Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.
Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.

Increases defense and discharges an ice bolt in retaliation against ranged attackers.
Chilling Armor is a Sorceress Cold buff (level 24, requires Shiver Armor) and the last of the three armors. While it is up it adds a percentage to your defense, +231% at level 20, the largest of the three, and whenever a missile hits you it fires a cold bolt back at the shooter, 100–111 at level 20, which chills. It costs a flat 17 mana and can be cast in town.
| Level | Duration | Cold Damage min | Cold Damage max | Defense: + |
|---|---|---|---|---|
| 1 | 144 seconds | 8 | 10 | 60% |
| 2 | 156 seconds | 12 | 14 | 69% |
| 3 | 168 seconds | 16 | 19 | 78% |
| 4 | 180 seconds | 20 | 23 | 87% |
| 5 | 192 seconds | 24 | 28 | 96% |
| 6 | 204 seconds | 28 | 32 | 105% |
| 7 | 216 seconds | 32 | 37 | 114% |
| 8 | 228 seconds | 36 | 41 | 123% |
| 9 | 240 seconds | 41 | 47 | 132% |
| 10 | 252 seconds | 46 | 52 | 141% |
| 11 | 264 seconds | 51 | 58 | 150% |
| 12 | 276 seconds | 56 | 63 | 159% |
| 13 | 288 seconds | 61 | 69 | 168% |
| 14 | 300 seconds | 66 | 74 | 177% |
| 15 | 312 seconds | 71 | 80 | 186% |
| 16 | 324 seconds | 76 | 85 | 195% |
| 17 | 336 seconds | 82 | 92 | 204% |
| 18 | 348 seconds | 88 | 98 | 213% |
| 19 | 360 seconds | 94 | 105 | 222% |
| 20 | 372 seconds | 100 | 111 | 231% |
| 21 | 384 seconds | 106 | 118 | 240% |
| 22 | 396 seconds | 112 | 124 | 249% |
| 23 | 408 seconds | 119 | 132 | 258% |
| 24 | 420 seconds | 126 | 139 | 267% |
| 25 | 432 seconds | 133 | 147 | 276% |
| 26 | 444 seconds | 140 | 154 | 285% |
| 27 | 456 seconds | 147 | 162 | 294% |
| 28 | 468 seconds | 154 | 169 | 303% |
| 29 | 480 seconds | 162 | 178 | 312% |
| 30 | 492 seconds | 170 | 186 | 321% |
Duration is read at 0 points in Frozen Armor and Shiver Armor.
The defense bonus is the aura's stat skill_armor_percent with aurastatcalc1 ln12: Param1 60 (the table's "Armor % baseline") plus Param2 9 a level ("Armor % per level"): 141% at level 10, 231% at level 20, 321% at level
The bolt's damage comes from EMin 16 and EMax 20 with HitShift 7, which halves them: 8–10 at level 1. The minimum then grows +4 a level to level 8, +5 to 16, +6 to 22, +7 to 28 and +8 past that; the maximum grows +4.5, +5.5, +6.5, +7.5 and +8.5 over the same brackets. That is 46–52 at level 10, 100–111 at level 20, 170–186 at level 30.
The bolt's cold length has no tooltip line, so it is not in the table; it is in the row: ELen 100 frames with no growth to level 8, then ELevLen2 25 a level to 16 and ELevLen3 50 a level past that: 4 seconds up to level 8, 6 at level 10, 12 at level 16, 20 at level 20, 40 at level 30.
Duration is ln34: Param3 3,600 frames plus Param4 300 a level, at 25 frames a second: 144 seconds at level 1, 12 more a level, 372 at level 20, plus Param7 250 frames, 10 seconds, for each hard point in Frozen Armor or Shiver Armor. Every line but the synergy seconds reads lvl, so +skills count. Mana is 17 at every level and is left out of the table. The Basin's page prints the old game's numbers and D2R's; the current table matches the D2R set.
Chilling Armor puts the state "chillingarmor" on the Sorceress for its duration and listens for the event hitbymissile: when a missile collides with her, the armor fires the "chillingarmorbolt" missile at the unit that shot it, applying the cold damage and cold length above, whether or not the attack behind the missile succeeded (the Basin's page). The bolt is destroyed on collision with any target or obstacle between the Sorceress and the attacker, so a monster in the way takes it instead. The damage is cold, reduced by the target's cold resistance, see Dealing Elemental Damage, and the chill is divided by the difficulty's cold divisor in Nightmare and Hell, see Chill and Freeze.
The Basin's page lists what triggers the bolt and what does not. Bolts fire only for missiles flagged to return fire: arrows, bolts, javelins, throwing axes and knives and other projectiles. They are not fired by radial effects or the radial part of a missile hit (a Fire Ball's direct collision fires one, its splash does not), nor by the Basin's list of non-missile skills: Armageddon, Corpse Explosion, Fire Wall, Inferno, Meteor, poison clouds and the like.
The defense bonus only lowers the chance to hit of attacks that make a hit check; the Basin says that against a missile that is not such an attack, Chilling Armor does nothing to prevent any damage.
The skill level is applied when cast, but +% Cold Skill Damage whenever the bolt lands; only one of Bone Armor, Frozen Armor, Shiver Armor and Chilling Armor is active, the last cast (the Basin's page).
blvl, hard points only).lvl); the synergy percentages and seconds do not move with +skills.A player's hit on another player is cut to 17% of its value (difficultylevels.txt PlayerDamagePercentVSPlayer) before anything else, see Player versus Player; the bolt returned to a player who shoots you is cut the same way. The Basin's page gives no other rule for Chilling Armor against players.
Written from the game's tables (build 3.3.93847) and the cited pages; a per-level table is computed from skills.txt and skilldesc.txt by the same evaluator the skill pages use. A “legacy rule” is a published engine rule no table proves; a “game table” is read from the table named. · Report incorrect data