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Fortify

Provides 40. While Fortified, the target cannot be teleported. Removes Poisoned, Bleeding, Burning, Acid, Decaying.

Strength
Finesse
Intelligence
Constitution
Memory
Wits
Vitality
Warfare
Huntsman
Scoundrel
Pyrokinetic
Hydrosophist
Aerotheurge
Geomancer
Single-Handed
Polymorph
Necromancer
Summoning
% Fire Resistance
% Water Resistance
% Earth Resistance
% Air Resistance
% Poison Resistance
% Physical Resistance
% Piercing Resistance
Initiative
Movement
Dual Wielding
Ranged
Two-Handed
Leadership
Perseverance
Retribution
Sneaking
Telekinesis
Bartering
Thievery
Lucky Charm
Persuasion
Loremaster
% Dodge
% VitalityPercentage
% Accuracy
% Life Steal
% Movement Speed
% Critical Chance
Maximum AP
AP Cost
Physical Armour
Magic Armour
Source Points
% Dodging
Set Fortified for 3 turn(s).
% Cleave Damage
1 Memory Slot(s)
Requires Geomancer 1
Cooldown 4 turn(s)
13m Range

UID: Target_Fortify

Fortify is a supportive geomancer skill that allows caster to conjure a defensive barrier around their target, which provides Fortified status effect that restores Physical Armour each turn for 3 turns but also increases the maximum amount of it. This status also prevents character from being forcefully teleported by any means. Fortified status effect may be additionally granted by walking over blessed oil surfaces. Since this skill applies positive status effect it will always bypass armour.


Characteristics

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Skill

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Alongside these effects the Fortify will also remove Poisoned, Bleeding, Burning, Acid, Decaying, Diseased and Infected status effects.

Since Fortify relies on Geomancy magic it cannot be cast if caster is affected by Silenced and Enraged status effects.