Stun (status)

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A player being stunned by another player.

Being stunned is a temporary status effect rendering an affected entity unable to perform certain actions for a short period of time. Different types of stuns inflict different action restrictions, and are not all graphically indicated the same way; a stun that only prevents movement will typically only have a single, temporary graphical effect at the beginning (such as curling vines as a result of a successful entangle), while stuns that lock both movement and attack are indicated by yellow circling birds around the head of the entity that persist until the effect is gone.

Fully restrictive stuns

Activities

Thieving

When a player unsuccessfully attempts to pickpocket a target, they are temporarily stunned, as well as take a specific amount of damage. The amount of time they are stunned varies from target to target, ranging from four to six seconds. Wearing a dodgy necklace gives the player a 25% chance of not being stunned when failing to pickpocket most targets. This stacks multiplicatively with the Shadow Veil spell, where Shadow Veil will attempt to avoid the stun first for a total of 36.25% chance to not take damage from a failed pickpocket. Gloves of silence reduce the chance of failure by 5%. The Thieving cape provides an additional 10% chance of being successful.

A player will be unable to move and pickpocket while under the effects of this type of stun, although they can perform other actions as usual such as eating food and teleportation.

Pheasant Control

In the Pheasant Control Forestry event, pheasants will stun players who attempt to steal eggs from their nest for three seconds.

Barbarian Assault

In the Barbarian Assault minigame, players can fire blue eggs at Penance, stunning them temporarily. Penance cannot be attacked while stunned, including firing further eggs at them.

Hallowed Sepulchre

In the Hallowed Sepulchre minigame, players may encounter lightning strikes. If the player is hit by one, it will stun the player for three seconds.

Brine Rat Cavern

When entering the Brine Rat Cavern by digging next to the windswept tree north-east of Rellekka, you drop down into the cave stunned and unable to move nor perform any actions for a brief time.

Monsters

Monsters that are capable of a fully restrictive stun:

Weapons

Ancient wyvern shield

Discharging an ancient wyvern shield will unleash a freeze blast attack at a target, which has a chance of briefly stunning them.

Blackjacks

All blackjacks share the same passive effect that will occasionally stun a target in combat, causing the target to briefly stop attacking. Better material causes a longer stun, and the chance to stun is dependent on the amount of damage dealt.

Enchanted jade bolts

Enchanted jade bolts and their dragon version have a passive effect that will cause the target to be knocked to the ground. When used against players, the effect also rolls against the target's Agility level; as such, players with a high Agility level will be very resistant to this.

Shove

The following weapons share the same special attack, Shove, which stuns a target for three seconds:

Targets affected by Shove will be completely unable to do anything while stunned. The special attack can only be used on targets that take up one square.

Movement-restrictive only stun

Monsters

Monsters that are capable of restricting the movement of the player:

Weapons

Abyssal tentacle

The abyssal tentacle has a special attack, Binding Tentacle, that binds a target in place for 5 seconds, regardless of whether it landed a successful hit.

Zamorak godsword

The Zamorak godsword has a special attack, Ice Cleave, that will cause a target unable to move for 20 seconds provided that it lands a successful hit.

Spells

Referred to as freezes, binds, or roots these spells stop the player in position, disallowing movement.

In PvP, all stun effects applied to other players will only restrict movement whilst both players remain within the 10-tile maximum player weapon range. Moving outside of this range will cause the stunned target to become free to move.

Players often use mithril or adamant seeds to navigate, one tile at a time, onto the spot their (also stunned) opponent is standing, then log out.

Ice Spells

Ice spells are one of four types of Ancient Magicks combat spells, and the only type that has the binding ability. Ice spells are notable for high damage and AoE binding.

Blighted ancient ice sacks allow players to cast these spells without using any runes while in the Wilderness.

Icon Mobile
icon
Spell Magic Level Runes Experience Damage Bind
chance
Bind time
(seconds)
Refreeze immunity
(seconds)
Ice Rush Magic 58 2Water 2Chaos 2Death 34 16 100% 4.8 3
Ice Burst Magic 70 4Water 4Chaos 2Death 40 22 100% 9.6 3
Ice Blitz Magic 82 3Water 2Blood 2Death 48.5 26 100% 14.4 3
Ice Barrage Magic 94 6Water 2Blood 4Death 52 30 100% 19.2 3

Grasp Spells

Grasp spells are a category of offensive spells in the Arceuus spellbook. Unlike ice spells they do not guarantee a bind on a successful hit, however they have much shorter bind immunity, meaning NPCs or players have the potential to be re-frozen much quicker.

Icon Mobile
icon
Spell Magic Level Runes Experience Damage Bind
chance
Bind time
(seconds)
Refreeze immunity
(seconds)
Ghostly Grasp Magic 35 4Air 1Chaos 22.5 12 10% 1.2 1.2
Skeletal Grasp Magic 56 8Earth 1Death 33 17 25% 1.8 1.2
Undead Grasp Magic 79 12Fire 1Blood 46.5 24 50% 2.4 1.2
  • Bind chance of a grasp spell is doubled if Mark of Darkness is active.
  • Bind time of grasp spells is always 0.6 seconds if Ward of Arceuus is active on the enemy.

Curse Spells

There are three curse spells on the standard spellbook which can bind. Although these spells do little or no damage, they have no quest requirement, and the first two can be used by free-to-play players.

Blighted entangle sacks allow players to cast these spells without using any runes while in the Wilderness.

Icon Mobile
icon
Spell Magic Level Runes Experience Damage Bind
chance
Bind time
(seconds)
Refreeze immunity
(seconds)
Bind Magic 20 3Earth 3Water 2Nature 31 0 100% 4.8 3
Snare Magic 50 4Earth 4Water 3Nature 61 2 100% 9.6 3
Entangle Magic 79 5Earth 5Water 4Nature 89 5 100% 14.4 3

Stun enhancers

Swampbark armour

Each piece of swampbark armour equipped by the players increases the duration of stun spells sourced from the standard spellbook – Bind, Snare, or Entangle – by 1 tick (0.6 seconds), with the full set increasing the duration by 5 ticks.

Blue moon armour

When worn with all of the other pieces of the blue moon armour set, the player gains the Frostweaver set effect, where after casting a bind spell the blue moon spear has a 20% chance for its next melee attack to be unaffected by action delays. When on the Arceuus spellbook, the set effect has a 50% chance to occur upon casting a binding spell compared to the 20% chance on other spellbooks.

Tome of water

The accuracy of stun spells from the standard spellbook is increased by 20% when wielding a tome of water.

Ancient sceptre

The passive effect of an ancient sceptre will increase the stun duration of ice spells by 10% while equipped by the player.

Ice ancient sceptre

The ice ancient sceptre has a passive effect that grants a 10% accuracy bonus to ice spells on targets that can be frozen and are not currently frozen, as well as also inheriting the passive effect of the ancient sceptre that increases stun duration of ice spells by 10%.