Signet

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"Signets" are items that generally provide a bonus to abilities or increase damage. These Signets can then be added to a weapon or talisman with a Signet Slot in order to combine the effect with the item itself. Signets are drop only, meaning you cannot craft them and thus must be looted off npc's that are killed.

Contents

Assembly

Signets are divided into three types: green, blue and purple. They can be upgraded by stacking 10 identical green signets to form a blue signet of the same name and 10 identical blue signets (100 green signets) to form a purple signet. Signets CANNOT be "downgraded" like assembly components. Upgrading is permanent.
Signet upgrade

Lists of Signets

Signets with Offensive Effects

Head Talisman / Weapon Slot

Name Attribute Cooldown
Abuse When you hit a target you have a 10% chance to gain a damage increase of 8/16/24% for 5 seconds. 11 seconds
Aggression When you hit a weakened target you have a 15% chance to gain 5/10/15% damage increase for 6 seconds. 9 seconds
Breaching When you penetrate a target you make that target take 8/16/24% more damage from further penetrating hits for 7 seconds. 7 seconds
Castigation When you hit a target you have a 10% chance to make your next 4/8/12 hits never glance and 1/2/3% more damage. 4/8/? seconds
Detainment Your hinder effects last 10/20/30% longer. None
Fury When you achieve 10 hits you gain 5/10/15% damage increase for 6 seconds. 6 seconds
Laceration When you critically hit a target you gain a critical damage increase of 8/16/24% for 15 seconds. 15 seconds
Obedience When you hit an impaired target you gain increased damage of 2/4/6% per stack for 5 seconds, up to 3 stacks. None
Opportunism When you hit an afflicted target, you have a 20% chance to hit them for an additional 74/149/? magical damage. None
Sadism When you hit a target you have a 10% chance to hit them for an additional 142/284/426 magical damage. None


Head Talisman Slot

Name Attribute Cooldown
Corruption Your Affliction effects deal 7/14/21% more damage. None


Major Talisman Slot

Name Attribute Cooldown
Violence Your attack rating is increased by 47/94/141 None


Minor Talisman Slot

Name Attribute Cooldown
Assassination Your Strike attacks do an additional 1/2/3% damage. N/A
Barrage Your Blast attacks do an additional 1/2/3% damage. N/A
Cleaving Your Focus attacks do an additional 1/2/3% damage. N/A
Distortion Your Chaos attacks do an additional 1/2/3% damage. N/A
Execution Your Assault Rifle attacks do an additional 1/2/3% damage. N/A
Flux Your Elemental attacks doing an additional 1/2/3% damage. N/A
Liquidation Your Pistol attacks do an additional 1/2/3% damage. N/A
Rage Your Frenzy attacks do an additional 1/2/3% damage N/A
Recursion Your Chain attacks do an additional 1/2/3% damage. N/A
Serration Your Fist attacks do an additional 1/2/3% damage. N/A
Shards Your Shotgun attacks do an additional 1/2/3% damage. N/A
Shattering Your Hammer attacks do an additional 1/2/3% damage. N/A
Storms Your Burst attacks do an additional 1/2/3% damage. N/A
Swords Your Blade attacks do an additional 1/2/3% damage. N/A
Tomes Your Blood attacks do an additional 1/2/3% damage. N/A


Signets with Defensive Effects

Head Talisman / Weapon Slot

Name Attribute Cooldown
Benediction When you heal a target there is a 20% chance they will gain a barrier that absorbs 40/80/120 and lasts 10 seconds. None
Valour When you critically hit a target you gain a barrier that absorbs 40/80/120 and last 10 seconds. None


Head Talisman Slot

Name Attribute Cooldown
Discipline When you are glanced you gain a 62/124/186 Defense Rating for 8 seconds. 10 seconds
Order When you block you gain a 10/20/?% block chance for 4 seconds. 10 seconds
Reinforcement When you are glanced you gain magical and physical protection of 47/94/141 per stack for 4 seconds, up to 3 stacks. None
Resilience When you block you gain 31/62/93 block rating per stack for 4 seconds, up to 3 stacks. None


Major Talisman Slot

Name Attribute Cooldown
Vigour Your health is increased by 165/330/495 N/A


Minor Talisman Slot

Name Attribute Cooldown
Ablation When your health is below 50% the next 5 hits against you do 9/17/25% less damage. 12 seconds
Fortification When your health is below 50% you gain a barrier that will absorb up to 126/252/378 damage for 10 seconds. 12 seconds
Salvation When you Block, Evade, or are Glanced, you gain 2/4/6% damage reduction for 5 seconds. 6 seconds
Security Your Barrier effects are increased by 1/2/3%. N/A


Signets with Healing Effects

Head Talisman / Weapon Slot

Name Attribute Cooldown
Cruel Delight When you hit a weakened target you have a 5% chance to be healed for 47/94/141 every 2 seconds for 8 seconds. None
Extrication When you hinder a target you are healed for 40/80/120 None
Interdiction When you impair a target you are healed for 26/53/79 every 2 for 6 seconds. None
Temperance When you heal a target below 50% health they are healed for 24/48/72 every 2 seconds for 8 seconds. None


Major Talisman Slot

Name Attribute Cooldown
Amelioration Your Heal rating is increased by 47/94/141. N/A


Minor Talisman Slot

Name Attribute Cooldown
Echoes Whenever you critically heal a target they gain a heal over time effect, healing them for 7/13/20 heal every 1 second for 5 seconds. None
Equilibrium When you critically heal a target they gain a 5/10/15% damage increase for 5 seconds. 15 seconds
Harmony Your Healing effects are increased by 1/2/3%. N/A
Hunger Your Leech effects are increased by 1/2/3%. N/A
Rejuvenation When your health is below 50% you are healed for 50/100/150 and affected by a heal over time effect healing you for 19/38/57 every 2 seconds for 8 seconds. 12 seconds
Thirst When you critically heal a target they gain a 6/12/20% leech effect 5 seconds. 15 seconds


Signets with Threat-Related Effects

Minor Talisman Slot

Name Attribute Cooldown
Hatred When you block, evade, or are glanced you generate a small/medium/large amount of hate on your offensive target. 6 seconds
Serenity When you critically heal a target you reduce your offensive target's hate towards you by a small/medium/large amount. 15 seconds
Subjugation When you land a critical or penetrating hit you reduce your offensive targets hate towards you by a small/medium/large amount. 15 seconds

Auxiliary Weapon Signets

Signets for Auxiliary weapons behave slightly differently than other signets. They also have a slightly different in appearance than other signets, as well as being called "Auxilary Weapon XXX" rather than using "Signet" in their name.

Any signet can be used in any weapon - there is no "Rocket Launcher Signet" or "Quantum Signet". Because each signet can be used in any weapon, the the effect in each weapon is different, there is no description on the signet that says what it's effect will be. Instead, you must put both your Auxiliary weapon and the signet into the Assembly window to preview what the result will be.

The eight types of Auxiliary Weapon Signets are:

  • Augur - Increases damage done, or number of enemies affected, on the first active ability for the weapon
  • Binding - Reduces either casting time or recharge time of the first active ability for the weapon
  • Charge - Increases damage done, or number of enemies affected, on the second active ability for the weapon
  • Imprint - Adds an additional effect to the second active ability for the weapon
  • Mod - Increases the effectiveness of the third active ability for the weapon
  • Overdrive - Increases the effectiveness of the 3rd active ability for the weapon (in some manner different than the Mod signet)
  • Seal - Increases the damage done, or number of enemies affected, on the fourth active ability for the weapon
  • Tune - Adds a survivability additional effect to the fourth active ability for the weapon

The tables below show what each type of Signet does in the related weapon

Quantum

See also: Quantum abilities
  • Augur - The " Vector" damage over time effect can spread to up to 1/?/? additional enemies in a 5 metre radius around your target.
  • Binding - Reduces the activation time of " Space" by 0.3/?/? seconds.
  • Charge - Improves " Collider" to hit an additional target and increases damage dealt by 5/10/15%.
  • Imprint - Improves " Collapse" with a 3/6/9 metre backward dash.
  • Mod - Increases the duration of the " Charge" heal over time effect by 1/?/? seconds.
  • Overdrive - Increases the effectiveness of the " Density" persistent ground area by 25/?/?%.
  • Seal - Increases the radius of " Polestar" by 1 metre. Increases the maximum number of targets hit by " Polestar" by 1. Increases the damage dealt by " Polestar" by 3/?/?%.
  • Tune - While casting " Oblivion" and for 1/?/? second after, you will be immune to all forms of crowd control.

Rocket Launcher

See also: Rocket Launcher abilities
  • Augur - Whenever you activate Pop Shot, the target receives a detrimental effect that deals a low/?/? amount of physical damage to them after 2 seconds.
  • Binding - Each enemy you kill using Pop Shot reduces its recharge time by 1/?/? seconds.
  • Charge - Increases the damage dealt by Clusterstruck by 10/?/30%.
  • Imprint - Clusterstruck has a 8/16/?% chance of not triggering its recharge time.
  • Mod - Reduces the damage you receive when you activate Death From Above to 6/3/?% of your maximum health.
  • Overdrive - Whenever you activate Death From Above, you gain a beneficial effect that increases your movement speed by 5/?/?% for 7/?/? seconds.
  • Seal - Improves Big Red Button to also leave a 5 metre radius area around your target for 5 seconds. Every second up to 5 enemies in the area are dealt a low/?/? amount of physical damage.
  • Tune - Reduces the movement speed penalty while you activate Big Red Button by 33.3/?/?%.

Flamethrower

See also: Flamethrower abilities
  • Augur - Increases the maximum number targets affected by Dragons Breath to 6/8/10
  • Binding - Every time Dragons Breath deals damage, it's next hit deals 2.5/?/?% more damage. The effect is cumulative.
  • Charge - Reduces the cooldown of Scorched Earth by 3/?/9 seconds
  • Imprint - Increases damage dealt by Scorched Earth by 5.5/?/22.5% more damage. The effect is cumulative.
  • Mod - Increases the strength of the detrimental effect applied by Smells Like Victory to 2.33/?/?%
  • Overdrive - Increases the critical hit and penetrating hit chance of Fire It Up by 5/?/?%
  • Seal - Increases the duration of the movement restriction effect applied by Cremate to 2.5/?/? seconds
  • Tune - Increases the damage dealt by the damage over time effect of Cremate by 5/?/?%.

Chainsaw

See also: Chainsaw abilities
  • Augur - Timber has a 11/?/?% chance to deal 45/?/?% more damage.
  • Binding - Whenever you activate Timber, all damage you receive is reduced by 5/?/?% for 2/?/? seconds.
  • Charge - Increases the radius of Hurly-Burly to 7/?/7 metres and damage dealt by 10/?/30%.
  • Imprint - Whenever you hit with Hurly-Burly, you gain a single stack of the Imprint effect, which increase your Physical Protection and Magical Protection by 5/10/15 per stack for 8 seconds. This effect can stack up to 25 times.
  • Mod - While Diamond Grit is active you pulse a PBAoE attack that hits up to 5 enemies in a 5 metre radius around you every second, dealing 19/?/? physical damage.
  • Overdrive - Increases the barrier of Diamond Grit by 10/?/?%.
  • Seal - Improves The Carver's Art to perform an additional hit at the end of the channel that deals 87/?/? physical damage.
  • Tune - Whenever you hit with The Carver's Art you also heal for 10/?/?% of the damage dealt.

Whip

See also: Whip abilities
  • Augur - Whenever you hit a target with "Crack!" you also apply a damage over time effect that deals 1/?/? physical damage every second for 4/?/? seconds. (Scales with AR)
  • Binding - Whenever you hit a target with "Crack!" you also apply a detrimental effect that increases all damage received by 1.5/3/?% for 3/3/? seconds.
  • Charge - At the end of the channel, "Whip It Good" will leave a persistent ground effect. Every second up to 5/?/5 enemies in the area are dealt 2/?/6 physical damage. (Scales with AR)
  • Imprint - At the end of channeling "Whip It Good", you and up to 5/?/5 friends within 5/?/5 meters gain a beneficial effect that increases Physical and Magical Protection by 130/?/400 for 5/?/5 seconds
  • Mod - "Giddy Up" also increases all damage dealt by affected targets by 2/?/?% for 3/?/? seconds.
  • Overdrive - "Giddy Up" also increases the movement speed of affected targets by 3/?/?% for 3/?/? seconds.
  • Seal - When a target affected by "Whippersnapper" gets up after being knocked to the ground, they are hit an additional time dealing 7/?/? physical damage. (Scales with AR)
  • Tune - When a target affected by "Whippersnapper" gets up after being knocked to the ground, their movement speed is reduced by 10/?/?% for 5/?/? seconds.

Where to find signets

Signets are offered as rewards to some missions, can be bought with credits of Ca' d'Oro, and drop from mobs in nightmare areas and lairs.

Missions rewarding signets

Blue Mountain


Scorched Desert

City of the Sun God


Besieged Farmlands


Shadowy Forest

Carpathian Fangs

Vendors selling signets

Scorched Desert
Shadowy Forest
Agartha
  • Custodian of Curios (sells a purple signet bag for 5000 Third Age Slivers and 350 Third Age Fragments)
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