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.
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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 never misses and ignores [[AC]], but enemies with [[cold resistance]] will take significantly less damage.
  
[[Ice Elementalist]]s begin with this memorized.
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[[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. 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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*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.
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*Freeze is an excellent spell for taking out [[out-of-depth]] amphibians, namely [[adder]]s and [[bullfrog]]s.
*While freeze can slow a [[hydra]], giving you an opportunity to run away, it's usually not a good idea to let a hydra attack you, and it may resist the slow effect. Don't rely on this.
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*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.
*[[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]].
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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.
  
 
==History==
 
==History==
Prior to [[0.17]], Freeze delayed enemies without cold resistance for 0-6 auts.
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*Prior to [[0.17]], Freeze delayed enemies without cold resistance for 0-6 auts.

Revision as of 18:22, 9 August 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
Freeze.png 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
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.