Difference between revisions of "Freeze"

From CrawlWiki
Jump to: navigation, search
(Update to 0.17)
m (Update to 0.21)
Line 1: Line 1:
{{version017}}
+
{{version021}}
 
{{Spell
 
{{Spell
 
|name=Freeze
 
|name=Freeze
Line 13: Line 13:
 
}}
 
}}
  
{{Flavour|This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.}}
+
{{Flavour|Freezes an adjacent creature, dealing damage that bypasses any armour the target may have. This may temporarily slow cold-blooded creatures.}}
  
 
{{AttackSpell
 
{{AttackSpell
Line 31: Line 31:
 
*This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells. Ice elementalists will virtually always prefer Freeze to Throw Frost for monsters in melee range, and may even choose to let wimpy monsters into melee range in order to use it on them.
 
*This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells. Ice elementalists will virtually always prefer Freeze to Throw Frost for monsters in melee range, and may even choose to let wimpy monsters into melee range in order to use it on them.
 
*Freeze is an excellent spell for taking out [[out-of-depth]] [[giant frog]]s.
 
*Freeze is an excellent spell for taking out [[out-of-depth]] [[giant frog]]s.
*While freeze can slow a [[hydra]], giving you the opportunity to run away, it's usually not a good idea to give a hydra the opportunity to attack you at all, and it may resist the slow effect. Don't rely on this.
+
*While freeze can slow a [[hydra]], giving you an opportunity to run away, it's usually not a good idea to let a hydra attack you, and it may resist the slow effect. Don't rely on this.
 
*[[Demonspawn]] may gain a passive version of this spell which counters all melee attacks for free as a result of one of their [[demonspawn mutations]].
 
*[[Demonspawn]] may gain a passive version of this spell which counters all melee attacks for free as a result of one of their [[demonspawn mutations]].
  
 
==History==
 
==History==
 
Prior to [[0.17]], Freeze delayed enemies without cold resistance for 0-6 auts.
 
Prior to [[0.17]], Freeze delayed enemies without cold resistance for 0-6 auts.

Revision as of 15:12, 27 February 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Freeze.png Freeze
Level 1
School1 Ice
Source(s)
Casting noise 1
Spell noise 0
Freezes an adjacent creature, dealing damage that bypasses any armour the target may have. This may temporarily slow cold-blooded creatures.
Spell Details
Damage Formula 1d(3+Power/3) cold
Max Damage 1d11
Max Power 25
Range 1
Targeting Beam
To-hit
Special Unavoidable, ignores AC

Freeze is a level 1 Ice Magic spell which deals unavoidable cold damage (1d11 at max spell power) to an adjacent target and may slow cold-blooded enemies. It ignores AC, but enemies with cold resistance will take significantly less damage.

Ice Elementalists begin with this memorized.

Tips & Tricks

  • This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells. Ice elementalists will virtually always prefer Freeze to Throw Frost for monsters in melee range, and may even choose to let wimpy monsters into melee range in order to use it on them.
  • Freeze is an excellent spell for taking out out-of-depth giant frogs.
  • While freeze can slow a hydra, giving you an opportunity to run away, it's usually not a good idea to let a hydra attack you, and it may resist the slow effect. Don't rely on this.
  • Demonspawn may gain a passive version of this spell which counters all melee attacks for free as a result of one of their demonspawn mutations.

History

Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.