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View Full Version : SUNFIST: ALL SIGILS REVEALED



Fallen
02-28-2008, 08:57 PM
Thanks for Lufter on the Officials for posting this.

Complete List of Sigils
[/URL]http://www.play.net/images/transparent.gifhttp://www.play.net/images/transparent.gif[URL="http://www.play.net/forums/post.asp?forum=102&category=20&topic=10&replyto=333"] (http://forum.gsplayers.com/) Sigil of Resolve, memorize it well. As you have no doubt discovered, the Grimswarm often hides itself far away from civilization, striking at us from the depths of the wilds. When we take the battle to our foes, we often must traverse many obstacles to reach them. This sigil allows you to overcome the obstacles of the wild more easily by focusing your energy into a brief attunement with nature. While under its influence, you should find your Climbing, Swimming, and Survival skills to be somewhat enhanced. The cost to you is 5 points of stamina. Go now, and make good use of what I have taught you.

Sigil of Minor Bane, memorize it well. We all have our weaknesses, and our foes are no different. By invoking this sigil, you can temporarily attune yourself with your foes and then use that attunement to search for the weakest points in their defenses. While under its influence, you will be able to strike more accurately and deal additional damage to our hated enemies as if you were weilding heavily damage weighted weapon. The cost to you 3 points of both stamina and mana. Go now, and make good use of what I have taught you.

Sigil of Bandages, memorize it well. By focusing your energy on this sigil, you can temporarily bring yourself into greater awareness of your injuries and their effects on your movements. While under its influence, you will be able to perform many strenuous movements without breaking the bandages on any tended wounds you may have. The cost to you is 10 points of stamina. Go now, and make good use of what I have taught you.

Sigil of Defense, memorize it well. By focusing on this sigil, you can call forth a shimmering aura of protection that will make you harder to hit in battle. The cost to you for this boon is 5 points of both mana and stamina. Go now, and make good use of what I have taught you.

Sigil of Offense - By focusing on this sigil, you can call forth a guiding power that will make you hit harder and more accurately in combat. The cost to you for this ability is again 5 points of both mana and stamina. Go now, and make good use of what I have taught you.

Sigil of Distraction, memorize it well. By focusing on this sigil, you can create a fleeting moment of attunement with the natural energies of chaos so often present in our foes. By exploiting this common weakness, you will be able to distract nearby foes in combat, making them less likely to evade, parry, or block any attacks they may face. Attuning yourself with this chaos can be draining, and the cost to you is 10 points of stamina and 5 points of mana. Go now, and make good use of what I have taught you.

Sigil of Minor Protection, memorize it well. Previously, you were taught how to attune yourself to your foes' weaknesses and exploit them. Now I shall teach you how to attune yourself to your own weaknesses and prevent them from being exploited. While under the influence of this sigil, you will be both harder to hit and harder to injure, gaining protection equivalent to wearing heavily damage padded armor. The cost to you is 10 points of stamina and 5 points of mana. Go now, and make good use of what I have taught you."

Sigil of Focus, memorize it well. Unlike most of the other sigils you have learned thus far, the power of this sigil is focused inwardly. When calling upon the power of this sigil, you seek to fortify the control that you have over your own body. While under the influence of this sigil, your foes will have a harder time warding you with magic that bypasses your physical defenses. The cost to you for this increased control is 5 points of both stamina and mana. Go now, and make good use of what I have taught you.

Sigil of Intimidation, memorize it well. I said before that the Grimswarm are truly cowards at heart. That is true in every sense of the word. By focusing upon the power of this sigil, you seek to bring yourself into attunement with the fears of your foes and then exploit that weakness to your own advantage. A foe that falls victim to this power will find both their physical attacks and defense significantly weakened as their confidence in their own abilities is undermined. When targeting this power against a single foe, the cost to you is 10 points of stamina and 5 points of mana. You can also attempt to use this power against all nearby foes at the cost of 5 more points of both stamina and mana. Go now, and make good use of what I have taught you.

Sigil of Mending, memorize it well. Amongst the minions of the Grimswarm, the savage beasts known as trolls stand out for their remarkable ability to regenerate their wounds. After much study and experimentation, we have developed a technique that also allows us to temporarily attune our bodies to the natural healing devices of Elanthia and thus greatly increase our rate of recuperation when wounded. When under the influence of this sigil, you will recover blood loss at a greatly enhanced rate. Also, when consuming healing herbs, your wounds will mend at the fastest possible rate, even if you are untrained in First Aid. The cost to you is 15 points of stamina and 10 points of mana. Go now, and make good use of what I have taught you.

Sigil of Concentration, memorize it well. Mana flows through the world like music from a harp. Some of us are deaf to that music, prefering to focus on the more martial aspects of life. Others are able to appreciate the music, but always strain to hear the ever more subtle notes of it. This sigil allows each of us to sacrifice some of our physical vitality in order to temporarily attune ourselves more closely to the flows of mana. While under influence of this sigil, you will regain spent mana more quickly than normal, but at the cost of 30 points of stamina. Go now, and make good use of what I have taught you.

Sigil of Major Bane, memorize it well. Previously, you were taught how to attune yourself to your foes' weaknesses and exploit them. This sigil is a more powerful version of that attunement. While under its influence, you will strike more accurately and deal additional damage to our hated enemies as if you were weilding a weapon heavily weighted to inflict more critical blows. The cost to you is 10 points of both stamina and mana. Go now, and make good use of what I have taught you.

Sigil of Determination, memorize it well. In your many battles with the Grimswarm, you have undoubtedly suffered the sting of steel slicing your flesh or the burning agony of magic tearing at your being. While we are far more honed to battle and its attendant pains than your average commoner, we still do suffer from our wounds. This suffering can lead to distraction and that distraction can lead to defeat. While other sigils seek to increase your attunement to your body, this one seeks to break that attunement and thereby numb the pain that you feel when wounded. While under the influence of this sigil, you are able to completely ignore almost any penalty that you usually suffer when attempting tasks while wounded. While this sigil is powerful, it cannot contradict reality. If you suffer from severed limbs, blinded eyes, or uncontrollable convulsions, you will still be unable to perform many tasks. However, you will be able to temporarily overcome almost any other injury at the cost of 30 points of stamina. Go now, and make good use of what I have taught you.

Sigil of Health, memorize it well. Previously, you were taught how to attune your body to the natural healing devices of Elanthia. However, nature can be a slow beast, especially in the heat of battle. When you find yourself in need of an immediate transfusion of blood, this sigil may well save your life. By focusing on this sigil, you can condense your slow natural recovery into a single moment in time. You will thus be able to instantly recover either half of your lost hit points or 15 of them, which ever is greater. The cost of this power is 20 points of stamina and 10 points of mana. Go now, and make good use of what I have taught you.

Sigil of Power, memorize it well. Previously, you were taught how to sacrifice some your physical vitality in order to temporarily attune yourself to the flows of mana. However, much like health, often times you will need a rapid infusion of mana instead of a slow trickle. By focusing on the power of this sigil, you will be able to tear away a great deal of physical energy from yourself and convert it into magical energy. The cost to you is high but so is the reward, as the sigil will take 50 points of stamina from you and will instantly return 25 points of mana to you. Go now, and make good use of what I have taught you."

Sigil of Major Protection, memorize it well. Previously, you were taught how to attune yourself to your own weaknesses and prevent them from being exploited. This sigil is a more powerful version of that attunement. While under its influence, you will be both harder to hit and harder to injure, gaining protection equivalent to wearing armor that is heavily padded against critical blows. The cost to you is 15 points of stamina and 10 points of mana. Go now, and make good use of what I have taught you.

Sigil of Escape, memorize it well. This final sigil is one that will likely save your life many times over. In your many battles against the Grimswarm, you have almost certainly encountered times where you have been overwhelmed, badly injured, and unable to retreat. Previously, such encounters may well have led to your untimely demise. Proper use of this sigil, however, has potential to change that. By calling upon its power, you will be able escape from your current position and teleport to nearby safe location. The cost to you is very high, 75 points of stamina and 15 points of mana, but it is often worth it. There is another use of this Sigil that is potentially more useful in a true emergency, though the cost is steep. By expending all your stamina and mana (you will need at least 10 points of each) and then some, you will be able to call upon the power of this sigil even when stunned, webbed, bound, or suffering from roundtime. Your ability to teleport great distances will be severely curtailed in these circumstances and you will often only be able to teleport a short distance away, but it may well be enough to allow you time to recover and then escape using other means. If you do use the sigil in such circumstances, the stress of the situation will also deaden you to its power for a further twenty four hours, so do use it sparingly.

Bobmuhthol
02-28-2008, 09:01 PM
With Sigil of Health, say you have 100 / 200 HP, it would go: 50 25 15 15? I don't know if that's good or bad, vs. the other societies.

Fallen
02-28-2008, 09:02 PM
Sign of healing, unless you have wracked a ton is still pretty awesome, but I think Voln wins out. Favor only for 50 health, right? You can just spam the symbol and be at full health in a second or two, even while webbed.

LOL BRIELUS
02-28-2008, 09:20 PM
lol escape seems pretty good

Stretch
02-28-2008, 09:49 PM
What's the duration on these things? Level based or rank based? And the AS/DS Bonuses?

Fallen
02-28-2008, 09:54 PM
Haven't heard peep on durations yet. Perhaps the prestige system will play into it.

LMingrone
02-28-2008, 10:09 PM
I'm going to stick with CoL for now, but I can think of some pretty interesting combinations if you're trained right and have the right equipment.

"Sigil of Major Protection, memorize it well. Previously, you were taught how to attune yourself to your own weaknesses and prevent them from being exploited. This sigil is a more powerful version of that attunement. While under its influence, you will be both harder to hit and harder to injure, gaining protection equivalent to wearing armor that is heavily padded against critical blows. The cost to you is 15 points of stamina and 10 points of mana. Go now, and make good use of what I have taught you."

^This will be nerfed I'm guessing. The wording is a little vague, so I can't wait to see some math on it. Does it stack? Work with damage padding/ other crit padding? I can lose the AS Col gives me and the wracking if my wizards can dodge better and negate crits without spending millions on armor or tons of training points. Any additional info on this one?

SpiffyJr
02-28-2008, 10:49 PM
CoL for my halfling bard. Wracking, high spirit regen, and the need for higher AS/DS wins out against the Sunfist. I might, however, swap my Dark Elf wizard over. Wracking on him bites the big one.

Drisco
02-29-2008, 12:36 AM
Sigil of Power and Sigil of Concentration are shitty. I was hoping for something better. I am disappointed.

Xaerve
02-29-2008, 11:29 AM
I'm very disappointed with the new society. The whole system surrounding it is AWESOME, but the skills are a huge let-down.

Lysander
02-29-2008, 02:16 PM
I'm very disappointed with the new society. The whole system surrounding it is AWESOME, but the skills are a huge let-down.

Depends, as a warrior this is probably the best society to join. What with the +20 TD for like 5 mana and 5 stamina (basically nothing). The +15 deficit in AS and DS is compensated in my opinion by the Crit padding/damage padding and weightings, especially since these things can be coupled with weighted armors/weapons and flares. The second version of Escape is awesome for warriors, since 3/4ths of the time I die, I die to stuns/webbed, bleeding and dying. If they improve berserk this will change.

Celephais
02-29-2008, 02:23 PM
Refreshing the TD for a duration equivical to CoL is going to be closer to 25 mana and 25 Stamina... still easy to maintain, but with some of the other signs being refreshed that often it's going to get costly, add AS/DS/Padding/Weighting, roughly you're looking at more than 100/100 in the 8ish minutes CoL gives (at a cost of 9 mana, 3 spirit AS/DS/Deflection/Dissipation). I just see problems maintaining any cman abilities with that expenditure going on.

Lysander
02-29-2008, 02:30 PM
My only big questions is DOES THE PADDING/WEIGHTING stack?

Khariz
02-29-2008, 02:31 PM
Depends, as a warrior this is probably the best society to join. What with the +20 TD for like 5 mana and 5 stamina (basically nothing). The +15 deficit in AS and DS is compensated in my opinion by the Crit padding/damage padding and weightings, especially since these things can be coupled with weighted armors/weapons and flares. The second version of Escape is awesome for warriors, since 3/4ths of the time I die, I die to stuns/webbed, bleeding and dying. If they improve berserk this will change.

See, I disagree. I'll take 15 AS and DS over 5 TD any day.

Where did you get your info for the bolded part? If you are saying this adds 10 points of weighting/padding to my claid and ecp plate, that's news to me.

Celephais
02-29-2008, 02:34 PM
I also thought people said the bane and protection added to AS/DS as well, so the gap wasn't 15, it was less.

Khariz
02-29-2008, 02:40 PM
I also thought people said the bane and protection added to AS/DS as well, so the gap wasn't 15, it was less.

Nobody has actually shown me this. I'll believe it when I see it. If the gap is actually 5, I'll reconsider.

CrystalTears
02-29-2008, 02:41 PM
What's with the vagueness of how much the sigils are for? CoL told you how much your AS/DS/TD would increase and you can't get more secretative than them. They didn't say how long the duration was because it was determined by your level. If the amounts aren't going to change due to level, why not just say the amounts? This thing of having to figure out the differences is a pain in the ass.

Dothstar's_Seven
02-29-2008, 02:52 PM
Nobody has actually shown me this. I'll believe it when I see it. If the gap is actually 5, I'll reconsider.

http://forum.gsplayers.com/showpost.php?p=690969&postcount=233

AS is Bolded. +5 for the Minor. If you use the Major (+10), the gap will be 5.

Fallen
02-29-2008, 03:24 PM
According to Belnia:

Sigil of Offense and Sigil of Defense last for 5 minutes.

----
So, looks like atleast SOME of the AS/DS lasts for a bit.

Methais
02-29-2008, 03:51 PM
Weak. I'm glad I didn't join.

Though since apparently someone has mastered now, can you still raid the war camps yourself after you master? Or do you have to tag along with someone that hasn't mastered yet? If anything convinces me to join it'd be that. Certainly not these disappointing powers. Sigil of Escape seemed pretty cool until I saw it had a 24 hour cooldown.

I see a COL nerf coming in the future to make this society look better for those that aren't impressed with it.

Fallen
02-29-2008, 03:58 PM
You can certainly continue to raid camps. If you do tasks you get prestige points, which are currently worthless, though may eventually be taken into account with future systems.

Celephais
02-29-2008, 04:02 PM
The 24 hour cooldown is just for the while webbed/disabled version... just consider how infrequently you die, if it's less than once a day (god I hope so), it's fine.

Methais
02-29-2008, 04:04 PM
Hmm. So how exactly does raiding war camps work? You have to get a task from the guy and then go to that camp right? Will he give you a camp for the area you're in, or do they send you to a random town to kill the camp there? Is there a cooldown between tasks like the adventurer's guild?

If I read correctly, you can wipe out the entire camp, but if you take too long they'll start swarming like Puerto Rican gang members piling out of a maroon 1984 Toyota Corolla with a rusted green rear passenger door, right?

Also how does stamina regen work? I never used stamina for anything, and still use the Wizard so I forgot it even existed til Sunfist opened up.

Also these things don't drop anything do they?

Being able to still raid war camps might persuade me to join, since I could make the Landing into a post cap hunting area, right?

Celephais
02-29-2008, 04:10 PM
I'm under the impression you don't even need tasks to raid a warcamps... warcamps are listed on a chalkboard in the member hall, you read the board, it tells you spotted warcamps, regardless of your task you just go to the warcamp.

It also sounds like you can "spot" warcamps yourself by just using sigil of location.

Dothstar's_Seven
02-29-2008, 04:10 PM
Also how does stamina regen work? I never used stamina for anything, and still use the Wizard so I forgot it even existed til Sunfist opened up.

Also these things don't drop anything do they?

Being able to still raid war camps might persuade me to join, since I could make the Landing into a post cap hunting area, right?

They don't drop squat.

Yes. The Landing can be your post cap hunting domain.

Simple Version: You use stamina. Pulses occur in just over a minute or so. You get ~25% back of your total stamina in the field. ~33% in a node. You get a bonus for laying down.

Methais
02-29-2008, 04:11 PM
I'm under the impression you don't even need tasks to raid a warcamps... warcamps are listed on a chalkboard in the member hall, you read the board, it tells you spotted warcamps, regardless of your task you just go to the warcamp.

It also sounds like you can "spot" warcamps yourself by just using sigil of location.

Nice. So if there's multiple people there, do you end up having to compete over kills or worry about the level 100 critter that just ran out of the room going and pwning the level 26 guy a few rooms over? Or is it sort of an instanced type thing for you and your group?

Fallen
02-29-2008, 04:16 PM
Hmm. So how exactly does raiding war camps work? You have to get a task from the guy and then go to that camp right? Will he give you a camp for the area you're in, or do they send you to a random town to kill the camp there? Is there a cooldown between tasks like the adventurer's guild? >>

You need to kill 5 things which give you EXP and be in the camp when it is raised. Haven't heard of any cooldown. I believe some tasks require you to go to different towns. To master, you WILL have to travel around.

<<<If I read correctly, you can wipe out the entire camp, but if you take too long they'll start swarming like Puerto Rican gang members piling out of a maroon 1984 Toyota Corolla with a rusted green rear passenger door, right?>>

From what I've seen it is a set number of creatures depending on the size of the camp. I don't think it grows if you take too long. Once they're all gone, they are gone. Nothing to do but to raze the camp.

<<<Also how does stamina regen work? I never used stamina for anything, and still use the Wizard so I forgot it even existed til Sunfist opened up. >>

No clue. I know Physical Fitness gives you more. I have 100 or so with 1x PT.

<<Also these things don't drop anything do they?>>

Silver.

<<<Being able to still raid war camps might persuade me to join, since I could make the Landing into a post cap hunting area, right? >>

Yes.

Dothstar's_Seven
02-29-2008, 04:18 PM
Silver.

rly?

Fallen
02-29-2008, 04:18 PM
Nice. So if there's multiple people there, do you end up having to compete over kills or worry about the level 100 critter that just ran out of the room going and pwning the level 26 guy a few rooms over? Or is it sort of an instanced type thing for you and your group?

The Grimswarm will spawn on you until the camp runs out. I BELIEVE there is some mechanic that stops capped grimswarm from killing level nothing people, but I doubt it is in affect while in the camps.

I think camps pop up and first come first served. Some tasks are to find them, some tasks are to find stuff in them, some tasks are to kill a ton of things in them, and some tasks are to destroy them. All of the above (I think) gives you points towards tasks.

Fallen
02-29-2008, 04:18 PM
rly?

I know during the storyline I had to be very careful to drop silver as I looted the Grimswarm or else I would be overburdened.

Dothstar's_Seven
02-29-2008, 04:23 PM
I know during the storyline I had to be very careful to drop silver as I looted the Grimswarm or else I would be overburdened.

Hm. I thought Belnia said that they weren't dropping anything in the camps, which is what prompted the request for gems or treazure in the chests.

I figured silver might be included in that.

Khariz
02-29-2008, 04:33 PM
http://forum.gsplayers.com/showpost.php?p=690969&postcount=233

AS is Bolded. +5 for the Minor. If you use the Major (+10), the gap will be 5.

Do what?

CoL signs give you +35 AS and + 35 DS

These Major signs give you +10 each and Offense and Defense give you +20 each. Have we confirmed BOTH that the Bane adders work on ALL critters, AND that both Bane and Offense can be stacked on top of each other?

bubbauno
02-29-2008, 04:43 PM
You swing a closed fist at Chazym!
AS: +467 vs DS: +650 with AvD: +17 + d100 roll: +39 = -127
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.
>sigil of offense
A faint blue glow surrounds your hands, subtly guiding your movements.
>att chaz
You swing a closed fist at Chazym!
AS: +487 vs DS: +650 with AvD: +17 + d100 roll: +75 = -71
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.
>sigil of major bane
As you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
>att chaz
You swing a closed fist at Chazym!
AS: +497 vs DS: +650 with AvD: +17 + d100 roll: +50 = -86
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.

Khariz
02-29-2008, 04:44 PM
You swing a closed fist at Chazym!
AS: +467 vs DS: +650 with AvD: +17 + d100 roll: +39 = -127
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.
>sigil of offense
A faint blue glow surrounds your hands, subtly guiding your movements.
>att chaz
You swing a closed fist at Chazym!
AS: +487 vs DS: +650 with AvD: +17 + d100 roll: +75 = -71
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.
>sigil of major bane
As you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
>att chaz
You swing a closed fist at Chazym!
AS: +497 vs DS: +650 with AvD: +17 + d100 roll: +50 = -86
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.

THANK YOU!

bubbauno
02-29-2008, 04:44 PM
Tsin swings a closed fist at you!
AS: +467 vs DS: +490 with AvD: +17 + d100 roll: +44 = +38
A clean miss.
>
>sigi of defense
A shimmering aura surrounds you.
>
Tsin swings a closed fist at you!
AS: +467 vs DS: +510 with AvD: +17 + d100 roll: +43 = +17
A clean miss.
>sigi of major protection
As you concentrate on your sigil, you become much more aware of vulnerable spots in your defenses.
>
Tsin swings a closed fist at you!
AS: +467 vs DS: +510 with AvD: +17 + d100 roll: +13 = -13
A clean miss.
>sigi of minor protection
As you concentrate on your sigil, you become slightly more aware of weak spots in your defenses.
>
Tsin swings a closed fist at you!
AS: +467 vs DS: +515 with AvD: +17 + d100 roll: +60 = +29
A clean miss.

bubbauno
02-29-2008, 04:48 PM
By the way the grimswarm definetely drop lots of coins and also jewelry items from time to time.. As well as ayanads and n'ayanads for me at least.

Celephais
02-29-2008, 04:49 PM
That's really odd that major protection doesn't stack but minor protection does... possibly a bug?

bubbauno
02-29-2008, 04:57 PM
Determination is really awesome too.. Sending mana with 2nd degree head wound.. Or still being able to cast with 2nd degree blown nerves.. Very cool.

>send 200 chaz
You are in no condition to be performing this ritual!
>sigi of determ
You begin to focus sharply upon the task at hand, pushing all thoughts and sensations of pain far from your mind.
>send 200 chaz
You face Chazym, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 190 points were successfully transferred to Chazym.

bubbauno
02-29-2008, 05:10 PM
Haven't been able to test the executioner cutthroat yet but I am pretty sure it will work also.

Celephais
02-29-2008, 05:16 PM
Planning on staying in the society? Seem worthwhile for you (it would seem so).

StrayRogue
02-29-2008, 11:53 PM
Hmmm, so do you get experience from the mobs if you're with someone on a raid (lol) but not actually a member of the Sunfist? And is there anything stopping you from planting yourself in one city and just doing these all day long (for the exp).

Basically does this spell the end to having to level from 50-80 in fucking Ta'Illy?

Khariz
02-29-2008, 11:58 PM
Hmmm, so do you get experience from the mobs if you're with someone on a raid (lol) but not actually a member of the Sunfist? And is there anything stopping you from planting yourself in one city and just doing these all day long (for the exp).

Basically does this spell the end to having to level from 50-80 in fucking Ta'Illy?

Yes. I joined it with a low level schmuck of mine and am opening camps for my capped characters.

StrayRogue
03-01-2008, 12:12 AM
That really is awesome. One of the huge pet hates of mine was the level gap which effectively forced you to leave mule in the fourties. That and all the tards hung around Ta'Illy, be it the zombie fest of a dais, interspersed with the occasional noob exploding a box, or the snobbish drow wannabe's at Briarstone.

Fallen
03-01-2008, 12:22 AM
We love you too, Strayrogue.

StrayRogue
03-01-2008, 12:28 AM
The dhe'nar always cracked me up how emo they tried to be. It was a relief seeing decent dark elf rp done elsewhere after GS.

Fallen
03-01-2008, 12:29 AM
Coooool beans.

StrayRogue
03-01-2008, 12:31 AM
+1

Renian
03-01-2008, 02:56 AM
Yes. I joined it with a low level schmuck of mine and am opening camps for my capped characters.

HELL yes. I'm glad my theory was right.

I hope this doesn't get nerfed. Ever. And now to have a gimp of mine join.

Belnia
03-01-2008, 02:21 PM
>[Lower Dragonsclaw, Forest]
You release the scents of the various herbs growing on the forest floor with your steps. They mingle with the breeze that courses through the trees to create an ever-changing, but always pleasant, aroma. You also see a kobold, a kobold, a wooden shield and a short sword.
Obvious paths: north, northeast, southwest
>fire kobold
You are too injured to fire that!
>heal
You have a fractured and bleeding right arm, and minor cuts and bruises on your back.

Bleeding:
Area Health per Round
----------------------------------
Right arm 1

Maximum Health Points: 175
Remaining Health Points: 137
You are feeling pretty good.

Maximum Spirit Points: 8
Remaining Spirit Points: 8

Maximum Stamina Points: 113
Remaining Stamina Points: 113

>
A kobold swings a short sword at you!
You gracefully avoid the attack!
>sigil determination
You begin to focus sharply upon the task at hand, pushing all thoughts and sensations of pain far from your mind.
>fire kobold
You nock a wooden arrow in your silver imflass longbow.
You fire a wooden arrow at a kobold!
AS: +70 vs DS: +24 with AvD: +33 + d100 roll: +29 = +108
... and hit for 3 points of damage!
Talk about a close shave!
Let's try closer next time.
The wooden arrow is deflected to one side, sailing to the ground.
Roundtime: 4 sec.

Archers might like this. A lot.

Drunken Durfin
03-01-2008, 02:35 PM
Wow, that is nice. I am assuming that it works for waving wands too? I carry a load of oaken wands when I am hunting, to unstun the folks I hunt with, and have been too injured to wave them now and again.

bubbauno
03-01-2008, 02:49 PM
Doesn't work with executioners cutthroat.. sucks

Renian
03-01-2008, 03:26 PM
That's pretty hot, Belnia.

Danical
03-01-2008, 03:46 PM
Would it be too much trouble to ask if you guys that have mastered to complete the durations for each Sigil?

Rimalon
03-01-2008, 05:09 PM
Would it be too much trouble to ask if you guys that have mastered to complete the durations for each Sigil?

Minor/Major Bane and Protection are one minute, as is Focus.

Resolve is 90 seconds.

Sigil of Contact, who knows. Probably the same as Sign of Thought.

All other duration-based sigils, not immediate, seem to be 5 minutes. The Grimwench can correct me if I'm wrong somewhere.

And all seem to be refreshable!

mgoddess
03-01-2008, 05:45 PM
Sigil of Contact, who knows. Probably the same as Sign of Thought.

I'm going to guess that since they "nerfed" Sign of Thought with the new ESP system (to be in line with the amulet give), Sigil of Contact will be the same: 18 minutes, a pop... Crystal Amulets and Sign of Thought have that duration (and are stackable).

yadayada
03-04-2008, 12:47 AM
Does Sigil of Determination work for stalking? If so, that is pretty great for rogues, too.