Difference between revisions of "Sigil of Binding"
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'''Sigil of Binding''' is a level 3 [[Hexes]] spell which creates sigil [[trap]]s, which when stepped on, stop movement for a short time. | '''Sigil of Binding''' is a level 3 [[Hexes]] spell which creates sigil [[trap]]s, which when stepped on, stop movement for a short time. | ||
[[Hexslinger]]s start with this spell in their libraries. | [[Hexslinger]]s start with this spell in their libraries. | ||
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==Useful Info== | ==Useful Info== | ||
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When a creature, including the player, steps on a sigil, they cannot move for a short time. After a monster is trapped, they gain a [[Sprint]] effect (-0.3 [[decaAut]] [[movement delay]]) for a time afterwards. If a monster has Sprint, even from a source other than this spell, it is immune to Sigil of Binding. Players do not get the Sprint effect, but the player's [[allies]] still get it. | When a creature, including the player, steps on a sigil, they cannot move for a short time. After a monster is trapped, they gain a [[Sprint]] effect (-0.3 [[decaAut]] [[movement delay]]) for a time afterwards. If a monster has Sprint, even from a source other than this spell, it is immune to Sigil of Binding. Players do not get the Sprint effect, but the player's [[allies]] still get it. | ||
− | Against monsters, the binding lasts for <code>4 + power/12 | + | Against monsters, the binding lasts for <code>4 + power/12 - [[HD]]/4</code> to <code>7 + power/8 - HD/4</code> turns. The Sprint effect lasts twice as long as the binding. Against players, the binding lasts for 3 to 6 turns. |
The sigils themselves last for <code>5 + pow/4</code> to <code>8 + pow/2</code> turns. You get a warning two turns before the sigils expire. | The sigils themselves last for <code>5 + pow/4</code> to <code>8 + pow/2</code> turns. You get a warning two turns before the sigils expire. | ||
==Strategy== | ==Strategy== | ||
− | + | *Casting this spell in a hallway can be dangerous, since the sigils can block the path behind you. | |
− | + | *Monsters make no effort to ignore stepping on a sigil, so knowledge of monster AI can be useful. | |
− | *Monsters make no effort to ignore | ||
**Note that monsters generally take the shortest path to the player. | **Note that monsters generally take the shortest path to the player. | ||
==History== | ==History== | ||
− | *Sigil of Binding | + | *Sigil of Binding was introduced in [[0.31]]. |
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Latest revision as of 21:07, 19 January 2024
Sigil of Binding | |
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Level | 3 |
School1 | Hexes |
Source(s) | Book of Debilitation Book of the Hunter |
Casting noise | 3 |
Spell noise | 0 |
Power Cap | 100 |
Range | 2 |
Flags | Wl check |
Creates two sigils nearby. Anyone who passes over them will be bound, able to act and dodge normally but unable to move away. When the effect wears off, their movement speed will rebound, giving them temporary swiftness and preventing subsequent binding effects. Only one set of sigils can be maintained at a time and they will expire prematurely if they leave your sight. |
Sigil of Binding is a level 3 Hexes spell which creates sigil traps, which when stepped on, stop movement for a short time.
Hexslingers start with this spell in their libraries.
Useful Info
Creates two sigils randomly within 2 tiles of the caster. They are considered traps, so they can only be placed on floor tiles; they cannot be placed on doors (even when open), shops, water, other traps, etc. You cannot cast this spell if one or more sigils are already active.
When a creature, including the player, steps on a sigil, they cannot move for a short time. After a monster is trapped, they gain a Sprint effect (-0.3 decaAut movement delay) for a time afterwards. If a monster has Sprint, even from a source other than this spell, it is immune to Sigil of Binding. Players do not get the Sprint effect, but the player's allies still get it.
Against monsters, the binding lasts for 4 + power/12 - HD/4
to 7 + power/8 - HD/4
turns. The Sprint effect lasts twice as long as the binding. Against players, the binding lasts for 3 to 6 turns.
The sigils themselves last for 5 + pow/4
to 8 + pow/2
turns. You get a warning two turns before the sigils expire.
Strategy
- Casting this spell in a hallway can be dangerous, since the sigils can block the path behind you.
- Monsters make no effort to ignore stepping on a sigil, so knowledge of monster AI can be useful.
- Note that monsters generally take the shortest path to the player.
History
- Sigil of Binding was introduced in 0.31.