Awakened Cold Penetration
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Awakened Cold Penetration
Item
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Sentinel stuff not up until patch drops, the torrent deliberately does not have that data.
Supported Skills Penetrate 35 % Cold Resistance
Supported Skills have #% chance to inflict Cold Exposure on Hit
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Can also created from harvest crafting recipe from Vivid Razorleg
This item can be acquired from the following monsters:
Supported Skills deal (0–10) % increased Cold Damage
Cost & Reservation Multiplier: 130%
Metadata/Items/Gems/SupportGemColdPenetrationPlus
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
A chilling circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
Jump into the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage.
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies. Cannot be supported by Multistrike.
Performs two fast strikes with a melee weapon.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance, Can be used with Axes and Swords. You are in Blood Stance by default.
Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will also deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Dive through enemies, dealing weapon damage. Only works with daggers, claws and one handed swords. Cannot be supported by Multistrike.
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Fires multiple arrows at different targets.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed, and it deals damage to that and other nearby enemies. Enemies with either debuff explode when they die, damaging other nearby enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Hits enemies, converting some of your physical damage to cold damage. If an enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Perform a deadly counter-attack when you block. Uses both weapons while you're dual wielding.
Chance to perform a swift counter-attack against all enemies around you when you are hit. Weapon range increases the area of this attack. Requires a Melee Weapon.
Perform a swift counter-attack against enemies in a cone shape when you block with your shield.
Attacks enemies with a forceful blow, knocking them back. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hits a target.
Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.
Fires your wand to unleash projectiles that fire toward enemies in front of you or to your sides, dealing increased damage and granting you a power charge if an enemy is killed by, or soon after, the hit.
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
Fires an arc of knives in front of the caster which deals physical damage.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite.
Channel this skill to move towards a targeted location while spinning, building up stages while constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
Attacks a small area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages.
After a short preparation time, you attack repeatedly with a ranged weapon. These attacks have a small randomised spread. Only works with Bows and Wands.
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Launches a series of fireballs in a spiral around the caster.
A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Also grants a buff making you lucky when damaging enemies with Arc for a short duration.
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Casts a delayed teleport for nearby enemies to a target destination. When the teleport occurs, lightning damage is dealt to the enemies both before and after they teleport.
Fires your wand simultaneously at all nearby enemies, culling those close to death and granting you a power charge for each. Cannot be supported by Volley.
Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses.
Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Fires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Throws several spectral copies of your melee weapon. They fly out and then return to you, in a spinning attack that damages enemies in their path.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Sets a marker at a location. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Modifiers to the skill's duration will also affect the delay between these strikes. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it.
Repeatedly attacks a large area in different directions. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molt
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