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Polar Vortex: Difference between revisions

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==Useful Info==
==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.
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]].


The damage is then adjusted by:<ref>{{source ref|0.30.0|spl-vortex.cc|294}}</ref>
The damage is then adjusted by:<ref>{{source ref|0.30.0|spl-vortex.cc|294}}</ref>
Line 11: Line 11:
* "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>
* "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.
Creatures and [[cloud]]s caught in the vortex will rotate in a counterclockwise fashion. The "rotation" is a square shape, and done at a rate of (approx.) 1 full rotation per 6 turns. The vortex


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.
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 1 turn 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> Thankfully, monsters won't make any effort to avoid falling into [[deep water]] or [[lava]].


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. 6 tiles.
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. 6 tiles.
Creatures who are currently casting Polar Vortex (including [[twister]]s) are immune to other creatures' Polar Vortex.


==Tips & Tricks==
==Tips & Tricks==

Revision as of 21:41, 16 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
 Polar Vortex
Level 9
School1 Ice
Source(s) Book of Ice
Casting noise 9
Spell noise 15
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.

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]

Creatures and clouds caught in the vortex will rotate in a counterclockwise fashion. The "rotation" is a square shape, and done at a rate of (approx.) 1 full rotation per 6 turns. The vortex

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 1 turn until flight ends.[5][6] Thankfully, monsters won't make any effort to avoid falling into deep water or lava.

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. 6 tiles.

Creatures who are currently casting Polar Vortex (including twisters) are immune to other creatures' Polar Vortex.

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