Glyph of Warding: Difference between revisions

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{{GuildAbility
{{GuildAbility
|name=Glyph of Warding
|name=Warding
|guild=paladin
|reqs=5th circle
|prereqs=5th circle
|teacher=-
|slots=-
|cost=Soul
|diff=-
|effect=This glyph, when traced on a dead body, allows a Paladin to protect a dead person's items when they basic depart. Instead of the person's posessions falling into a grave which is then susceptible to grave robbing, the glyph protects the items for a time. Only the original owner of the items can {{com|TAP}} the glyph, which then causes all items to be replaced upon the person's body. A Paladin can retrace the glyph to see how much time is left, and if there is under two minutes remaining a retrace will refresh the glyph. If a more advanced {{tt|depart}} is used, it acts as if {{tt|depart full}} was chosen, but at the cost of only 2 [[favor]]s. When traced on a living person, this glyph prevents an assailant from using ranged weapons (including [[Magic#Targeted Magic|Targeted Magic]]).
|messaging=You trace the glyph of warding around ''<player>'''s dead body!<br />
''<Paladin>'' traces the glyph of warding over <player>'s body until a soft red glow appears.<br />
<br />
The warding glyph flares into a brilliant red light as it settles over ''<player>'''s remains, protecting them.<br />
<br />
You trace the glyph of warding at ''<player>'' whose attention waivers from you.
|type=glyph
|type=glyph
|contest1=-
|contest2=-
|skill=-
|path=-
|desc=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.
|buffs=No buffs
|debuffs=No debuffs
|dtype=No damage
|htype=No heal
|effect=always retain items regardless of depart option; hinders assailant's ability to aim or target
|messaging=''Paladin sees:'' You trace the glyph of warding around <player>'s dead body!<br>''Others see:'' <Paladin> traces the glyph of warding over <player>'s body until a soft red glow appears.<br>

''Upon departing:'' The warding glyph flares into a brilliant red light as it settles over <player>'s remains, protecting them.<br>
''On a living player:'' You trace the glyph of warding at <player> whose attention waivers from you.
|teacher=quest
}}
}}
==Notes==


*Syntax: {{tt|GLYPH WARD <body<nowiki>|</nowiki>assailant>}}
==Syntax==
: (The old warding glyph function is gone. You no longer leave a glyph that can go pop with any type of depart option.)
* {{com|trace}} {{tt|ward}} ''<body/assailant>''
*Quest granted by any guildleader.
OR
*Duration is dependent on [[Conviction]].
* {{com|glyph}} {{tt|ward}} ''<body/assailant>''
*Modest soul pool cost when used on the living (can preemptively apply the grave warding effect).

* You will always retain your items on depart regardless of whether the option you chose would allow it or not. So, Glyph of Warding overrides {{com|DEPART}} {{tt|GRAVE}} or zero-favor {{tt|DEPART}} options.
==Duration==
* {{tt|DEPART}} {{tt|COINS}} is now treated as {{tt|DEPART}} {{tt|FULL}} if you have Glyph of Warding on. The price remains at 2 favors after discount and you retain your items. This is an edge-case nerf for Paladins that were {{tt|DEPART}} {{tt|COINS}}-ing with the Glyph for a two-favor reduction of the cost of services rather than one.
Dependant on circle and {{stat|charisma}}.
*When cast upon a PC, the glyph prevents them from using AIM and TARGET but not FIRE and CAST. It can be powerful in the right context since it prevents the accuracy bonuses from targeting and aiming and forces a "snap-shot" but doesn't literally prevent ranged attacks. ([http://forums.play.net/forums/DragonRealms/The%20Paladins/Holy%20Glyphs/thread/1920223 forum post])

{{RefAl}}
==Also See==
{{PostLink}}

Latest revision as of 19:58, 2 December 2021

Paladin thumb.jpgPaladin Guild
Warding
Requirements: 5th circle
Difficulty: None
Type / Skill: glyph / -
Description: 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.
Effect: always retain items regardless of depart option; hinders assailant's ability to aim or target
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.


Notes

  • Syntax: GLYPH WARD <BODY|ASSAILANT>
(The old warding glyph function is gone. You no longer leave a glyph that can go pop with any type of depart option.)
  • Quest granted by any guildleader.
  • Duration is dependent on Conviction.
  • Modest soul pool cost when used on the living (can preemptively apply the grave warding effect).
  • You will always retain your items on depart regardless of whether the option you chose would allow it or not. So, Glyph of Warding overrides DEPART GRAVE or zero-favor DEPART options.
  • DEPART COINS is now treated as DEPART FULL if you have Glyph of Warding on. The price remains at 2 favors after discount and you retain your items. This is an edge-case nerf for Paladins that were DEPART COINS-ing with the Glyph for a two-favor reduction of the cost of services rather than one.
  • When cast upon a PC, the glyph prevents them from using AIM and TARGET but not FIRE and CAST. It can be powerful in the right context since it prevents the accuracy bonuses from targeting and aiming and forces a "snap-shot" but doesn't literally prevent ranged attacks. (forum post)

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