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


*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.