Symbol of Seeking

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Order of Voln - edit
Documentation
Voln, the Great Spirit
The History of the Order of Voln
Mechanics
Favor Undead
Scripts
Voln armor
Symbols
1. Recognition 2. Blessing
3. Thought 4. Diminishment
5. Courage 6. Protection
7. Submission 8. Kai's Strike
9. Holiness 10. Recall
11. Sleep 12. Transcendence
13. Mana 14. Sight
15. Retribution 16. Supremacy
17. Restoration 18. Need
19. Renewal 20. Disruption
21. Kai's Smite 22. Turning
23. Preservation 24. Dreams
25. Return 26. Seeking

Step 26

The Symbol of Seeking, governed by Lord Koar, is obtained at the twenty sixth and final step of the Order of Voln. This symbol grants a master of the order the ability to directly teleport member or member and group from a Voln outpost to a designated undead hunting ground in the general vicinity. This ability is similar to the effect of the master's hall tapestry in the Wehnimer's Landing monastery, but will be available in all towns as an innate ability. Of note, players will be able to directly teleport from Icemule Trace to the Cavern of Ages, or from Kharam-Dzu directly into the Water Temple. This symbol has no favor cost.

Note 1: Completion of this final step previously granted Voln masters the Symbol of Invitation with the ability to INVITE others into the order. A member who is promoted to master has this power automatically conferred to them and it no longer occupies a separate symbol slot. Syntax for this verb remains unchanged: INVITE <Name>.

Note 2: Group teleportation is not restricted to Voln members.

Syntax

This symbol will only function from a Voln outpost.

From a designated Voln outpost, type: Symbol of Seeking (this can abbreviated/not case sensitive) to reveal a vision of an undead hunting area. If this is the preferred destination then type: Symbol of Seeking Confirm, and the member/group will be immediately transported to that location. To view another location simply retype Symbol of Seeking. Repeat as many times as needed to switch room views. The symbol will recall the member's last confirmed destination and will be the first vision shown the next time the symbol is activated.

Messaging

>symbol of seeking
Your vision is pulled away from you...

[Pentagram Chamber]
This is a vast natural cavern. The walls and corners are uneven, hewn from solid stone and cloaked in gloom. What captures one's attention, though, is a colossal pentagram that covers the chamber's floor. It is drawn in a multi-colored dust that glitters like powdered gems. A jagged fissure in the floor crosses the symbol, sundering it completely. Elaborately wrought braziers stand at each point of the pentagram like silent sentries. You also see a massive modwir door leading out of the cavern.
Obvious exits: east, south, west

You blink, and your vision returns to you.

[If you wish to teleport to that location, enter SYMBOL OF SEEKING CONFIRM within the next 30 seconds.]
>symbol of seeking
Your vision is pulled away from you...

[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest

You blink, and your vision returns to you.

[If you wish to teleport to that location, enter SYMBOL OF SEEKING CONFIRM within the next 30 seconds.]
>symbol of seeking confirm
Your surroundings blur into a white fog . . .

[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest

Favor Cost

None

THIS PAGE CONTAINS SPOILERS

Favor Required to Obtain Symbol of Seeking

Formula: 2500 + (( level2 × 45) ÷ 3 )
Ex. level 15 member: 2500 + ((15 × 15 × 45) ÷ 3) = 5875 favor
Ex. level 20 member: 2500 + ((20 × 20 × 45) ÷ 3) = 8500 favor

Monk's Teaching and Instruction Highlights

  • Your progress on the Path to Enlightenment is complete.
  • You are now a Master in the Order of Voln.
  • You are granted a final ability from The Great Spirit himself, the Symbol of Seeking.

Wehnimer's Landing Task

NONE

Ta'Vaalor Task

NONE (Lich ID: 25946)

Locations

Wehnimer's Landing, Monastery

[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest

[Graveyard]
You pause inside the gates to survey the eerie scene. A magnificently crafted granite crypt to the north inspires wonder and loathing. The carvings on the facade are horrific, detailing the onslaughts of the Unlife throughout the chaotic history of Elanthia. A gravel path wraps around the structure, while thorny brambles growing among the tombstones deter you from leaving the paved route.
Obvious paths: northeast, northwest

[Darkstone, Dungeon]
Your eyes strain to adjust to the utter darkness of your surroundings. Strange, scuffling noises from the corner of the room cause your nerves to prickle unpleasantly. Moving cautiously, your hands outstretched before you, you discover a smooth, cold rock which feels as if it's been pulled from the wall.
Obvious exits: out

[Upper Trollfang, Winding Trees]
The path curves sharply as it snakes through the trees. Some of the area's firs sport deep green needles with black and silver tips, providing a stark contrast to the usual greenery. Resting between two of the trees you see a large boulder covered with mud as if it had been recently moved. A particularly low copse of trees juts out across the path at your ankles.
Obvious paths: northeast, northwest

[Castle Varunar, Great Hall]
Lighted torches line the entire length of this great hall. A giant oak table surrounded by chairs sits in the center of the hall. Numerous plates and mugs sit on top of the table showing recent signs of use. Two massive fireplaces sit at opposite ends of the room, the ashes of many fires still in evidence inside them. Piles of fresh straw have been neatly arranged against the walls, seemingly as makeshift beds. Faded banners hang from the ceiling timbers covered by years of dust and fire soot. You also see a tarnished copper urn.
Obvious exits: out

[Red Forest, Inner Weald]
An empty nest lies silent in a small crook where an elongated branch juts out from a bent tree. Far below the branch stretches a rose bramble with sharpened thorns opening upward like a toothy maw. Impaled upon several of the thorns are the lifeless bodies of small birds. You also see a cloud of thick ethereal fog.
Obvious paths: southwest

[Monastery, Misty Chamber]
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor. A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun. The opening at the center of the stone is pitch black and odd runes are engraved around the edge. A low steady hum emanates from the stone, and the sound soothes your tired nerves. You also see a puddle of water.
Obvious exits: out

[Pentagram Chamber]
This is a vast natural cavern. The walls and corners are uneven, hewn from solid stone and cloaked in gloom. What captures one's attention, though, is a colossal pentagram that covers the chamber's floor. It is drawn in a multi-colored dust that glitters like powdered gems. A jagged fissure in the floor crosses the symbol, sundering it completely. Elaborately wrought braziers stand at each point of the pentagram like silent sentries. You also see a massive modwir door leading out of the cavern.
Obvious exits: east, south, west

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Solhaven, Fasthr's Lance

[Vornavis, Wooded Plains]
To the south, the path joins a major road running east to west. To the north, a fork in the path leads into a less dense wooded area to the northeast and a dense forest to the northwest. Breezes blow through the trees, and dazzling spots of sunlight break through the canopy of leaves overhead. You also see a rocky footpath leading back to the main road.
Obvious paths: north

[Abandoned Village]
The buildings in the village surround a central square, which is completely overgrown now. In the center of the square is a large tree. Even though old fire scars are still visible on the tree, it still seems to thrive. All that remains of the buildings in this corner of the square are the stone foundations and a few old burned beams thrusting up through the vegetation now covering the wounds.
Obvious paths: north, southeast, southwest

[Ruined Courtyard]
A small simple marker has been placed here, and it sits within a tiny garden that stands out amidst the decay of the courtyard. A few timeless roses bloom within the patch of soil, eternal in their grace. There is something clearly magical about this spot.
Obvious paths: south, west

[Deep Woods, Overgrowth]
A slit-pupiled yellow eye winks out from behind camouflaging trees and bracken. It sits over an enruned thanot door, watching all who would enter the ruins of what once was likely a temple. The pines threaten to overtake the structure, nearly hostile in their dominance over the area. You also see a rough trail.
Obvious paths: northwest

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River's Rest, Monastery

[Citadel, Outside]
This section of the wall has remained mostly intact although charred, as if a large bonfire had been set beside it. Stray gusts of wind bluster around the edges, carrying damp wisps of mist. The massive stone structure just south of the pathway was apparently the garrison for the citadel's troops.
Obvious paths: east, west

[Council War Room]
One wall of this room holds two large murals, one of the city defenses, and one of the shores of Maelstrom Bay, dotted with forts and settlements. A large sand table holds lead figurines in warlike poses, and six small wooden ships. The far wall is dominated by a huge stone fireplace. A third wall has a silver inlay of the seal of the Council of Mages.
Obvious exits: northwest

[Marsh Keep, Inner Portcullis]
Daylight pours through a kill hole located in the ceiling of the narrow inner chamber between the outer and inner portculli, illuminating a grim scene of abandoment and destruction. Leaning askew against one wall are the remains of a once thick, wooden door with the hinges still attached to its sides. Broken pieces of wood and gravel litter the ground between the outside and a courtyard visible to the north. You also see a rusted portcullis.
Obvious paths: north

[Oteska's Haven, Niima's Shrine]
The wide-planked floor is slightly warped from the damp. A small turf fire burns in a brass brazier, providing both warmth and a flickering golden-hued light. The whitewashed walls have faded over the years into a soft yellow color that is reminiscent of aged ivory. A lingering sense of tranquility suffuses the room. A low altar stands before an oaken statue of Niima, the Wavedancer.
Obvious exits: out

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Ta'Illistim, Hall of Patrons

[High Plains, Moorgate]

The road rises to the north, the ground piled into a sloping ramp that ends in a massive, ancient stone gate. No barrier stands to either side of the gate but the sheer ledge that forms the edge of the higher ground, and the heavy mist that covers the dark plateau beyond seeps down around its sides to swirl and dissipate in the damp air.
Obvious paths: east, south, southwest, northwest

[Wraithenmist, Fishing Dock]
Half the dock has rotted away and fallen into the murky black depths of the Lake of Shadowed Sorrows, leaving only a scant few feet of board upon which to gain footing. The water below, although perfectly still, glimmers as if alive. A doorway leads back into the fishing hut.
Obvious paths: none

[Maaghara Labyrinth]
A small pool of water has collected in a depression upon the ground, a thick root hanging from the ceiling dripping water into it constantly. The narrow walls descend to meet the floor in a sharp angle, their surfaces smooth and featureless except for the occasional small rock or root breaking the monotony of packed earth. You also see a massive root.

Obvious exits: southeast, southwest
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Ta'Vaalor, Voln Forecourt

[Lunule Weald, Perish Glen]

A large dead tree lies upon its side, its rotting branches, leaves and moss litter the forest floor. Painted and carved into the smooth trunk are letters, symbols and shapes of all sizes. A small sapling that had struggled to grow from under the dead tree lies trampled in the rotting leaves.
Obvious paths: east, southeast, south

[Plains of Bone, Ruins]
The black stone rubble nearly fills what's left of the tower. Only a small area near the doorway remains rubble free. A small break in the rubble overhead allows sunlight to stream in. One of the double doors that forms the entrance to the tower is missing. You also see a fire pit.

Obvious paths: out
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Teras Isle, Temple, Meditation Sanctum

[Ruined Temple, Nexus]

A single stone stand rests in the center of the balcony, and a smooth stone statue, masterfully carved to resemble a single droplet of water, is placed on top of it. Water gently flows back and forth about the area, making a soft splash as the waves contact the stone stand. Two stone causeways, one wide and one elaborately carved, ascend from the balcony to the east and west, and each is supported by a series of marble pillars.
Obvious exits: none

[Luukos' Gullet, Overhang]
Howling wind bursts out into a vast cavern deep within the bowels of the island. A cataclysmic struggle rages below you, throwing up as much light as the noonday sun, and far more heat. A river of lava flows through, pooling in a natural cauldron at the center. Waves pour into this elemental stew, instantly turning into steam and joining the whirling winds above. The chamber is capped with a great stone grate of sorts, stone masonry with dozens of man-sized holes through which the steam passes. You also see a quiet niche.
Obvious exits: east


[Temple of Luukos, Steam Chamber]
At the center of the chamber, the combined heat given off by the steam columns is almost unbearable.

Obvious exits: northeast, southeast, southwest, northwest
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