Difference between revisions of "Fortress Blast"

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{{Spell info}}
{{flavour|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.}}
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'''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]].
  
'''Fortress Blast''' is a level 6 [[Forgecraft]] AOE attack spell whose damage scales entirely based on your [[AC]]. Casting it locks you in place for several turns (during which they can still perform other actions), and at the end of these turns, there is a 5x5 explosion of physical force. Spellpower affects how quickly the blast charges up, but the power cap is deliberately low, since this is aimed at characters with high AC who are less likely to plausibly reach high power.
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==Useful Info==
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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.
  
The damage scaling from AC is non-linear (i.e.: each point of AC is worth ''more'' than the last) and currently caps at around 70 AC, giving you up to 6d39 damage.
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You aren't hurt by the explosion, and it 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.
  
 
==Strategy==
 
==Strategy==
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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. This also helps mitigate this spell's loud noise.
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The spell is especially good for [[species]] that gain extra AC as they level up, like [[Gargoyle]]s and [[Naga]]s.
 
The spell is especially good for [[species]] that gain extra AC as they level up, like [[Gargoyle]]s and [[Naga]]s.
  
 
==History==
 
==History==
{{CBA|0.33|this spell will be added to the game.}}
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*This spell was added in [[0.33]].
  
[[Category:Forgecraft Spells]] <!-- remove these categories after adding the {{spell info}} block, they'll be added automatically -->
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==References==
[[Category:Level 6 Spells]]
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<references/>

Latest revision as of 15:03, 20 October 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Fortress blast.png Fortress Blast
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.

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.

You aren't hurt by the explosion, and it 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.

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. This also helps mitigate this spell's loud noise.

The spell is especially good for species that gain extra AC as they level up, like Gargoyles and Nagas.

History

  • This spell was added in 0.33.

References