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{{Otheruses4|the society|the historical event behind the name|Sunfist pact}} |
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The '''Guardians of Sunfist''' was the newest [[society]] brought to [[Elanthia]] in response to the [[Grimswarm]] invaders. Their main headquarters was located in [[Zul Logoth]] where everyone joining was required to be inducted. However, one could also get invited to join by a recruiter or the Superintendent of any of the outposts. |
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{{Guardians of Sunfist navigation}} |
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__NOTOC__The '''Guardians of Sunfist''' are the newest [[society]] brought to [[Elanthia]] in response to the [[Grimswarm]] invaders. Their main headquarters are located in [[Zul Logoth]] where everyone joining was required to be inducted. However, one could also get invited to join by a recruiter or the Superintendent of any of the outposts. |
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Further information regarding the Guardians will be explored upon further player experience. |
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== Locations == |
== Locations == |
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The headquarters can be found in [[Zul Logoth]] via the following directions: |
The headquarters can be found in [[Zul Logoth]] via the following directions: |
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From outside the Bank of Zul Logoth: southeast, southeast, east, south, south, east, northeast, northeast, northeast, northwest, go arch, north, northwest, west, northeast, north, go portcullis. Once inside, to find the Grandmaster, take the western side of the loop to the third door. |
From outside the Bank of Zul Logoth: southeast, southeast, east, south, south, east, northeast, northeast, northeast, northwest, go arch, north, northwest, west, northeast, north, go portcullis. Once inside, to find the Grandmaster, take the western side of the loop to the third door. |
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Note that [[Water Walking (112)]] is very useful for travelling to and from Zul Logoth and [[Wehnimer's Landing]] and fairly easy to get. |
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To master GoS, the member will need to visit the Grandmaster in Zul Logoth at least five times during their advancement. |
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====Important Locations==== |
====Important Locations==== |
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There are several important locations in the '''Guardians of Sunfist''' headquarters. They have the following [[The Lich|Lich]] room IDs: |
There are several important locations in the '''Guardians of Sunfist''' headquarters. They have the following [[The Lich|Lich]] room IDs: |
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* Grandmaster: 13158 |
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{| {{prettytable}} |
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* Superintendent: 13159 |
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|- |
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* Taskmaster: 13162 |
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! rowspan = 1 bgcolor = lightgrey | Person |
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* Arena room: 13155 |
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! colspan = 1 bgcolor = lightgrey | Room Number |
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|- |
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| Grandmaster |
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| 13158 |
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|- |
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| Superintendent |
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| 13159 |
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|- |
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| Taskmaster |
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| 13162 |
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|- |
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| Arena Room |
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| 13155 |
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|} |
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===Outposts=== |
===Outposts=== |
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*[[Wehnimer's Landing]] - (Lower Dragonsclaw) |
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{| {{prettytable}} |
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:The Landing's outpost can be found via the following directions: |
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|- |
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! rowspan = 1 bgcolor = lightgrey | Location |
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! colspan = 1 bgcolor = lightgrey | Superintendent |
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! colspan = 1 bgcolor = lightgrey | Taskmaster |
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|- |
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| Wehnimer's Landing |
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| 13071 |
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| 13072 |
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|- |
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| Icemule Trace |
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| 13097 |
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| 13096 |
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|- |
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| Solhaven |
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| 13114 |
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| 13127 |
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|- |
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| River's Rest |
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| 16163 |
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| 16161 |
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|- |
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| Ta'Illistim |
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| 13139 |
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| 13140 |
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|- |
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| Ta'Vaalor |
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| 13134 |
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| 13135 |
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|- |
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| Teras Isle |
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| 14720 |
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| 14721 |
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|- |
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| Zul Logoth |
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| 13159 |
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| 13162 |
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|- |
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| Four Winds Isle |
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|20994 |
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|20995 |
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|} |
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*[[Wehnimer's Landing]] - Lower Dragonsclaw — Lich Rooms 13071 (Superintendent) and 13072 (Taskmaster) |
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:From outside the west gate: go north, west, southwest, southwest, south, west, west, up, southwest, northwest, go trail, up, search, go cleft, up, go bridge, west, go building, southwest. |
:From outside the west gate: go north, west, southwest, southwest, south, west, west, up, southwest, northwest, go trail, up, search, go cleft, up, go bridge, west, go building, southwest. |
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*[[Icemule Trace]] |
*[[Icemule Trace]] — Lich Rooms 13097 (Superintendent) and 13096 (Taskmaster) |
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:A path, due south as far as possible from just outside the East Gate |
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*[[Solhaven]] - (the Outlands) - NE corner of the loop in the rolton area |
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*[[Solhaven]] - The Outlands — Lich Rooms 13114 (Superintendent) and 13127 (Taskmaster) |
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*[[River's Rest]] - (Grassland Path) - from the Ranger guild go: south, east, southeast, gate |
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:Northeast corner of the loop in the rolton area |
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*[[Ta'Illistim]] - (Sylvarraend, Foehn Var) - next to the herbalist's shop |
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*[[River's Rest]] - Grassland Path — Lich Rooms 16163 (Superintendent) and 16161 (Taskmaster) |
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*[[Ta'Vaalor]] - (Fearling Pass) - a trail about halfway between the crevasse and the dock |
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:From the Ranger guild go: south, east, southeast, gate |
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*[[Teras Isle]] - (Basalt Flats) - cross the first bridge, go southwest and enter the tunnel behind the boulder |
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*[[Ta'Illistim]] - Sylvarraend, Foehn Var — Lich Rooms 13139 (Superintendent) and 13140 (Taskmaster) |
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:Next to the herbalist's shop |
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*[[Ta'Vaalor]] - Fearling Pass — Lich Rooms 13134 (Superintendent) and 13135 (Taskmaster) |
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:A trail about halfway between the crevasse and the dock |
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*[[Teras Isle]] - Basalt Flats — Lich Rooms 14720(Superintendent) and 14721(Taskmaster) |
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:Cross the first bridge, go southwest and enter the tunnel behind the boulder |
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*[[Zul Logoth]] - Moss Tunnel — Lich Rooms 13159 (Superintendent) and 13162 (Taskmaster) |
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:Portcullis down the Moss Tunnel |
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== Joining the Guardians of Sunfist == |
== Joining the Guardians of Sunfist == |
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After being invited to join the Guardians of Sunfist by an NPC [[Dwarven Recruiter]], the player must travel to [[Zul Logoth]] and visit the Grandmaster. After a brief history, the player will be asked to recite an oath to "oppose the Grimswarm and their allies at every opportunity." |
After being invited to join the Guardians of Sunfist by an NPC [[Dwarven Recruiter]], the player must travel to [[Zul Logoth]] and visit the Grandmaster. After a brief history, the player will be asked to recite an oath to "oppose the Grimswarm and their allies at every opportunity." Note that there is a recruiter in Zul Logoth, which is a relatively small town; finding the recruiter prior to making the trek to Zul is thus not necessary. |
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== Gaining Ranks and Obtaining Sigils == |
== Gaining Ranks and Obtaining Sigils == |
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Earning ranks is done by acquiring a sufficient number of recognition points (no points are required for rank 1). Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the [[SOCIETY (verb)|SOCIETY]] or [[SOCIETY (verb)|SOCIETY TASK]] command. Advancement in ranks, when earned, may be obtained at any outpost. Once you have earned promotion, visit the local Superintendent and ASK the him about PROMOTION. Special tasks are required to obtain the 5th, 10th, 15th, and 20th ranks (outlined below). |
Earning ranks is done by acquiring a sufficient number of recognition points (no points are required for rank 1). Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the [[SOCIETY (verb)|SOCIETY]] or [[SOCIETY (verb)|SOCIETY TASK]] command. Advancement in ranks, when earned, may be obtained at any outpost. The recognition points required to reach the next step are ((Step+3)×1000). Once you have earned promotion, visit the local Superintendent and ASK the him about PROMOTION. Special tasks are required to obtain the 5th, 10th, 15th, and 20th ranks (outlined below). |
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Recognition points are obtained by two principle methods: (1) Killing Grimswarm creatures or other [[List of Guardians of Sunfist hated enemies|hated enemies]]. When each such creature is killed, you will be informed of any recognition points earned from it. (2) Performing various tasks assigned by the Taskmaster. The rewards for these tasks will vary and are awarded by the local outpost's Taskmaster upon completion. |
Recognition points are obtained by two principle methods: (1) Killing Grimswarm creatures or other [[List of Guardians of Sunfist hated enemies|hated enemies]]. When each such creature is killed, you will be informed of any recognition points earned from it. (2) Performing various tasks assigned by the Taskmaster. The rewards for these tasks will vary and are awarded by the local outpost's Taskmaster upon completion. |
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Once mastering the society, recognition points are still awarded for tasks and kills. GM Coase has said that this feature was supposed to be removed prior to release. Post-mastering recognition points do not serve a purpose besides bragging rights, but the names of the Masters with the top points will be listed in the local halls. |
Once mastering the society, recognition points are still awarded for tasks and kills. GM Coase has said that this feature was supposed to be removed prior to release. Post-mastering recognition points do not serve a purpose besides bragging rights, but the names of the Masters with the top points will be listed in the local halls. |
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=== Rank-Specific Tasks === |
=== Rank-Specific Tasks === |
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Every fifth rank requires completion of a special task. After obtaining the required number of recognition points, this special task is assigned by the Superintendent at the headquarters in [[Zul Logoth]]. |
Every fifth rank requires completion of a special task. After obtaining the required number of recognition points, this special task is assigned by the Superintendent at the headquarters in [[Zul Logoth]]. |
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==== Rank 5: Sunfist History ==== |
==== Rank 5: Sunfist History ==== |
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A society member ready for their 5th rank must visit each '''Guardians of Sunfist''' outpost in Elanthia to hear the local societal history as told by the |
A society member ready for their 5th rank must speak to the Grandmaster in Zul Logoth. He will instruct the member to visit each '''Guardians of Sunfist''' outpost in Elanthia to hear the local societal history as told by the Superintendent. [https://discord.com/channels/226045346399256576/796619793934319643/1402448269535219792 Effective 8/5/2025], [[Teras Isle]] is now required for all characters, regardless of level, as the Glaesen Star now offers passage to ALL eligible members. |
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==== Rank 10: The Arena ==== |
==== Rank 10: The Arena ==== |
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In order to achieve this rank, the character must face a challenging Grimswarm character in the "arena." The character must travel to [[Zul Logoth]], speak with the Grandmaster, and then head to the arena room. The character must either kill the Grimswarm or last for 5 minutes. Announcements are given every minute to inform the player as to their remaining time. A character may leave the arena at any time during the combat ([[Stun Maneuvers]] can be used to exit the arena as well). The arena task may be attempted every 10 minutes and a new Grimswarm profession is assigned every 15 minutes. Characters may neither [[Stalking and Hiding|HIDE]] in the arena nor stalk into it after first hiding outside. A popular tactic for completing this task is to receive as many defensive spells as possible, wear full plate armor (regardless of actual training), enter the arena repeatedly until a |
In order to achieve this rank, the character must face a challenging Grimswarm character in the "arena." The character must travel to [[Zul Logoth]], speak with the Grandmaster, and then head to the arena room. The character must either kill the Grimswarm or last for 5 minutes. Announcements are given every minute to inform the player as to their remaining time. A character may leave the arena at any time during the combat ([[Stun Maneuvers]] can be used to exit the arena as well). The arena task may be attempted every 10 minutes and a new Grimswarm profession is assigned every 15 minutes. Characters may neither [[Stalking and Hiding|HIDE]] in the arena nor stalk into it after first hiding outside. A popular tactic for completing this task is to receive as many defensive spells as possible, wear full plate armor (regardless of actual training), enter the arena repeatedly until a [[square]] Grimswarm spawns, and simply outlast the 5 minute timer. Note that you can crawl out the gate if you get knocked down (since you will be unable to stand in full plate without training); you must exit the gate to complete the task successfully. |
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<pre{{log2}}> |
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[Arena of Stone] |
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Solid walls hewn from subterranean rock enclose the arena, ensuring anything within its confines stays inside. Notably, a massive iron gate stands before a large granite block archway, the only way in to the stone edifice from this portion of the cavern. Deep hollows have been created in certain sections of the perimeter, and within their shadows, the savage eyes of monsters seek escape from their prisons. |
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Obvious exits: none |
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==== Rank 15: Razing [[Warcamp]]s ==== |
==== Rank 15: Razing [[Warcamp]]s ==== |
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Characters may only achieve rank fifteen if they have RAZEd 5 warcamps. In order to trigger completion of this task, a character must RAZE a single warcamp (i.e. one may RAZE 4 warcamps at any rank, obtain this task from the Superindendant, and then RAZE one final warcamp). While assignment of this task takes place at the headquarters in [[Zul Logoth]], the warcamp(s) RAZEd to complete this task may be in any realm. Completion of this task requires reporting back to the Superindendant |
Characters may only achieve rank fifteen if they have RAZEd 5 warcamps. In order to trigger completion of this task, a character must RAZE a single warcamp (i.e. one may RAZE 4 warcamps at any rank, obtain this task from the Superindendant, and then RAZE one final warcamp). While assignment of this task takes place at the headquarters in [[Zul Logoth]], the warcamp(s) RAZEd to complete this task may be in any realm. Completion of this task requires reporting back to the Superindendant in [[Zul Logoth]]. |
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==== Rank 20: Special Assignment ==== |
==== Rank 20: Special Assignment ==== |
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This is something each should discover on their own. |
This is something each should discover on their own.<br> |
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Note that if you accept the assignment and don't attempt to complete it, you are reset to 0 recognition points and will have to start that rank from the beginning. |
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=== Tasks === |
=== Tasks === |
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Superintendents at local outposts provide tasks with [[experience]] |
Superintendents at local outposts provide tasks with [[experience]] and recognition point rewards. To obtain a task or receive your reward, ASK Taskmaster ABOUT TASK. Their benefits are summarized in the table below: |
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{| {{prettytable}} |
{| {{prettytable}} |
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! colspan = 2 bgcolor = lightgrey | Without Assignment |
! colspan = 2 bgcolor = lightgrey | Without Assignment |
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|- |
|- |
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! bgcolor = lightgrey | |
! bgcolor = lightgrey | Recognition |
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! bgcolor = lightgrey | Experience |
! bgcolor = lightgrey | Experience |
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! bgcolor = lightgrey | Recognition |
! bgcolor = lightgrey | Recognition |
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* '''Kill a warchief -''' The Grimswarm warchief can be found in the warchief hut in a warcamp. If a character has a warchief task and the alarm has been raised, the warchief will spawn with several higher-level Grimswarm. Note that the warchief will not spawn if the total number of Grimswarm in the warcamp is equal to the number of actively spawned Grimswarm. The warchief is always of the warrior profession, has a [[Combat Mobility|combat mobility]] effect, is immune to stuns, and often has higher natural [[critical padding]]. |
* '''Kill a warchief -''' The Grimswarm warchief can be found in the warchief hut in a warcamp. If a character has a warchief task and the alarm has been raised, the warchief will spawn with several higher-level Grimswarm. Note that the warchief will not spawn if the total number of Grimswarm in the warcamp is equal to the number of actively spawned Grimswarm. The warchief is always of the warrior profession, has a [[Combat Mobility|combat mobility]] effect, is immune to stuns, and often has higher natural [[critical padding]]. |
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* '''Kill a shaman -''' The Grimswarm shaman can be found in the shaman hut in a warcamp. If a character has a shaman task and the alarm has been raised, the shaman will spawn with several higher-level Grimswarm. Note that the shaman will not spawn if the total number of Grimswarm in the warcamp is equal to the number of actively spawned Grimswarm. The shaman is always of a pure profession,is immune to stuns, and often has higher natural [[critical padding]]. |
* '''Kill a shaman -''' The Grimswarm shaman can be found in the shaman hut in a warcamp. If a character has a shaman task and the alarm has been raised, the shaman will spawn with several higher-level Grimswarm. Note that the shaman will not spawn if the total number of Grimswarm in the warcamp is equal to the number of actively spawned Grimswarm. The shaman is always of a pure profession,is immune to stuns, and often has higher natural [[critical padding]]. |
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* '''Raze a warcamp -''' After all of the Grimswarm in a warcamp are killed, the warcamp can be RAZEd while standing at the center of the warcamp |
* '''Raze a warcamp -''' To determine how many Grimswarm remain in a warcamp, use the [[Sigil of Location]]. After all of the Grimswarm in a warcamp are killed, the warcamp can be RAZEd while standing at the center of the warcamp. This will destroy the warcamp so it is essential to loot the supply chest beforehand. With respect to groups, a minimum of 5 Grimswarm must be killed by the player to obtain credit for razing the warcamp. |
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== Guardians of Sunfist Benefits == |
== Guardians of Sunfist Benefits == |
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|- |
|- |
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! bgcolor = lightgrey | Rank |
! bgcolor = lightgrey | Rank |
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! bgcolor = lightgrey | Points<sup>†</sup> |
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! bgcolor = lightgrey | Name |
! bgcolor = lightgrey | Name |
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! bgcolor = lightgrey | Effect |
! bgcolor = lightgrey | Effect |
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| Line 153: | Line 229: | ||
|- align="center" |
|- align="center" |
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| 1 |
| 1 |
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| 0 |
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| [[Sigil of Recognition]] |
| [[Sigil of Recognition]] |
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| Detects friends and foes of the Guardians of Sunfist, when in the same room. |
| Detects friends and foes of the Guardians of Sunfist, when in the same room. |
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|- align="center" |
|- align="center" |
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| 2 |
| 2 |
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| 5000 |
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| [[Sigil of Location]] |
| [[Sigil of Location]] |
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| Detects nearby foes of the Guardians of Sunfist. Gives 3 second RT. |
| Detects nearby foes of the Guardians of Sunfist. Gives 3 second RT. |
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|- align="center" |
|- align="center" |
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| 3 |
| 3 |
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| 6000 |
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| [[Sigil of Contact]] |
| [[Sigil of Contact]] |
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| Activates the ESP network. |
| Activates the ESP network. |
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|- align="center" |
|- align="center" |
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| 4 |
| 4 |
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| 7000 |
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| [[Sigil of Resolve]] |
| [[Sigil of Resolve]] |
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| Increases Climbing, Swimming, and Survival skill ranks by half of current GoS rank. |
| Increases Climbing, Swimming, and Survival skill ranks by half of current GoS rank. |
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| Line 185: | Line 265: | ||
|- align="center" |
|- align="center" |
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| 5 |
| 5 |
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| 8000 |
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| [[Sigil of Minor Bane]] |
| [[Sigil of Minor Bane]] |
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| Adds +5 AS and grants heavy damage weighting to melee, ranged and bolt attacks.* |
| Adds +5 AS and grants heavy damage weighting to melee, ranged and bolt attacks.<sup>*</sup> |
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| 3 |
| 3 |
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| 3 |
| 3 |
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| Line 193: | Line 274: | ||
|- align="center" |
|- align="center" |
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| 6 |
| 6 |
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| 9000 |
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| [[Sigil of Bandages]] |
| [[Sigil of Bandages]] |
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| Allows you to do things with bandaged wounds that would normally break the bandages. |
| Allows you to do things with bandaged wounds that would normally break the bandages. |
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| 0 |
| 0 |
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| 10 |
| 10 |
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| 5 minutes |
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| ?? |
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|- |
|- |
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|- align="center" |
|- align="center" |
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| 7 |
| 7 |
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| 10000 |
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| [[Sigil of Defense]] |
| [[Sigil of Defense]] |
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| Provides a bonus to DS equal to current rank. |
| Provides a bonus to DS equal to current rank. |
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| Line 209: | Line 292: | ||
|- align="center" |
|- align="center" |
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| 8 |
| 8 |
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| 11000 |
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| [[Sigil of Offense]] |
| [[Sigil of Offense]] |
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| Provides a bonus to AS equal to current rank. |
| Provides a bonus to AS equal to current rank. |
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|- align="center" |
|- align="center" |
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| 9 |
| 9 |
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| 12000 |
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| [[Sigil of Distraction]] |
| [[Sigil of Distraction]] |
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| Decreases enemies' chances to evade, parry, and block. |
| Decreases enemies' chances to evade, parry, and block. |
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|- align="center" |
|- align="center" |
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| 10 |
| 10 |
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| 13000 |
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| [[Sigil of Minor Protection]] |
| [[Sigil of Minor Protection]] |
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| Provides +5 DS and grants heavy damage padding. |
| Provides +5 DS and grants heavy damage padding. |
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|- align="center" |
|- align="center" |
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| 11 |
| 11 |
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| 14000 |
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| [[Sigil of Focus]] |
| [[Sigil of Focus]] |
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| Adds a bonus to TD equal to current rank. |
| Adds a bonus to TD equal to current rank. |
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|- align="center" |
|- align="center" |
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| 12 |
| 12 |
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| 15000 |
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| [[Sigil of Intimidation]] |
| [[Sigil of Intimidation]] |
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| Decreases enemies' AS and DS by 20. |
| Decreases enemies' AS and DS by 20. |
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| Line 249: | Line 337: | ||
|- align="center" |
|- align="center" |
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| 13 |
| 13 |
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| 16000 |
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| [[Sigil of Mending]] |
| [[Sigil of Mending]] |
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| Increases HP recovery by +15 and allows all healing herbs to be eaten in 3 seconds. |
| Increases HP recovery by +15 and allows all healing herbs to be eaten in 3 seconds. |
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| Line 257: | Line 346: | ||
|- align="center" |
|- align="center" |
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| 14 |
| 14 |
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| 17000 |
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| [[Sigil of Concentration]] |
| [[Sigil of Concentration]] |
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| +5 mana per pulse. |
| +5 mana per pulse. |
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| Line 265: | Line 355: | ||
|- align="center" |
|- align="center" |
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| 15 |
| 15 |
||
| 18000 |
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| [[Sigil of Major Bane]] |
| [[Sigil of Major Bane]] |
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| Adds +10 AS and heavy crit weighting to melee, ranged and bolt attacks.* |
| Adds +10 AS and heavy crit weighting to melee, ranged and bolt attacks.<sup>*</sup> |
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| 10 |
| 10 |
||
| 10 |
| 10 |
||
| Line 273: | Line 364: | ||
|- align="center" |
|- align="center" |
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| 16 |
| 16 |
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| 19000 |
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| [[Sigil of Determination]] |
| [[Sigil of Determination]] |
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| Ignores penalties while performing tasks when a character has minor injuries. |
| Ignores penalties while performing tasks when a character has minor injuries. |
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|- align="center" |
|- align="center" |
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| 17 |
| 17 |
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| 20000 |
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| [[Sigil of Health]] |
| [[Sigil of Health]] |
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| Instantly recover a minimum of 15 HP or half of your lost HP, whichever is greater. |
| Instantly recover a minimum of 15 HP or half of your lost HP, whichever is greater. |
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|- align="center" |
|- align="center" |
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| 18 |
| 18 |
||
| 21000 |
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| [[Sigil of Power]] |
| [[Sigil of Power]] |
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| Converts 50 stamina into 25 mana. |
| Converts 50 stamina into 25 mana. |
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|- align="center" |
|- align="center" |
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| 19 |
| 19 |
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| 22000 |
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| [[Sigil of Major Protection]] |
| [[Sigil of Major Protection]] |
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| Adds +10 DS and grants heavy critical padding. |
| Adds +10 DS and grants heavy critical padding. |
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|- align="center" |
|- align="center" |
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| 20 |
| 20 |
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| 23000 |
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| [[Sigil of Escape]] |
| [[Sigil of Escape]] |
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| Teleports you to a safe location. |
| Teleports you to a safe location. |
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|} |
|} |
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Notes: |
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Note: The AS bonus provided by the Sigils of Minor/Major Bane apply to any enemy, but the respective damage/critical weighting applies only to hated foes. |
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::<sup>†</sup>Some values are presently extrapolated and will be confirmed soon. |
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::<sup>*</sup>The AS bonus provided by the Sigils of Minor/Major Bane apply to any enemy, but the respective damage/critical weighting applies only to hated foes. |
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'''Post-Name Titles''' |
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*Ranks 1–7: Apprentice of Sunfist |
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*Ranks 8-14: Senior Apprentice of Sunfist |
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*Ranks 15-20: Journey of Sunfist |
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*Master: Guardian of Sunfist |
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==History== |
==History== |
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{{main|The History of the Guardians of Sunfist}} |
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This is the history of the Guardians of Sunfist as told by the Superintendents. |
This is the history of the Guardians of Sunfist as told by the Superintendents. |
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===[[Teras Isle]]=== |
===[[Teras Isle]]=== |
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[[Category:Societies]] |
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[[Category:Guardians of Sunfist]] |
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Oxanna says, "Teras Isle has always been a remote outpost that few have cared about. Why some tribes of the Grimswarm chose to cross the seas to seek a homeland on this rock is something that I find most baffling. Why bother? The active volcano makes living here worse than the DragonSpine warrens that they formerly inhabited and it comes complete with able dwarven defenders, just like home. Perhaps that is why they came here? To experience something new, but also with some of the familiar 'comforts' of home?" |
Oxanna says, "Teras Isle has always been a remote outpost that few have cared about. Why some tribes of the Grimswarm chose to cross the seas to seek a homeland on this rock is something that I find most baffling. Why bother? The active volcano makes living here worse than the DragonSpine warrens that they formerly inhabited and it comes complete with able dwarven defenders, just like home. Perhaps that is why they came here? To experience something new, but also with some of the familiar 'comforts' of home?" |
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Oxanna concludes, "Overall, we have a relatively equal mixture of trolls, orcs, and giants wandering about here, but have the situation well under control. Even without our presence, I'm sure that the locals could do just fine keeping the Grimswarm at bay." |
Oxanna concludes, "Overall, we have a relatively equal mixture of trolls, orcs, and giants wandering about here, but have the situation well under control. Even without our presence, I'm sure that the locals could do just fine keeping the Grimswarm at bay." |
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== Leaving the Guardians of Sunfist == |
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You can not rejoin the society without using a society reset from the Simustore, so make sure you are ready to do this. To leave the Guardians of the Sunfist you must go to the Grandmaster's room and say the words 'I resign'. He will ask you to repeat them. Upon repeating them you will be expelled from the society and it will be listed as a "Past society affiliation" when you type SOCIETY. |
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==See Also== |
==See Also== |
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*[[List of Guardians of Sunfist hated enemies]] |
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*[[New society released! (saved post)]] |
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*[[/saved posts|Saved posts]] |
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*[[Warcamp and Guardians of Sunfist updates (saved post)]] |
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*[[Guide to Warcamps]] (Maps and tools to quickly find warcamps) |
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*[[A Grim Swarm (saved post)]] |
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*[[Guardians of Sunfist release]] (official documentation) |
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*[[New allies in the struggle against the Grimswarm! (saved post)]] |
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*[[History of the Guardians of Sunfist]] (official documentation) |
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*[[Aid in the struggle against the Grimswarm? (saved post)]] |
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*[[Sigils update (saved post)]] |
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== External Links == |
== External Links == |
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* [http://gsguide.net/index.php?title=The_Guardians_of_Sunfist_Guide The Guardians of Sunfist Guide], on GSGuide.net |
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* [http://www.gsguide.net/index.php?title=GoS_Hated_Enemies Guardians of Sunfist of Hated Enemies], on GSGuide.net |
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* [http://www.gshousephoenix.com/Enlightenment/Library/Lore/GoSFormation.php Formation of the Guardians of Sunfist], at House of the Rising Phoenix |
* [http://www.gshousephoenix.com/Enlightenment/Library/Lore/GoSFormation.php Formation of the Guardians of Sunfist], at House of the Rising Phoenix |
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[[Category:Societies]] |
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[[Category:Guardians of Sunfist| ]] |
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Latest revision as of 05:10, 19 April 2026
- This article is about the society. For the historical event behind the name, see Sunfist pact.
| Guardians of Sunfist - edit | ||||
|---|---|---|---|---|
| Documentation | ||||
| History of the Guardians of Sunfist | ||||
| Guardians of Sunfist release | ||||
| Superintendents' Histories | ||||
| Mechanics | ||||
| Tasks | Hated Enemies | |||
| Scripts | ||||
| None | ||||
| Sigils | ||||
| 1. | Recognition | 2. | Location | |
| 3. | Contact | 4. | Resolve | |
| 5. | Minor Bane | 6. | Bandages | |
| 7. | Defense | 8. | Offense | |
| 9. | Distraction | 10. | Minor Protection | |
| 11. | Focus | 12. | Intimidation | |
| 13. | Mending | 14. | Concentration | |
| 15. | Major Bane | 16. | Determination | |
| 17. | Health | 18. | Power | |
| 19. | Major Protection | 20. | Escape | |
The Guardians of Sunfist are the newest society brought to Elanthia in response to the Grimswarm invaders. Their main headquarters are located in Zul Logoth where everyone joining was required to be inducted. However, one could also get invited to join by a recruiter or the Superintendent of any of the outposts.
Locations
Headquarters
The headquarters can be found in Zul Logoth via the following directions: From outside the Bank of Zul Logoth: southeast, southeast, east, south, south, east, northeast, northeast, northeast, northwest, go arch, north, northwest, west, northeast, north, go portcullis. Once inside, to find the Grandmaster, take the western side of the loop to the third door.
Note that Water Walking (112) is very useful for travelling to and from Zul Logoth and Wehnimer's Landing and fairly easy to get.
To master GoS, the member will need to visit the Grandmaster in Zul Logoth at least five times during their advancement.
Important Locations
There are several important locations in the Guardians of Sunfist headquarters. They have the following Lich room IDs:
| Person | Room Number |
|---|---|
| Grandmaster | 13158 |
| Superintendent | 13159 |
| Taskmaster | 13162 |
| Arena Room | 13155 |
Outposts
| Location | Superintendent | Taskmaster |
|---|---|---|
| Wehnimer's Landing | 13071 | 13072 |
| Icemule Trace | 13097 | 13096 |
| Solhaven | 13114 | 13127 |
| River's Rest | 16163 | 16161 |
| Ta'Illistim | 13139 | 13140 |
| Ta'Vaalor | 13134 | 13135 |
| Teras Isle | 14720 | 14721 |
| Zul Logoth | 13159 | 13162 |
| Four Winds Isle | 20994 | 20995 |
- Wehnimer's Landing - Lower Dragonsclaw — Lich Rooms 13071 (Superintendent) and 13072 (Taskmaster)
- From outside the west gate: go north, west, southwest, southwest, south, west, west, up, southwest, northwest, go trail, up, search, go cleft, up, go bridge, west, go building, southwest.
- Icemule Trace — Lich Rooms 13097 (Superintendent) and 13096 (Taskmaster)
- A path, due south as far as possible from just outside the East Gate
- Solhaven - The Outlands — Lich Rooms 13114 (Superintendent) and 13127 (Taskmaster)
- Northeast corner of the loop in the rolton area
- River's Rest - Grassland Path — Lich Rooms 16163 (Superintendent) and 16161 (Taskmaster)
- From the Ranger guild go: south, east, southeast, gate
- Ta'Illistim - Sylvarraend, Foehn Var — Lich Rooms 13139 (Superintendent) and 13140 (Taskmaster)
- Next to the herbalist's shop
- Ta'Vaalor - Fearling Pass — Lich Rooms 13134 (Superintendent) and 13135 (Taskmaster)
- A trail about halfway between the crevasse and the dock
- Teras Isle - Basalt Flats — Lich Rooms 14720(Superintendent) and 14721(Taskmaster)
- Cross the first bridge, go southwest and enter the tunnel behind the boulder
- Zul Logoth - Moss Tunnel — Lich Rooms 13159 (Superintendent) and 13162 (Taskmaster)
- Portcullis down the Moss Tunnel
Joining the Guardians of Sunfist
After being invited to join the Guardians of Sunfist by an NPC Dwarven Recruiter, the player must travel to Zul Logoth and visit the Grandmaster. After a brief history, the player will be asked to recite an oath to "oppose the Grimswarm and their allies at every opportunity." Note that there is a recruiter in Zul Logoth, which is a relatively small town; finding the recruiter prior to making the trek to Zul is thus not necessary.
Gaining Ranks and Obtaining Sigils
Earning ranks is done by acquiring a sufficient number of recognition points (no points are required for rank 1). Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the SOCIETY or SOCIETY TASK command. Advancement in ranks, when earned, may be obtained at any outpost. The recognition points required to reach the next step are ((Step+3)×1000). Once you have earned promotion, visit the local Superintendent and ASK the him about PROMOTION. Special tasks are required to obtain the 5th, 10th, 15th, and 20th ranks (outlined below).
Recognition points are obtained by two principle methods: (1) Killing Grimswarm creatures or other hated enemies. When each such creature is killed, you will be informed of any recognition points earned from it. (2) Performing various tasks assigned by the Taskmaster. The rewards for these tasks will vary and are awarded by the local outpost's Taskmaster upon completion.
Once mastering the society, recognition points are still awarded for tasks and kills. GM Coase has said that this feature was supposed to be removed prior to release. Post-mastering recognition points do not serve a purpose besides bragging rights, but the names of the Masters with the top points will be listed in the local halls.
Rank-Specific Tasks
Every fifth rank requires completion of a special task. After obtaining the required number of recognition points, this special task is assigned by the Superintendent at the headquarters in Zul Logoth.
Rank 5: Sunfist History
A society member ready for their 5th rank must speak to the Grandmaster in Zul Logoth. He will instruct the member to visit each Guardians of Sunfist outpost in Elanthia to hear the local societal history as told by the Superintendent. Effective 8/5/2025, Teras Isle is now required for all characters, regardless of level, as the Glaesen Star now offers passage to ALL eligible members.
Rank 10: The Arena
In order to achieve this rank, the character must face a challenging Grimswarm character in the "arena." The character must travel to Zul Logoth, speak with the Grandmaster, and then head to the arena room. The character must either kill the Grimswarm or last for 5 minutes. Announcements are given every minute to inform the player as to their remaining time. A character may leave the arena at any time during the combat (Stun Maneuvers can be used to exit the arena as well). The arena task may be attempted every 10 minutes and a new Grimswarm profession is assigned every 15 minutes. Characters may neither HIDE in the arena nor stalk into it after first hiding outside. A popular tactic for completing this task is to receive as many defensive spells as possible, wear full plate armor (regardless of actual training), enter the arena repeatedly until a square Grimswarm spawns, and simply outlast the 5 minute timer. Note that you can crawl out the gate if you get knocked down (since you will be unable to stand in full plate without training); you must exit the gate to complete the task successfully.
[Arena of Stone] Solid walls hewn from subterranean rock enclose the arena, ensuring anything within its confines stays inside. Notably, a massive iron gate stands before a large granite block archway, the only way in to the stone edifice from this portion of the cavern. Deep hollows have been created in certain sections of the perimeter, and within their shadows, the savage eyes of monsters seek escape from their prisons. Obvious exits: noneRank 15: Razing Warcamps
Characters may only achieve rank fifteen if they have RAZEd 5 warcamps. In order to trigger completion of this task, a character must RAZE a single warcamp (i.e. one may RAZE 4 warcamps at any rank, obtain this task from the Superindendant, and then RAZE one final warcamp). While assignment of this task takes place at the headquarters in Zul Logoth, the warcamp(s) RAZEd to complete this task may be in any realm. Completion of this task requires reporting back to the Superindendant in Zul Logoth.Rank 20: Special Assignment
This is something each should discover on their own.
Note that if you accept the assignment and don't attempt to complete it, you are reset to 0 recognition points and will have to start that rank from the beginning.Tasks
Superintendents at local outposts provide tasks with experience and recognition point rewards. To obtain a task or receive your reward, ASK Taskmaster ABOUT TASK. Their benefits are summarized in the table below:
| Task | Task Assigned | Without Assignment | ||
|---|---|---|---|---|
| Recognition | Experience | Recognition | Experience | |
| Locate a warcamp | 1000 | 350 | 250 | N/A |
| Cull Grimswarm at a location | 1750 | 250 | N/A | N/A |
| Retrieve item from supply chest | 1250 | 250 | N/A | N/A |
| Retrieve banner from flagpole | 850-1250 | 150-250 | N/A | N/A |
| Rescue official from captive's hut | 2000 | 300 | N/A | N/A |
| Cull Grimswarm in a warcamp | 1750 | 250 | N/A | N/A |
| Kill a warchief | 1500 | 250 | N/A | N/A |
| Kill a shaman | 1500 | 250 | N/A | N/A |
| Raze a warcamp | 5000 | 600 | 1000 | 300-400 |
Guardians of Sunfist Benefits
Members of the Guardians of Sunfist have access to sigils, which are similar to spells, except that they cost a combination of mana and/or stamina. The table which follows displays the various sigils, their effects, costs, and durations. To view more details about a sigil, check the particular sigils' page.| Rank | Points† | Name | Effect | Mana Cost | Stamina Cost | Duration |
|---|---|---|---|---|---|---|
| 1 | 0 | Sigil of Recognition | Detects friends and foes of the Guardians of Sunfist, when in the same room. | 0 | 0 | Immediate |
| 2 | 5000 | Sigil of Location | Detects nearby foes of the Guardians of Sunfist. Gives 3 second RT. | 0 | 0 | Immediate. |
| 3 | 6000 | Sigil of Contact | Activates the ESP network. | 1 | 0 | 19 minutes |
| 4 | 7000 | Sigil of Resolve | Increases Climbing, Swimming, and Survival skill ranks by half of current GoS rank. | 0 | 5 | 90 seconds |
| 5 | 8000 | Sigil of Minor Bane | Adds +5 AS and grants heavy damage weighting to melee, ranged and bolt attacks.* | 3 | 3 | 60 seconds |
| 6 | 9000 | Sigil of Bandages | Allows you to do things with bandaged wounds that would normally break the bandages. | 0 | 10 | 5 minutes |
| 7 | 10000 | Sigil of Defense | Provides a bonus to DS equal to current rank. | 5 | 5 | 5 minutes |
| 8 | 11000 | Sigil of Offense | Provides a bonus to AS equal to current rank. | 5 | 5 | 5 minutes |
| 9 | 12000 | Sigil of Distraction | Decreases enemies' chances to evade, parry, and block. | 5 | 10 | ?? |
| 10 | 13000 | Sigil of Minor Protection | Provides +5 DS and grants heavy damage padding. | 5 | 10 | 60 seconds |
| 11 | 14000 | Sigil of Focus | Adds a bonus to TD equal to current rank. | 5 | 5 | 60 seconds |
| 12 | 15000 | Sigil of Intimidation | Decreases enemies' AS and DS by 20. | Variable | Variable | ?? |
| 13 | 16000 | Sigil of Mending | Increases HP recovery by +15 and allows all healing herbs to be eaten in 3 seconds. | 10 | 15 | 10 minutes |
| 14 | 17000 | Sigil of Concentration | +5 mana per pulse. | 0 | 30 | 10 minutes |
| 15 | 18000 | Sigil of Major Bane | Adds +10 AS and heavy crit weighting to melee, ranged and bolt attacks.* | 10 | 10 | 60 seconds |
| 16 | 19000 | Sigil of Determination | Ignores penalties while performing tasks when a character has minor injuries. | 0 | 30 | 5 minutes |
| 17 | 20000 | Sigil of Health | Instantly recover a minimum of 15 HP or half of your lost HP, whichever is greater. | 10 | 20 | Immediate |
| 18 | 21000 | Sigil of Power | Converts 50 stamina into 25 mana. | 0 | 50 | Immediate |
| 19 | 22000 | Sigil of Major Protection | Adds +10 DS and grants heavy critical padding. | 10 | 15 | 60 seconds |
| 20 | 23000 | Sigil of Escape | Teleports you to a safe location. | 15 | 75 | Immediate |