Tangle Weed (610): Difference between revisions

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* [[Greater construct]]
* [[Greater construct]]


* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#610 Ranger Base Spell Circle: Tangle Weed], on Play.net
== External Links ==

* http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#610


[[category:Ranger Base Spells]]
[[category:Ranger Base Spells]]

Revision as of 09:32, 9 December 2007

Tangle Weed (610)
Mnemonic [TANGLE]
Duration Variable
Attack Magic - Damage - Disabling  
Subtype Maneuver 
Target(s) Creatures 
Interval {{{interval}}} 
Damage Type Hitpoint 
State(s) Inflicted Stunned, Entangled, Poisoned 
Critical Type {{{ctype}}} 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility


This level-based spell will cause a vine to animate (or grow) in a particular area and begin to lash about at creatures present. The vine will attempt to knock over a target that is struck, regardless of caster stance. If the the vine's target is already prone, it will attempt to root the foe in place, hampering combat. It is also possible to direct the vine's wrath by casting the spell at a particular target.

Training in Spiritual Lore, Summoning increases the chance to poison the target. This poison will drain the target's strength. The percent chance to induce strength drain is equal to Summoning Lore skill divided by 2, rounded down.

This is naturally an outdoor spell, but may be cast indoors if the Ranger has the Nature's Touch (625) spell active.

Additional Features

  • Casting the spell from a neutral or higher (more defensible) stance will result in a vine which only drags the target to the ground. Casting from a forward or lower stance will result in a vine which does damage in addition to dragging the target to the ground. The same rules apply indoors with Nature's Touch (625) up.
  • This spell will also cause many creatures to run from the room for fear of the vine. This can be beneficial in situations which are potentially dangerous for the ranger, such as swarms. It is not guarenteed that a creature will leave the room when a vine is present. They will simply be more likely to do so. Creatures which are immune to the spell's knockdown effect (described below) and not necessarily immune to this particular effect.
  • When a target is caught by a vine and already on the ground, it becomes "entangled" and will remain immobile untill the entanglement wears off. This will last approximately 4 - 5 seconds each time the target is caught. This can be verified by LOOKing at the target after the vine takes it down. For example:

You see a fairly typical massive pyrothag that is lying down.
It has some minor cuts and bruises on its left arm.
It is stunned.
It is entangled by a long thorny vine.

  • Tangle Weed is less effective on quadraped type creatures, as it logically follows that those types are less likely to be tripped up by a knockdown technique than a biped type would be. They are, however, not totally immune.
  • A vine may also be DISMISSed by the caster, should they wish it to leave.

Known Immune Creatures

Some creatures are immune to Tangle Weed, such as all non-corporeal Undead. (Non-corporeal Undead will not populate this list, since it can be assumed that they are all immune.)