Difference between revisions of "Sigils"

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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.

Revision as of 20:59, 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.
  • 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.
  • 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 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.
  • 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.