Hinder¶
The root/snare that powers Archery's PvM special. A hindered creature can't move, cast, or melee attack for the duration. When the hinder lifts, the creature enters an immunity window equal to 50% of the original hinder; attempts to re-hinder during that window fail but convert into a +100% damage bonus on the triggering hit.
PvM only
Players can never be hindered. The PvP path is sealed at the boundary — hinder attempts against players or staff are no-ops.
How to use it¶
Hinder isn't a direct command. It's triggered by the Archery PvM special — a chance roll on every archery shot against a non-player target. If the roll wins and the target isn't already in the immunity window, the creature is hindered.
What you see at the table:
- A binding-chain particle effect plays on the target.
- An overhead emote prints "*hindered*" so nearby players see why the creature stopped behaving normally.
- The creature stops moving, stops casting, stops swinging. Its AI's current target is cleared so the next tick has to reacquire.
- When the duration expires you'll see "*shakes free*" above the creature; it's mobile again but still in the immunity window.
- A follow-up hinder attempt during immunity fails to root but doubles the triggering hit's damage.
Duration¶
The hinder duration scales with your weapon's swing speed only. Slower bows hinder longer, which compensates for the lower DPS of a heavy crossbow.
Formula
hinderSeconds = weaponSwingSeconds * 1.5, clamped to [2, 8] seconds.
Immunity window: hinderSeconds * 0.5.
A creature designed as boss-tier can opt out of hinder entirely by being configured to ignore the call — boss immunity is handled per-encounter, not via a global toughness curve.
Behaviour notes¶
- State table. The active hinder + pending immunity window are tracked in memory and cleared when the creature is deleted.
- Movement gate. Frozen + can't-walk are toggled on apply and restored on expiry — but only if they weren't already true. A creature pre-frozen by some other system stays that way after the hinder ends.
- Combat scrub. On apply, the creature's current combatant is cleared so the AI's next reacquire finds nothing — mirroring the Feign-Death aggro scrub but scoped to one creature.
- No buff bar. Creatures don't have buff bars, but the particle effect and overhead emote give the player a clear visual cue.