Glacial Cascade

Glacial Cascade is a cold spell that launches a wave of icicles. Damage from this skill converts physical damage to cold damage.

Skill functions and interactions
Area of Effect: Glacial Cascade fires as a set of multiple area of effect circles in a line. Increasing the Area of Effect increases the size of each circle as well as the distance between the center of each circle; this also increases the effective range. Decreasing the area of effect will likewise decrease the effective range of the spell.

Multiple Hits: Each circle in the Glacial Cascade overlaps partially with adjacent circles, meaning that enemies standing in the spell can be hit by multiple area of effects in one cast (depending on the enemy's hitbox). Decreasing the Area of Effect makes it easier to hit a single enemy multiple times due to more tightly grouping circles. However, even at the maximum Area of Effect possible, an enemy will usually be hit twice in one cast except for the exception below.

Melee Range and Full Range: An enemy close enough to the caster may sometimes only be hit once because they are only under the area of effect of the closest circle. Likewise, an enemy at full range may sometimes also only be hit once because they are only under the area of effect of the furthest circle.

Note: Despite what the spell may look like, Glacial Cascade is not a projectile. Thus, effects that normally affect projectiles such as do not have an effect on Glacial Cascade.

Can be used in left mouse button slot to cast and move.

Drop-disabled
The following threshold jewels augment Glacial Cascade, but drop disabled:

(Drop-disabled item can still be acquired in the permanent leagues by trading with other players)

Legacy mods
The following mods can only be find in legacy item in permanent leagues:

Version history

 * Glacial Cascade now rapidly creates a sequence of damaging areas, each of which knocks back enemies it hits. Modifiers to the skill's area of effect no longer affect the overall range of the skill. Instead, larger areas overlap with each other more. This can allow you to hit an enemy several times with a single cast much more reliably. The final part of the cascade now deals significantly more damage to enemies.


 * Now has a mana cost of 10 at gem level 1, up to 20 at gem level 20.
 * Now has a cast time of 0.6 seconds.
 * Now deals 21 to 32 physical damage at gem level 1, up to 207 to 311 physical damage at gem level 20.
 * Now converts 100% of physical damage to cold damage.
 * The final spike now deals 200% more damage.
 * Now knocks enemies back on hit.
 * (In pre-league announcement) We're replacing the Enchantment and disabling threshold jewel from dropping, to be re-introduced in a new form later.


 * Fixed a bug where Glacial Cascade mines wouldn't target Betrayal Fortress doors.


 * Mana Cost at gem level 1 is now 12 (was 13).
 * Mana Cost at gem level 20 is now 23 (was 26).
 * Now has a cast time of 0.7 seconds (from 0.8).
 * Now deals 37 to 56 Physical damage at gem level 1 (from 48 to 72) and 354 to 531 Physical damage at gem level 20 (from 422 to 633).


 * Glacial Cascade's effect now fades out, rather than popping ou


 * Now deals entirely base physical damage, 60% of which is converted to cold.
 * Damage has been increased by approximately 33% at all levels.
 * Base radius reduced to 12 from 14.
 * Now gains +1 range every 10 gem levels.


 * Glacial Cascade's radius has increased from 10 to 14 units.


 * Damage has been increased by around 20% at all levels.
 * Radius has been increased by 25%.


 * Base cast speed reduced to 800ms from 850ms.
 * Added an additional sequence to the effect (increasing the total length).
 * Now grants 1% increased damage per 1% quality (was 0.5% per 1% quality).
 * Critical Strike Chance reduced from 6% to 5%.


 * (PvP) Glacial Cascade damage has been increased by 10%.


 * The area of effect of each ice section has been increased. This also increases the area of overlaps of sections.
 * Mana Cost reduced


 * Added a new Intelligence skill - Glacial Cascade: Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in their area.
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