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*Flame Sigils - When attached to an item it prevents the item from being picked up when on the ground, or given away or placed into a container when in an adventure's inventory. When placed on the ground by itself, the sigil has the ability to illuminate darkness. | *Flame Sigils - When attached to an item it prevents the item from being picked up when on the ground, or given away or placed into a container when in an adventure's inventory. When placed on the ground by itself, the sigil has the ability to illuminate darkness. | ||
*Key Sigils - Whenever you exit that specific room you dropped the sigil in, if the direction you go is through a door, the key sigil will automatically close and lock that door. A must for any private home or shop. | |||
*Knife Sigils - When dropped on the ground, this sigil will systematically sever elemental channels of any elementalist in the room. | *Knife Sigils - When dropped on the ground, this sigil will systematically sever elemental channels of any elementalist in the room. | ||
*Monolith Sigils - When placed in a room, most forms of instant magical travel into the room will be blocked (Hermit, Raido, any portal abilities, Empress Tarot, brazier, etc.). For [[Prism Tattoo|prism tattoos]], it only slows down the amount of time it takes for a person to travel down the beams - so you're still not safe from random nasties who prism to you! | |||
*Mushroom Sigils - A dangerous sigil, when attached to an item, the sigil's volatile nature will destroy both itself and its new host in a large explosion that damages the adventurer attaching it. | *Mushroom Sigils - A dangerous sigil, when attached to an item, the sigil's volatile nature will destroy both itself and its new host in a large explosion that damages the adventurer attaching it. |
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