Difference between revisions of "Cold"

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(updated to 0.18)
(Potion shattering has been removed, draconians become slow if hit with certain cold attacks with resistance, and wands of cold and frost are gone.)
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'''Cold''' is one of the most common elemental forces you will encounter as you explore the [[Dungeon]]. Both players and monsters can take advantage of cold through spells or specially [[brand]]ed weapons, though some monsters also possess innate cold abilities.
 
'''Cold''' is one of the most common elemental forces you will encounter as you explore the [[Dungeon]]. Both players and monsters can take advantage of cold through spells or specially [[brand]]ed weapons, though some monsters also possess innate cold abilities.
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Cold damage can only be reduced by a character's [[cold resistance]] (rC+) [[intrinsic]]. This is a relatively easy resistance type to acquire, and gaining even a single rank in it cuts damage received by half. With the maximum 3 ranks, you can almost ignore cold damage entirely.
 
Cold damage can only be reduced by a character's [[cold resistance]] (rC+) [[intrinsic]]. This is a relatively easy resistance type to acquire, and gaining even a single rank in it cuts damage received by half. With the maximum 3 ranks, you can almost ignore cold damage entirely.
  
Aside from injury, however, cold damage also has other effects: every time you take cold damage, each [[potion]] in your [[inventory]] is subjected to a small chance of shattering. This can be very costly in areas where cold damage is common, but you can minimize this risk with the [[conservation]] intrinsic (reduces the chance of each potion shattering by 90%) or by storing most of your potions in your [[stash]].
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[[Cold-blooded]] monsters and player [[Draconian|draconians]] without cold resistance may become [[slow]] for several turns when they take cold damage from one of these sources: weapons of [[freezing]], [[Freeze]] and [[Ozocubu's Refrigeration]]. This reduce their attack speed and make them easy to outrun.
 
 
Although this does not affect player characters, [[cold-blooded]] monsters may become [[slow]] for several turns when they take cold damage from one of these sources: weapons of [[freezing]], [[Freeze]] and [[Ozocubu's Refrigeration]]; reducing their attack speed and making them easy to outrun.
 
  
 
==Cold Sources==
 
==Cold Sources==
 
It is relatively easy for characters to gain access to sources of cold damage. Almost any character type can benefit from common [[freezing]]-branded weapons, which deal additional cold damage on top of their normal physical damage. Ranged weapon-users can instead use [[frost]] missiles; these do 100% of their normal damage as cold damage.
 
It is relatively easy for characters to gain access to sources of cold damage. Almost any character type can benefit from common [[freezing]]-branded weapons, which deal additional cold damage on top of their normal physical damage. Ranged weapon-users can instead use [[frost]] missiles; these do 100% of their normal damage as cold damage.
  
Zapping a [[wand of frost]] or [[wand of cold]] allows almost any character to inflict cold damage at range, softening up threats from a distance or killing them outright. Some [[rods]] and other evocable items also have cold damage options available, usually with greater damage potential but at a greater cost.
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Zapping a [[wand of iceblast]] allows almost any character to inflict cold damage at range, in a 3x3 area of effect, softening up threats from a distance or killing them outright.  
  
 
The [[Ice Magic]] school is also available to [[ice elementalist]]s or any character with [[Spellcasting]] capabilities and an appropriate [[book]]. This school is less devoted to direct offense then [[Fire Magic]], offering a variety of utility and defense spells as well.
 
The [[Ice Magic]] school is also available to [[ice elementalist]]s or any character with [[Spellcasting]] capabilities and an appropriate [[book]]. This school is less devoted to direct offense then [[Fire Magic]], offering a variety of utility and defense spells as well.
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*The third rank of the [[Good mutations#Shaggy Fur|Shaggy Fur]] mutation: rC+
 
*The third rank of the [[Good mutations#Shaggy Fur|Shaggy Fur]] mutation: rC+
 
*The third rank of the [[Good mutations#Icy Blue Scales|Icy Blue Scales]] mutation: rC+
 
*The third rank of the [[Good mutations#Icy Blue Scales|Icy Blue Scales]] mutation: rC+
*[[Ice dragon hide]] and [[ice dragon armour]]: rC++
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*[[Ice dragon scales]]: rC++
*[[Gold dragon hide]] and [[gold dragon armour]]: rC+
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*[[Gold dragon scales]]: rC+
 
*Armour of [[ego|cold resistance]]: rC+
 
*Armour of [[ego|cold resistance]]: rC+
 
*[[Staff of cold]]: rC+
 
*[[Staff of cold]]: rC+
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===Cold Vulnerability===
 
===Cold Vulnerability===
 
Cold vulnerability causes you to take 150% normal damage from cold attacks, but is thankfully less common. You can acquire it by:
 
Cold vulnerability causes you to take 150% normal damage from cold attacks, but is thankfully less common. You can acquire it by:
*Wearing a [[fire dragon hide]], [[fire dragon armour]], or [[ring of fire]]
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*Wearing a [[fire dragon scales]] or [[ring of fire]]
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*Wielding [[Maxwell's Thermic Engine]]
 
*[[Ring of Flames]] or [[Dragon Form]]
 
*[[Ring of Flames]] or [[Dragon Form]]
  

Revision as of 01:04, 29 April 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

Cold is one of the most common elemental forces you will encounter as you explore the Dungeon. Both players and monsters can take advantage of cold through spells or specially branded weapons, though some monsters also possess innate cold abilities.

Cold Damage

Cold damage can only be reduced by a character's cold resistance (rC+) intrinsic. This is a relatively easy resistance type to acquire, and gaining even a single rank in it cuts damage received by half. With the maximum 3 ranks, you can almost ignore cold damage entirely.

Cold-blooded monsters and player draconians without cold resistance may become slow for several turns when they take cold damage from one of these sources: weapons of freezing, Freeze and Ozocubu's Refrigeration. This reduce their attack speed and make them easy to outrun.

Cold Sources

It is relatively easy for characters to gain access to sources of cold damage. Almost any character type can benefit from common freezing-branded weapons, which deal additional cold damage on top of their normal physical damage. Ranged weapon-users can instead use frost missiles; these do 100% of their normal damage as cold damage.

Zapping a wand of iceblast allows almost any character to inflict cold damage at range, in a 3x3 area of effect, softening up threats from a distance or killing them outright.

The Ice Magic school is also available to ice elementalists or any character with Spellcasting capabilities and an appropriate book. This school is less devoted to direct offense then Fire Magic, offering a variety of utility and defense spells as well.

Cold Resistance

The cold resistance intrinsic significantly reduces the cold damage you take when attacked, as shown on the chart below:

Resistance Level Damage Taken (Player) Damage Taken (Monster)
1 50% 50%
2 33% 20%
3 20% 0%

You can acquire cold resistance from a number of sources:

Cold Vulnerability

Cold vulnerability causes you to take 150% normal damage from cold attacks, but is thankfully less common. You can acquire it by:

See Also

List of cold resistant monsters

List of cold vulnerable monsters