Glyphs: Difference between revisions
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Sputtering and flickering, the sphere at your forehead spirals in an out-of-control descent until it hits the ground, shattering with a burst of light. The remaining pair of globes begin to slowly rise and fall as they take a position at your shoulders.<br> |
Sputtering and flickering, the sphere at your forehead spirals in an out-of-control descent until it hits the ground, shattering with a burst of light. The remaining pair of globes begin to slowly rise and fall as they take a position at your shoulders.<br> |
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Slowly, the spheres gravitate towards each other and meet in front of your face. Almost touching, they begin to expand and swell until they absorb each other and become one. The new globe, larger and brighter, takes it's position in front of you and pulses in rhythm with your heartbeat.<br> |
Slowly, the spheres gravitate towards each other and meet in front of your face. Almost touching, they begin to expand and swell until they absorb each other and become one. The new globe, larger and brighter, takes it's position in front of you and pulses in rhythm with your heartbeat.<br> |
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The remaining ball of light slowly sinks into your chest causing your entire body to spasm momentarily before you are able to recover. |
The remaining ball of light slowly sinks into your chest causing your entire body to spasm momentarily before you are able to recover.<br /> |
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'''Restriction:''' There is a minimum [[Soul System|soul state]] requirement to use. |
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'''Effect''': Raises Holy mana in the room where the glyph is traced by drawing it from nearby rooms. The mana boost leaves when the Paladin that traces it leaves the room, but the [[Marshal Order]] spell increases the duration of the glyph. The soul pool cost is based on the size of the boost you're looking to get -- more room exits means more potential sources of mana to draw from and therefore a higher boost (higher circles also get higher boosts). The Paladin will experience a moderate soul boost if it's traced in a room where a [[Cleric]] is rejuvenating or resurrecting a dead person.<br> |
'''Effect''': Raises Holy mana in the room where the glyph is traced by drawing it from nearby rooms. The mana boost leaves when the Paladin that traces it leaves the room, but the [[Marshal Order]] spell increases the duration of the glyph. The soul pool cost is based on the size of the boost you're looking to get -- more room exits means more potential sources of mana to draw from and therefore a higher boost (higher circles also get higher boosts). The Paladin will experience a moderate soul boost if it's traced in a room where a [[Cleric]] is rejuvenating or resurrecting a dead person.<br> |
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'''Messaging''': You trace a glyph into the air in an attempt to channel more mana into the area from the surrounding area.<br> |
'''Messaging''': You trace a glyph into the air in an attempt to channel more mana into the area from the surrounding area.<br> |
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You sense a change in holy power throughout the area. |
You sense a change in holy power throughout the area.<br /> |
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'''Restriction:''' There is a minimum [[Soul System|soul state]] requirement to use. |
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Revision as of 20:57, 6 May 2010
Glyphs are holy symbols traced by Paladins to invoke various extrinsic effects. They are powered by a Paladin's soul pool. Paladin guildleaders will send Paladins on quests when they are eligible. Charisma has an effect on glyph duration and power.
Glyph of Warding
Circle: 5th
Usage: trace ward <body/assailant>
Duration: Dependent on circle and Charisma
Quest Giver: Any guildleader
Effect: This glyph, when traced on a dead body, allows a Paladin to protect a dead person's items when they depart for a limited period of time. When the owner TAPs the glyph his possessions will automatically be worn. A Paladin can retrace the glyph to see how much time is left, and if there are fewer than two minutes remaining the glyph will be refreshed. When traced on a living person, this glyph prevents an assailant from aiming ranged weapons or targeting spells.
Messaging
Paladin sees: You trace the glyph of warding around <player>'s dead body!
Others see: <Paladin> traces the glyph of warding over <player>'s body until a soft red glow appears.
Upon departing: The warding glyph flares into a brilliant red light as it settles over <player>'s remains, protecting them.
On a living player: You trace the glyph of warding at <player> whose attention waivers from you.
Glyph of Bonding
Circle: 10th
Usage: trace bond <item>
Success rate: Circle and Charisma
Quest Giver: Any guildleader
Effect: Like the Glyph of Warding, this glyph can assist dead adventurers. When the Glyph of Bonding is traced over an adventurer's dropped item, the item will automatically return to its owners hands. There are a few restrictions, however. Both the person and his item must be in the same room, and the item must be on the ground. The longer the person has been dead, or the more people who have handled the item, the more difficult it is to trace the Glyph of Bonding.
Messaging: You trace the glyph of bonding around a <item>, and it's surrounded by a light silvery glow.
You watch as a <item> slowly slides toward <player>'s body and places itself firmly in his <hand item was in> hand.
Glyph of Light
Circle: 15th
Usage: trace light <self>
Duration:
Quest Giver: Sir Eamonn of Ratha
Effect: The glyph creates balls of light that float around the Paladin, providing a light source in dark areas and granting a bonus to perception. It has a relatively high soul cost and a short duration. The strength of the bonus diminishes as each of the balls of light extinguishes.
Messaging:You trace the Glyph of Light.
A brief burst of pain wracks your body and your soul feels somewhat diminished. Slowly, five globes of light extrude from your fingertips and begin to glow brightly.
The tiny balls of light swirl around you, darting around your body making your vision incredibly clear and lighting the area surrounding you.
Lights going out: One of the balls of light flares brightly for a moment before winking out of existance. The remaining spheres spin in a circle over your head, almost like a halo.
With a barely audible *POP*, one of the fragile globes extinguishes itself. Hovering for a moment over you, as if contemplating their next move, the trio of glowing balls take their new positions, one on either side of your body and the third floating in front of your forehead.
Sputtering and flickering, the sphere at your forehead spirals in an out-of-control descent until it hits the ground, shattering with a burst of light. The remaining pair of globes begin to slowly rise and fall as they take a position at your shoulders.
Slowly, the spheres gravitate towards each other and meet in front of your face. Almost touching, they begin to expand and swell until they absorb each other and become one. The new globe, larger and brighter, takes it's position in front of you and pulses in rhythm with your heartbeat.
The remaining ball of light slowly sinks into your chest causing your entire body to spasm momentarily before you are able to recover.
Restriction: There is a minimum soul state requirement to use.
Glyph of Mana
Circle: 20
Usage: trace mana <self>
Duration:
Quest Giver: Any guildleader
Effect: Raises Holy mana in the room where the glyph is traced by drawing it from nearby rooms. The mana boost leaves when the Paladin that traces it leaves the room, but the Marshal Order spell increases the duration of the glyph. The soul pool cost is based on the size of the boost you're looking to get -- more room exits means more potential sources of mana to draw from and therefore a higher boost (higher circles also get higher boosts). The Paladin will experience a moderate soul boost if it's traced in a room where a Cleric is rejuvenating or resurrecting a dead person.
Messaging: You trace a glyph into the air in an attempt to channel more mana into the area from the surrounding area.
You sense a change in holy power throughout the area.
Restriction: There is a minimum soul state requirement to use.
Glyph of Ease
Circle: 25
Usage: Trace ease <target>
Duration:
Quest Giver: Sir Darius of Hibarnhvidar
Description: The Glyph of Ease has two uses. Tracing the glyph on a corpse makes it easier to drag. Tracing the glyph on yourself or a living person reduces fatigue.
Messaging: You trace the Glyph of Ease over yourself.
Your weariness is eased.
Auto-Glyph
Level: 30
Usage: None
Duration: As long as glyph of warding lasts
Quest Giver: Automatic
Description: The Glyphs of Warding and Bonding are automatically invoked upon the Paladin's death. Knowledge of these two glyphs is required.
Messaging: A soft red glow appears over your body.
A light silvery glow surrounds your <item> and it stays in your hand.
Glyph of Renewal
Level: 50
Usage: Trace renew <holy weapon>
Duration: Bestows a finite number of charges upon the holy weapon.
Quest Giver: Sir Darius of Hibarnhvidar
Effect: The Paladin receives the Glyph of Renewal when he receives his Holy Weapon. Tracing the glyph at a recharging site or on a holy icon recharges the holy weapon. Recharging sites are located in all provinces except Therengia and Forfedhdar.
Messaging: <Paladin> traces a glyph upon his <holy weapon> causing it to glow.