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COL Signs

Sign

Effect Duration Cost Invoked Notes
Recognition shows you other members Instant none n/a view ranks in COL
Signal Talk to other members in the same room Instant none n/a good for voln bashing
warding +5 to DS 10 seconds/level 1 mana when invoked defense
striking +5 to AS 10 seconds/level 1 mana when invoked attack strength
clotting stops bleeding for short period of time 10 seconds/level 1 mana when invoked shorter time than staunching
thought amulet access 1 minute/level 1 mana when invoked Removing your amulet will stop it, tkarot root & special other herbs & items found/bought can also stop it
defending +10 to DS 10 seconds/level 2 mana when invoked defense
smiting +10 to AS 10 seconds/level 2 mana when invoked attack strength
staunching stops bleeding 20 seconds/level 2mana when invoked stronger than clotting
deflection 20 to DS 10 seconds/level 3 mana when invoked deflects elemental spells
hypnosis calm short time 1 spirit when invoked one critter only, subject to warding
swords +20 to AS 10 seconds/level 1 spirit after sign runs out attack strength
shields +20 to DS 10 seconds/level 1 spirit after sign runs out defense
dissipation +20 to TD 10 seconds/level 1 spirit after sign runs out defense against magics
healing regenerates full  health instant 2 spirit when invoked watch your spirit level when invoking spirit signs
madness +50 AS/+50 DS 10 seconds/level 3 spirit after sign runs out strength attacks/loss of some defense
possession mass calm short time 4 spirit when invoked all critters in room, subject to warding
wracking full regeneration of mana instant 5 spirit when invoked must hide if non-COL member in area
darkness return to COL chambers instant 6 spirit when invoked not for group transporting, cannot use if any non-COL present even if your hidden or invisible
hopelessness death/decay instant 2 deeds when invoked Not a pretty sight, Don't Use IT!

A note on hopelessness:   I have yet to get information on whether this still stands in GSIV but if so, sign of hopelessness Adds 4k to your experience if you are under 20 trainings and Adds 10k to your experience if you are over 20 trainings.  This means for example, if you only need 25900 til your next level and you use this sign, it will then be 35900 until your next level plus the loss of two deeds.

Do Not speak of the Secret Society aloud to non-members.....Your life may be at stake!  Read the column to the right regarding the Dark Assassins

To maintain secrecy of the Society, the lodge entrances have been designed so that only one person at a time may access them.

Due to the secretive nature of COL, note that if you let any non-CoL members see your spirit drain below half of what you normally have, you run the risk of being punished, i.e. losing your powers for a length of time (usually 20, 30 or 60 minutes) .

It's important to remember what signs you are running at all times. If you wrack, then your sign of swords runs out later, you have a chance of someone seeing that shouldn't, or killing yourself all together if you drain to zero spirit. Spirit death is costly, usually you'll insta-decay and it will cost you two deeds as well. Be most careful when hunting in the Sheru area and other areas where critters drain your spirit.

Sign of Darkness
Drop Zones where sign of darkness takes you depends on where you are in the lands.
Click  on COL HQ below to find your way out or solve the puzzles to get out.


Societal Advancement

Ranks (or steps)

There are 20 ranks to gain special powers called "signs" in COL.  In order to "Master" COL and gain these special powers, you must complete a set of tasks per rank.  A set of tasks include 4 steps after first speaking with the Taskmaster. These powers provide abilities both for utility and combat useage.

Tasks

The first thing to do when you first join COL is to visit the Grand Poobah. After you are finished and have officially joined you go to the High Taskmaster for more instructions. Then you may begin your tasks.

Master of Services

The first task is to see the Master of Services and he will send you to find specific amounts of critter skins, which could be skins, pelts, claws, scalps, stingers, feathers, furs, hides, mandibles & so on. There are several ways to obtain these skins such as buying, finding or hunting. Once you have obtained the amount requested, return to the Master of Services and OFFER them individually. Once you have finished this task you will be sent to the Master of Gifts.

Master of Gifts

The second task requires offering a certain amount of a gift to the Master of Gifts. This is done by first placing an individual item on the altar, and then OFFERing the item to the Master of Gifts.  These gifts requested are usually such items like wands, amulets, white robes, breastplates, leg guards and so on. Once you have finished this task you will be sent to the High Inquisitor.

High Inquisitor

The third task requires you to answer a random question depending on the town you are in. You must answer correctly to advance to the fourth task.  If you guess wrong, you could do one of two things...keep guessing until you get it right or simply explore the town and find the knowledge you seek to answer the High Inquisitor. I suggest the latter, knowledge is a good thing!  :) When you are finished here, you will then report to the High Taskmaster.

High Taskmaster

The fourth task is actually the Taskmaster assigning you a waiting period before your next step. This waiting period could be from 0 to 3 hours (in game time).  I suggest utilizing this time with hunting, socializing or catching up on other things you may wish to do.  You could collect various skins and items that you think may be requested for future tasks. Don't worry if these items are not what the masters want, you can always fill the bins with these extra items to help fellow members with their tasks. Once your waiting period is over, return to the Taskmaster to obtain your next rank and sign.

You will repeat this process until you have mastered COL


Resigning

The NEW way for non-masters is the same, telling the Poobah "I RESIGN FROM THIS SOCIETY"

For masters of COL, the "SOCIETY RESET" may be used as a one time only option to clear any societal affiliation. In doing so, you will lose any powers given to you from COL.  Other methods of leaving COL, if a master, are unknown at this time.


Click on Solhaven or Ta'Vaalor for COL Question/answers. Col HQ will show you how to get out of the drop zones.


  Organizations  | Societies | COL | COL HQ  | Solhaven  | Ta' Vaalor | Library  |


FYI:  

The original and only headquarters was at Cholgar's Bathhouse in Wehnimer's.  How to get to headquarters: Enter Bathhouse, go tapestry, pull chain three times, stand, go north to speak to the Taskmaster.

 If you wanted to resign from COL, the old way was if you are a master, . go behind the tapestry in the bathhouse, kneel at the toilet before you flush it. You will be in an odd shrine of some sort. Look around, there will be a room in which you see yourself. And your self will be taunting you. Don't fight your self, just kneel and pray. Everything will be ok. But you won't have your society powers to call upon anymore.

Unfortunately the Bathhouse has been locked up.  I guess you'll have to use the woods eh?  heh

8/15/2002: HSN RELEASE: COL MOVES!

Beatings, assassinations and strongarm tactics abound! No, it's not SimuCon. All of these were indicators of change for the feared Council of Light. The organization's Wehnimer's Landing chapter, recently becoming a bit too high profile for superiors, has been dissolved, dissected and relocated. Officials within the organization say that anyone who has a problem with this need only step up and say so...


To join the Council...


In Solhaven

1. Find the NPC "haggard matron" who wanders around town.

2. Wait in the same room until informed of the Council of Light. Follow the NPC until he/she talks to you.

3. Afterwards, Go timmediately to Kraken Manor, a seemingly abandoned residence enclosed inside walls without a gate on the corner of Eastbridge Lane and Scaup Road.

To get there from the North Market Central:

southeast, southeast, south, south, south, south, south, south, climb wall

A gargoyle stands sentinel over the entrance to the manor and locks the door routinely through an unknown manner of mechanical workings.

After climbing the wall, one must first push the gargoyle and then the letters, I, W, N, B, T and C in that exact order.

The entrance to the manor will become accessible. Once inside, find the Grand Poobah where further instructions on joining are given.

In Ta'Vaalor

1. First find the NPC "ragged old blind man" who wanders around town.

2. Wait in the same room until he talks to you...follow him until he does talk to you. Afterwards, go to a grate within the catacombs.

To get  to the lodge from the grate {catacomb entrance} :

climb grate, go hatch, south, south, go door, east, go door, east, climb ladder, north, north, north, north, north, go niche

A series of stones password protect the entrance to the lodge and locks the entrance routinely through an unknown manner of mechanical workings.

To reveal an entrance:  

touch pointed stone,
push pointed stone,
push small stone,
push round stone,
push long stone,
push thick stone,
push flat stone

...in that exact order. The entrance into the lodge will become unlocked and accessible.

** One person at a time can enter the niche**

Once inside, it is a relatively easy task to find the Grand Poobah where further instructions on joining CoL are given.

To leave...find a room with no exit and search to find the exit.


Beware the Dark Assassins!!


Jelsara states, "The Council has begun to turn its attention to the Landing before extending its hands into new realms.

Jelsara states, "We were surprised to hear of the lack of discipline within the Council, and horrified to see it first hand. The oath of membership is a serious matter and we are not pleased with such lax promises.

Jelsara speaks softly, "We cannot hope to attain the light when our membership is darkened by those unwilling to abide by their oaths. Only through steadfast commitment, do we hope to avoid the stain of darkness."

Jelsara states, "Due to the lack of commitment by our brethren, we are returning a firm hand, where a hands off approach had been left."

Tiranee waves a hand in front of Pandaemonium's face and says, "It's time to hold your tongue, Pandaemonium, before it becomes the death of you."

Jelsara states, "The Council will be enforcing the Oath, whether the membership puts the proper stock in it or not."

Jelsara states quietly, "This is only the first step in a ongoing process for the Council's return attention to the Landing."

Jelsara speaks softly, but her voice carries to the far reaches of the room. "Heed thy Oaths, brothers and sisters."

Jelsara walks slowly from the room.Jelsara just went west.

Tiranee glides west. Zarina glides west. Braylock glides west. Tinnermann vanishes in a puff of smoke!

This warning was announced at a meeting of COL:

Day: day of the Huntress
Hour: the hour of Ronan
Month: 8th day of Jastatos
Year: 5099 of the Modern Era.

Mortal Translation:

Friday, October 8th 1999 at midnight by the elven time standard.


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