Chilled ground

Chilled Ground is a detrimental ground effect that inflicts chill. It affects all actions, effectively being multiplicative with cast speeds, attack speeds and movement speeds since chill is affecting the enemy's animations themselves. Unless otherwise specified chilled ground slows for 10%. Since version 3.9.0, the magnitude of chilled ground from map mods are 10/20/30 depends on tier. It is not shown in the mod description, and only stored in the stat id "map_ground_ice_base_magnitude" internally.

Item mods

 * : (boots only)

Map mods
The magnitude of the chill varies depending on the map tier:

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

Note that the legacy mods do not have magnitude, it use the default value instead.

Synthesis area mods
Synthesis map mods can only appear in Synthesis area

Trivia
The ground effect shared the same graphic icon with chilled ailment, Fearful debuff and Snow Cloak buff. The descriptive texts are not the same however.

The ground effect triggered by Unstable Weta, a Delve monster, is called "Cold Snap". The monster used a skill that internally called WetaColdSnapOnDeath. That ground effect have the same icon as chilled ground, which chill the player character. In addition, that ground effect also deal cold damage over time from the component of the effect.

Version history

 * Clarified [sic] the magnitudes of Shocking Ground and Chilled Ground on their relevant map modifiers. This is solely a description change.
 * Improved the visibility of Chilled Ground.


 * Improved the appearance of shocked, burning, caustic and chilled ground.


 * Shock and Chill calculations have been changed. In general, it is much easier to Shock and Chill monsters with low values of the ailment, but harder to reach high values of Shock and Chill. The formula used to calculate Shock and Chill magnitudes is now: 1/2*[Damage % of Ailment Threshold (see below)]^0.4
 * We've added an Ailment Threshold to monsters. In the great majority of cases, the Ailment Threshold matches the monster's Maximum Life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required Life thresholds.
 * (not in patch note) The Map and Area mods have changed. It now has a stat id "map_ground_ice_base_magnitude", which default is 20/35/50 (unit: %) depends on tier. The stat id is the magnitude of chill inflicted by the ground effect.


 * Map mods have also been rebalanced, and every mod now provides increased item rarity, increased item quantity, and increased monster pack size, though the magnitudes are dependent on the difficulty of the mod.
 * (not in patch note) New of Ice map mods were introduced.


 * Chilled ground has a fixed slowing effect of 10%.
 * Other non-hit sources of Chill, unless otherwise specified in the debuff, will slow by 10%.


 * We've made performance improvements to ground effects. They now use considerably less bandwidth and server resources. Disconnections or lockstep stuttering near ground effects should occur far less often.


 * The new Ground Ice looks awesome.


 * Improved the performance of Ground Ice and Ground Tar.
 * Improved the audio for ground effects, gore effects and Pyromaniac projectiles.


 * The "Chilled" statuses from cold damage and ground ice do not stack any more.


 * Added support for ground fire and other environmental hazards.
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