Lichdom: Battlemage

Lichdom: Battlemage

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Sigil Guide
By Shadow.OS
A list of all the Sigils in the game and their effects.
   
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Introduction
I have created this guide mostly for my own benefit as I couldn't find any where that had all the Sigils and effects listed. The descriptions are pulled straight from the journal with slight formatting alterations. If anyone shows some interest I may add more to it so feel free to leave a comment below.
Fire
Fire is a spell meant for direct injury. It is the easiest spell to build for doing raw damage.

Sigil Power
Tags an enemy on an Apocalyptical hit. A tagged target's death will fuel the Sigil, allowing you to create a Fire Wall with the cast of a charged Nova or Galvanized Block.

Destruction
Adds hard-hitting direct damage that may briefly stagger an enemy.
    Add:
  • Destruction for more damage,
  • Control to improve stagger chance,
  • Mastery to increase critical hit bonus on targets with mastery applied to them.
Control
Ignites the target with caustic fire damage, burning them over time.
    Add:
  • Destruction to increase the burn damage,
  • Control to increase the duration,
  • Mastery to make the critical hit bonus more effective on targets with mastery already applied.
Mastery
Increases the Mastery applied and makes the target Molten. The Molten condition does no additional damage to the initial target, but afflicts nearby targets with heat damage.
    Add:
  • Destruction to add damage inflicted by the Molten aura,
  • Control to increase duration,
  • Mastery to add to the amount of mastery applied per cast.
Ice
Ice Does the most base damage of any spell, but it does not scale quite as well through critical hits or Mastery consumption.

Sigil Power
Tags an enemy on an Apocalyptical hit. The death of a tagged target fuels the Sigil, allowing the Dragon to create an ice wall with the cast of a charged Nova or Galvanized Block.

Destruction
Adds immense damage and slows the target, but critical hits don't scale as high.
    Add:
  • Destruction for more damage,
  • Control to add slow duration,
  • Mastery to improve the bonus this spell receives from a target marked with mastery.
Control
Freezes the target solid and stores potential damage when the target is "shattered" by another spell.
    Add:
  • Destruction to increase the stored damage,
  • Control to increase the duration of the freeze,
  • Mastery to increase the Mastery consumed from a target to increase stored damage.
Mastery
Applies a frigid aura that chills enemies around the main target.
    Add:
  • Destruction to increase the amount of slow applied to nearby enemies,
  • Control to increase duration of the frigid aura,
  • Mastery to add to the amount of Mastery applied to the target.
Kinesis
Kinesis is power over motion, changing how enemies move during a battle.

Sigil Power
Tags an enemy on an Apocalyptical hit. A tagged target's death fuels the Sigil, allowing the Dragon to create a Force Wall with the cast of a Nova.

Destruction
Pushes a target back from the caster, doing very little damage but benefiting greatly from critical hit bonus.
    Add:
  • Destruction for more damage,
  • Control to increase the distance of the push,
  • Mastery to increase the Mastery consumed from a marked target, improving the critical hit bonus further.
Control
Lifts a target into the air. While lifted the target has kinetic damage stored as potential damage. When struck with another spell, the target is slammed to the ground, releasing the energy as damage to itself and those around it. The impact also releases a subsequent hit of damage of what ever spell broke the Kinesis to nearby enemies.
    Add:
  • Destruction to increase the kinetic damage,
  • Control to increase the lift delay,
  • Mastery to increase the Mastery consumed to increase the critical hit damage.
Mastery
Roots the target in place and applies Mastery. The target remains stationary but still able to attack anything in range. Damage to the target may break the hold but it can withstand a certain amount of damage first.
    Add:
  • Destruction to increase the damage threshold,
  • Control to increase the root duration,
  • Mastery to add to the Mastery applied.
Lightning
Lightning's strengths are stunning and chaining to several enemies.

Sigil Power
Tags an enemy on an Apocalyptical hit. The death of a tagged target fuels the Sigil, allowing the Dragon to cast instant-strike lighting bolts for a brief time.

Destruction
Does a low amount of damage to the initial target, but chains to additional targets.
    Add:
  • Destruction to increase the initial damage dealt,
  • Control to increase damage chained,
  • Mastery to improve the Mastery consumption, adding to critical hit damage.
Control
Places an enemy in Stasis for a duration, stunning them and storing damage. Enemies near the target can also be stunned and store damage. Each enemy stunned increases the stored damage which is released when a target takes critical damage.
    Add:
  • Destruction to increase the stored damage,
  • Control to increase the Stasis duration,
  • Mastery to increase the Mastery consumed.
Mastery
Adds an Arcing Aura to the target that shocks nearby enemies for damage.
    Add:
  • Destruction to increase the damage done,
  • Control to increase duration of the aura,
  • Mastery to add to the amount of Mastery applied to the target.
Corruption
The Corruption Sigil causes the target to become infected with parasites.

Sigil Power
Tags an enemy on an Apocalyptical hit. The death of a tagged target fuels the Sigil, allowing you to cast a swarm of locusts that infest opponents on a successful charged Nova or Galvanized Block.

Destruction
Infects the target with highly damaging parasites that hatch after some time causing the target to take damage for each parasite hosted.
    Add:
  • Destruction for more damage per parasite,
  • Control for a longer incubation time for more parasites,
  • Mastery to consume more Mastery from the target improving the critical damage of the parasite.
Control
Infects the target with both a "damage" parasite and a "bomb" parasite. The damage parasite can be popped with a critical hit for some damage at any time. When the bomb parasite's incubation is finished, the targets death releases bugs that will seek out and damage other enemies.
    Add:
  • Destruction to increase the damage of the "damage" parasite and the attacking bugs,
  • Control to increase the chance the bugs become super-bugs, carrying the status that hatched them,
  • Mastery to increase the Mastery consumed from a target to increase critical damage.
Mastery
Infects the target with a damaging parasite that can pop on a critical hit, and creates a queen parasite. If the queen fully incubates, upon the targets death a hive spawns following the player emitting parasites that will hit enemies and apply Mastery.
    Add:
  • Destruction to increase the damage parasite's damage and the Mastery applied by the hive,
  • Control to make the hive last longer,
  • Mastery to add to the amount of Mastery applied to the target.
Necromancy
Necromancy is the dark art of commanding the dead. A potent Necromancer conjurers unliving minions to fight his battles for him.

Sigil Power
Tags an enemy on an Apocalyptical hit. The death of a tagged target fuels the Sigil, allowing you to create Bone Armour that protects you until depleted.

Destruction
Marks the target for your minions to attack. Critical casts infect the target; upon death, it raises a destructive undead minion, imbued with magic based on the Sigil that delivered the deathblow. Has a chance to raise a Bonebolter that uses ranged attacks.

Adding Destruction, Control and Mastery all affect the minion's attacks based on the Sigil that slew its parents corpse.

Control
Marks the target for your minions to attack. Critical casts infect the target; upon death, the infected corpse raises a minion with crowd control abilities of its own based on the Sigil that killed it. Has a chance to conjure a Banshee.

Adding Destruction, Control and Mastery all affect the minion's attacks based on the Sigil that slew its parents corpse.

Mastery
Marks the target for your minions to attack. Critical casts infect the target; upon death, the corpse raises a minion that uses magic appropriate to the Sigil that killed it. Has a chance to raise a Shroud.

Adding Destruction, Control and Mastery all affect the minion's attacks based on the Sigil that slew its parents corpse.
Delirium
Delirium spells focus on mind control. They don't do damage directly, instead causing enemies to do damage to others, or even themselves.

Sigil Power
Tags an enemy on an Apocalyptical hit. The death of a tagged target fuels the Sigil, allowing the Dragon to become invisible for a brief time.

Destruction
Confuses the target, making it do less damage to you and reflect damage to itself each time it hits.
    Add:
  • Destruction to increase the damage enemies take when they hit you,
  • Control to add duration,
  • Mastery to improve the Mastery consumed allowing for higher reflected damage.
Control
Makes any target you hit your pet for the duration, after which it kills itself. If the pet is under the influence of another Sigil's status effect, the pets weapon will be imbued with its effect. Casting this spell on the pet again will grant him a shield. Casting on a second target while you have a pet marks the target for the pet to attack. If you lose control of your pet from Enrage, the pet will revert back and be immune to Delirium and Berserk.
    Add:
  • Destruction to allow the pet to do more damage,
  • Control to increase the duration,
  • Mastery to increase the Mastery consumed from the pet to increase its damage.
Mastery
Forces a target to cower for the duration, after which they go berserk and become immune to Delirium. If cast while you have a pet, your pet will taunt the target causing them to attack the pet.
    Add:
  • Destruction to increase the damage your pet does to the target,
  • Control to increase the cowering duration,
  • Mastery to add to the amount of Mastery applied to the target.
Phase
The Phase Sigil warps space and even time around the target. It may translocate an enemy, or tear him apart with the forces of distortion.

Sigil Power
Tags an enemy on an Apocalyptical hit. The death of a tagged target fuels the Sigil, allowing you to create Spirit Armour which protects against status effect attacks such as Slow or Stun.

Destruction
Does a moderate amount of direct damage and translocates the target to another location. If the target is in a distortion field when translocated, it is teleported and any spells stored in the field are applied in set intervals. If these spell hits kill the enemy, the caster enters rift mode; if not, its health returns to its prior level before the teleport.
    Add:
  • Destruction to increase the direct damage,
  • Control to increase the translocation and teleportation duration,
  • Mastery to increase Mastery consumed.
Control
Traps the target in a distortion field. While the distortion field is active, it absorbs and stores any spells that hit the target.
    Add:
  • Destruction to increase the critical effect of stored critical spells,
  • Control to increase the distortions field's duration,
  • Mastery to increase the Mastery consumed.
Mastery
Deals direct damage only while the caster is in rift mode. Applies a Phase Anomaly to targets that, on their death, extends the casters rift mode if active.
    Add:
  • Destruction to increase the damage while in rift mode,
  • Control to increase the rift mode time duration on targets death,
  • Mastery to add to the amount of Mastery applied to the target.
1 Comments
Saga 18 Dec, 2015 @ 10:55am 
Well done, thanks!