Post by michel on Jul 18, 2010 15:27:14 GMT -6
Sigils Basics:
• Once sigils are stolen from town posts a faction must hold them, uninterrupted, for 10 hours for corruption.
• Once sigils are corrupted and placed back on town posts the cities are “out-of-play” for three days.
• If an enemy thief steals the sigs they must hold them for 15 minutes to refresh (restart timer). Once refreshed the 10-hour timer restarts.
• If you get them back on the faction post in base before the 15 minutes elapses from time of steal, the timer does not restart (this is really inconsistent).
• You can hold a sigil for exactly 30 minutes from time of steal before it will “pop” back to post it was stolen from.
• While carrying a sigil:
o You cannot gate, recall, sacred journey, teleport or shadow jump.
o You can travel through moongates to felucca locations only.
o You can cast other spells that do not involve “movement”, IE, cast fields, etc.
o You can use a boat.
o You can pass the sig to another faction member by double clicking the sigil then clicking on the player.
o You place a sigil on a monolith by double clicking the sigil then clicking the post.
o Sigils will always "hide" in your pack. Vesper will hide under refresh pots, yew on your messana's pie, etc.
o You turn purple while carrying a sig, no matter your form. Purple unicorns are quite lovely
• If you are killed while carrying a sig:
o The enemy faction member who killed you gets the sig.
o If killed by non-faction player the sigs pops back to post from which it was stolen.
o If killed by enemy faction player already carrying a sig the sig pops back to post.
• If they are corrupted, taken to an enemy base, corrupting faction re steals and accidentally puts back on base post, they are stuck there until another enemy faction steal or 10 hours elapses.
• Points and silver as follows:
o Thieves that bring the sigs in from the town post and remain logged on until they corrupt (uninterrupted) will receive 10 points and 100 silver for each town.
o If the sigs are refreshed during that time and then corrupted, no one will get the points/silver (unless they corrupt after server up).
o If the sigs are corrupted after server up, whoever steals corrupted sigs off the base post (doesn’t matter who places on city post) will get the points and silver.
There are 8 faction towns, and a sigil for each town. Britain, Yew, Minoc, Trinsic, Moonglow, Skara Brae, Magencia and Vesper. Think of town ownership a bit like capture the flag with the above rules in play. Each town can have one finance minister and one sheriff. Sheriffs are able to place faction guards, and Finance Ministers are able to place faction vendors and control the town treasury. To become a sherrif or fm, you must ask the commanding lord of your faction to assign you that role.
• Once sigils are stolen from town posts a faction must hold them, uninterrupted, for 10 hours for corruption.
• Once sigils are corrupted and placed back on town posts the cities are “out-of-play” for three days.
• If an enemy thief steals the sigs they must hold them for 15 minutes to refresh (restart timer). Once refreshed the 10-hour timer restarts.
• If you get them back on the faction post in base before the 15 minutes elapses from time of steal, the timer does not restart (this is really inconsistent).
• You can hold a sigil for exactly 30 minutes from time of steal before it will “pop” back to post it was stolen from.
• While carrying a sigil:
o You cannot gate, recall, sacred journey, teleport or shadow jump.
o You can travel through moongates to felucca locations only.
o You can cast other spells that do not involve “movement”, IE, cast fields, etc.
o You can use a boat.
o You can pass the sig to another faction member by double clicking the sigil then clicking on the player.
o You place a sigil on a monolith by double clicking the sigil then clicking the post.
o Sigils will always "hide" in your pack. Vesper will hide under refresh pots, yew on your messana's pie, etc.
o You turn purple while carrying a sig, no matter your form. Purple unicorns are quite lovely
• If you are killed while carrying a sig:
o The enemy faction member who killed you gets the sig.
o If killed by non-faction player the sigs pops back to post from which it was stolen.
o If killed by enemy faction player already carrying a sig the sig pops back to post.
• If they are corrupted, taken to an enemy base, corrupting faction re steals and accidentally puts back on base post, they are stuck there until another enemy faction steal or 10 hours elapses.
• Points and silver as follows:
o Thieves that bring the sigs in from the town post and remain logged on until they corrupt (uninterrupted) will receive 10 points and 100 silver for each town.
o If the sigs are refreshed during that time and then corrupted, no one will get the points/silver (unless they corrupt after server up).
o If the sigs are corrupted after server up, whoever steals corrupted sigs off the base post (doesn’t matter who places on city post) will get the points and silver.
There are 8 faction towns, and a sigil for each town. Britain, Yew, Minoc, Trinsic, Moonglow, Skara Brae, Magencia and Vesper. Think of town ownership a bit like capture the flag with the above rules in play. Each town can have one finance minister and one sheriff. Sheriffs are able to place faction guards, and Finance Ministers are able to place faction vendors and control the town treasury. To become a sherrif or fm, you must ask the commanding lord of your faction to assign you that role.