Cannot Be Frozen

Cannot Be Frozen stops cold length and freeze length from being applied at all, so whoever is wearing it is never chilled or frozen. It is an on or off property with no value attached, and it protects the player, the mercenary or the Iron Golem carrying it.

What being chilled costs

Chill reduces attack rate and movement speed. Because both are governed by frame breakpoints, being chilled does not shave a few percent off them. It drops the character to a slower breakpoint outright, so gear assembled to reach a specific frame count stops delivering it the moment a cold attack connects.

The slow also sums with other slows: Slows Target,

Decrepify
Decrepify,
Holy Freeze
Holy Freeze
and, in Resurrected,
Impale
Impale
all stack on top of it, though nothing can be pushed below 15% attack rate or 25% of its normal velocity. How hard the chill itself bites depends on the target's chill effectiveness, which is 50 for players, mercenaries and pets.

Cold attacks are everywhere from Act 5 onwards, and Cold Enchanted monster packs spawn in every act, so the state is far more common than the number of cold-themed areas suggests. That is what makes a property with no value attached worth a gear slot.

Cold Resist and Thawing Potions

Cold Resist is not useless against chill, which is a common misunderstanding. It reduces both the damage of a cold attack and the length of the chill it applies, by the same percentage, so a character at the 75% cap is slowed for a quarter as long as one at zero. Past 99% Cold Resist a unit counts as Immune to Cold and cannot be chilled or frozen at all.

What Cold Resist cannot do is prevent the state. There is always some chill left, and on a build sitting on a tight breakpoint a short chill costs exactly as much as a long one for as long as it runs. That is the gap Cannot Be Frozen closes.

Resistance is only read at the moment a new length is applied. Swapping resistance on or off afterwards does nothing to a chill that is already running. A Thawing PotionThawing Potion does remove one that has already landed, and adds 50% Cold Resist and 10% Maximum Cold Resist for 30 seconds on top of it.

Half Freeze Duration

Half Freeze Duration is the weaker version of the same idea. It halves the cold length and freeze length applied to the wearer instead of preventing them, and it has no effect on cold damage. Unlike Cannot Be Frozen it does spawn as a magic and rare affix: the suffix of Warmth appears from item level 10 on shields, boots, gloves, rings and amulets. It is the fallback while nothing with the full immunity is available.

Limitations

  • It only blocks cold length and freeze length. Cold damage still lands in full; the character simply is not slowed by it.
  • It does nothing against
    Holy Freeze
    Holy Freeze
    , which slows without using cold length. An Act 2 mercenary aura, a Holy Freeze monster aura and the same effect from an item all get through it.
  • It is not a substitute for Cold Resist and does not reduce the damage taken from a cold attack by a single point.

Sources

A socketed Cham RuneCham Rune grants it in a helm, body armor or shield, though not in a weapon. Magic and rare items can never roll it, so every other source is a unique item, a set item or a runeword. The earliest single item is SashDeath's Guard at required level 6, which is why the sash turns up on so many low level twinks, though the Arctic Gear and Hsarus' Defense sets both grant it earlier still as a full set bonus, at required level 2 and 3. Scale MailHawkmail is the earliest unique at level 15, and RingRaven Frost is the one most builds end up using, because it is the only slot where the immunity costs nothing else.

Unique items

Set items

Set bonuses

Runewords