Signs of Clotting and Staunching

The official GemStone IV encyclopedia.
Revision as of 12:57, 6 September 2026 by SURIAL (talk | contribs) (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.)
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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.