Difference between revisions of "Sigils"
FirestormTM (talk | contribs) (Needed to fix something in the picture.) |
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[[Sigils]] are significant points of interest that [[Survivors|humans]] must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape | [[Sigils]] are significant points of interest that [[Survivors|humans]] must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape portal which upon opening and entering allow humans to escape, thus giving humans a win. Sigils allow teleportation and can be corrupted by [[The Undead|zombies]], preventing teleportation. | ||
[[File:UncorruptedSigil.png|thumb|right|<div style="text-align: right">''A uncorrupted sigil.''</div>]] | [[File:UncorruptedSigil.png|thumb|right|<div style="text-align: right">''A uncorrupted sigil.''</div>]] | ||
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Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or stand next to sigils. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again. | Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or stand next to sigils. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again. | ||
Sigils can have | Sigils can have an effect on damage resistance. The more sigils the humans have, the less damage resistance the zombies will have. This is the opposite when zombies corrupt sigils. |
Revision as of 03:55, 13 September 2020
Sigils are significant points of interest that humans must defend throughout the course of a game of Zombie Survival to win. Upon reaching wave 6, sigil locations regardless if the sigil is corrupted or not become escape portal which upon opening and entering allow humans to escape, thus giving humans a win. Sigils allow teleportation and can be corrupted by zombies, preventing teleportation.
Sigil Mechanics
Sigils can be teleported between humans. The amount of time taken to teleport between two locations is based on that particular humans teleportation speed, derived from several skills and trinkets. If a human is hit by a zombie while teleporting, they will lose teleportation progress and take longer to teleport to their destination. It is possible for a zombie to completely deny teleportation if they inflict enough damage.
Sigils are corruptable - corrupted sigils cannot be teleported to. Corruption occurs when zombies deal enough damage or stand next to sigils. If a sigil is corrupted, humans may damage it if they're within a short range to uncorrupt it and let it become a destination to teleport to again.
Sigils can have an effect on damage resistance. The more sigils the humans have, the less damage resistance the zombies will have. This is the opposite when zombies corrupt sigils.