Difference between revisions of "Frozen Ramparts"
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Similar to [[Freeze]], Frozen Ramparts ignores evasion and can slow [[cold-blooded]] creatures, making it useful for fighting both highly evasive enemies like [[killer bee]]s and slowing down dangerous [[list of reptiles and amphibians|reptiles]] like [[hydra]]s or [[anaconda]]s. | Similar to [[Freeze]], Frozen Ramparts ignores evasion and can slow [[cold-blooded]] creatures, making it useful for fighting both highly evasive enemies like [[killer bee]]s and slowing down dangerous [[list of reptiles and amphibians|reptiles]] like [[hydra]]s or [[anaconda]]s. | ||
− | Frozen Ramparts deals significant damage over its duration, | + | 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. Sharing the movement restriction [[Ozocubu's Armour]], and even having the same spell level, they are a natural pair. |
− | + | 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. And despite their similarity to walls, trees are not affected by Frozen Ramparts, making the spell of little use in forested areas like the [[Swamp]]. | |
==History== | ==History== | ||
− | Frozen Ramparts was added in [[0.25]]. | + | *Prior to [[trunk|0.27]], certain position changes (like an uncontrolled [[Blink]]) would maintain the Ramparts. |
+ | *Prior to [[0.26]], you could move while the Ramparts were active. | ||
+ | *Frozen Ramparts was added in [[0.25]]. |
Revision as of 20:48, 11 July 2021
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Frozen Ramparts | |
---|---|
Level | 3 |
School1 | Ice |
Source(s) | |
Casting noise | 3 |
Spell noise | 8 |
Encases surrounding walls enchanted ice for a short time. Victims that wander near the icy walls will be frozen, but the caster and any allies can pass safely. |
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 freeze new walls until the spell ends.
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. Sharing the movement restriction Ozocubu's Armour, and even having the same spell level, they are a natural pair.
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. And despite their similarity to walls, trees are not affected by Frozen Ramparts, making the spell of little use in forested areas like the Swamp.