Sigil

A is an item in .
For the effects of s see the chart or the video below.
Sigils are semi-permanent buffs, only being removed upon death. See Notes for more details.
You can see your active Sigil buffs in the character screen of your inventory above status effects. Note that only the icon for each Sigil is shown, leaving it up to a player's memory as to which icon is associated with what buff. The icon for the sigil matches the icon on the map for reference. 
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==List of Sigils==
===Bat Demons===
* from Bastion of the Bat-demons
===Demon Spiders===
* from Demesne of the Demon Spiders
* from Asylum of the Outsiders
===Fiends===
* from Volary of Jhil
* from Asylum of the Fiends
===Fishmen===
* from Harbor of the Drowned
* from Harbor of the Twice-Drowned
===Goblins===
* from Refuge of the Goblinoids
* from Refuge of the Gremlins
===Harpies===
* from Volary of the Harpy
===Serpentmen===
* from Sanctuary of the Serpent
* from Sanctuary of the Snakemen
===Wolfmen===
* from Den of the Wolf Brothers
* from Den of the Wolfmen
==Effect (Outdated, see below)==
The apparently only applies when fighting creatures that spawn as a result of the storm. 
 Spectral Charge Damage Buffs
# 	Damage Increase
1 	21.4%
2 	37.5%
3 	44.6%
4 	50.0%
5 	53.6%
6 	57.1%
7 	60.7%
8 	62.5%
9 	66.1%
10	67.9%
11	67.9%
12	67.9%
13	69.6%
14	69.6%
All data are taken from the testing shown in the video below.
Data from community videos shows the following effects from reworked sigils:
* Bat: After sprinting for 3 seconds, your jump can almost clear a 1 high player built wall. Jump distance goes from just less than 3 foundations long to just less than 4.
* Demon: Sprinting consumes roughly 45% less Stamina.
* Outsider: Every 20 seconds you gain the losing corruption buff for 1 second, cleansing 0.5% worth of total corruption gained.
* Jhil: Halves fall damage received. Does not increase the maximum distance you can fall before death due to how fall damage is calculated.
* Fiend: Reduces stamina cost of all attacks by 15%.The Age of Sorcery Update 3.0
* Drowned: Increases your maximum carry weight capacity as your health gets lower. Scales as a direct percent of missing health, e.g. -10% health = +10% carry capacity, -99% health = +99% carry capacity.
* Twice Drowned: Grants you a 10% chance for your next attack to cost 0 stamina. (Appears to occur once every 10 swings, or perhaps only once within a set timeframe.) Needs further testing
* Goblin: Triples the Max HP effect of reaching Sated status, increasing your max HP from 5% to 15%.
*Gremlin: Increases the maximum harvest amount of tools by +2, but does not increase the minimum harvest value. I.e a tool will go from 9-10 per hit to 9-12.
*Harpy: When your stamina is depleted while climbing, instead of falling, you will begin to lose health instead. Appears to be the same as stamina drain. Needs further testing
*Serpent: Removes one stack of poison every 2 seconds.
*Snakemen: Removes one stack of bleed every 2 seconds.
*Wolf-Brother: Increases your mount's stamina bar by 100 points (normally 600) allowing it to sprint further and take more hits before dismounting you.
*Wolfmen: Restores 20HP to you for every creature you kill, regardless of their size or difficulty, nor the method you kill them (bleed, gas, melee, range etc). Unknown how this interacts with multiple players vs a single target. Needs further testing
==Notes== 
*When a player dies, approximately 1/3 of their sigils are kept, 1/3 are dropped in the player's corpse and 1/3 are deleted.
* More specifically, the first 33% (rounded to the nearest integer) are kept, then 50% (rounded to the largest previous integer) of those remaining are dropped with the corpse and the remaining are deleted.
* Example:
** If the player dies with 13 active sigils, they keep 4 sigils (33%, rounded to the nearest integer) active.
** Of the remaining 9 sigils, 4 sigils (50%, rounded to the largest previous integer) are placed in the corpse.
**The remaining 5 sigils are deleted.
==Media==
==References==
Category:Items