Difference between revisions of "Freeze"

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{{Spell
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{{version031}}{{spell info}}
|name=Freeze
 
|level=1
 
|school1={{Ice Magic}}
 
|school2=
 
|school3=
 
|sources=<div>
 
*[[Book of Frost]]
 
</div>
 
|castingnoise=1
 
|spellnoise=0
 
}}
 
 
 
{{Flavour|This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.}}
 
 
 
 
{{AttackSpell
 
{{AttackSpell
 
|name=Freeze
 
|name=Freeze
|formula = 1d(3+Power/3) [[cold]]
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|formula = 1d(3+(3*Power)/10) [[cold]]
|maxdmg = 1d11.33
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|maxdmg = 1d10
 
|maxsp =25
 
|maxsp =25
 
|range = 1
 
|range = 1
 
|target = Beam
 
|target = Beam
|special = Unavoidable, ignores [[AC]], delays enemies without [[cold resistance]] by 0-6 [[aut]]s}}
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|tohit = Never misses
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|special = Ignores [[AC]]}}
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'''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 also ignores [[AC]], but enemies with [[cold resistance]] will take significantly less damage.
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[[Ice Elementalist]]s begin with this spell memorized.
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==Strategy==
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Freeze has comparatively high damage, and ignores both AC and EV, which makes it useful for longer than most level 1 spells. It is an excellent spell for taking out [[out-of-depth]] cold-blooded monsters, such as [[adder]]s and [[bullfrog]]s. Its also useful against highly evasive enemies (such as [[killer bee]]s) or early monsters that can turn [[invisible]] (such as [[orc wizard]]s or [[sky beast]]s). But like all level 1 spells, its damage eventually becomes too low to consider for primary use.
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===Tips & Tricks===
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*While Freeze can slow tougher enemies like a [[hydra]], a well-planned [[Frozen Ramparts]] can do so from a greater distance, and monsters are only slowed 50% of the time. Don't rely on this.
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*Players may gain a [[Passive Freeze|passive version]] of this spell as a [[mutation]], which counters all melee attacks with this spell for free.
  
[[Freeze]] is a level 1 [[Ice Magic]] spell which deals unavoidable cold damage (1d12 at max [[spell power]]) to an adjacent target, delays its next action slightly (0 to 1+Power/5 [[aut]]s if the enemy is not resistant to cold, doubled for rC- monsters), and may [[slow]] [[Cold_blooded|cold-blooded]] enemies. It ignores [[AC]], but enemies with [[cold resistance]] will take significantly less damage.
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==Monster Version==
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The monster version of Freeze works similar to the player version. However, it does not share the player version's low power cap -- [[player ghost]]s that know Freeze will be able to inflict heavy, defense-ignoring cold damage at close range.
  
[[Ice Elementalist]]s begin with this memorized.
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{{monsters with spell}}
  
==Tips & Tricks==
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==History==
*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.
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*Prior to [[0.30]], Freeze dealt <code>1d(3+Power/3)</code> damage.
*Freeze is an excellent spell for taking out [[out-of-depth]] [[giant frog]]s.
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*Prior to [[0.17]], Freeze delayed enemies without cold resistance for 0-6 auts.
*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.
 
*[[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]].
 

Latest revision as of 03:26, 29 June 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Freeze.png Freeze
Level 1
School1 Ice
Source(s) Book of Frost
Casting noise 1
Spell noise 0
Power Cap 25
Range 1
Flags Dir or target, Not self
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+(3*Power)/10) cold
Max Damage 1d10
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 also ignores AC, but enemies with cold resistance will take significantly less damage.

Ice Elementalists begin with this spell memorized.

Strategy

Freeze has comparatively high damage, and ignores both AC and EV, which makes it useful for longer than most level 1 spells. It is an excellent spell for taking out out-of-depth cold-blooded monsters, such as adders and bullfrogs. Its also useful against highly evasive enemies (such as killer bees) or early monsters that can turn invisible (such as orc wizards or sky beasts). But like all level 1 spells, its damage eventually becomes too low to consider for primary use.

Tips & Tricks

  • While Freeze can slow tougher enemies like a hydra, a well-planned Frozen Ramparts can do so from a greater distance, and monsters are only slowed 50% of the time. 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 similar to the player version. However, it does not share the player version's low power cap -- player ghosts that know Freeze will be able to inflict heavy, defense-ignoring cold damage at close range.

The following enemies cast Freeze:

History

  • Prior to 0.30, Freeze dealt 1d(3+Power/3) damage.
  • Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.