====== Freezing ====== {{:misc:scales:cold.png?nolink }} A **Frozen** creature has limited capabilities (due to being so cold), and fights poorly as a result. Freezing is a condition, not a wound. It persists from round to round, inflicts fatigue each round, and lasts until the creature thaws or the battle ends. ===== Effects ===== ==== Each round, while Frozen ==== **Fatigue** * **2d6** (2 to 12) cold [[fatigue]] * this figure gets halved (rounded up) with **5 [[Cold Resistance]] or more** **Penalties** * attacks take **twice as long** to recharge * combat Action Points **halved** * **-3 [[Attack Skill]]** * **-3 [[Defence Skill]]** The unit panel displays these as **Frozen: -3** and **Frozen: -half**. [[slowed|Slowed]] is a separate condition with its own -2 to each skill. A creature can have both, and the penalties stack. ===== Becoming Frozen ===== **Cold attacks** can freeze on the same terms that fire attacks can [[burn|burn]]: **4% per point** of damage, **divided by 3** if the attack inflicts **Fatigue** rather than damage. At **25** points or more the chance reaches 100%. The damage used for this check is the amount remaining after [[Cold Resistance]], measured before the damage roll and before the protection roll. The attack must also wound: an attack fully absorbed by [[protection|Protection]] cannot freeze. If a single attack inflicts both fire and cold damage, burning is checked first and takes precedence. A creature ignited by such an attack does not receive a freeze check. ===== Immunities ===== A creature cannot be frozen if any of the following applies: * **10 [[Cold Resistance]]** or more * [[spiritform|Spiritform]] * [[:Mistform|Mistform]] * the ??Breath of Winter?? enchantment * a hardcoded trait: innate heat Innate heat is a unit trait, not an aura value, but the unit sheet does not distinguish between the two. It cannot be given through items, spells nor modding. A unit with innate heat has a built-in [[auras#heat-aura|Heat Aura]] of 3, so it displays a heat value just as a unit with a listed aura does, and Fire magic increases both. Only the source of the aura affects freezing. ??Salamander??s, ??Ifrit??s and ??Marid??s have listed aura values of 6, 4 and 5 respectively and can be frozen normally, as can Abysia's sacred ??Burning One?? with a listed 6. The following units cannot be frozen: ^ Type ^ Units ^ | Abysia's soldiers and leaders | ??Abysian Infantry??, ??Lava Warrior??, ??Lava-born??, ??Lava-born Commander??, ??War Master??, ??Warlord??, ??Beast Trainer??, ??Rage Lord?? | | Abysia's mages and priests | ??Warlock??, ??Warlock Apprentice??, ??Great Warlock??, ??Demonbred??, ??Misbred??, ??Anathemant??, ??Anathemant Salamander??, ??Anathemant Dragon??, ??Anathemant Warlock??, ??Sanguine Anathemant??, ??Anointed of Rhuax?? | | Abysia's assassins | ??Slayer??, ??Slayer Worm??, ??Slayer Anathemant??, ??Slayer Sanguine??, ??Slayer Dragon?? | | Devils and demons | ??Devil??, ??Arch Devil??, ??Moloch??, ??Hell Spawn??, ??Hannya??, ??Demon of Heavenly Fires?? | | Beings and beasts of living fire | ??Phoenix??, ??Summer Lion??, ??Magma Child??, ??Fire Snake??, ??Smoulderghost??, ??Guardian of the Pyre??, ??Hinn??, ??Khalkotauros??, ??Calydonian Boar?? | | The desert dead of Hidden in Sand | ??Dust King??, ??Dust Priest??, ??Dust Warrior??, ??Dust Walker?? | | Miscellaneous | ??Gloso??, ??Turan Sorcerer?? | The ??Anointed of Rhuax?? has both: a listed value of 6 on top of the built-in 3, for a total Heat Aura of 9. Five units share the name ??Hell Spawn??. Two have innate heat and cannot be frozen; the other three have a listed aura of 6 and can. [[Ethereal]] does **not** grant immunity in Dominions 6, despite the manual's claim. ===== Other sources ===== Two [[Alteration]] spells apply the condition directly rather than rolling for it. Both are [[Water]] [[magic]]: ^ Spell ^ Path ^ Research ^ Targets ^ | ??Freeze?? | {{path>W2}} | Alteration 3 | a small area | | ??Winter's Chill?? | {{path>W3}} | Alteration 5 | a large area | The **??Encase in Ice??** spells do not apply the Frozen condition. They immobilise their target through a separate effect, can only be cast underwater, and inflict none of the fatigue or penalties described above. A creature standing in a [[cloud#frost-clouds|frost cloud]] may also be frozen. Frost cloud damage is normally capped at 1 point, but the cap does not apply to a target that is already Frozen. ===== Thawing ===== A Frozen creature rolls to thaw each round: ^ Source ^ Effect on the chance ^ | base | **25%** | | {{:misc:scales:heat.png?15&nolink}} each point of Heat on the [[Scales]] | **+5%** | | each point of [[Cold Resistance]] | **+1%** | | minimum | **1%** | {{:misc:scales:cold.png?15&nolink}} Cold scales count as negative Heat, and [[Elemental Vulnerability]] counts as negative Cold Resistance. Fatigue is applied before the thaw roll, so a frozen creature always suffers at least one 2d6 before it can escape. The condition also ends when the battle does.