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 [[Conjuration]] skill that have various effects.


*Cube Sigils - Dampen vibrations in a given room when placed on the ground, but impeded by a reverberation vibration.
*'''Cube sigils''' dampen vibrations or hamonics in a given room when placed on the ground, but are impeded by a reverberation vibration or the partita harmonic respectively.


*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.
*'''Eye sigils''', when placed on the ground, prevent [[soul]]s from passing through the location. When thrown at the ground, the resulting explosion pulls phased [[serpent]]s into sync with normal reality. The [[Gavel of Etheric Revelation]] [[:Category:Artefacts|artefact]] also performs this ability.


*Fist Sigils - When attached to items, this sigil prevents them from becoming jarred loose of your inventory or grip.
*'''Fist sigils''' attach to items, preventing them from becoming jarred loose of an [[adventurer|adventurer's]] 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.
*'''Flame sigils''' attach to an item, preventing it from being picked up when on the ground, or given away or placed into a container when in an adventurer'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.
*'''Key sigils''' when on the ground in a location, automatically closes and locks any door passed through from that location. This sigil is a must for the private area of any [[:Category:Establishments|establishment]].


*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, will systematically sever elemental channels of any elemental channeler 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!
*'''Monolith sigils''', when placed in a location, block most forms of instant magical travel into that location. The things it blocks includes but is not limited to hermit, raido, any portal abilities, empress tarot, and brazier. For travel via [[Prism Tattoo|prism tattoos]], it only slows down the amount of time it takes for a person to travel down the prismatic beams of light targeting that location and will not block entry.


*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''' are quite dangerous and should be used with great caution. When attached to an item, this sigil will destroy itself in an attempt to annihilate its new host in a large explosion that almost always 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.
*'''Orb sigils''' are constructs of pure [[order]], making them anathema to [[chaos]] entities, severing their links to the [[Prime Material Plane]] when tossed at them.


[[Category:Enchantments]]
*'''Star sigils''', when thrown at the ground, will cover everyone in the room in a fine, glittering powder. The effect serves to reveal the entrance and exit of adventurers limned by the sigil's power. It is particularly effective against skilful [[Subterfuge]] and [[Shindo]] evasion.
 
[[Category:Enchantment]]

Latest revision as of 22:51, 2 January 2022

Sigils are small items created with the Conjuration skill that have various effects.

  • Cube sigils dampen vibrations or hamonics in a given room when placed on the ground, but are impeded by a reverberation vibration or the partita harmonic respectively.
  • Eye sigils, when placed on the ground, prevent souls from passing through the location. When thrown at the ground, the resulting explosion pulls phased serpents into sync with normal reality. The Gavel of Etheric Revelation artefact also performs this ability.
  • Fist sigils attach to items, preventing them from becoming jarred loose of an adventurer's inventory or grip.
  • Flame sigils attach to an item, preventing it from being picked up when on the ground, or given away or placed into a container when in an adventurer's inventory. When placed on the ground by itself, the sigil has the ability to illuminate darkness.
  • Key sigils when on the ground in a location, automatically closes and locks any door passed through from that location. This sigil is a must for the private area of any establishment.
  • Knife sigils, when dropped on the ground, will systematically sever elemental channels of any elemental channeler in the room.
  • Monolith sigils, when placed in a location, block most forms of instant magical travel into that location. The things it blocks includes but is not limited to hermit, raido, any portal abilities, empress tarot, and brazier. For travel via prism tattoos, it only slows down the amount of time it takes for a person to travel down the prismatic beams of light targeting that location and will not block entry.
  • Mushroom sigils are quite dangerous and should be used with great caution. When attached to an item, this sigil will destroy itself in an attempt to annihilate its new host in a large explosion that almost always damages the adventurer attaching it.
  • Orb sigils are constructs of pure order, making them anathema to chaos entities, severing their links to the Prime Material Plane when tossed at them.
  • Star sigils, when thrown at the ground, will cover everyone in the room in a fine, glittering powder. The effect serves to reveal the entrance and exit of adventurers limned by the sigil's power. It is particularly effective against skilful Subterfuge and Shindo evasion.