CoL Sign Guide

By Lord Amery Metonar's PLAYER


This guide was written over the course of 2 years. Ever since I started working on the list, it has been passed in secret from Council Master to Initiate. I now am proud to bring it to you like you've never seen it before. Enjoy...

**WARNING**

Reading the contents of this page may affect your enjoyment of the game. I am not posting any quest solutions, nor will I answer any questions regarding the joining, progression in, or leaving the Council.

SIGN NAME FUNCTION COST RANK DURATION
SIGN OF RECOGNITION Find other members FREE 1 N/A
SIGNAL Signal members FREE 2 N/A
SIGN OF WARDING +5 to DS 1 MP 3 10-15 sec/level
SIGN OF STRIKING +5 to AS 1 MP 4 10-15 sec/level
SIGN OF CLOTTING Stops Bleeding 1 MP 5 10-15 sec/level
SIGN OF THOUGHT AMU-NET access 1 MP 6 1 min/level
SIGN OF DEFENDING +10 to DS 2 MP 7 10-15 sec/level
SIGN OF SMITING +10 to AS 2 MP 8 10-15 sec/level
SIGN OF STAUNCHING Improved Clotting 1 MP 9 1 sec/level
SIGN OF DEFLECTION +20 to DS vs Bolts 3 MP 10 10-15 sec/level
SIGN OF HYPNOSIS Calms a foe 1 SP 11 N/A
SIGN OF SWORDS +20 to AS 1 SP 12 10-15 sec/level
SIGN OF SHIELDS +20 to DS 1 SP 13 10-15 sec/level
SIGN OF DISSIPATION +20 to TD 1 SP 13 10-15 sec/level
SIGN OF HEALING Restores all HP 2 SP 15 N/A
SIGN OF MADNESS +50 to AS/-50 to DS 3 SP 16 15 seconds
SIGN OF POSSESSION Calms all foes 4 SP 17 N/A
SIGN OF WRACKING Restores all MP 5 SP 18 N/A
SIGN OF DARKNESS Teleports you to COL HQ 6 SP 19 N/A
SIGN OF ??? ??? ??? 20 ???

PUNISHMENTS AND SPIRIT LOSS


SIGN COMMENTS

RECOGNITION

When used, this allows you to identify other members of the Council. It will also indicate what rank they are in relation to you (lower, same, or higher). Those who are not of the council might also notice your gestures and look at you in a funny way.

SIGNAL

This is the best way to discuss items pertaining to the council. If you need to ask another member a question in a crowded area, use this sign.

WARDING/DEFENDING/SHIELDS

All three of these signs may be run at the same time to boost your DS by +35. Warding and Defending drain your MP immediately, but Shields drains your SP when it wears off.

STRIKING/SMITING/SWORDS

Like the DS signs, all three may be used simultaneously to boost your AS by +35. Striking and Smiting drain your MP as soon as you activate them, but Swords drains you when it wears off.

CLOTTING/STAUNCHING

Both of these signs do the exact same thing: They stop your wounds from bleeding. Staunching lasts longer and costs the same. When someone DIAGNOSEs you, they will see that no new blood is coming out of your wounds.

It is VERY important that you highlight these phrases:

THOUGHT

This sign works EXACTLY like a crystal amulet. In fact, if you are wearing an amulet, you can pull, turn, or touch it to change thought channels even though you don't rub it.

DEFLECTION

This sign is only somewhat useful. It adds +20 to your DS against MINOR elemental attacks such as minor shock, minor water, and minor fire. It DOES NOT protect against major cold, major fire, or major shock.

HYPNOSIS/POSSESSION

Both of these signs calm one (hypnosis) or more (possession) monsters for a random amount of time. The targets are chosen at random, and you will be told which beast was calmed. If you get no entrancement messages, the sign failed.

Note: These will work on any 'monster' that is highlighted with the SET MONSTERBOLD command. This includes all the NPCs in the town. Ever wanted to calm the Constable? Here's your chance!

DISSIPATION

This merely boosts your TD by +20. It works in a similar fashion as Swords and Shields.

HEALING

This is a true lifesaver, and one of the blessings to the Empath profession. If you're in the middle of a big battle and are down to 5 HP, Heal!

MADNESS

This is a fun sign to use. Despite its short duration, it can be extremely effective when used with Haste or Cone of Lightning. Be careful, though. Losing 50 DS pts may give a critter an opportunity to kill you.

WRACKING

This is the best sign, hands down. It restores ALL your mana for 5 SP. Remember to hide before you wrack, or you may end up being punished.

Note 1: Clerics with the Well Of Life spell (308) can transfer SP to a Wracker, making a powerful mana generating team.

Note 2: Wracking in quick succession is not possible provided you have the necessary SP. If you wrack, are sent SP by a cleric, and try to wrack again, you will get a message saying you haven't recovered.

DARKNESS

When used, this teleports you to the nearest Darkness set point. In the landing, this happens to be the Council's Headquarters, but different cities have different locations.

Note: If you use this sign to return to a set point and attempt to use it again, you will receve a message saying that you are already there. Thus, you cannot accidentally use Darkness twice.



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For a text version of this guide, click here!