Guardians of Sunfist: Difference between revisions
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Recognition points (along with [[experience]]) are also awarded by the local outpost's Taskmaster upon completion of a task. |
Recognition points (along with [[experience]]) are also awarded by the local outpost's Taskmaster upon completion of a task. |
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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. |
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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== Guardians of Sunfist Benefits == |
== Guardians of Sunfist Benefits == |
Revision as of 18:50, 1 August 2008
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. According to GS4-COASE, outposts were located at:
- Wehnimer's Landing - (Lower Dragonsclaw)
- Icemule Trace - (due south from outside the East Gate)
- Solhaven - (the Outlands)
- River's Rest - (Grassland Path)
- Ta'Illistim - (Sylvarraend, Foehn Var)
- Ta'Vaalor - (Fearling Pass)
- Teras Isle - (Basalt Flats)
The Landing's outpost can be found via the following directions: 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.
Further information regarding the Guardians will be explored upon further player experience.
Joining the Guardians of Sunfist
After being invited to join the Guardians of Sunfist by an NPC 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."
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.
Gaining Ranks and Obtaining Sigils
Advancement in ranks, when earned, may be obtained at any outpost. Once you have earned promotion, visit the local Superintendent.
Earning ranks is done by acquiring a sufficient number of recognition points. Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the SOCIETY command.
(Exception: No points are required for rank 1.)
The most common method for acquiring recognition points is by killing Grimswarm creatures. When each such creature is killed, you will be informed of any recognition points earned from it. Killing other hated enemies gains recognition points as well. Hated enemies outside the Grimswarm include all trolls, orcs, and giants, and some others listed at gsguide.net[1].
Recognition points (along with experience) are also awarded by the local outpost's Taskmaster upon completion of a task.
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.
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 stamina.
The sigils are as follows. To view the mana and stamina costs associated with a sigil, or any other details about a sigil, check the particular sigils' page.
- Rank 01. Sigil of Recognition. Detects friends and foes of the Guardians of Sunfist, when in the same room.
- Rank 02. Sigil of Location. Detects foes of the Guardians of Sunfist, that are nearby.
- Rank 03. Sigil of Contact. Activates the ESP network.
- Rank 04. Sigil of Resolve. Increases Climbing, Swimming, and Survival skills.
- Rank 05. Sigil of Minor Bane. Grants weighting equal to that of heavy damage weighting.
- Rank 06. Sigil of Bandages. Allows an individual to attack without breaking any applied banadages.
- Rank 07. Sigil of Defense. Increases +1 DS per rank.
- Rank 08. Sigil of Offense. Increases +1 AS per rank.
- Rank 09. Sigil of Distraction. Decreases a foes ability to evade, parry, and block.
- Rank 10. Sigil of Minor Protection. Grants protection equal to that of heavily damage padded armor.
- Rank 11. Sigil of Focus. Increases +1 TD per rank.
- Rank 12. Sigil of Intimidation. Decrease the physical strength and defense of a foe.
- Rank 13. Sigil of Mending. Increases HP recovery.
- Rank 14. Sigil of Concentration. Increases mana regeneration.
- Rank 15. Sigil of Major Bane. Grants the strength of wielding a heavily weighted weapon.
- Rank 16. Sigil of Determination. Ignores penalties while performing tasks when a character has minor injuries.
- Rank 17. Sigil of Health. Instantly recover a minimum of 15 HP or half of your lost HP (whichever is greater.)
- Rank 18. Sigil of Power. Transfers physical energy into magical energy.
- Rank 19. Sigil of Major Protection. Grants protection equal to that of heavily padded armor against critical blows.
- Rank 20. Sigil of Escape. Teleports you to a safe location.