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Thread: SPOILER: Sunfist society powers talk

  1. #1

    Default SPOILER: Sunfist society powers talk

    There are 20 ranks to master in the GoS.

    Guardians of the Sunfist Sigils:

    Rank 1: Sigil of Recognition. Tells you any friends and foes of the sunfist that are in the same room.

    Rank 2: Sigil of Location. Tells you how many foes of the sunfist are nearby. Also used to locate warcamps. Gives 3 second RT.

    Rank 3: Sigil of Contact. Opens thought net. uses 1 mana point. Lasts 18 mintues. Stacks.

    Rank 4: Sigil of Resolve. Adds Society Rank/2 Ranks to Climbing, Swiming, and Survival skills. Uses 5 stamina points. Lasts 90 seconds .

    Rank 5: Sigil of Minor Bane. +5 AS and the equivalent of a heavily damage weighted weapon against foes of the sunfist. Uses 3 stamina and 3 mana points. Lasts 60 seconds.

    Rank 6: Sigil of Bandages. Lets you attack without breaking your bandages. Uses 10 stamina points.

    Rank 7: Sigil of Defense. Gives 1 DS per society rank. Uses 5 stamina and 5 mana points. Lasts 5 minutes.

    Rank 8: Sigil of Offense. Gives 1 AS per society rank. Uses 5 stamina and 5 mana points. Lasts 5 minutes.

    Rank 9: Sigil of Distraction. Distracts nearby foes, lowering their ability to evade, parry, and block attacks. Uses 10 stamina and 5 mana points.

    Rank 10: Sigil of Minor Protection. Gives you +5 DS and the equivalent of heavily damage padded armor. Uses 10 stamina and 5 mana points. Lasts 60 seconds.

    Rank 11: Sigil of Focus. Gives you 1 TD per society rank. Uses 5 stamina and 5 mana points. Lasts 90 seconds.

    Rank 12: Sigil of Intimidation. Lowers foes AS and DS. Can be targeted or used as an area effect. Targeted: 10 stamina and 5 mana points. Area Effect: 15 stamina and 10 mana points

    Rank 13: Sigil of Mending. Increases the amount of health points you regenerate. Herbs also take the minimum amount of time to use. Uses 15 stamina and 10 mana points.

    Rank 14: Sigil of Concentration. Increases your mana regeneration by +5 mana per pulse. Uses 30 stamina points. Lasts 10 minutes.

    Rank 15: Sigil of Major Bane. +10 AS and the equivalent of a heavily crit weighted weapon against foes of the sunfist. Uses 10 stamina and 10 mana points. Lasts 60 seconds.

    Rank 16: Sigil of Determination. Ignores most penalties for being wounded, such as lower AS/DS due to loss of blood and being unable to cast due to multiple hand wounds. Uses 30 stamina points. Lasts 3 minutes.

    Rank 17: Sigil of Health. Recovers half the health points your missing, or 15. Which ever is greater. Uses 20 stamina and 10 mana points.

    Rank 18: Sigil of Power. Restores 25 mana. Uses 50 stamina points.

    Rank 19: Sigil of Major Protection. Gives you +10 DS and the equivalent of heavily crit padded armor. Uses 15 stamina and 10 mana points. Lasts 60 seconds

    Rank 20: Sigil of Escape. Teleports you to a safe place. If used while stunned, webbed, bound, or suffering from roundtime then it transfers your a shorter distance and costs more. Not Hindered cost: 75 Stamina and 15 mana points. Hindered cost: Need a minimum of 10 stamina and mana points. Will drain you into the negative in both. Also only usable once in a 24 hour period.

    Notes:

    Minor and Major Bane do not stack together.

    Minor and Major Protection do not stack together.

    Sigil of Offense boosts both Physical AS and Bolt AS.

    Sigil of Minor Bane works with Archery. Major Bane is currently untested.


    Thanks to Belnia, Rimalon, and Tsin for posting the sigils on the official boards.
    Last edited by septus; 04-11-2008 at 02:03 PM.

  2. #2

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    Different professions getting different things would be fantastic, I hope that's the case.

  3. #3

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    Zarak traces the outline of a sigil into the air before you and says, "This is the 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."

    This might be rank 2 power for someone. Someone else mentioned their rank 2 gave +25 as for 4 minutes using 5 stamina.. Not real sure what's going on, if people are lying or it really does give different powers based on various things.
    Last edited by septus; 02-27-2008 at 11:36 AM.

  4. #4
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    Huh. I have also heard of the enhancive sigil for climbing/Swimming. Interesting stuff.
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  5. #5

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    I love "weilding heavily damage weighted weapon."

    Get some goddamn English lessons, Simu.

    Edit: I forgot to mention "The cost to you 3 points of both stamina and mana."
    Last edited by Bobmuhthol; 02-27-2008 at 11:35 AM.
    Razzle them. Dazzle them. Razzle dazzle them.

  6. #6
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    Damn.

    Now we have to track Stamina even with pures!!!

    Boo (for those of us still using wizard FE)
    Quote Originally Posted by Kranar View Post
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  7. #7

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    Pures use melee?!
    Razzle them. Dazzle them. Razzle dazzle them.

  8. #8

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    Quote Originally Posted by Gan View Post
    Damn.

    Now we have to track Stamina even with pures!!!

    Boo (for those of us still using wizard FE)
    BWAHAHAHAHA, Sukka

    Bob, he also posted of a +25AS for 5 sta, which pures do use.

  9. #9
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    Depends on if it is bolt AS.
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  10. #10

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    Quote Originally Posted by Fallen View Post
    Depends on if it is bolt AS.
    True... but something tells me the society powers won't all be offensive, and I'm sure there will be a defensive power that uses stamina; could be wrong though.

    If it's true that different classes get different powers I could see them being sympathetic to pures not having stamina (or they might just reem them like low level squares get reemed for mana in CoL)

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