Signs of Clotting and Staunching: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
m (The assertion that staggering Clotting and Staunching is useful is false.)
(A final edit: Turns out they interact weirdly and truly there is zero point to doing both clot and staunch together, _even_ taking dispel fodder into account.)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Council of Light navigation}}
{{Council of Light navigation}}
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, and to reduce the damage of the Major Bleed status effect by 25%. 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|level]] of your character, Sign of Staunching lasts double as long.
Sign of Clotting lasts for 10 seconds per [[Level|level]] of your character, Sign of Staunching lasts double as long. Unlike other signs, Sign of Clotting and Sign of Staunching are refreshable. Only one effect can be active at any time; making one of these signs will extend the duration of any active clotting/staunching.


Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%.
Hence once Sign of Staunching has been learned, there is no further point to Sign of Clotting.

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.


[[Category: COL Signs]]
[[Category: COL Signs]]

Latest revision as of 12:57, 6 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, and to reduce the damage of the Major Bleed status effect by 25%. 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. Unlike other signs, Sign of Clotting and Sign of Staunching are refreshable. Only one effect can be active at any time; making one of these signs will extend the duration of any active clotting/staunching.

Hence once Sign of Staunching has been learned, there is no further point to Sign of Clotting.