Freeze
Freeze | |
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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 | |
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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 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 [bullfrog]]s. It's 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 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.