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Guides/Starter builds/Ice Human Magician (starter build)

Ice Human Magician

Wiki starter build, based on these sourcesElemental Rangerchillicecontrol

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

Race and classElemental Ranger
Level25
Skill points60 of 60

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

Slot 1Blizzard
Slot 4Gust
Dash keyDash
Defensive keyParry

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.

  1. 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.

    The nodes of this step

    Health Boost, Magic Damage Increase, Magic Damage Increase, Magic Damage Increase, Frost Acolyte, Blizzard, Blizzard Duration Increase I, Blizzard Duration Increase II, Blizzard Duration Increase III, Pursuing Blizzard

  2. 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

  3. Level 17 5 points

    Raise how much Chill Frost Javelin can eat, then take Splintering Javelin and a shard damage node.

    The nodes of this step

    Frost Javelin Max Consume Increase I, Frost Javelin Max Consume Increase II, Frost Javelin Max Consume Increase III, Splintering Javelin, Splintering Javelin Increase I

  4. 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.

    The nodes of this step

    Max Chill Increase, Max Chill Increase, Max Chill Increase, Chill Power Increase, Chill Power Increase, Chill Power Increase, Chill Power Increase, Glacial Drag, Max Chill Increase, Max Chill Increase

  5. 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.

    The nodes of this step

    Chill Duration Increase, Chill Duration Increase, Frost Glide, Chill Duration Increase, Chill Duration Increase, Frost Focused Pursuer, Arrow Of The Deep Cold

  6. 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.

AttributeStartAt level 25Base XP costOne point gives
Memory781805 Concentration
Charisma771800.5 Magic Power, 0.5 Support Power
Adventure662000.5 Physical Power, 0.5 Magic Power
Physique5522010 Health
Intelligence8501601 Magic Power
Agility552200.5 Physical Power, 0.5 Attack Speed %
Strength442401 Physical Power
Energy662005 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.

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.

StatSkill treeGear
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

CreatureChance per killPiecesRarityStars
Goblin Basher33.33%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Basher Empowered33.33%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1

Where to farm it · Every source in the drop finder

Gusting

CreatureChance per killPiecesRarityStars
Wildwood Aetherfang Wolf3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2
Wildwood Aetherfang Wolf Empowered3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2

Where to farm it · Every source in the drop finder

Convergence

CreatureChance per killPiecesRarityStars
Dryad Beastwarden33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2

Where to farm it · Every source in the drop finder

How to play it

The core rotation

  1. Before the pull, swap to the crossbow with Weapon Swap and stay at range.
  2. Cast Blizzard. With Pursuing Blizzard it finds the nearest enemy and follows it, adding Chill every second.
  3. Shoot the Chilled target. Crossbow hits on a Chilled enemy set off Arrow Of The Deep Cold.
  4. On a pack, cast Gust or dash through with Frost Glide to add Chill to everyone.
  5. 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.
  6. 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:

Health200
Concentration50
Stamina49
Health+8, gear +187.4
HP Percentgear +4%
Armorgear +85.6
Resistancegear +35.4
  • 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

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 beforeMultiplierGold for 60 points, no free refunds
0 to 20x160
21 to 50x1.1569
51 to 100x1.378
101 to 200x1.590
more than 200x1.75105

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

Community builds

2 builds that players shared for this race and class are on the builds page, each with its source. See them

Pyro Human Magician
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