Difference between revisions of "Frozen Ramparts"
m |
|||
Line 16: | Line 16: | ||
* [[Ozocubu's Armour]] shares its spell school, movement restrictions, and even spell level with Frozen Ramparts. The two spells possess impressive natural synergy. | * [[Ozocubu's Armour]] shares its spell school, movement restrictions, and even spell level with Frozen Ramparts. The two spells possess impressive natural synergy. | ||
* Despite their similarity to walls, [[tree]]s are not affected by Frozen Ramparts, making the spell of little use in forested areas like the [[Swamp]]. | * Despite their similarity to walls, [[tree]]s are not affected by Frozen Ramparts, making the spell of little use in forested areas like the [[Swamp]]. | ||
− | * ''Any'' change in position will break the ramparts, be it voluntary (movement, [[blink]]ing) or not ([[Force Lance]], being [[trample]]d). Take care to position yourself to maximize the spell's effectiveness, and consider using different spell against creatures that can force you to move. | + | * ''Any'' change in position will break the ramparts, be it voluntary (movement, [[blink]]ing) or not ([[Force Lance]], being [[trample]]d). Take care to position yourself to maximize the spell's effectiveness, and consider using a different spell against creatures that can force you to move. |
==History== | ==History== |
Revision as of 10:34, 3 September 2021
![]() | |
---|---|
Level | 3 |
School1 | Ice |
Source(s) | Book of Frost Book of Sloth |
Casting noise | 3 |
Spell noise | 8 |
Power Cap | 50 |
Range | 2 |
Flags | Area, No ghost |
Encases surrounding walls with ice for a short time. Foes that wander near the icy walls will be damaged, and this may temporarily slow cold-blooded creatures. Each victim is only ever affected by one icy wall at a time.
The ice will crack and fall away if the caster moves to a new position. |
Frozen Ramparts is a Level 3 Ice Magic spell that temporarily covers all walls within 2 tiles of the caster with ice. These ice-covered walls will inflict cold damage on any monster that stands next to them (similar to the slime-covered walls of the Slime Pits). The caster and their allies are immune to the spell's effects.
While the spell is active, attempting to cast the spell again will fail (but will not waste any time). Choose your battleground carefully, for you will not be able to move without ending the spell prematurely.
Strategy
Similar to Freeze, Frozen Ramparts ignores evasion and can slow cold-blooded creatures, making it useful for fighting both highly evasive enemies like killer bees and slowing down dangerous reptiles like hydras or anacondas.
Frozen Ramparts deals significant damage to over its duration to all enemies. However, it requires you to remain still and keep your enemies next to walls. It is most effective in corridors, but can perform adequately in semi-open areas so long as you can still position your foe(s) next to a wall.
Do note that intelligent enemies may attempt to avoid ice-covered walls (only) if their health is low enough; if you need to reactivate the spell, you may need to wait until your foes are in position in order to catch them in the area.
Tips & Tricks
- Ozocubu's Armour shares its spell school, movement restrictions, and even spell level with Frozen Ramparts. The two spells possess impressive natural synergy.
- Despite their similarity to walls, trees are not affected by Frozen Ramparts, making the spell of little use in forested areas like the Swamp.
- Any change in position will break the ramparts, be it voluntary (movement, blinking) or not (Force Lance, being trampled). Take care to position yourself to maximize the spell's effectiveness, and consider using a different spell against creatures that can force you to move.