โ | Target near enemy units to freeze them solid for a short period of time. Frozen units cannot move, but are very hard to kill. | โ |
—In-game description |
โ | Target near an enemy army to freeze their soldiers solid for a short period of time. | โ |
—In-game description |
Frost is a Norse Heroic Age god power in Age of Mythology that is available to worshipers of Skadi. When invoked, it freezes in place all enemy units in a large area for a minute but gives them 99% armor to all attacks, essentially making them invulnerable.
Further statistics[]
Age bonuses[]
Wonder Age: -75% recharge cooldown and recast favor cost.
Relic bonuses[]
Hekate's Torches: -10% recharge cooldown and recast favor cost.
Strategy[]
As Frost only immobilizes units while rendering them nearly invulnerable, it cannot be used to destroy an enemy army. It should instead be used defensively as a delaying tactic. If caught off guard, the enemy force can simply be frozen, allowing the player to create an opposing force to deal with the enemy or retreat to a safer location. Alternatively, it can be used to only freeze a portion of the enemy army, leaving the half sized army very vulnerable to attack.
Frost can also be used offensively. If the opponent has concentrated a good portion of their army in their base, the player can freeze them, preventing the player from fending off an attack. Players are then free to use their siege units to demolish important buildings. As worker units are also affected, this can also stop their resource income. If the enemy has reached their population limit, they will be unable to train new units to supplement their frozen army. The combined loss of unit producing buildings and resource income will make it even harder to counter-attack. This can also be used to stall the construction of a Wonder or Titan Gate. The following units cannot be frozen:
If a player expects their opponent to use Frost, they can garrison their units inside buildings, Siege Towers/Helepoleis, landed Rocs, and other transports. When Frost is used, while the transport units themselves get frozen, the units inside are not affected by the Frost and can still be ejected to be able to fight back.
In the game mode Arena of the Gods, all scenarios after scenario 10 will periodically have the Frost god power randomly freeze the player's own units during each winter season, as part of the World Twist Freyr's Harsh Weather. This does not apply to the dark winter, mighty winter, or snowy winter variations.
Changelog[]
Age of Mythology[]
- Frost is single-use and is 90% accurate.
- Frost has a radius of 24 and freezes units for 45 seconds. Frozen units have their armor increased by 99%.
Tale of the Dragon[]
- With patch 2.0, Frost is 100% accurate.
Retold[]
- Frost can be reused for a base cost of 200 favor and a ramping cost of +15 favor after a cooldown of 240 seconds.
- Frost has a radius of 23 and no longer affects Ox Carts, Phoenix Eggs, or Sentinels, but now affects Carnivorae.
Trivia[]
- Frost ends one second before the timer runs out.
- Atlantean human units (including Citizens) caught in the god power can convert into heroes to escape. Whether it is a bug or done intentionally is unknown.
- Given this fact, Atlantean heroes are not immune to the god power, if caught in their hero form.
- Fast units may be able to escape from Frost, if they can leave circumference area of the god power after it has been invoked before being caught in it. After Frost has spread to maximize the circumference of its area of effect, enemy units may pass through the affected area without being caught.
- Frost also provides protection from divine attacks, similar to the Behemoth's directional armor increase.