Hinder¶
The root that powers Archery's PvM special. A hindered creature can't move, cast, or melee for the duration. When the hinder lifts, the creature gets an immunity window equal to 50% of the original hinder. Any attempt to re-hinder during that window fails, but converts into a +100% damage bonus on the hit that triggered it.
PvM only
Players can never be hindered. A hinder attempt against a player does nothing.
How to use it¶
There's no hinder button. It fires off the Archery PvM special - a chance roll on every shot against a non-player target. Win the roll while the target is out of its immunity window, and the creature roots.
What you see:
- A binding-chain particle effect plays on the target.
- An overhead emote prints "*hindered*" so nearby players know why the creature froze.
- The creature stops moving, stops casting, stops swinging. It loses its target and has to pick one again once it's free.
- When the duration runs out, "*shakes free*" floats above the creature. It's mobile again, but now in the immunity window.
- A follow-up hinder during immunity won't root, but it doubles the triggering hit's damage.
Duration¶
Duration scales with your weapon's swing speed and nothing else. Slower bows hinder longer - that's what pays you back for the heavy crossbow's lower DPS.
Formula
hinderSeconds = weaponSwingSeconds * 1.5, clamped to [2, 8] seconds.
Immunity window: hinderSeconds * 0.5.
Some bosses are immune to hinder outright. Immunity is set per encounter; there is no general resistance that grows with a creature's strength.
Fine print¶
- A creature that was already frozen or rooted by something else stays that way after the hinder ends.
- Creatures don't carry buff bars, so the chain effect and the overhead emote are your only cue that a hinder is active.