Sigil of Escape
Guardians of Sunfist - edit | ||||
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Documentation | ||||
History of the Guardians of Sunfist | ||||
Guardians of Sunfist release | ||||
Superintendents' Histories | ||||
Mechanics | ||||
Tasks | Hated Enemies | |||
Scripts | ||||
None | ||||
Sigils | ||||
1. | Recognition | 2. | Location | |
3. | Contact | 4. | Resolve | |
5. | Minor Bane | 6. | Bandages | |
7. | Defense | 8. | Offense | |
9. | Distraction | 10. | Minor Protection | |
11. | Focus | 12. | Intimidation | |
13. | Mending | 14. | Concentration | |
15. | Major Bane | 16. | Determination | |
17. | Health | 18. | Power | |
19. | Major Protection | 20. | Escape |
The Sigil of Escape is a sigil learned by Guardians of Sunfist members. It allows to return to the nearest GoS outpost, or a short distance away from the user's location if incapacitated.
The second, emergency usage of the sigil must be CONFIRMed since it drains all mana and stamina. To set it so confirmation is not needed, use SIGIL ESCAPE TOGGLE.
Description
"This is the 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."
Detailed Benefits
- Transport yourself (but not your group) back to the local Sunfist Headquarters in your realm. If there is no Sunfist Headquarters in your realm, it will default to a local safe zone (i.e. Pinefar Great Room).
- Unlimited normal use.
- It can also be used while you are stunned, webbed, bound, in RT, etc, teleporting you to a random room somewhere in your current LOCATION. This takes all of your stamina and mana and will give you popped muscles and a rank 3 nerve wound, as well as leaving your stamina and mana in the negatives.
- Emergency teleport can only be used once per day and this use resets at midnight game time (ET).
- Emergency teleport cannot be initiated while under the effects of; Ice Patch, Stone Fist, or Immolation.
Mana/Stamina Costs
Messaging
Person simply vanishes from sight!
Using the sigil of escape while rooted in place:
>sigil escape confirm
You concentrate on your sigil, but remain stuck where you are!
Note: Thanks goes to Belnia for all the information provided by her research.