Council of Light: Difference between revisions
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== Signs by Rank == |
== Signs by Rank == |
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Rank 01. [[Sign of Recognition]]. Allows the character to identify other members and relative rank. <br> |
Rank 01. [[Sign of Recognition]]. Allows the character to identify other members and relative rank. <br> |
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Rank 02. [[Signal]]. Allows the character to use sign language in order to communicate |
Rank 02. [[Signal]]. Allows the character to use sign language in order to communicate exclusively with other members of the society while in the same room.<br> |
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Rank 03. [[Sign of Warding]]. +5 to [[DS]] for one [[mana]].<br> |
Rank 03. [[Sign of Warding]]. +5 to [[DS]] for one [[mana]].<br> |
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Rank 04. [[Sign of Striking]]. +5 to [[Attack Strength|AS]] for one mana.<br> |
Rank 04. [[Sign of Striking]]. +5 to [[Attack Strength|AS]] for one mana.<br> |
Revision as of 18:46, 19 July 2008
The Council of Light is a society within Elanthia that characters may join. It has two chapters in Elanthia; one in Solhaven, the other in Ta'Vaalor. Prior to the existence of these two chapters, there was one chapter located in Wehnimer's Landing, which no longer exists.
Joining the Council
Solhaven
- The character must first seek out the haggard matron NPC in order to obtain an invite to the council. The character will receive this invite if he or she simply stands around the haggard matron long enough, as it is one of its randomized actions.
- The character must go to Kraken Manor and solve the puzzle therein in order to gain access to the Manor.
- The character must find the Grand Poohbah in the Manor. After the Poohbah gives the character a brief chat, the character must recite, "I will not betray the council."
Ta'Vaalor
- The character must first seek out a ragged old blind man and stand around him for the invite just like the haggard matron.
- The character must then enter the catacombs and find a niche, go inside, and solve the puzzle therein.
- The character must then seek out the Poohbah and recite before him, "I will not betray the council." just as in Solhaven.
Obtaining ranks
There are four NPCs that the character must interact with in order to gain ranks: The Master of Gifts, the Master of Service, the Inquisitor, and the Taskmaster.
The Master of Gifts
The Master of Gifts randomly assigns the character a skinning task. The character must obtain a certain amount of skins and OFFER them individually to the Master. The character need not skin the creatures himself.
The Master of Service
The Master of Service tasks the character to bring certain items to him, which are usually able to be purchased from a nearby shop. To offer an item to the master, one must place it on the altar first and then use the OFFER verb.
The Inquisitor
The Inquisitor simply asks the character a question, which the character must ANSWER. The character need not answer immediately, but may research the subject before giving the answer. Failure to answer correctly will delay the character's acquisition of a new sign. The question will remain until the character finds the answer.
The Taskmaster
The taskmaster, after all the tasks are completed, will then give the character a new sign after a certain time period has elapsed. This time period increases should the character incorrectly answer a question by the inquisitor. The time counts down as soon as a new sign is obtained.
Demotion
Unlike the Order of Voln, a character in the Council of Light may be demoted for one of two reasons.
- The character is taking too long to gain his next rank, angering the Poohbah. He will receive a warning before this occurs.
- The character breaks his oath of silence not to reveal any of the society's secrets, angering the dark assassin. This usually results in a demotion of five ranks and death.
Signs by Rank
Rank 01. Sign of Recognition. Allows the character to identify other members and relative rank.
Rank 02. Signal. Allows the character to use sign language in order to communicate exclusively with other members of the society while in the same room.
Rank 03. Sign of Warding. +5 to DS for one mana.
Rank 04. Sign of Striking. +5 to AS for one mana.
Rank 05. Sign of Clotting. Stops all bleeding for one mana.
Rank 06. Sign of Thought. Gives the same effect as rubbing a crystal amulet for one mana.
Rank 07. Sign of Defending. +10 to DS for two mana.
Rank 08. Sign of Smiting. +10 to AS for two mana.
Rank 09. Sign of Staunching. Stops all bleeding for one mana. Has twice the duration of Sign of Clotting.
Rank 10. Sign of Deflection. Adds +20 to Bolt DS.
Rank 11. Sign of Hypnosis. Calms a target for one spirit point. The target receives a warding roll.
Rank 12. Sign of Swords. Adds +20 to AS for one spirit point.
Rank 13. Sign of Shields. Adds +20 to DS for one spirit point.
Rank 14. Sign of Dissipation. Adds +15 to TD for one spirit point.
Rank 15. Sign of Healing. Fully regenerates hit points for two spirit points.
Rank 16. Sign of Madness. Adds 50 to AS and subtracts 50 from DS for three spirit points.
Rank 17. Sign of Possession. Mass calms the room for four spirit points. All targets are subject to warding.
Rank 18. Sign of Wracking. Fully regenerates mana for five spirit points.
Rank 19. Sign of Darkness. Teleports the user to a "safe point" or to the nearest Council chapter, whichever is closer, for six spirit points.
Rank 20. Sign of Hopelessness. Causes you to decay while dead. Previously allowed the character to commit suicide and receive a spirit death.
It should be noted that for ongoing effects that require spirit points, such as Sign of Swords, the spirit points are not drained until the sign wears off.
Breaking the Oath
Should the character's oath to the council be broken, the character will be penalized.
Obvious Spirit Drain
If the character drains too much of his or her spirit and there are non-Council members present, the character will be stripped of his powers for a period of time determined by the Poohbah.
Talking about the Council
Should the character speak about the Council or its secrets with non-Council members, the character is subject to be killed by the dark assassin, demotion, and in some cases, expulsion.