Frostbinder
Increase your Spell Haste by 4 Increase the maximum Chill you can apply by 2.
Where to get
Show on the tree It opens the Magician tree, shown with the Elemental Ranger archetype.
It opens when any one of the nodes it needs has a point.
Numbers
How Spell Haste works
A cooldown becomes cooldown x 100 / (100 + Spell Haste). 100 Spell Haste halves every cooldown. It also shortens charge recharge. Your race's dash and defensive spells keep their full cooldown.
Big node or small node
| +4 Spell Haste +2 Max Chill | |
| +4 Armor | |
| +1 Chill Duration | |
| +3% Ice Damage | |
| +3% Magic Damage | |
| +1 Chill Duration | |
| +3% Ice Damage | |
| +4% Damage vs. Stunned | |
| +2 Spell Haste | |
| +6% Damage vs. Chilled | |
| +1 Max Chill |
The frame size is only drawn on the tree screen. The game adds each node's own stat lines, whatever its frame, so a big node gives exactly what its lines say.
Needs one of
Spell Haste
Max Chill Increase
Chill Duration Increase (Elemental Ranger)
Ice Damage Increase (Elemental Ranger)
Armor Increase (Earthshaker)
Chill Duration Increase (Earthshaker)
Ice Damage Increase (Echo Weaver)
Magic Damage Increase (Echo Weaver)
Leads to
Ice Damage Increase (Echo Weaver)
Magic Damage Increase (Echo Weaver)
Chill Duration Increase (Elemental Ranger)
Ice Damage Increase (Elemental Ranger)
Armor Increase (Earthshaker)
Chill Duration Increase (Earthshaker)
Damage vs. Stunned
Increased Damage vs. Chilled