|Freezes an adjacent creature, dealing damage that bypasses any armour the target may have. This may temporarily slow cold-blooded creatures.|
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.
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.
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:
- J Endoplasm (1d5 damage)
- Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.