Collar Grip
Two fists in the collar and the fight goes where you steer it.
- Mode
- Grapple
- Used with
- Unarmed
- Stamina
- 12
- Cooldown
- 5s
- Range
- 1.1 tiles
- Price
- 120 gold
- Needs first
- nothing
What it does
Seize (every Glima grapple; the off hand empty or holding a torch: a shield, tome or orb blocks it): a 0.12 s reach, 1.1 tiles, 90 deg cone, takes the nearest seizable foe: S or M, one you could hurt as a foe (foe-only: never a bystander; an agreed brawl or bout opponent counts); never a dragon or its part, a Deep boss, a rider or a ridden mount, a horse for sale, a structure, a sentry, an owned or allied body, a hero, a spectral body, a body above 12 px of alt, one already held or flying, or one that left a hold under 2 s ago. A seized pack beast gives up its pack token (the next one comes in). Hold: S 2.4 s, M 1.6 s (named beasts x0.6). The held body can't act or be knocked away (its stunT is kept up the Reel's way and Coup de Grace ignores it, as it ignores a reel); it hangs 0.8 tiles (S) or 1.0 (M) in front along your aim. You walk x0.6 (S) or x0.4 (M), no sprint. In the hold: LMB knees it (0.5 x roll and 5 poise each, 0.3 s apart, at most 3: 1.5 x in all); RMB shoves it 2 tiles (a fling: Hard Ground); any other Glima technique's key fires that technique's follow-up on this body at half its stamina with no new seize. The hold breaks if you dodge (Space: a 1-tile shove), take one hit of 15 % of your max health or more, are stunned or staggered, the body dies, or you pass a door or change realm; when it runs out the body slips 1 tile away. On a downed body the seize is a pin: x1.5 time, and allies', companions' and other heroes' blows on it deal +25 %. A miss costs the stamina and a 1 s cooldown. Band folk and hostile berserkers seize heroes by the same rules with a 0.45 s tell (ring.json glima npcGrab): RMB within 0.3 s of the grab or a dodge breaks it; a held hero is held at most 1.2 s and each Space press cuts 0.3 s off it.
Edge: Iron Grip
Every hold you start lasts 30 % longer.