · +11 (forge level 12)
Main stat: 8.3% Critical Rate
Extra stats: 16.5% Critical Multiplier, 12.4 Ice Damage, 8.2% Magic Damage, 5.9 Spell Haste, 5.6 Attack Speed, 14.1 HP - Amulet 2 ·
Gusting · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22% Critical Multiplier
Extra stats: 6.2% Critical Rate, 12.4 Ice Damage, 8.2% Magic Damage, 5.9 Spell Haste, 5.6 Attack Speed, 14.1 HP - Charm ·
Gusting · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22 Concentration
Extra stats: 6.2 Spell Haste, 16.5 HP, 16.5 Stamina, 15.7 Stamina Regen, 11.2 Armor, 10.6 Resistance - Under-coat ·
Convergence · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22 HP
Extra stats: 12.4 Armor, 12.4 Resistance, 8.2 Movement Speed, 11.8 Ice Resistance, 11.2 Decay Resistance, 14.1 Stamina - Belt ·
Convergence · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22 HP
Extra stats: 12.4 Armor, 12.4 Resistance, 8.2 Movement Speed, 11.8 Ice Resistance, 11.2 Decay Resistance, 14.1 Stamina
While levelling
- Early on, the
Goblin Basher drops
Frostward runes, undercoats and belts. 2 pieces add Ice Damage, and you meet these goblins in the first areas. - Pick up
Convergence pieces from the
Wildwood Wolf and the dryads such as the
Dryad Rivercaller in the Wildwood for Magic Damage and Spell Haste. - Later in the Wildwood, the
Wildwood Aetherfang Wolf drops
Gusting. At 3 pieces it turns
Gust into your second Chill spell. - At the level cap, the goblin cave chests and the chests of the corrupted Wildwood give
Frostward rings, amulets, badges and bracers. That is where the target set comes from.
Gear sets
A character wears 12 runes. The bonuses listed are the ones these piece counts switch on.
Frostward 6 piecesIce Damage, Health, Armor, and at 6 pieces Chilled enemies deal less damage to you. With Chill on every target, that is a steady defence. The
Goblin Basher drops it.- 2 pieces: +8 Ice Damage
- 3 pieces: +4% HP
- 6 pieces: +16 Armor, Winterguard: Chilled enemies deal 10% less damage to you
Where it drops:
Goblin Basher: 33.33% per kill.
Gusting 4 piecesIce Damage and Magic Damage at 4 pieces, and it turns
Gust into an ice spell. The
Wildwood Aetherfang Wolf drops it.- 3 pieces: Frostbiting Gust: Gust deals Ice Damage and applies 6 Chill
- 4 pieces: +12 Ice Damage, +8% Magic Damage
Where it drops:
Wildwood Aetherfang Wolf: 3% per kill.
Convergence 2 pieces2 pieces for Magic Damage and Spell Haste in the last slots.
- 2 pieces: +5% Magic Damage, +3 Spell Haste
Where it drops:
Dryad Beastwarden: 33.33% per kill;
Dryad Beastwarden Corrupted Beast Key: 33.33% per kill.
Stat totals
Everything the tree and the target gear add, stat by stat. Tree nodes give a flat amount or a percent; gear counts each piece at its target stars and forge level, plus the set bonuses the piece counts switch on.
| Stat | Skill tree | Gear |
|---|---|---|
| Armor | +85.6 | |
| Attack Speed | +9% | +39.8 |
| Chill Duration | +6 | +8.2% |
| Chill Power | +120% | +23.5% |
| Concentration | +22 | |
| Concentration On Hit | +4 | |
| Critical Chance | +6% | +26.9 |
| Critical Chance vs. Chilled | +16% | |
| Critical Damage | +82.5 | |
| Damage vs. Chilled | +36% | |
| Damage vs. Stunned | +24% | |
| Decay Resistance | +22.4 | |
| Health | +8 | +187.4 |
| HP Percent | +4% | |
| Ice Damage | +139.8 | |
| Ice Piercing | +29.9 | |
| Ice Resistance | +23.6 | |
| Magic Damage | +18% | +89.6% |
| Magic Piercing | +11.8 | |
| Max Chill | +9 | +9.1 |
| Movement Speed | +16.4% | |
| Resistance | +35.4 | |
| Spell Haste | +14 | +35.5 |
| Stamina | +44.7 | |
| Stamina Regen | +15.7 | |
| Thrust Damage | +9% |
Conditional stats (against Bleeding, Burning or Stunned targets) only count against those targets. Spell upgrades and keystones are not stats and are listed under the key nodes.
Farming route
Frostward first. The
Goblin Basher in the bounty for
Goblin King drops runes, undercoats and belts; run the bounty at deed tier three or higher, where Mythical pieces and three star rolls appear.- The other
Frostward slots come from chests: the goblin cave and the corrupted Wildwood. Open every chest on those runs.
Gusting from the
Wildwood Aetherfang Wolf in the forest throne bounty, also at tier three or higher for Mythical rolls.
Convergence from Wildwood wolves, dryads and treants. You need only two pieces, so take the first good ones.
Chance per kill is for a piece of that set on a normal kill. A deed run at a higher tier changes the rarity (the bounty and set pages show each tier); in this version tier 3 is the highest a world can open.
Frostward
| Creature | Chance per kill | Pieces | Rarity | Stars |
|---|---|---|---|---|
| 33.33% | Rune, Undercoat, Belt | Common 70%, Uncommon 30% | 1 | |
| 33.33% | Rune, Undercoat, Belt | Common 70%, Uncommon 30% | 1 |
Where to farm it · Every source in the drop finder
Gusting
| Creature | Chance per kill | Pieces | Rarity | Stars |
|---|---|---|---|---|
Wildwood Aetherfang Wolf | 3% | Undercoat, Ring, Rune, Belt, Charm | Common 70%, Uncommon 30% | 1, 2 |
Wildwood Aetherfang Wolf Empowered | 3% | Undercoat, Ring, Rune, Belt, Charm | Common 70%, Uncommon 30% | 1, 2 |
Where to farm it · Every source in the drop finder
Convergence
| Creature | Chance per kill | Pieces | Rarity | Stars |
|---|---|---|---|---|
Dryad Beastwarden | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Beastwarden Corrupted Beast Key | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Beastwarden Empowered | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Rivercaller | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Rivercaller Corrupted Beast Key | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Rivercaller Empowered | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
How to play it
The core rotation
- Before the pull, swap to the crossbow with
Weapon Swap and stay at range. - Cast
Blizzard. With
Pursuing Blizzard it finds the nearest enemy and follows it, adding Chill every second. - Shoot the Chilled target. Crossbow hits on a Chilled enemy set off
Arrow Of The Deep Cold. - On a pack, cast
Gust or dash through with
Frost Glide to add Chill to everyone. - When the target carries a large stack, charge
Frost Javelin fully and release it. It eats the Chill, stuns, and fires shards through
Splintering Javelin.
Glacial Drag keeps the target slowed after the hit. - Keep shooting while
Frost Javelin is on cooldown and recast
Blizzard each time it is ready.
Bosses
- On a boss, hold
Frost Javelin until the Chill stack is full. A cast on a low stack wastes a long cooldown. - Stuns from
Heavy Javelin open a window. Your Damage vs. Stunned nodes pay off then, so shoot as much as you can during it. - Keep
Frost Glide for escapes on bosses, not for Chill.
Packs
- Push the pack back with
Gust, then throw
Frost Javelin into the middle so the shards find more targets.
Blizzard with
Pursuing Blizzard follows the nearest enemy. Cast it in the middle of the pack so the enemy it follows stays inside the group.
In a group
- In a group, your job is control: keep the boss Chilled and slowed so it hits your partners less.
- A fire partner and you can share a boss: your Chill does not use up their Burning. Spend your
Frost Javelin on stuns when their big hits are ready.
Defence
At level 25 with this attribute plan, before gear:
Dash is on its own key. It costs 10 Stamina and gives a short burst of speed.
Parry is on its own key too. While you hold it, hits deal no damage and drain Stamina instead. If Stamina runs out, you are stunned for 1.5 seconds.- Players have no stun bar. Only guarding makes you immune to a stun, so block the big hits you cannot dodge.
Frostward at 6 pieces makes Chilled enemies deal less damage to you, and every enemy near you should be Chilled.
Frost Glide is a second dash.- The build has no shield.
Barrier needs Charisma 18, which this attribute plan does not reach.
Your dash and defensive spell
Dash cooldown 0.35 s, 10 StaminaPress to cast. Dash a short distance in your movement direction, briefly gaining Move Speed.
Parry cooldown 0.25 sHold to block. While blocking, incoming hits deal no damage and instead drain your Stamina based on the damage blocked. A perfect parry heavily reduces the Stamina drained and counters with a slash, dealing Strike Damage to nearby enemies. If your Stamina runs out, the block breaks and you are Stunned for 1.5 seconds.
Stuns and guarding
- Players have no stun bar: monsters cannot build up a stun on you the way you do on them.
- Guarding makes you immune to stuns. A guard costs 0.8 Stamina per point of damage blocked (0.2 on a perfect guard); if the guard breaks you are stunned for 1.5 seconds.
Hard fights
Health is the solo value on Moderate: Physique x 20. Hard difficulty and every extra player raise it.
Wildwood Wolf Alpha level 4 · 2400 Health soloThe early wall. At this point you have only
Fireball and
Blizzard. Let
Blizzard slow it and kite it with the crossbow.
Goblin Basher level 4 · 800 Health soloPlayers report that its hits stun you. Keep it slowed with
Blizzard, stay at range and block if it reaches you. It is also your first
Frostward source.
Goblin King level 18 · 12000 Health solo · defences: Magic 30, Physical 30It has a Magic defence of 30, so every spell hits it for less. Build a full Chill stack before each
Frost Javelin.
Rotting Treant level 15 · 8000 Health solo · defences: Magic 15, Physical 15Big and slow, with a Magic defence of 15. Chill slows it further, so you can keep it at range the whole fight.
Aelwynor The Wildroot Father level 20 · 30000 Health solo · defences: Magic 30, Physical 30The final boss has a Physique of 1500, far above the other bosses on this list. Expect a long fight: bring Concentration potions and use every stun window.
Alternatives and what you trade
Nodes
- Take
Chilling Blizzard in place of
Pursuing Blizzard: no damage from
Blizzard, but much more Chill per second and a larger area. Good in a group where others deal the damage. - Take
Permafrost Rhythm in place of
Glacial Drag: spells that eat Chill lower your cooldowns instead of slowing the target. You trade control for more casts. - Take
Shattering Javelin in place of
Splintering Javelin for a shockwave that grows with the Chill eaten, on the same hit.
Gear
- Drop
Gusting if you leave
Gust off the bar and wear six
Convergence with six
Frostward. You gain the bonus of
Convergence at six pieces and lose the Ice Damage and Magic Damage of
Gusting. - While farming, three
Frostward and three
Convergence is an easy split: Ice Damage and Health from one, Magic Damage, Spell Haste and Concentration Regeneration from the other.
Spells
Frozen Strike in place of
Gust: a charged melee hit that applies Chill. It needs Adventure and Energy this plan does not buy.
Switching into this build
Refunding a whole 60 point tree: each new level gives 1 free refund (up to 24 by level 25), and every point past the free ones costs 1 gold times a multiplier that grows with the points you have paid to refund in the past (SkillTree.CalculateRefundCost).
| Points you paid to refund before | Multiplier | Gold for 60 points, no free refunds |
|---|---|---|
| 0 to 20 | x1 | 60 |
| 21 to 50 | x1.15 | 69 |
| 51 to 100 | x1.3 | 78 |
| 101 to 200 | x1.5 | 90 |
| more than 200 | x1.75 | 105 |
Attributes reset with
Elixir of Rebirth (buy price 500 gold), sold by Befr once the shop is upgraded. It returns the XP spent on attributes; your level drops with it, and your skill points stay. Shops
Weak points
- Players report that ice deals much less damage than fire and the top melee builds. A player's tier list puts the Ice Magician in tier D. Expect slower boss kills.
Frost Javelin has a long cooldown and a charge time. If you miss it, or throw it at a target with little Chill, most of your damage is gone for a while.- The newest patch lowered the damage of
Arrow Of The Deep Cold. - The build needs the full tree to come together. Before
Frost Javelin and the shard node, it is a weak damage build.
Changed in the newest patch
The newest patch changed none of the nodes, spells or sets of this build in the game tables.
Not in the game files
These points matter for the build, but the game files we read do not settle them. The guide says so rather than guess.
- The game files do not give the base maximum Chill a player can apply, so we cannot say how much Chill a target carries before the Max Chill nodes.
- How much a Chill stack slows is set by Chill Power, and we have not read the formula that turns Chill Power into slow.
- We have not found how a Magic defence value turns into damage taken in the code we read.
Sources
This is a wiki starter build, based on the sources below. The wiki put the tree together from these posts and videos and checked it with the planner. It is not one player's build, and players are not named here: each link shows the post on Discord.
Discord posts
- Discord post in New Build Tierlist, 2026-09-29
A player's build tier list puts the Ice Magician in tier D. The author calls it a guess based on what others say in the Discord. - Discord post in Keystone nerfs, 2026-09-26
A player says a reasonably built ice mage deals far less damage per second than a reasonably built brawler. - Discord post in #build-discussions, 2026-09-24
A player explains that Chill only slows, and that ice damage comes from spells that eat Chill and from bonuses against Chilled enemies. - Discord post in Ask Wizard!, 2026-09-17
A Human Magician plans full
Frostward for less damage taken from Chilled enemies, next to a fire set. - Discord post in #build-discussions, 2026-09-29
A player calls
Pursuing Blizzard very strong.
Community builds
2 builds that players shared for this race and class are on the builds page, each with its source. See them