Difference between revisions of "Freeze"
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{{Spell | {{Spell | ||
|name=Freeze | |name=Freeze | ||
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|special = Unavoidable, ignores [[AC]]}} | |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|cold-blooded]] enemies. It 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. |
− | [[Ice Elementalist]]s begin with this memorized. | + | [[Ice Elementalist]]s begin with this spell memorized. |
==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]] [[bullfrog]]s. | + | *Freeze is an excellent spell for taking out [[out-of-depth]] amphibians, namely [[adder]]s and [[bullfrog]]s. |
− | *While | + | *While Freeze can slow a [[hydra]], a well-planned [[Frozen Ramparts]] can do so at a 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. |
==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 17:22, 9 August 2021
Version 0.27: This article may not be up to date for the latest stable release of Crawl.
Freeze | |
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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 | |
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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 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 amphibians, namely adders and bullfrogs.
- While Freeze can slow a hydra, a well-planned Frozen Ramparts can do so at a 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.
History
- Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.