Frost Invoker

Frost Invoker

Adds the Frost Invoker, a mage subclass.

The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity.
Frost Invokers know Combat Training and Survival(locked) and have 11 new spell trees, 3 generic and 8 class (of which 3 start locked).


Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility.
Rime Guard: Defense, with a damage shield and one-shot protection.
Ice Floes: Mobility and utility focused on an icy ground effect.


Hail: Offensive spells which can reduce the cd of Artic talents.
Arctic: Unarmed attacks with AoE, a pin, a multi-hit, and a gap closer.
Winter: Utility and defense, with a decoy and a scout.
Frost: Defense and utility focused on building and consuming a stacking effect.
Chill: Debuffs which proc on cold damage, with active conditional sustain stripping.


Blizzard: Defense and debuffs focused on a single AoE spell.
Icicles: Adds a cold-damage psuedo-weapon that procs on unarmed attacks. (high level)
Cryomania: Maical and physical synergy, and cold resist / ice-block penetration sustain. (high level)

Talent icons from
Class icon from
Icicles moddable tile attachment from Verdant Pack by HousePet (re-colored); attachment art by Rexocorum.

Frost Invoker forum discussion thread
Frost Invoker on Steam's Workshop
See addon usage in the character's vault.
Your rating: None Average: 4.9 (8 votes)
Name Module Version Required Released File
v1.2.16 wops 1.7.6 2023-10-23 17:03
v1.2.15 frost shard cold proc fix 1.7.6 2023-10-23 16:52
v1.2.14 1.7.0 2021-06-24 03:28
v1.2.13 1.7.0 2021-06-22 03:28
v1.2.12 1.7.0 2021-06-21 03:00
v1.2.11 1.7.0 2020-11-01 19:59
v1.2.10 1.7.0 2020-10-30 01:34
v1.2.9 1.6.7 2020-10-10 00:31
v1.2.8 1.6.7 2020-07-26 22:29
v1.2.7 1.6.7 2020-06-30 03:37

Very powerful, but a few flaws

This is a class with very strong combinatory battle techs. I use the snow sculpture and frost-prism combo heavily. However, there are a few flaw aspects which I think don't work as intended: first, tiger eye prodigy don't benifit spell skills in the mod, secondly, when there are more than one frost-prisms in the map(can be created by drem race), only the last created one will fire frost beam.

Frost Prisms

I uploaded a new version with updated handling for Frost Prism so it will work with any number of prisms at a time.

I tested Eye of the Tiger and it seems to be working properly. As I said, though, it's not fully as beneficial on the class as you might expect.

However, they do have Arctic Wind, which lowers the cool down of Arctic Assault talents when Hail spells hit. Cryomania allows your melee crits to cast Hailstone or reduce its cooldown. Hailstone is a Hail spell...

Error: arctic_assult:line 187

Lua Error: /data-frost_invoker/talents/spells/arctic_assault.lua:187: attempt to call method 'hasEffect' (a nil value)
At [C]:-1 hasEffect

Re: Error

Ok, looking over the code again, it definitely looks like an issue with the changes to the callback. Unfortunately this talent relies on a pair of callbacks to handle the frost prism interaction, and callbacks are only registered when you first learn a talent. I should have realized this was the case and warned that the update would only work new saves...

I might have been able to work out a way to handle it without changing the callbacks, but at this point it's too late for that (and I'm not totally sure it would have been reasonable to do anyhow). Sorry for any trouble for you or anyone else that had a run affected by this change.

still error with new characters

Tested with new character. The error still exists. How to reproduce: 1. accumulate four frost shards, 2. create snow sculpture and append it with a frost prism 3. activate cold fusion(T2 in frost shard tree) and 4.wait for a turn. The error seems to occur when the cold fusion trying to consume a frost shard when there is a frost prism aside. After the error occurs, the mana regeneration buff is not created.


v1.2.14 is up with a fix for the Frost Shard interaction with Frost Prisms new handling. Hopefully everything should be squared away now. Thanks again for playing and for the reports :)

Re: still error

Ah, I see what's going on now. Thanks for the details. I had totally forgotten about the interaction with Frost Shards. Should be easy enough to fix now that I know exactly where the problem is. Sorry again for the trouble. I appreciate your patience and continued reports :) Should have a fix up later today.

Re: Error

Oof. I tested the update quite a bit... but it was a fresh new character. First guess is that I broke compatability with old saves when I updated Frost Prism, because part of the function is handled with a callback. Next guess is that the new method just needs another sanity check or two.

I won't be able to take a look until this evening. Thanks for your report, I'll reply ere after I take a look and possibly update again.

Sorry for the trouble :/

Frost Prism / EotT

Thanks for trying the class and I appreciate the feedback :)

Handling multiple Frost Prism shouldn't be a problem (just hadn't occcured to me it could happen, but then I forget about Drem).

Eye of the Tigger should work, but there would be a bit of a caveat. Any melee crit (even if the attack is from a Spell tree) will do nothing, because they have no Technique or Cunning trees to reduce cooldown for. Spell crits, on the other hand, should affect any and all of their talents. The prodigy only checks if the tree starts with "spell/", so all Frost Invoker trees should be covered. I will take a look at it, though, just to verify.

Helpful update

Thanks. The double prism strategy is powerful enough foor a madness trip lol. As for the tiger eye, maybe I had a wrong understanding of Tiger eye's working mechanism. According to your explaination, melee attack crits will not trigger spell cool down reduction. But can the frost beam from frost prism trigger tiger eye? I checked the source and it uses spellcrit() method to calc the damage. Although skills from arctic tree are all weapon attacks(and thus will not give spell cooldown reduction), their cooldown will be reduced by spells such as hailstone, right?

Re: update

I can't say for sure if the beams will trigger EotT. I'd have to dig into the code for it a bit deeper, but I suspect it will be checking the source of the crit, which could be misattributed to the callback of the talent instead of the actor. If that's the case, there's not much I could do to change it, if anything.

As for Artic Assault talents, the crits from the attack won't trigger any EotT on spells, but the talents are still spells and can have their cooldown reduced by EotT spell crit procs. And, yes, they can additionally have their cooldown reduced by Hail talents, if you know the final talent in that tree.


The idea is interesting, but feels weakish, at least on Insane.

In what way?

What aspect in particular feels weak? Offense or defense? Lack of utility? I'm trying to get a better idea of what could use improvement.


...combination? Defence is not good enough plus lack of inherent escapes . Heals are weak (may be better with investment, but I die before that). For attacks - there are stops for melee enemies, but no against ranged (at leasst at early levels). Also, range requires heavy investment AND few closing options. Plus you can't go the normal mage path and just buy Staff Combat as a ranged option. Honsetly, just don't see how you see it all working together. Utility is probably the main problem, but...

Thanks :)

Thanks, those specifics are helpful.

The class is a melee fighter that augments their combat will spell casting, so there is really not meant to be a great "ranged option". That said, there are a few talents that would probably benefit from having a fixed range so that you have a bit more reach early on when your melee is still a little weak, especially the gap closer. I have an idea to rework Icy Blast into a bit of a rush-like mobility talent instead of a ball AoE.

As far as defense, I think the class is pretty well outfitted in that regard, but it might benefit from having some things shuffled around to make some of the stronger defense available a bit sooner. Cryochamber stops killing blows and with Ice Infusion you can escape after Cryo triggers. Plus they have a damage bubble, crit reduction, all res, a decoy that pulls aggro in a large area and pins when it dies, a debuff to reduce enemy damage, a hard single target lock, and a large AoE freeze. Some of these take a while to really come online, but I don't think classes need to be super strong right out of the gate.

Overall I think the class is in a good place, but it may need some tweaks to give it bit more survivability early on so that it's not as difficult to reach a place where you really start to feel strong. Your feedback, and that of others, has given me a few ideas on how to tweak things a bit to accomplish that.


The decoy is quite useful, but suffers due to range 1. Especially as you can't cast it behind you then switch places. As for gap closer, I see another problem in you only having one such, especially as it is unreliable (if you are dazed by, say, slime Psyshot, neither of its options qould work, e.g.). Even Sun Paladin has 2 (actually more as 2h talent is a useful short-range closer).


Just finished a fairly chunky update, including more mobility and less investment required for talent ranges, along with more versatility with regards to where you can summon the sculpture, and several other tweaks all around. Full details are on the forum.


Yes, now's bettter, thanks.

New class by the one and only

New class by the one and only nsrr? Hype. Definitely gonna give it a whirl on my next run. Always love a good unarmed build.