Difference between revisions of "Fortress Blast"
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Prevents manual movement (and physical abilities like Hop) for <code>70 - 10*power/25</code> [[aut]],<ref>{{source ref|0.33.1|spl-damage.cc|5322}}</ref> after which a 5x5 explosion centered on the caster occurs. You are allowed to do other actions that don't rely on physical movement for the duration, including [[teleport]]/[[blink]]. If something displaces you during the channeling, e.g., an [[elephant]] [[trample]]s you, the fortress blast will dissipate harmlessly. | Prevents manual movement (and physical abilities like Hop) for <code>70 - 10*power/25</code> [[aut]],<ref>{{source ref|0.33.1|spl-damage.cc|5322}}</ref> after which a 5x5 explosion centered on the caster occurs. You are allowed to do other actions that don't rely on physical movement for the duration, including [[teleport]]/[[blink]]. If something displaces you during the channeling, e.g., an [[elephant]] [[trample]]s you, the fortress blast will dissipate harmlessly. | ||
| − | + | The explosion deals <code>6d(4 + 3*[AC^1.343]/17)</code> physical damage (max. 6d39 at 70 AC).<ref>{{source ref|0.33.1|spl-damage.cc|5368}}</ref><ref>{{source ref|0.33.1|zap-data.h|2626}}</ref> Notably, this means that the damage per AC ratio is non-linear, with each successive point of AC having a ''greater'' effect than the last. | |
| − | + | You and your allies (even if not Forgecraft constructs) are not harmed by this spell. | |
==Strategy== | ==Strategy== | ||
Not being able to retreat is quite dangerous in ''Crawl'', so this spell should not be used lightly - try to lure enemies into a known, cleared out area first. Doing this will also help mitigate this spell's loud noise. | Not being able to retreat is quite dangerous in ''Crawl'', so this spell should not be used lightly - try to lure enemies into a known, cleared out area first. Doing this will also help mitigate this spell's loud noise. | ||
| − | + | This spell has a few notable synergies: | |
| + | *Any source of AC will boost this spell's damage. [[Forge Phalanx Beetle]] and [[Ozocubu's Armour]] are easy ways to boost your AC before using this spell. [[Talisman]] forms can potentially help, especially [[Statue Form]]. | ||
| + | **This spell is especially strong for [[species]] that gain extra AC as they level up, like [[Gargoyle]]s and [[Naga]]s. Species that can cast more easily in heavy armour, like [[Mountain Dwarves]] and enkindling [[Revenant]]s, may also reach Fortress Blast's higher damage thresholds. | ||
| + | *This spell does not have friendly fire, so it can synergize with other Forgecraft spells like [[Splinterfrost Shell]] to shield from melee attacks, and [[Awaken Armour]] due to its AC-reliant mechanics. | ||
| + | |||
| + | As a rule of thumb, you should strive to have at least 50 AC (possibly after being boosted by Forge Phalanx Beetle and/or Ozocubu's Armour) by 3-rune endgame for Fortress Blast to be effective. | ||
==History== | ==History== | ||
Latest revision as of 00:59, 20 February 2026
| | |
|---|---|
| Level | 6 |
| School1 | Forgecraft |
| Source(s) | Book of the Fortress Book of Power |
| Casting noise | 6 |
| Spell noise | 20 |
| Power Cap | 75 |
| Range | 2 |
| Flags | Area, Destructive |
| Draws upon the caster's own physical integrity to create a kinetic shockwave that damages foes in a large area. The caster is locked in place for several turns as the shockwave starts to form, and the spell will be cancelled if they are displaced during that time, but they may otherwise perform other actions freely. Spellpower causes the spell to complete more quickly, but the damage depends entirely upon the caster's AC. |
Fortress Blast is a level 6 Forgecraft spell which locks the user into place for a few turns, then creates a 5x5 explosion with damage based entirely on AC. It deals no damage to the user or their allies.
Contents
Useful Info
Prevents manual movement (and physical abilities like Hop) for 70 - 10*power/25 aut,[1] after which a 5x5 explosion centered on the caster occurs. You are allowed to do other actions that don't rely on physical movement for the duration, including teleport/blink. If something displaces you during the channeling, e.g., an elephant tramples you, the fortress blast will dissipate harmlessly.
The explosion deals 6d(4 + 3*[AC^1.343]/17) physical damage (max. 6d39 at 70 AC).[2][3] Notably, this means that the damage per AC ratio is non-linear, with each successive point of AC having a greater effect than the last.
You and your allies (even if not Forgecraft constructs) are not harmed by this spell.
Strategy
Not being able to retreat is quite dangerous in Crawl, so this spell should not be used lightly - try to lure enemies into a known, cleared out area first. Doing this will also help mitigate this spell's loud noise.
This spell has a few notable synergies:
- Any source of AC will boost this spell's damage. Forge Phalanx Beetle and Ozocubu's Armour are easy ways to boost your AC before using this spell. Talisman forms can potentially help, especially Statue Form.
- This spell is especially strong for species that gain extra AC as they level up, like Gargoyles and Nagas. Species that can cast more easily in heavy armour, like Mountain Dwarves and enkindling Revenants, may also reach Fortress Blast's higher damage thresholds.
- This spell does not have friendly fire, so it can synergize with other Forgecraft spells like Splinterfrost Shell to shield from melee attacks, and Awaken Armour due to its AC-reliant mechanics.
As a rule of thumb, you should strive to have at least 50 AC (possibly after being boosted by Forge Phalanx Beetle and/or Ozocubu's Armour) by 3-rune endgame for Fortress Blast to be effective.
History
- This spell was added in 0.33.
References
- ↑ spl-damage.cc:5322 (0.33.1)
- ↑ spl-damage.cc:5368 (0.33.1)
- ↑ zap-data.h:2626 (0.33.1)