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===Resistance and immunity===
 
===Resistance and immunity===
All humans and pawns are immune to Exequy and High Exequy - this includes hostile foes like [[Bandits]] or angry [[Soldier]]s, as well as [[Wandering Pawns]], [[Corrupted Pawn]]s, those in the [[Chamber of Lament]], and other pawns that are have become [[Possession|Possessed]]. The sigil of Exequy will fail to target these persons.
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All humans and pawns are immune to Exequy and High Exequy - this includes hostile foes like [[Bandits]] or angry [[Soldier]]s, as well as [[Wandering Pawns]], [[Corrupted Pawn]]s, those in the [[Chamber of Lament]], and other pawns that have become [[Possession|Possessed]]. The sigil of Exequy will fail to target these people.
 
*The [[Ur-Dragon]] is also immune.
 
*The [[Ur-Dragon]] is also immune.
   

Revision as of 00:50, 19 June 2021

Exequy is a dark based skill available in Dragon's Dogma.

There are two forms of the spell : one available to Arisen and Pawn Sorcerers ; and another cast by creatures including Gorechimeras, Lichs, and Maneaters.

Sorcerer spell

"Invokes a magickal aura capable of destroying outright any foe held within its span for a set length of time."

Upgrades to High Exequy. High Exequy has similar properties to Exquy, but greater range of effect, and acts faster.

This version of Exequy cast by Sorcerers can be used to target single or multiple enemies in a single cast.  Any non-humanlike foe that moves into the spell's area of effect will have a circular countdown sigil appear on the target indicating the progress of the spell.  Once the circle is completed, the spell has been successfully cast; multiple targets can be made in the course of a single use of the spell. When the spell is released, any foes on which the spell sigil completed a rotation will be destroyed or killed.

Exequy High
Exequy
Range ? 18m
Sigil
Radius
~2m ~3.5m
Targets ? 8
Speed 100% 150%

The progress of the spell sigil rotation is broadly related to the strength and resistances of the foe.  A small rat's sigil completes almost instantly, whilst a Golem's takes minutes to terminate. Exequy can destroy almost any enemy, including usually magick-resistant ones such as Golems; however it is completely ineffective against any human foe.

In the case of hybrids and monstrosities such as Chimera and Evil Eyes the spell will target each 'head' separately, and just as it can destroy a usually magick-resistant Golem, Exequy can target an Evil Eye even when its impermeable shield is up.

Casting Exequy drains Stamina continuously until release.

Time

For a comprehensive list of kill times by enemy, see List of Exequy kill times.

The time taken for the spell to complete generally increases with creature's size and dangerousness - however it seems each species and subspecies has its own resistance that is not directly related to any stat.

  • High Exequy is around one-third quicker than Exequy.
  • Generally quickly effective against non-human living creatures, but much slower against all undead, including skeleton.
  • The core Magick of the caster does not affect cast time.
  • The power of the staff used to cast the spell has no effect on cast time.
  • Periapts do not affect either stamina consumption or casting time.
  • An enemy's remaining health does not affect the time required.

The sigil on a foe that has escaped the spell's area of effect will slowly diminish.

Resistance and immunity

All humans and pawns are immune to Exequy and High Exequy - this includes hostile foes like Bandits or angry Soldiers, as well as Wandering Pawns, Corrupted Pawns, those in the Chamber of Lament, and other pawns that have become Possessed. The sigil of Exequy will fail to target these people.

However Exequy is effective against some usually magick resistant creatures:

  • Golems can be destroyed
  • The discs of a Metal Golem can be targetted and destroyed relatively quickly, or the Metal Golem itself can be targeted.
  • Exequy can bypass the magickal barrier of Vile Eyes and Evil Eyes.

The spell is relatively slow against all types of undead creatures, including skeletons.

Notes

Exequy glitch

Residual sigil glitch from targeting many foes

  • Effective against mobs of weak but very mobile enemies or as a sneak attack from afar.
  • This spell has the longest range of all Sorcerer spells - the sigil can travel at least 2m further out that other spells like Levin or Comestion.
    • The range of effect from the spell sigil is spherical.
    • This spell has also the fastest moving sigil of all spells.
  • Also targets hidden creatures, such as Garden birds or Leapworms and aerial enemies if are flying low enough.
  • The spell possess no lock-on and must be aimed manually.
    • The spell button must be held down until the circle completes or the spell will cancel.
    • Pressing manual aiming button will reset the position of targeting sigil.
    • Unfinished circles may be completed as long as no discharge happened or the spell was cancelled.
    • When the circle is complete the discharge may be triggered. The discharge will happen with minor delay.
    • Once triggered the discharge cannot be interrupted by enemies' attacks.
  • The Arisen can use stamina curatives as long as the player continuously holds the spell button. This tactic allows a player to kill large enemies otherwise impossible due to the skill's large stamina consumption. The spell button can be released whilst in the inventory, but must be held when returning from inventory.
  • (Glitch) Targeting many foes (over ten) may result in a residual sigil visual glitch. The exact conditions to reproduce this are not clear.

Creature spell

This spell is used against the Arisen and allies in Gransys during encounters with Gorechimeras, Wyrms, and Liches. In Bitterblack Isle, Maneaters, Frostwyrms and the Dark Bishop frequently employ this attack.

When cast by a creature, the spell's properties are subtly different.  A sigil appears on the floor, with its rotation indicating the progression of the spell. When the spell completes, any caught within the sigil will be killed regardless of the time spent within the sigil, thus the sigil is only truly dangerous at the moment the spell completes.

Whilst the Arisen and human allies will be killed, Pawns are only rendered unconscious and can be easily revived.

Notes

  • Certain attacks and skills (for example Compass Slash) grant temporary invulnerability when in use, and allow the user to be within the sigil when it completes due to invincibility frames.
  • The augment Tenacity works against exequy and can occasionally leave you with 1hp instead of 0 after the spell is complete.
  • It is possible to escape the effect of the spell whilst within the sigil by Perfect Blocking, though the timing may be difficult. It is likely that the Arisen needs to face the center of the spell when blocking.
    • Normal blocks do not work.
    • Pawns will rarely attempt to perfect block the spell.