Kokotewa

Skill Info

Ice Wall [WZ_ICEWALL 87]
Summary
Max Lv
Max Lv
Max Lv defines the skill max level.
10
SP Cost
SP Cost
SP Cost defines the skill SP cost.
20
Cast Time
Cast Time
Cast Time defines the base time the player must channel the skill.
-
Cast Delay
Cast Delay
Cast Delay defines the base time before the player may cast another skill.
-
Duration
Duration
Duration defines how long the skill will remain active.
8.00 ~ 44.00 s
Range
Range
Range defines the applicable range NPCs and (Players) may select a target before casting the skill.
9 (10) cells
AoE
Area of Effect
AoEdefines the area of effect for modifying additional objects beyond the initial target.
5x1 line1
,2
Target
Target Method
Target defines the skill targeting method, e.g. self [no target], position [cell], or object [monster or player].
position
Wizard Prerequisites
Skills
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
Frost Diver 1
Stone Curse
Hex an enemy to inflict petrify by chance.
Stone Curse 1
Mechanics
Ignore Knockback
This object is immune to knockback.
Ignore Knockback
Blocked Map Types
Battlefield
Castle (WoE1)
Castle (WoE2)
Dungeon (MVP+)
Dungeon (Thanatos)
Endless Tower
Poring War
PvP Arena (Guild)
PvP Arena (Party)
Turbo Track (PvM)
Turbo Track (PvP)
Mitigates
Skills
Prevent
Skill is prevented by the following skills marked with a ✓. This must occur before the skill is cast.
P
Dispel
Skill is dispelled by the following skills marked with a ✓. This must occur after the skill is cast.
D
Pneuma
Summon a Pneuma that temporarily nullifies ranged physical attacks.
Pneuma
Warp Portal
Summon a Warp Portal that teleports players to a predetermined location.
Warp Portal
Fire Wall
Summon a Fire Wall that repels, and inflicts fire magic damage to, enemies.
Fire Wall
Safety Wall
Summon a Safety Wall that temporarily nullifies melee physical attacks.
Safety Wall
Ice Wall
Summon an Ice Wall to create an impassible ledge preventing movement but not impeding ranged skills or attacks.
Ice Wall
Lord of Vermilion
Summon a Lord of Vermilion to inflict wind magic damage and blind by chance to enemies in an area of effect.
Lord of Vermilion
Meteor Storm
Summon a Meteor Storm to call meteors in an area of effect. Meteors inflict fire magic damage and stun by chance to enemies in an area of effect.
Meteor Storm
Storm Gust
Summon a Storm Gust to inflict water magic damage, knockback, and freeze by chance in an area of effect. Frozen enemies are immune.
Storm Gust
Waterball
Attack an enemy to inflict water magic damage.
Waterball
Deluge
Summon a Deluge to an area of effect. While within the Deluge, water attacks are amplified and water element entities have increased max HP.
Deluge
Volcano
Summon a Volcano to an area of effect. While within the Volcano, fire attacks are amplified and fire element entities have increased ATK.
Volcano
Whirlwind
Summon a Whirlwind to an area of effect. While within the Whirlwind, wind attacks are amplified and wind element entities have increased FLEE.
Whirlwind
Magnetic Earth
Summon a Magnetic Earth to an area of effect. Magnetic Earth prevents and dispels most ground enchantments.
Magnetic Earth
Mitigated By
Skills
Prevent
Skill is prevented by the following skills marked with a ✓. This must occur before the skill is cast.
P
Dispel
Skill is dispelled by the following skills marked with a ✓. This must occur after the skill is cast.
D
Ice Wall
Summon an Ice Wall to create an impassible ledge preventing movement but not impeding ranged skills or attacks.
Ice Wall
Ganbantein
Dispel ground enchantments in an area of effect by chance.
Ganbantein -
Volcano
Summon a Volcano to an area of effect. While within the Volcano, fire attacks are amplified and fire element entities have increased ATK.
Volcano
Magnetic Earth
Summon a Magnetic Earth to an area of effect. Magnetic Earth prevents and dispels most ground enchantments.
Magnetic Earth
Description

Summon an Ice Wall to create an impassible ledge preventing movement but not impeding ranged skills or attacks.

Advancement
Lv12345678910
Duration8.00 s12.00 s16.00 s20.00 s24.00 s28.00 s32.00 s36.00 s40.00 s44.00 s
Wall HP4006008001,0001,2001,4001,6001,8002,0002,200
Wall HP Loss50 HP / s
Detail

Ice Wall consists of 5 cells that function independently. Each Ice Wall cell may be targeted and attacked, is neutral property, does not have a race or size, and has 0 DEF and MDEF. Additionally, Ice Wall cells lose HP over time and when attacked, and are dispelled when their HP is exhausted. Ice Wall cells are immune to Storm Gust, Meteor Storm, and Lord of Vermilion.

Ice Wall cells function as impassible terrain, and consequently may be used to mitigate some skills. For example, when a Meteor Storm a meteor "lands" on impassible terrain, it has no effect. However, this may only be used to mitigate future applications of these skills and prior applications will continue their effects as normal.

Monsters cannot target or directly attack Ice Wall cells, however can inflict damage to them indirectly. When a monster occupies an Ice Wall cell and attempts to move to a incrementing position value, i.e. north or east, the monster enters an idle state and is colloquially known as an "Ice Wall lock". Placing a secondary Ice Wall behind the monster completes the lock, as it can no longer escape and is forced into an idle state even if players are within its attack range. This technique can be used to trivialize most content, and consequently Ice Wall is frequently blocked on high end maps.

A procedure to reproduce this technique is detailed below.

  1. Player casts Ice Wall underneath monster with eastward movement.
  2. Monster is trapped within the Ice Wall and enters an idle state.
  3. Player casts secondary Ice Wall behind the monster to complete the lock.

1. Player casts 1st Ice Wall

M P

2. Monster is trapped

M P

Player casts 2nd Ice Wall

M P
msql25.5 ms
html0.9 ms

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