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Subject Item
n2:
rdf:type
n41: n52:
rdfs:label
Immobilize Immobilize
rdfs:comment
immobile + -ize Immobilized creatures are held in one place, but otherwise not restricted in what they can do. This effect cannot be resisted, as it was originally created for cut-scenes (where the module builder takes absolute control). Thus this effect is rarely encountered, but does sometimes get used in Bigby's grasping and crushing hands, as well as being one of the results of chaos shield. This effect is also applied within an entangle effect. Immobilizing a foe is an Abnormal Condition where you cannot move at all because your feet are bound. It can be removed using physical magic, a healing potion, or a healing root. Being attacked may also remove it. Immobilize is a Status Effect. An enemy under the affects of an immobilize power is unable to move, but can still attack. Immobilize does not shut off toggle powers. Immobilize is a Level Two Quantum power that gives a nova the power to slow or stop their target's movement. The Immobilize keyword causes a target to become Immobilized if an attack deals at least 1 File:Heart.png (after the defense roll). Ability text: Immobilize: If this attack deals at least 1 File:Heart.png (after the defense roll), the target is Immobilized. The general concept is completely stopping the target, forcing them to remain in one place, unable to move, but unlike Stun and Freeze, it does not affect the target's ability to attack. Most of the time, Immobilize is used either by ranged attackers to prevent the enemy from coming into close combat, or by melee attackers to prevent enemy from escaping. In the original Diablo, Immobilize did not exist. Immobilize is a less common effect than Slow, and lasts for a shorter time. It is most dangerous when combined with area of effect damaging skills, as it forces the target to remain in the area. Immobilize is a spell from the Alphan spellbook, which needs 96 Magic. It needs 30 Water and earth runes, or mud runes and 10 nature runes. Like other relative spells, it needs to finish Alphans' Quest to cast this. Note that all items that gives infinite amount of certain rune will not work. Immobilize is an expert-level Illusion spell in The Elder Scrolls IV: Oblivion. It renders the target completely immobile for 7 seconds upon touch. Immobilize is an enemy exclusive Skill in Fire Emblem Fates.
n54:
n55: 96
n26:
water earth
dcterms:subject
n10: n28: n33: n34: n38: n42: n56: n59:
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Alphan
n29:
30
n19:
nature water earth
n37:
30
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n16:wikiPageUsesTemplate
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n45:
n58:
Touch
n60:
N/A
n43:
Immobilize
n23:
n24: Combat
n40:
125
n47:
Yes
n3:
Immobilize
n74:
7.0
n71:
332
n64:
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n8:
N/A
n22:
If user’s attack connects with the enemy, the enemy’s Movement is reduced to 0 and Avoid reduced by 20 until the next Turn 7.0
n4:wikiPageDisambiguates
n5: n53:
n25:
10
n4:abstract
Immobilize is a Status Effect. An enemy under the affects of an immobilize power is unable to move, but can still attack. Immobilize does not shut off toggle powers. Immobilize is an expert-level Illusion spell in The Elder Scrolls IV: Oblivion. It renders the target completely immobile for 7 seconds upon touch. The Immobilize keyword causes a target to become Immobilized if an attack deals at least 1 File:Heart.png (after the defense roll). Ability text: Immobilize: If this attack deals at least 1 File:Heart.png (after the defense roll), the target is Immobilized. Immobilized creatures are held in one place, but otherwise not restricted in what they can do. This effect cannot be resisted, as it was originally created for cut-scenes (where the module builder takes absolute control). Thus this effect is rarely encountered, but does sometimes get used in Bigby's grasping and crushing hands, as well as being one of the results of chaos shield. This effect is also applied within an entangle effect. An immobilized creature is considered flatfooted, and its (fully modified) dexterity score is overridden to 3. This override is less damaging than it might appear, though, as the previous dexterity modifier is still used for all internal game calculations unless (or until) something else tries to affect the dexterity score. Furthermore, the AI of an immobolized non-player character is unable to perform actions other than a melee attack. The general concept is completely stopping the target, forcing them to remain in one place, unable to move, but unlike Stun and Freeze, it does not affect the target's ability to attack. Most of the time, Immobilize is used either by ranged attackers to prevent the enemy from coming into close combat, or by melee attackers to prevent enemy from escaping. In the original Diablo, Immobilize did not exist. In Diablo II, the only real Immobilize effect is the Necromancer's Bone Prison spell, even though it is simply trapping the target, not actually preventing it from moving. Diablo's Evil Force is not an Immobilize effect: it is only used to block Town Portals. In Diablo III, Immobilize is fully functional and is a separate effect from Slow. Many skills and items give a chance to Immobilize on hit, and elite monsters may have a Jailer affix that allows them to Immobilize all enemies in range for a few seconds. Note that turning around does not count as movement and is therefore not prevented by Immobilize. Immobilized target can still attack and use spells normally, provided the target is in range. CC resistance reduces the duration of this effect for both players and monsters. With Ice Climbers, players become completely immune to Immobilize. Immobilize is a less common effect than Slow, and lasts for a shorter time. It is most dangerous when combined with area of effect damaging skills, as it forces the target to remain in the area. Any Immobilize effect can be cleared by most skills that allow rapid relocation, such as Teleport. Moreover, skills that force the character to move (such as Strafe, Whirlwind or Tempest Rush), will make the character immune to it while channeled (but will not clear existing Immobilize effects, and cannot be cast while Immobilized). All Bosses are immune to Immobilize, regardless of its potency. Immobilize and Slow are not mutually suppressing, and are not interchangeable: that is, for the purpose of whether or not the target is Slowed, Immobilize effects do not count, and vice versa. However, the target may be both slowed and immobilized at the same time. Immobilizing a foe is an Abnormal Condition where you cannot move at all because your feet are bound. It can be removed using physical magic, a healing potion, or a healing root. Being attacked may also remove it. immobile + -ize Immobilize is an enemy exclusive Skill in Fire Emblem Fates. Immobilize is a Level Two Quantum power that gives a nova the power to slow or stop their target's movement. Immobilize is a spell from the Alphan spellbook, which needs 96 Magic. It needs 30 Water and earth runes, or mud runes and 10 nature runes. Like other relative spells, it needs to finish Alphans' Quest to cast this. Note that all items that gives infinite amount of certain rune will not work.