Difference between revisions of "Pinned"

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(noinclude everything but the quote and specifics (for transclusion into Status Effect))
 
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[[File:Pinned.png|200x200px|thumb|right|Pinned Enemy]]
[[File:Pinned.png|200x200px|thumb|right|Pinned Enemy]]
 
<noinclude>
{{Main|Status Effect|l1=Status effects}}
{{Main|Status Effect|l1=Status effects}}


Pinned is a [[Status Effect|status effect]] that prevents the target from moving.
Pinned is a [[Status Effect|status effect]] that prevents the target from moving.</noinclude>
  {{Quote|{{Data description|Pinned}}}}
  {{Quote|{{Data description|Pinned}}}}


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* Pinned can be stacked
* Pinned can be stacked
* Pinned enemies can still attack
* Pinned enemies can still attack
 
<noinclude><!--
== Hero abilities ==
-->== Hero abilities ==
'''[[Interfusion|Basic Interfusion (Interfusion):]]'''<br />
{| class="wikitable"
Wild Grasp (Plant): ({{iconify|single action, ends turn}}) Send vines out to grab a foe and drag them to the specified tile, also pinning and dealing damage.
! Name
 
! Description
'''[[Interfuse|Basic Interfusion (Interfusion):]]'''<br />
|-
Shackle (Metal): ({{iconify|single action, ends turn}}) Warp metal into grasping appendages that [[pin]] a single enemy for two turns.
| [[Interfusion|Wild Grasp (Plant Interfusion)]]
 
| Send vines out to grab a foe and drag them to the specified tile, also pinning and dealing damage.
'''[[Interfuse|Basic Interfusion (Interfusion):]]'''<br />
|-
Sharktrap (Shards): ({{iconify|single action, ends turn}}) Lays a single trap on the floor occupying multiple tiles, and affects the first enemy to step into any of the tiles. The traps work the same as Hunter [[Jumpjaw]] traps, except that each tile is a separate trap that is triggered independently.
| [[Interfusion|Shackle (Metal Interfusion)]]
 
| Warp metal into grasping appendages that [[pin]] a single enemy for two turns.
'''[[Arches|Arches (Mystic Ability):]]'''<br />
|-
Arches: ({{iconify|single action, ends turn}}) Summons a tree in specified area. Pinning enemies in range.
| [[Interfusion|Sharktrap (Shards Interfusion)]]
 
| Lays a single trap on the floor occupying multiple tiles, and affects the first enemy to step into any of the tiles. The traps work the same as Hunter [[Jumpjaw]] traps, except that each tile is a separate trap that is triggered independently.
'''[[Jumpjaw|Jumpjaw (Hunter Ability):]]'''<br />
|-
Jumpjaw: ({{iconify|swift action}}) Twice per combat, as a [[swift action]], [[Hero]] throws a Jumpjaw trap that will deal '''[2 + [[Potency]]]''' damage and [[pin]] the first enemy who walks near.
| [[Arches|Arches (Mystic Ability)]]
 
| Summons a tree in specified area. Pinning enemies in range.
'''[[Zealous Leap|Zealous Leap (Warrior Ability):]]'''<br />
|-
Zealous Leap (Upgrade): ({{iconify|swift action}}) Cooldown reduced from once every other turn to once per turn. Clears pin on use.
| [[Jumpjaw|Jumpjaw (Hunter Ability)]]
 
| Twice per combat, as a [[swift action]], [[Hero]] throws a Jumpjaw trap that will deal '''[2 + [[Potency]]]''' damage and [[pin]] the first enemy who walks near.
'''[[Off-Hand|Net (Off-Hand):]]'''<br />
|-
Net: (Action) Once per combat, hero hurls a throwing net. If it connects, it will pin the foe for two turns.
| [[Zealous Leap|Zealous Leap+ (Warrior Ability)]]
 
| Cooldown reduced from once every other turn to once per turn. Clears pin on use.
|-
| [[Off-Hand|Net (Off-Hand)]]
| Once per combat, hero hurls a throwing net. If it connects, it will pin the foe for two turns.
|-
|}
== Enemies ==
== Enemies ==
'''[[True Gorgon|True Gorgon (Gorgon):]]'''<br />
{| class="wikitable"
Pinning Toxin: As a swift action, attacks and pins the target in place.
! Name
 
! Description
'''[[Gorgon Seacaller|Seacaller (Gorgon):]]'''<br />
|-
Summon Seathings : Spawns up to 6 Tentacles on corrupted tiles. Tentacles Grab a nearby target, dragging them to itself and pinning them. Disappears after using Grab.  
| [[True Gorgon|Pinning Toxin (True Gorgon)]]
 
| As a swift action, attacks and pins the target in place.
'''Special Enemies:'''<br />
|-
Unstoppable: Cannot be pinned or hobbled.
| [[Gorgon Seacaller|Summon Seathings (Gorgon Seacaller)]]
 
| Spawns up to 6 Tentacles on corrupted tiles. Tentacles Grab a nearby target, dragging them to itself and pinning them. Disappears after using Grab.  
{{Navbox status effects}}
|-
| Unstoppable (Special Enemies)
| Cannot be pinned or hobbled.
|-
|}
{{Navbox status effects}}</noinclude>

Latest revision as of 00:03, 30 January 2022

Pinned Enemy

Pinned is a status effect that prevents the target from moving.

<name> cannot move, and defenses are lowered.

Specifics

  • Pinned can be stacked
  • Pinned enemies can still attack

Hero abilities

Name Description
Wild Grasp (Plant Interfusion) Send vines out to grab a foe and drag them to the specified tile, also pinning and dealing damage.
Shackle (Metal Interfusion) Warp metal into grasping appendages that pin a single enemy for two turns.
Sharktrap (Shards Interfusion) Lays a single trap on the floor occupying multiple tiles, and affects the first enemy to step into any of the tiles. The traps work the same as Hunter Jumpjaw traps, except that each tile is a separate trap that is triggered independently.
Arches (Mystic Ability) Summons a tree in specified area. Pinning enemies in range.
Jumpjaw (Hunter Ability) Twice per combat, as a swift action, Hero throws a Jumpjaw trap that will deal [2 + Potency] damage and pin the first enemy who walks near.
Zealous Leap+ (Warrior Ability) Cooldown reduced from once every other turn to once per turn. Clears pin on use.
Net (Off-Hand) Once per combat, hero hurls a throwing net. If it connects, it will pin the foe for two turns.

Enemies

Name Description
Pinning Toxin (True Gorgon) As a swift action, attacks and pins the target in place.
Summon Seathings (Gorgon Seacaller) Spawns up to 6 Tentacles on corrupted tiles. Tentacles Grab a nearby target, dragging them to itself and pinning them. Disappears after using Grab.
Unstoppable (Special Enemies) Cannot be pinned or hobbled.