Difference between revisions of "Sigils"
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'''Sigils''' are small items created with the [[enchantment]] skill that have various effects. | '''Sigils''' are small items created with the [[enchantment]] skill that have various effects. | ||
*Cube Sigils | *Cube Sigils - Dampen vibrations in a given room when placed on the ground, but impeded by a reverberation vibration. | ||
*Eye Sigils | *Eye Sigils - When placed on the ground, this sigil prevents ghosts from entering the room. When thrown on the ground, the resulting explosion pulls phased serpents into sync with normal reality. | ||
*Fist Sigils | *Fist Sigils - When attached to items, this sigil prevents them from becoming jarred loose of your inventory or grip. | ||
*Flame Sigils | *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. | ||
*Knife Sigils | *Knife Sigils - When dropped on the ground, this sigil will systematically sever elemental channels of any elementalist in the room. | ||
*Mushroom Sigils | *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. | ||
*Orb Sigils - A small sigil that is anathema to Chaos thralls, severing their links to the prime material plane when the two come in contact with each other. | |||
[[Category:Enchantments]] | [[Category:Enchantments]] |
Revision as of 16:33, 3 March 2007
Sigils are small items created with the enchantment skill that have various effects.
- Cube Sigils - Dampen vibrations in a given room when placed on the ground, but impeded by a reverberation vibration.
- Eye Sigils - When placed on the ground, this sigil prevents ghosts from entering the room. When thrown on the ground, the resulting explosion pulls phased serpents into sync with normal reality.
- Fist Sigils - When attached to items, this sigil prevents them from becoming jarred loose of your inventory or grip.
- 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.
- Knife Sigils - When dropped on the ground, this sigil will systematically sever elemental channels of any elementalist in the room.
- 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.
- Orb Sigils - A small sigil that is anathema to Chaos thralls, severing their links to the prime material plane when the two come in contact with each other.