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Reducing an enemy’s Cold Resistance by 11% doesn’t sound like much in isolation, but it applies before your own increased damage multipliers do their work, so the two effects multiply together on the same hit. Unnerve stacks on top of that from the other direction, boosting how much Spell Damage the same enemy takes, which means a single Winter Orb tick pulls value from two separate multiplicative layers at once. Neither effect requires anything special from your own build to work, no specific support gem, no curse setup, just the gloves doing their job passively while you play.
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Mod Rolled |
What It Solves |
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Implicit: 15% chance to Unnerve Enemies for 4 seconds |
A chance on hit to boost Spell Damage the target takes for a short window |
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Implicit: Applying -11% to Cold Resistance |
Weakens the target’s Cold Resistance, stacking with your own damage bonuses |
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+90% increased Energy Shield |
Multiplies the flat ES line below into a real defensive buffer |
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+22 to maximum Energy Shield |
The base number that the percentage line scales up |
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+44 to Dexterity |
Covers gem and gear Dexterity requirements without a dedicated item elsewhere |
Two debuffs this reliable rarely show up on the same base, since most crafted attempts land only one of the pair before the currency runs out. Confirm your league and character when you order, and this exact pair, within the stated variance, arrives on your account the same session.
Yes, each individual hit from the channel gets its own roll at that 15% chance, so a longer channel means more attempts to land the debuff early in a fight. Once Unnerve lands, the 4-second window usually outlasts the next couple of ticks anyway.
No, Exposure effects of the same type don’t add together, the game applies whichever value is strongest and ignores the smaller one. Pairing this with a second Cold Exposure source only helps if that other source rolls a bigger number than 11%.
Most Intelligence-based casters still need a baseline of Dexterity for gem links, jewelry, or specific support gems that ask for it, and covering that requirement through gloves means fewer passive tree points spent chasing attributes when they could go toward damage or defense. It’s a support stat here, filling a gap without defining the build. Most players won’t even notice it’s there until they try swapping gloves and suddenly need to fix an attribute shortfall elsewhere.