To join Voln you must recieve at least 3rd training. Then you may wander the town in search of the Grizzly Warrior and wait for him to inform you about Voln... There is also another way to get invited if ye get tired of chasing that Grizzly Old Warrior...Seek out a Master of Voln who can invite you by using the Symbol of Invitation. In order to use these given Symbols, you must obtain Favor by releasing the souls of the undead. Voln Symbols 1. Symbol of Recognition: (sym recogn) Allows you to recognize other members of Voln present in the room, as well as identify undead creatures present in the room. Requires no favor for use. 2. Symbol of Blessing: (sym bless my ) Allows you to bless non-magical weapons. You must be holding the weapon to bless it. Duration of bless is three times the blesser’s level. Requires approximately one SLK’s favor to use. 3. Symbol of Thought: (sym thought ) Allows you to communicate telepathically with other Voln members, much as you can with a crystal amulet. You cannot turn off the Voln net except with a seashell. Requires favor to use based on number of words in thought. 4. Symbol of Recovery: (sym recover) Allows you to instantly regenerate lost Health Points. I think you recoup ten HP. Requires favor to use. 5. Symbol of Courage: (sym cour) Raises your AS by 1 point per step you are on (I think). Duration is limited, and fixed. Requires favor to use. 6. Symbol of Protection: (sym prot) Raises your DS by 1 point per step you are on. Duration is limited and fixed. Requires favor to use. 7. Charl’s Throw: (in stance Guarded or higher, THROW ) Allows you to combat creatures and other players using your bare hands. The throw does little HP damage, but knocks the target down, possibly stunning it. Round time of three seconds if your MB is higher than the targets. Your MB will be lower by about 25 points when throwing. You achieve greatest success with the throw with nothing in your hands. Requires no favor to use when combatting undead creatures. 8. Kai’s Punch: (in stance Guarded or higher, PUNCH ) Allows you to punch creatures and other players for significant damage. The punch does more HP damage than the throw, less than the kick, but carries the chance of a critical kill strike. Round time of three seconds if your MB is higher than that of the target. You use your full MB when punching. Wielding a shield does not affect your MB when punching. Requires no favor to use when combatting undead. 9. Phoen’s Kick: (in stance Guarded or higher, KICK ) Allows you to kick other creatures and other players for very significant damage. The kick does the most HP damage of the Fu skills,and carries the chance of a critical blow kill. Round time of four seconds if your MB is higher than that of the target. You use your full MB when kicking. Wielding a shield does not affect your MB when kicking. Require no favor to use when combatting undead. 10. Symbol of Calming: (sym calm) Allows you to calm undead creatures in the room, and possibly other players. This symbol draws on your CS to be effective; warriors and rogues may have difficulty successfully employing this symbol against older creatures. Requires favor to use. 11. Symbol of Sleep: (sym sleep) Allows you to put undead creatures in the room, and possibly other players, to sleep. Requires favor to use. 12. Symbol of Turning: (sym turn) Allows you to repel undead creatures (much like the ranger spell Repel does) in the room with you. Successful employment of this symbol causes the creature to flee. Very successful employment can kill the creature. Requires favor to use. 13. Symbol of Mana: (sym mana) Allows you to replenish your lost mana. Requires both two deeds and mana to use this symbol. 14. Symbol of Sight: (sym sight ) Allows you to locate and observe another member of Voln for a brief period of time (similar to the Locate spell). You cannot locate a person who is not in Voln with this spell. Sight has the same range restrictions as the locate spell. Requires favor to use. 15. Symbol of Holiness: (sym holi my ) Allows you to bless magical and enchanted weapons (vultite, ET’d weapons, etc). You cannot use this symbol on a plain metal weapon, and you must be holding the weapon to bless it. Bless duration is four times the blessers level. Requires approximately three SLK’s of favor to use. 16. Symbol of Submission: (sym sub) Allows you to render an undead creature unhostile. not widely used that i know of. 17. Symbol of Restoration: (sym restor) Allows you to recoup a greater number of HP than with Symbol of Recovery. I can’t remember if it’s 25 or 50. Requires favor to use. 18. Symbol of Need: (sym need) Allows you to broadcast a picture of the room you are in to all Voln members active in the lands at that moment. You can use this symbol even after you have died. Requires 3-5 SLK’s favor to use. 19. Symbol of Retribution: (sym ret) Allows you to attack creatures in the room with a wave that attacks each of them, doing considerable damage (multiple strikes in some cases). You can use this symbol even after you have died. It’s the perfect solution for ending an encounter that has turned nasty. Requires approximately five SLK’s favor to use. 20. Charl’s Throw 2: Same employment as Charl’s Throw. Does not increase your MB, but significantly increases your chances of a successful throw, and for more concussion damage to the creature’s HP. Same favor requirements as Throw 1. 21. Kai’s Punch 2: Same employment as Punch 1. No increase to your MB, but you do greater damage per strike and your chances for a critical strike kill are greater. Same favor requirements as Punch 1. 22. Phoen’s Kick 2: Same employment as Kick 1. No increase to your MB, but you do greater damage per strike and your chance for a critical blow kill are much greater. Same favor requirements as Punch 1. 23. Symbol of Preservation: (sym pres) Allows you to Life-Keep (LK) yourself after you’ve died. Requires a fair amount of favor, but I’ve never used it and don’t know exactly how much. 24. Symbol of Dreams: (sym dream) Allows you to put yourself to sleep and regenerate HP, mana, and clear your head faster. You must remain immobile while dreaming or you’ll wake up; anyone who touches you will also disturb your sleep. You can communicate while dreaming by using the command SAY . Requires approximately five SLK’sfavor to use. 25. Symbol of Return: (sym return) Allows you to teleport (fog) your group back to the Voln courtyard. Normal range restrictions apply to this symbol as well (you cannot fog back from the Pooka area under the crypt, Icemule, Rivers Rest, Darkstone, or Teras Isle). Requires 6-8 SLK’s favor to use. 26. Symbol of Invitation: (invite ) Allows a Voln Master to invite another player to join Voln (as the grizzled old warrior can do). +++++++++++++++++++++++++++++ The following are the powers you gain step by step: Step:* Symbol of:* Uses:* 1 Recognition lets you tell who in the room is in voln: Join Voln by first asking the Grizzled old Warrior about Undead, and Voln. Goto the Voln Monastery ...S, S, S, SE, E, E, GO BRIDGE, E, NE, N, N, GO TRAIL, E, E, E from west gate and get in the Pool and wait till you are releived of all evil (this takes roughly 3 to 5 min.), then get out and GO GATE, E, S listen to grandmaster. He will explain Voln to you. Take the pledge, and go N, GO ARCH. The monk there will give you Sym Rec. Use it to find out who is Members of Voln, and if there is any Undead around. 2 Blessing Allows you to bless your own weapon: Goto John the Blacksmith, in Wehnimer....E, E, E, N, E, N, GO GATE, N of TSC and ask him for a map. Then goto the West gate, and go...S, S, S, SE, E, E, CLIMB BANK.. Proceed north and enter the mine, collect Charcoal, Ore, and Oil. Then take it to the room with the Vestibule and make an Iron slab there (look in my library on how to make iron). Get out of the Mine, and return S, then CLIMB BANK, W, W, NW, SW, then go S until you can go East. Go E, then keep going until you reach Lake Eonak, drop the Iron Slab in there, and Retun to Voln. 3 Thought Gives you access to a Voln "thought" net: Get into the Courtyard of Voln, and Forage for Roses, once you get one, take it to the Wedding Glade and place it on the altar. The way to the Glade from North Gate is: NW, S, GO PATH, GO ARCH, Put Rose on Altar and your done. 4 Recovery restores some health to you: Goto Shanty Town, in Wehnimer. From inside west Gates, go S, SE, E, E, E, E, E... Keep going east until you cannot anymore. Then go North once and West once. Drop an amount of silver in accordance to your Level (100 x Level. ie. A level 7 character would drop 700) Then immediatley Type this: SING Praise be to Lord Cholen;Doer of many good deeds;Freer of the souls of many dead men" Sing it EXACTLY as i have it written. After you do this, people will come and take your coins 5 Courage Increase in protection against "fear" spells: Goto the outside gate of the Graveyard...W, W, W, GO TRAIL, S, GO TRAIL, E, E, NE, N, NE, N, NE...., GO TRAIL, GO PATH And copy this EXACTLY: Recite I wish honor upon Lord Voln;Jastev is sullen and self-possessed;Jastev has a keen interest in morbid poetry;Although Jastev is sullen, he is an artistic genius; As well as the God of visual arts;The twin of Lord Cholen who frees the undead 6 Protection adds to your defense: You must find an acorn and plant it just outside Imaera's Shrine. Get an acorn from TSC, when one falls out of the tree, then follow these steps: You MUST have alteast 1 rank (+5) in swim training to be able to swim to the shrine. If you dont, either have someone set a ring outside the shrine and ring back to you with it or have someone cast 'Waterwalking' on you, . W, W, W, GO TRAIL, S, S, SW, W, GO BANK, NE, NE, NW, N, N, NE, N, NE, NE, N, N, NE, N, CLIMB ROCKSLIDE, E, SW, S, E, N, N, N, N, SE, S, SE, SE, E, E, GO PATH, NW, NE, E, E, SW, D, SE, GO SHORE, SWIM WATER, SWIM ISLAND, GO ISLAND, BURY ACORN 7Throw lets you throw a creature/player(brawling modifies this): You must find a piece of coral, any color will do. Then take it to Charl's Shrine, in the coastal cliffs. To get there follow these steps: NW, NW, NW, GO ROAD, W, W, NW, W, W, W, NW, NW, W, W, SW, W, W, W, SW, W, GO PATH, E, D, D, D, GO BOULDER, S , SWIM OPEN, PUT CORAL ON DAIS To execute a throw, you MUST be in Stance Forward or higher, and just "Throw " (to increase your skill in this, train in Brawling). 8 Punch along the lines of throw (brawling modifies this): To get it follow these directions from the North Gate of Wehnimer: SW, S, W, SW, SW, S, W, W, U, N, GO TREE, U, U, GO BUILD Once you are there, say this outloud: "Kai, I challenge thee to wrestle!" Keep punching, thumping and kicking Kai, you'll never hit him, and he will always lay you out, you'll know when your done, he'll whisper to you that you have done a good job. NOTE: Do make sure to have your hands EMPTY when you challange him or he will not wrestle you and you will not lose HP during the fight. 9 Kick Allows you to punch creatures and other players for significant damage (brawling modifies this): goto the Cleric Shop...From TSC...E, E, E, S, S, GO SHOP buy the Candle Votive, it costs 65 silver without haggling. Then, go back to Voln and go all the way back to the monk that teaches you about this step. Once you get there, hold the Candle in you RIGHT hand (your DS will be hurt greatly by this, but you MUST do it) and type "LIGHT VOTIVE WITH LAMP" then go out to the Courtyard and follow these steps: W, W, W, GO TRAIL, S, GO TRAIL, E, E, NE, N..., GO TRAIL, GO PATH, GO GATE, GO CRYPT, GO ARCH, E, Say "Shadow bind my soul", S, GO RAMP, N, W, W, N, GO STONE CORRIDOR, NE, NE, GO DIRT PILE (maybe CLIMB), D, D, E, N, N, OUT, N, GO OLD GRATING, D, D, N, N, NE, GO ICY STAIRS, Then WAVE CANDLE Its a smart idea to set a ring somewhere so you can ring out, ye may run into some Arch Wights and a possible gas cloud or two. 10 Calm Allows you to calm undead creatures in the room, and other players: All you have to do is drop an herb on the temple altar (where the dead appear). Here are the directions since you must get to it through the well from TSC: Climb Rope, S, Climb Rubble, E, E, E, Go Roots, SW, D, Go Arch, U, Go Crack, Pray, Put on Altar, Pray (Any Herb should do fine) 11 Sleep self-explanatory: All ya have to do is get to Ronan's Shrine and take a nap, then answer a question. From the North Gate, this is the way to Ronan's Shrine: SW, W, S, SW, SW, S, S, S, S, S, SW, GO FOOT, S, S, SE, SW, S, S, E, GO PASS, GO TRAIL, U, U, GO PATH, GO WATER, GO ARCH Then lay down (do not talk or move). In about 30 seconds you'll fall asleep, then in another 30 seconds or so Ronan will arrive. He'll ask you what is something that: then he'll list a bunch of opposites. My friend answered "Life" and Ronan accepted it. 12 Turning Lets you scare the undead to death!: All you have to do is goto Rone Wehnimer's grave and answer a question. Nothing more, here are the directions to his grave, from Voln Monastery: W, W, W, GO TRAIL, S, GO TRAIL, E, E, NE, N......, GO TRAIL, GO PATH, GO GATE, NE, N, N, NW, GO TRAIL, NE, N, W, NW, NW, SW, W, GO PATH, E, SEARCH, SEARCH Search twice to find the grave site and answer the question on the gravestone with "Koar". then return to Voln. 13 Mana uses deeds to replenish your mana: All you have to do is honor Lord Koar in the well, to do this from TSC go: GO WELL, CLIMB ROPE, KNEEL and say: "I have come to honor Koar, master of mana." In addition to favor it requires a max loss of 2 deeds. However, you may lose 1, not lose any, its pretty random, and also depends on you race, level, and profession. 14 Sight allows you to look in on a voln member: Go to the Coastal Cliffs until you come upon a rock then say a few words. From outside the North Gates, go: NW, NW, NW, GO ROAD, W, W, NW, W, W, W, NW, NW, W, W, SW, W, W, W, SW, W, W, NW, W, W and say "You have not been forgotten" like the monk said. 15 Holiness allows you to bless magic metal weapons: All you have to do is find a huge sword and touch it. Here are the directions from TSC: GO WELL, CLIMB ROPE, S, CLIMB RUBBLE, E, E, E, N, N, NW, W, PULL CRESS, TOUCH BROADSWORD 16 Submission -The symbol will allow you to freeze the undead in their tracks, they will drop their guard and let you pummel them. Costs a substancial amount of favor, but it maybe worth it. This requires some coinage and Make sure you LISTEN carefully to the monk when you go to get the step. He will tell you the EXACT type of roses you need. You'll have to purchase the type of roses from the florist. His shop is this way from TSC: E, E, E, S, S, E, E, N, GO FLORIST Once you get the roses follow these steps, from inside the florist shop: OUT, S, W, GO TEMPLE, GO WHITE ARCH, GO GRANITE ARCH, DROP ROSES 17 Restoration -just a a better version of the Symbol of Recovery: This step is rather easy, but can be embarrassing. You'll have to find at least 2 willing Voln members and take them to the rooftop of the Museum in Wehnimer, which is this way from TSC: E, E, E, S, S, E, E, GO MUSEUM, N , NW, GO DOOR, CLIMB ROPE, CLIMB LADDER Then start doing stuff using the ACT command, have the others laugh at you. NOT giggling or cackling, ONLY laughing. Eventually you'll recieve a message that Cholen is pleased and you'll get that feeling of a job well done message, then return to Voln. 18 Need an Emergency "image" that tells all Voln members where you are, even when dead: to reach the Brass Shrine from the Courtyard: W, W, W, GO TRAIL, S, S, SW, GO BRIDGE, W, W, NW, N, N, N, N, N, NE, NW, NW, NW, GO ROAD, W, W, NW, SW, S, SW, GO GAP, SW, SE, S, S, SW, TOUCH SHRINE 19 Retribution An e-wave kind of attack, hits multiple targets: Go back to Imaera's island, follow the same directions to get there as in the 6th step. Once you "GO ISLAND" immediatley KNEEL, then PRAY. A white deer will emerge from the forest. Simply type "BOW DEER" and you'll achieve the task. Go back to Voln and get the step. It deals alot of damage to undead, and can be used ONLY while you are dead. 20 Throw 2 More powerful version: Go to the dock in Spectral Fishermen and drop money. You must drop the amount of coins using this formula (Your level x100). To reach the dock, from Voln go: W, W, W, GO TRAIL, S, S, SW, S, GO BRIDGE, W, W, NW, N, N, N, N, N, NE, NW, NW, NW, GO ROAD, W, W, NW, W, W, W, NW, NW, W, W, SW, W, W, W, SW, W, GO PATH (this will be the 2nd path along the coastal cliffs where the Greater Kappas are (black sands area), W, W, W, W, W, N, GO DOCK, N, N, N, N, D, D Then drop the appropriate amount of coins and you'll complete the task. This Throw does NOT require Favor. 21 Punch 2 More powerful version: You must honor Lord Kai again. This time, drop any weapon (preferably a cheap one bought at the arnory for example) in a pool near stonehold. To get to the pool, follow these steps from Voln's Courtyard: W, W, W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, S, S, SE, SE, SW, W, S, S, S, S, SE, SE, NE, NE, E, E, GO BRIDGE, SE, S, SE, S, E, E, E, S, SEARCH, GO CREVICE, SE, CLIMB RUBBLE, S, CLIMB RUBBLE, SE, SE, E, E, GO TRAIL, D, D, E, S, SE, DROP IN POOL 22 Kick 2 More powerful version: This step requires a blue crystal and a bit of navigation. You'll have to drop a blue crystal in a lava pool in fire guardians. Here are the directions to it from Voln as always: W, W, W, GO TRAIL, S, S, SW, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, S, S, SE, SE, SE, SE, SE, E, E, NE, E, E, E, GO TRAIL, N, NE, E, SE, E, NE, N, NE, N, N, N, GO TRUNK, NW, NE, U, N, U, U, W, W, NW, NW, GO GASH, D, D, D, D, N, NE, E, DROP BLUE CRYSTAL IN LAVA 23 Preservation Lets you LK, Life keep), yourself and others (even if yer dead): This step requires a deed. All you have to do is goto the altar in the temple: W, W, W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, N, N, N, N, N, NE, GO GATE, S, W, S, S, S, E, E, E, E, S, S, E, GO TEMPLE, GO ALTAR Once there, wait for someone to appear on the altar (someone who decayed); then say "Lorminstra, give my deed." 24 Dreams Lets you regain Spirit through dreams: You must get to the top of Melgorehn's Reach and find the onyx altar, and lie down on it. NOTE: BEFORE going to the reach, have only your weapon, shield and armor on you at best! Otherwise any weights will not let you climb the slope! You MUST have hands free to do these things. To get to the reach follow these steps, from Voln: W, W, W, GO TRAIL, S, S, SW, W, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, E, NE, GO PATH, GO OPEN, CLIMB PLATFORM, TURN WHEEL*, D, OUT, GO BRIDGE, E, E, E, GO SLOPE*, W, W, TOUCH S** RUNE, TOUCH Z** RUNE, TOUCH R** RUNE, TOUCH O** RUNE, GO STAIR, W, CLOSE DAM...wait until the "cab" arrives, it'll take about 5 minutes or so...OPEN DAM, GO CAB...wait until the cab comes to a halt... OUT, GO FOG, SEARCH, SEARCH WALL, CLIMB VINE, GO OPEN Now you are in the Moon Temple, wait until this next paragraph is scrolled up then immediately LIE ON ALTAR "Suddenly a beam of moon light peeks through several tiny holes in the intricate ceiling and converges in a star pattern upon the altar. The light carries with it a strange shearing sound. The onyx of the altar begins to glow faintly blue. lie on altar." After you have completed the task you must get back down. Quickly GO SHAFT, then open up notepad and copy this next section****: #Way out of water tunnels put go Opening pause 3 put Lie Down pause 3 put lean left waitfor Another tunnel branches off to the left just ahead. put lean left waitfor Another tunnel branches off to the left just ahead. waitfor Another tunnel branches off to the right just ahead. waitfor Just ahead another tunnel branches off to the left. put lean left waitfor Another tunnel branches off to the right just ahead. waitfor Just ahead the tunnel splits left and right. put lean left waitfor Obvious paths: southwest. paste it, then save as Water.WIZ run this script then and it will get you out. If you somehow screw this up... good luck getting out of the water tunnels. You'll NEED the AOL WIZARD front end to run the script, or you can try to decipher the script, either way good lucky, you'll need it. ** NOTE: There's a HIGH chance this changes each time you do this. I got several different versions on how to touch them. Just keep touching all of them till the stairs go up (use E rune to reset the steps) ***Also, if someone has been in there right before you, the "cab" may already be there so just go cab and wait till it comes to a stop 25 Return Useage brings you & all joined to you back to Voln: go to the sandcastle in greater kappas, from Voln: NW, NW, NW, GO ROAD, W, W, NW, W, W, W, NW, NW, W, W, SW W, W, W, SW, W, GO PATH, W, W, W, W, W, W, W, W, W, W, W, LIE, SEARCH SAND, PUSH SAND Once inside the sand castle, you must find the hermit, to do this LIE down and SEARCH until you find stairs. Simply STAND, GO STAIR. Now, LIE down again and search until you find a Curtain (Most of the times you search you'll find the stairs, keep trying until you find the curtain. Doesn't take too long)then STAND, GO CURTAIN. Now LIE down once again and SEARCH until you find a Pot, then ASK HERMIT ABOUT TASK. He'll give a 3 question quiz, the answers are as follows: Question 1: GIANTMAN Question 2: VOLN Question 3: KOAR 26 Invitation Allows you to serve as a recruiter for voln: there is nothing to do here...your done! Still here? Go away!