Immobilised
You cannot move.
immobilised_by_elder_%
Attribute /4

heist_twin_immobilise

NameShow Full Descriptions
AcronymHit, Glory, Projectile, Hits, Banner
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID3
Codeimmobilised by elder %
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics1
Immobilised Ref /17
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
(10–15)% increased Skill Speed
(40–60)% increased Armour, Evasion and Energy Shield
Immobilise enemies at 50% buildup instead of 100%
Enemies Immobilised by you take 25% less Damage
(200–300)% increased Armour and Energy Shield
+100 to maximum Life
100% increased Attribute Requirements
+(20–40)% to Lightning Resistance
(15–30) Life Regeneration per second
Debuffs you inflict have (20–30)% increased Slow Magnitude
Cannot Immobilise enemies
Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
20% increased Melee Damage
25% increased Melee Damage against Immobilised Enemies
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
50% increased Melee Damage against Immobilised Enemies
60% increased Critical Hit Chance against Immobilised enemies
Your Hits cannot be Evaded by Pinned Enemies
Companions deal 60% increased damage against Immobilised enemies
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Enemies are Intimidated for 4 seconds when you Immobilise them
Attacks used by Ballistas have 10% increased Attack Speed
50% increased Ballista Immobilisation buildup
Ascendancy: Tactician
Character: Mercenary
40% more Immobilisation buildup
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Pinned
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.

Pinned targets count as Immobilised.
Embankment Auras
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:

Artillery Ballista grants 40% increased Immobilisation Buildup.

Siege Ballista grants 50% increased Damage against Immobilised Enemies.

Mortar Cannon grants 15% of Damage Gained as extra Fire.

Shockwave Totem grants 30% increased Area of Effect.

Ancestral Warrior Totem grants 40% increased Glory Generation.

Dark Effigy grants 40% increased Damage over Time.
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Skill Gem /5
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
Support Gem /1
Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
Unique /1
(10–15)% increased Skill Speed
(40–60)% increased Armour, Evasion and Energy Shield
Immobilise enemies at 50% buildup instead of 100%
Enemies Immobilised by you take 25% less Damage
Passive /9
20% increased Melee Damage
25% increased Melee Damage against Immobilised Enemies
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
50% increased Melee Damage against Immobilised Enemies
60% increased Critical Hit Chance against Immobilised enemies
Your Hits cannot be Evaded by Pinned Enemies
Companions deal 60% increased damage against Immobilised enemies
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Enemies are Intimidated for 4 seconds when you Immobilise them
Attacks used by Ballistas have 10% increased Attack Speed
50% increased Ballista Immobilisation buildup
Ascendancy Passive /1
Ascendancy: Tactician
Character: Mercenary
40% more Immobilisation buildup
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