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	<title>Frozen Ramparts - Revision history</title>
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	<updated>2026-08-03T08:02:43Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.dungeoncrawlchili.org/index.php?title=Frozen_Ramparts&amp;diff=66&amp;oldid=prev</id>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Frozen Ramparts&amp;#039;&amp;#039;&amp;#039; is a Level 3 [[Ice Magic]] spell that temporarily covers all [[wall]]s within 2 tiles of the caster with ice. These ice-covered walls will inflict &amp;lt;code&amp;gt;1d(1 + 0.3 * power)&amp;lt;/code&amp;gt; [[cold]] damage&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|4418}}&amp;lt;/ref&amp;gt; on any enemy that stands next to them. It does not check [[ev]]asion, and may slow down [[cold-blooded]] creatures. The caster and their allies are immune to the spell&amp;#039;s effects. If the caster moves, voluntary or not, this spell will end prematurely. While the spell is active, this spell cannot be recast.&lt;br /&gt;
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[[Vehumet]]&amp;#039;s range boost will allow it to affect walls within 3 tiles.&lt;br /&gt;
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[[Ice Elementalist]]s begin with this spell in their libraries.&lt;br /&gt;
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==Strategy==&lt;br /&gt;
Frozen Ramparts deals significant damage (for its level) 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.&lt;br /&gt;
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In the early game, it is a strong spell that never misses. It is especially useful for fighting [[ev]]asive enemies like [[killer bee]]s. It&amp;#039;s also good against [[cold-blooded]] enemies, like [[adder]]s, [[water moccasin]]s, and even [[hydra]]s, as it can slow them from a short distance. In the late game, the damage is too low to bother casting unless fighting a cold-blooded enemy, so it can be forgotten.&lt;br /&gt;
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Do note that intelligent enemies may attempt to avoid ice-covered walls if (and 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. Unlike [[cloud]]s, weaker monsters with full HP will charge into the Ramparts without care.&lt;br /&gt;
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===Tips &amp;amp; Tricks===&lt;br /&gt;
*[[Ozocubu&amp;#039;s Armour]] shares its spell school, movement restrictions, and even spell level with Frozen Ramparts. The two spells possess impressive natural synergy.&lt;br /&gt;
*Despite their similarity to walls, [[tree]]s are not affected by Frozen Ramparts, making the spell of little use in forested areas like the [[Swamp]].&lt;br /&gt;
*&amp;#039;&amp;#039;Any&amp;#039;&amp;#039; change in position will break the ramparts, be it voluntary (movement, [[blink]]ing) or not ([[Force Lance]], being [[trample]]d). Take care to position yourself to maximize the spell&amp;#039;s effectiveness, and consider using a different spell against creatures that can force you to move.&lt;br /&gt;
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==History==&lt;br /&gt;
*Prior to [[0.32]], [[Vehumet]] did not boost the range of this spell.&lt;br /&gt;
*Prior to [[0.29]], Frozen Ramparts ignored [[AC]], but did less damage: &amp;lt;code&amp;gt;1d(2 + 0.2 * power)&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Prior to [[0.27]], certain involuntary movements, such as an [[elephant]]&amp;#039;s [[trample]], did not disrupt the Ramparts.&lt;br /&gt;
*Prior to [[0.26]], you could move without ending the spell.&lt;br /&gt;
*Frozen Ramparts was added in [[0.25]].&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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