Fortify

From dos2.wiki
Jump to navigation Jump to search
Fortify

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

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

[edit | edit source]

Skill

[edit | edit source]

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.