Difference between revisions of "Polar Vortex"
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| − | '''Polar Vortex''' is a level 9 [[Ice Magic]] spell that creates a frenzy of raging wind up to 6 tiles around you, dealing catastrophic [[cold]] damage | + | '''Polar Vortex''' is a level 9 [[Ice Magic]] spell that creates a frenzy of raging wind up to 6 tiles around you, dealing catastrophic [[cold]] damage. |
| − | + | ==Useful Info== | |
| + | Polar Vortex creates [[cloud]]s of raging wind, dealing a base of <code>12d(pow/15)</code> damage per turn.<ref>{{source ref|0.30.0|spl-vortex.cc|377}}</ref> Only 50% of damage is affected by [[cold resistance]]. [[Twister]]s are the only monster completely immune to the vortex. | ||
| − | The | + | The damage is then adjusted by:<ref>{{source ref|0.30.0|spl-vortex.cc|294}}</ref> |
| + | * Percentage of tiles open. In tight spaces, damage is reduced. Damage is multiplied by the ratio, <code>(tiles with wind) / (tiles that could have wind)</code>.<ref>{{source ref|0.30.0|spl-vortex.cc|271}}</ref> | ||
| + | * "Duration-radius" factor. Creatures on the outside of the Vortex will receive the most damage.<ref>{{source ref|0.30.0|spl-vortex.cc|291}}</ref> | ||
| + | |||
| + | Polar Vortex also causes monsters (including [[orbs of destruction]]) and [[cloud]]s to rotate around in a counterclockwise fashion. The "rotation" is in a square shape, done at a rate of (about) 1 full rotation per 6 turns. | ||
| + | |||
| + | While casting the spell, the caster and anything caught inside will [[fly]] for a short period of time. Once it ends, there's a grace period of ~2 turns until flight ends.<ref>{{source ref|0.30.0|spl-vortex.cc|351}}</ref><ref>{{source ref|0.30.0|spl-vortex.cc|365}}</ref> Also, casting Polar Vortex makes the caster immune to other creatures' Polar Vortex. | ||
| + | |||
| + | Polar Vortex lasts for 6 turns. The vortex immediately ends if you [[blink]] or [[teleport]] via any means. After it ends, it has a cooldown of 3.5 - 4.5 turns. The vortex's radius is equal to <code>sqrt([[aut]]_passed) * 7/5</code>, max. 5 tiles. | ||
==Tips & Tricks== | ==Tips & Tricks== | ||
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*Prior to [[0.30]], Polar Vortex was 60% irresistible. | *Prior to [[0.30]], Polar Vortex was 60% irresistible. | ||
*Polar Vortex was added in [[0.27]], as a rethemed version of [[Tornado]]. Comparative to Tornado, Vortex deals 33% more damage, but is partially resistible. In addition, a few monsters lost rTornado. | *Polar Vortex was added in [[0.27]], as a rethemed version of [[Tornado]]. Comparative to Tornado, Vortex deals 33% more damage, but is partially resistible. In addition, a few monsters lost rTornado. | ||
| + | |||
| + | ==References== | ||
| + | <references/> | ||
Revision as of 22:26, 16 July 2023
| | |
|---|---|
| Level | 9 |
| School1 | Ice |
| Source(s) | Book of Ice |
| Casting noise | 9 |
| Spell noise | 0 |
| Power Cap | 200 |
| Range | 5 |
| Flags | Area, Destructive |
| Turns the air around the caster into a freezing vortex, doing tremendous damage to everyone caught in it that can only be half-mitigated by resistance to cold. Those affected will also be swept up into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The vortex is unable to follow the caster through long-distance translocations. The spell's effectiveness is greatly diminished in closed areas. After the vortex fades, it cannot be called forth again for a short time. |
Polar Vortex is a level 9 Ice Magic spell that creates a frenzy of raging wind up to 6 tiles around you, dealing catastrophic cold damage.
Useful Info
Polar Vortex creates clouds of raging wind, dealing a base of 12d(pow/15) damage per turn.[1] Only 50% of damage is affected by cold resistance. Twisters are the only monster completely immune to the vortex.
The damage is then adjusted by:[2]
- Percentage of tiles open. In tight spaces, damage is reduced. Damage is multiplied by the ratio,
(tiles with wind) / (tiles that could have wind).[3] - "Duration-radius" factor. Creatures on the outside of the Vortex will receive the most damage.[4]
Polar Vortex also causes monsters (including orbs of destruction) and clouds to rotate around in a counterclockwise fashion. The "rotation" is in a square shape, done at a rate of (about) 1 full rotation per 6 turns.
While casting the spell, the caster and anything caught inside will fly for a short period of time. Once it ends, there's a grace period of ~2 turns until flight ends.[5][6] Also, casting Polar Vortex makes the caster immune to other creatures' Polar Vortex.
Polar Vortex lasts for 6 turns. The vortex immediately ends if you blink or teleport via any means. After it ends, it has a cooldown of 3.5 - 4.5 turns. The vortex's radius is equal to sqrt(aut_passed) * 7/5, max. 5 tiles.
Tips & Tricks
- While Polar Vortex is less impressive than other level 9 spells, it is quite MP-efficient, as it only consumes MP on the turn it is cast. It also takes only one spell school to train.
- When the radius is 6, the amount of noise is 15. This number is multiplied by the delay of your last action (in auts) and divided by 10.
- Any trees within Polar Vortex's range have a chance of being destroyed by the spell.
- Be careful not to use Blink while the spell is up unless you specifically want to end its effects.
History
- Prior to 0.30, Polar Vortex was 60% irresistible.
- Polar Vortex was added in 0.27, as a rethemed version of Tornado. Comparative to Tornado, Vortex deals 33% more damage, but is partially resistible. In addition, a few monsters lost rTornado.
References
- ↑ spl-vortex.cc:377 (0.30.0)
- ↑ spl-vortex.cc:294 (0.30.0)
- ↑ spl-vortex.cc:271 (0.30.0)
- ↑ spl-vortex.cc:291 (0.30.0)
- ↑ spl-vortex.cc:351 (0.30.0)
- ↑ spl-vortex.cc:365 (0.30.0)