Difference between revisions of "Sigil of Binding"
m (swap the formulas back to original format) |
(correct sprint effect, add a tip) |
||
Line 10: | Line 10: | ||
Creates two sigils randomly within 2 tiles of the caster. They are considered [[trap]]s, so they can only be placed on floor tiles; they cannot be placed on [[door]]s (even when open), [[shop]]s, [[water]], other traps, etc. You cannot cast this spell if one or more sigils are already active. | Creates two sigils randomly within 2 tiles of the caster. They are considered [[trap]]s, so they can only be placed on floor tiles; they cannot be placed on [[door]]s (even when open), [[shop]]s, [[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 | + | 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 + [[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. | 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== | ||
+ | |||
+ | ===Tips & Tricks=== | ||
+ | *Monsters make no effort to ignore sigils, so knowledge of monster AI can be useful. | ||
+ | **Note that monsters generally take the shortest path to the player. | ||
==History== | ==History== |
Revision as of 06:45, 16 December 2023
- This page is a stub. You could probably expand this page should you wish to do so.
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.
- Power Cap = 100
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
Tips & Tricks
- Monsters make no effort to ignore sigils, so knowledge of monster AI can be useful.
- Note that monsters generally take the shortest path to the player.
History
- Sigil of Binding will be introduced in 0.31.