Spell Icon Earthen Shackles  


2: Decrease Movement by 55%

Details   Raw Spell Data, Lucy Spell View

Mana: 125 Skill: Alteration
Casting Time: 3 Recast Time: 4
Fizzle Time: 1.5 Resist: Chromatic [Lowest]
Resist Adjust: -50 Range: 200
Location: Any Time of Day: Any
Deletable: Yes Dot Stacking: Yes
Reflectable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Short Buff Box: No Target Type: Single
Spell Type: Detrimental Source: Live 12/08


Cast on you: Living earth entraps your legs.
Cast on other: Soandso 's legs are entrapped in living earth.
Effect Fades: The earth falls away.

Game Description

Entraps your opponent in Earthen Shackles, slowing their movement rate for up to 3.0 mins. This effect is difficult to resist.

Items with this effect

Quick Facts

Spell: Earthen Shackles


Dragons of Norrath

3.0 mins
Post Comment
# May 18 2005 at 6:00 AM Rating: Default
This snare owns for PvP. its also nice just for the game but PvP is were I use it the most. Bards with 600 to all resist still get snared when they try to kite and run off lol. I was upset when I saw this is what they gave us but now im happy with it b/c I duel so much. When someone with unbuffed resist over 400 gets snared thats just priceless =)
where do you
# Mar 07 2005 at 1:07 AM Rating: Decent
get this spell?
RE: where do you
# Mar 07 2005 at 1:38 AM Rating: Good
672 posts
All 69 spells are additional rewards when you complete your second AA skill of the DoN progression (Looting the quest item from Emoush and completing Sickness of the Spirit mission for the good side)
Saraban Luvanir
Plainswalker for Darkwind - Antonius Bayle
RE: where do you
# Sep 15 2005 at 9:44 AM Rating: Default
actually ur wrong. only this spell is a DoN reward. most of ur 69 spells come from oow runes. GLowing/ancient runes. glowing for 69
RE: where do you
# Jun 30 2006 at 2:30 AM Rating: Decent
Glowing is 70, your thinkign Greater runes for 69
RE: where do you
# Oct 09 2005 at 10:21 AM Rating: Decent
73 posts
He means all 69 DoN spells for all of the classes.
And the worst part is, you said glowing, when it's GREATER runes. And... I think Ancients may actually only be 70.

3 strikes, you're OUT!
RE: where do you
# Jan 19 2006 at 1:44 PM Rating: Decent
Two strikes: Ancient Burning Chaos (65)
RE: where do you
# Feb 13 2006 at 6:01 PM Rating: Decent
c'mon folks! Ancients are 60, 65 and 70 only. Why? because when they came out they were the best spells you could get (60s were Vellious, 65s were patch-whatever, 70s were oow, etc). But there are no ancients for 61-64 & 66-69.

Now can't we all just get along? *recives gunshot wound* ... geeze.. guess not...
# Mar 03 2005 at 8:11 AM Rating: Default
Maybe I haven't read this all correctly, But from what I've seen the 2 new ranger spells are almost identical. Could anyone tell me why they would even consider having this spell up if they have AA- Entrapment ? I dont honestly care that we didn't get some great new spell with DoN. I do however dont think they could have gave 2 more useless spells though. I think I recall the Entrampment AA description saying that it was very hard to resist. So what was the point? AA lasts longer doesn't take a spell slot. Doesn't seem like there is much to think about. So if my research is correct and I think is. TY sony for letting the new guy develope our new spells =)

70 Ranger

Edited, Thu Mar 3 08:12:41 2005
# Mar 03 2005 at 11:45 PM Rating: Decent
also very good pvp spell, because on pvp servers, most people focus on magic resists, thereby making root and snare very poor spells...this would in turn check against their lowest save, cauing a much greater chance of sticking
# Mar 03 2005 at 9:47 AM Rating: Excellent
672 posts
What you fail to see is the resist type
Chromatic [Lowest] (-50)

The other snare is Chromatic [Lowest](-25) while Entrap/Ensnare is Magic (0).

This means that you will be able to snare almost every opponent on first try. Take for example Lightning Warriors in Anguish: I once did a test run with Entrap... 10 Warriors, 66 casts, 1 success. With Earthen Shackles most mobs are snared on first cast now, almost every mob on second cast.

It's really a great addition to our spell book since highly magic resistant mobs seem to be quite common since OoW. Some might argue that they should have adjusted the resists on our regular Entrap/Ensnare, but this spell line is a good substitute and always in all of my memmed spell sets.

PS: When fighting mobs with average magic resistance I use Earthen Shackles first to make sure they are snared at all and then try to land an Entrap which lasts a lot longer... the duration is the major disadvantage of this spell.
PPS: Making two very similar spells may not look like a very creative move, but it's the same for all classes I've been told. The buyable spell is always the same as the raid drop basically, just a little weaker/less mana efficient.

Edited, Thu Mar 3 10:08:04 2005
Saraban Luvanir
Plainswalker for Darkwind - Antonius Bayle
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