Difference between revisions of "Freeze"
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|range = 1 | |range = 1 | ||
|target = Beam | |target = Beam | ||
− | |special = | + | |tohit = Never misses |
+ | |special = 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|cold-blooded]] enemies. It never misses and ignores [[AC]], but enemies with [[cold resistance]] will take significantly less damage. | '''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|cold-blooded]] enemies. It never misses and ignores [[AC]], but enemies with [[cold resistance]] will take significantly less damage. | ||
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==Tips & Tricks== | ==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. | *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. | ||
− | *Freeze is an excellent spell for taking out [[out-of-depth]] | + | *Freeze is an excellent spell for taking out [[out-of-depth]] cold-blooded monsters, such as [[adder]]s, [[bullfrog]]s, or [[water moccasin]]s. |
− | *While Freeze can slow a [[hydra]], a well-planned [[Frozen Ramparts]] can do so | + | *Freeze can also come in handy for fighting both highly evasive monsters (such as [[killer bee]]s) or early monsters that can turn [[invisible]] (such as [[orc wizard]]s or [[sky beast]]s) |
− | *Players may gain a [[ | + | *While Freeze can slow a [[hydra]], a well-planned [[Frozen Ramparts]] can do so from a greater distance, and the hydra may resist the slow effect. Don't rely on this. |
+ | *Players may gain a [[Passive Freeze|passive version]] of this spell as a [[mutation]], which counters all melee attacks with this spell for free. | ||
+ | |||
+ | ==Monster Version== | ||
+ | The monster version of Freeze works identically to the player version. | ||
+ | |||
+ | {{monsters with spell}} | ||
==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 09:33, 3 September 2021
Version 0.27: This article may not be up to date for the latest stable release of Crawl.
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 | Never misses |
Special | 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 never misses and ignores AC, but enemies with cold resistance will take significantly less damage.
Ice Elementalists begin with this spell 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.
- Freeze is an excellent spell for taking out out-of-depth cold-blooded monsters, such as adders, bullfrogs, or water moccasins.
- Freeze can also come in handy for fighting both highly evasive monsters (such as killer bees) or early monsters that can turn invisible (such as orc wizards or sky beasts)
- While Freeze can slow a hydra, a well-planned Frozen Ramparts can do so from a greater distance, and the hydra may resist the slow effect. Don't rely on this.
- Players may gain a passive version of this spell as a mutation, which counters all melee attacks with this spell for free.
Monster Version
The monster version of Freeze works identically to the player version.
The following enemies cast Freeze:
- J Endoplasm (1d5 damage)
History
- Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.