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Orb of winter: Difference between revisions

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Latest revision as of 09:53, 9 February 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
A globe of deepest cold, still lingering from a time before the stars lit the heavens. It can shroud the soul in a chill so intense that even the gods cannot reach it.

Useful Info

Orbs of winter are the ice-themed orb of appropriateness. Fast and able to blast adventurers with ice, they are some of the toughest enemies in a 3-rune game.

They can be found in Zot, especially Zot:5, if their statues appear in the Temple and just outside Zot. They may be replaced by orbs of fire or orbs of entropy. Regardless of which orb type you find in Zot, they can appear in certain Ziggurat floors.

Spells

Tile Name Damage Range Flags
Ozocubu's Refrigeration 4d22 — Magical flag
Flash Freeze 3d31 LOS Magical flag
Ostracise — 3 Magical flag

Strategy

  • Ostracise only has a 3 tile range, so if you value your piety, try not to let them get this close.
  • While they are immune to most elements, orbs of winter are only partially resistant to fire, so high level fire conjurations can be effective at taking them down.
  • Their spells are considered magical, so antimagic will make orbs of winter a lot less dangerous. Silence does not work.
  • A few casts of Haunt can easily lock an orb of winter in place. Due to the summons coming in high numbers and having cold resistance or immunity, the orb will not be able to easily clear them with Refrigeration. Once it's entirely surrounded, there is a little it can do to escape.
  • Malign Gateway is almost as effective against orbs of winter as it is against their fiery brothers, due to the tentacle's high damage and complete immunity to cold.

History