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Sealing Chains

The chains that drag an Angel carrier to the Extractor by force: a charged throw, then a timing duel between the Spirit who yanks and the holders who brace, in formation around them.

Released Item v0.0.1 7 min read

An Angel carrier won't climb onto the Extractor's cross by themselves. Sealing Chains (封鎖鎖) are how you drag them there: you throw them as a group, they coil around the target, and a timing duel begins between the "Spirit" yanking on their chains and the people holding them. It is the only craftable item in the mod — the hunters' tool, not the Spirits'.

Crafting

Crafting table, shaped recipe — yields 1 Sealing Chains:

Chain Gold Ingot Chain
Gold Ingot Amethyst Shard Gold Ingot
Chain Gold Ingot Chain

That is 4 chains, 4 gold ingots and 1 amethyst shard. It is also in the Tools & Utilities creative tab, or via /give @s dateaslime:spirit_chain. It doesn't stack.

Throwing

  • Hold right-click: your arm swings the chain over your shoulder, faster and faster. After 0.7 seconds it is ready, and it flies off on its own as soon as a creature passes under your crosshair, up to 20 blocks away. Letting go earlier throws nothing.
  • It spirals through the air, coils around the target's torso and locks with a flash of light: "Chain locked on Player: keep the formation, SPACE right when it yanks you."
  • One chain at a time per player, and 1.5 seconds before you can throw again.
  • Sneak + right-click: let go of your chain.
  • A chained player can't throw their own.

Refusals — the chain slides off and comes back if the target:

Case Message
is a Spirit boss "Its power shatters the chain."
carries no Angel, is a mob, is in creative, or is you "No Sephira in there: the chain slides off."
is already held by 4 chains "Four chains already hold them."
is already on the cross "The cross already holds them."
has just broken free (8 s grace) "Still shaking off its last chains: it slips free."

Chained

From the first chain on, the Spirit:

  • can no longer jump or fly, and is thrown off their mount;
  • is slowed (by 45 % under a poorly held chain, down to standing still once contained);
  • has their skills sealed by the Segva effect, renewed as long as they are held (see Status Effects);
  • can no longer teleport with ender pearls or chorus fruit;
  • is dragged: towards the centre of their holders if there are several — move together and they move in the middle — or kept on a 4-block leash by a lone holder.

The duel

The tug of war is played with the jump key (Space by default), and mashing gets nobody anywhere.

Spirit side: yanking

The Spirit looks at a chain, holds Space to wind up a yank (full in 1 second) and releases to unleash it on the chain of whichever holder is most in line with their gaze. So they pick their prey: the distracted holder, the one who is badly placed.

Figure Value
Full charge 1 s
Feint (released in under 0.3 s) yanks nothing, costs 5 % stamina
Yank strength charge × (0.4 + 0.6 × stamina)
Stamina cost 10 % + 30 % × charge
Minimum stamina to wind up 15 %
Stamina recovery 8 % to 16 %/s when not charging (faster when poorly held)
Yank held armed over 2.5 s stamina melts (12 %/s); at zero, the yank fires on its own, weakened

Roughly: one real yank every two seconds, not ten.

Holder side: bracing

The targeted holder sees the charge build on their chain ("IT'S PULLING ON YOU", pulsing red runes) and must brace with Space at the right moment:

Brace Yank absorbed
Up to 0.15 s before the release, or 0.1 s after 90 % — "Braced!"
Up to 0.25 s after 60 % — "Late"
Up to 0.4 s after 35 %
No brace 0 % — "Yanked!", and you are pulled towards the Spirit

Bracing at nothing — a feint, someone else's chain, too early — gives slack: your chain gains 7 % tension and your brace is locked for 0.8 seconds. Spamming disarms you.

Tension

Every chain has its own tension, starting at 20 %. A yank adds:

55 % × strength × (1 − 0.75 × containment) × (1 − share absorbed)

At 100 %, that chain gives way ("Spirit tore your chain away!") and its holder is knocked back. When the last one falls, the Spirit is free: "Spirit broke the chains!", every holder is knocked back, and they can't be chained again for 8 seconds.

Tension eases off on its own, up to 3 % per second when the Spirit is well contained, and rises by 2 % per second for a holder outside their band (see the formation). At full containment, a full unbraced yank only covers an eighth of the way: breaking out takes a long string of mistakes (around eight missed yanks). Alone against one poorly placed holder, about three are enough. And every chain lost weakens the containment of the others.

The formation

Holders must spread out evenly around the Spirit, between 2 and 9 blocks away:

Chains Formation
1 a line: only distance matters
2 on either side, facing each other
3 a Y (every 120°)
4 an X (every 90°)

Orientation is free: what counts is the spacing between holders, and only the worst gap is kept — a single badly placed holder opens the breach. Beyond 9 blocks the accuracy drops, down to nothing around 13 blocks; under 2 it collapses as well. A ring of light on the ground shows who is well placed, and the screen shows the formation as a percentage.

Containment combines the number of chains and the formation:

containment = min(1, chains ÷ chains needed) × (0.3 + 0.7 × formation)

When every required chain is in place and the formation is above 70 %, it is sealed: a bell rings, "The formation is sealed: Spirit is contained.", and the screen shows "SEALED".

The number of chains needed is the chainMinPlayers gamerule: 4 by default, from 1 to 4. Below the count, the Spirit is held but not contained: they struggle on nearly equal terms while the others throw. At 1, a single player can bring a Spirit to the Extractor — handy for testing, too easy for a server. See Gamerules.

What breaks a chain

  • Distance: a holder more than 18 blocks from the Spirit — "Too far: your chain gave way."
  • Tension at 100 %, see above.
  • Sneak + right-click: letting go on purpose.
  • The death or disconnection of the holder or the Spirit, a Spirit losing their Angel or switching to creative: everything comes undone quietly.

Bringing the Spirit to the Extractor

That is the whole point. Dragged onto the platform of the Sephira Extractor, a chained Spirit is taken by the cross with no escort condition, and their chains dissolve on their own: "The chains dissolve: the cross takes Spirit." All that is left is to step into the circles for the ritual.

What the screen shows

  • The Spirit sees their stamina, their charge, one gauge per chain with its holder's name, and the chain they are aiming at.
  • Each holder sees their chain's tension, the warning when the Spirit is charging at them, the brace window closing, the verdict, the number of chains in place out of the number needed, and the formation percentage.

Tips

  • Surround before throwing: stand in an X at 5 or 6 blocks, then throw together. A formation sealed from the start makes the Spirit nearly harmless.
  • Only brace your own chain: the warning only shows for the targeted holder. Bracing on someone else's yank costs you slack.
  • As the Spirit: look for the holder who is looking away, feint to make them waste their brace, and keep enough stamina for a real yank right after.
  • Move together: if one holder runs ahead, the formation warps and every yank hits harder.

See also