Signs of Clotting and Staunching: Difference between revisions
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MAGNANIMUS (talk | contribs) m (The assertion that staggering Clotting and Staunching is useful is false.) |
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{{Council of Light navigation}} |
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The '''Sign of Clotting''' and the more advanced '''Sign of Staunching''' both have the same effect, which is to halt any loss of [[health]] due to bleeding [[wound]]s. Both cost one [[mana point]] to activate, but the Sign of Staunching has double the duration of the Sign of Clotting. |
The '''Sign of Clotting''' and the more advanced '''Sign of Staunching''' both have the same effect, which is to halt any loss of [[health]] due to bleeding [[wound]]s. Both cost one [[mana point]] to activate, but the Sign of Staunching has double the duration of the Sign of Clotting. |
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Sign of Clotting lasts for 10 seconds per [[Level|level]] of your character, Sign of Staunching lasts double as long. |
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Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%. |
Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%. |
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The signs do not conflict with each other; having both up is thus possible, but has the same effect of just one of them being active. |
The signs do not conflict with each other; having both up is thus possible, but has the same effect of just one of them being active. |
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The only use of putting up both signs is to give you two layers of protection against effects that can dispel signs, such as [[bandit]] dispel crystals. Staggering the two signs has no use, as unlike many signs, Staunching and Clotting are refreshable. Activating Clotting such that it would wear off after Staunching would achieve the same effect or worse as refreshing Staunching due to Staunching's superior duration. |
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[[Category: COL Signs]] |
[[Category: COL Signs]] |
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Latest revision as of 23:29, 1 September 2026
| Council of Light - edit | ||||
|---|---|---|---|---|
| Documentation | ||||
| The Iron Wind | ||||
| Mechanics | ||||
| Tasks | Mana & Spirit | |||
| Scripts | ||||
| None | ||||
| Signs | ||||
| 1. | Recognition | 2. | Signal | |
| 3. | Warding | 4. | Striking | |
| 5. | Clotting | 6. | Thought | |
| 7. | Defending | 8. | Smiting | |
| 9. | Staunching | 10. | Deflection | |
| 11. | Hypnosis | 12. | Swords | |
| 13. | Shields | 14. | Dissipation | |
| 15. | Healing | 16. | Madness | |
| 17. | Possession | 18. | Wracking | |
| 19. | Darkness | 20. | Hopelessness | |
The Sign of Clotting and the more advanced Sign of Staunching both have the same effect, which is to halt any loss of health due to bleeding wounds. Both cost one mana point to activate, but the Sign of Staunching has double the duration of the Sign of Clotting.
Sign of Clotting lasts for 10 seconds per level of your character, Sign of Staunching lasts double as long.
Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%.
The signs do not conflict with each other; having both up is thus possible, but has the same effect of just one of them being active.
The only use of putting up both signs is to give you two layers of protection against effects that can dispel signs, such as bandit dispel crystals. Staggering the two signs has no use, as unlike many signs, Staunching and Clotting are refreshable. Activating Clotting such that it would wear off after Staunching would achieve the same effect or worse as refreshing Staunching due to Staunching's superior duration.