Hoarfrost Cannonade

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Template:Version033 Template:Spell info Hoarfrost Cannonade is a level 5 Ice/Forgecraft spell that constructs 2 hoarfrost cannons near the caster, which are stationary turrets that fire long-range freezing projectiles each turn.

Useful Info

Creates 2 hoarfrost cannons placed within 2-3 tiles of the caster. The cannons will fire Hoarfrost Bullets on the turn they are summoned, and they'll always fire when they get a turn (they are 50% speed, so every 2.0 decaAut after). Their attacks always hit and inflict the Frozen status for 3-5 turns.

They lose 20% of their HP with each shot they take.<ref>Template:Source ref</ref> If they last long enough to shoot 5 times, their 5th shot will explode in a 3x3 area, deal double damage, and not damage allies. The cannons are destroyed after the 5th shot even if healed.

Increasing spellpower increases the HD of the cannons and damage of the bullets. HD of the cannons is 4 + power/20,<ref>Template:Source ref</ref> and their regular damage is equal to 3d(3 + 12*HD/16).<ref>Template:Source ref</ref>

The cannons count as allies, so followers of Okawaru cannot use this spell. Recasting the spell will dismiss any existing cannons. When they are destroyed or dismissed for any reason, they will leave behind a pool of shallow water.

Duration of the cannons is 16-22 turns and does not depend on spellpower.

Strategy

A mid-game spell that summons allies and deals damage over time. Assuming both cannons have line of fire, the spell has decent MP efficiency and good turn economy. The cannons can also help block attacks, although they are worse than other ally spells as the cannons are stationary.

Due to the spawning radius, this spell tends to perform better in wider areas, as the cannons are more likely to have line of fire. In an open area, you can use it to kite single enemies. To make the most of the cannons, it may be good to stay in the fight so that monsters will target you instead of the cannons.

Compared to Forge Lightning Spire, hoarfrost cannons deal more damage if both cannons have line of fire (and if the spire can't doublezap). In addition, the cannons are more consistent - always firing if able and never missing, inflict Frozen, and use the standard monster AI. However, there's nothing stopping you from using both spells at the same time.

Monster version

Template:Monsters with spell

History

  • Prior to 0.33, this spell was an Ice/Alchemy spell, and it could place the cannons adjacent to the caster.
  • This spell was added in 0.32. An earlier revision of this was a level 7 Alchemy/Earth spell known as Seismic Cannonade. More information on this earlier version can be found here and here.

References

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