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Do NOT proceed if you want to learn about Voln on your own!!

 

 

Voln Guide

 

Originally written by Lord Klex Pornal.  This also includes rewrites from VOLN FOR DUMMIES, version 1.1 (May 17, 2002) found on Arkati.org, and additional information courtesy of Jianne.  Further formatting by Veilorb Broliev.

"In order to become a part of our society, you must first dedicate your life to our cause. As you will learn if you choose, or have already chosen to become a member of our society, you must pay careful attention to what is taught to you."   - Lord Muteki Ikijo, Master of the Order of Voln

Click Here for the Words of the Monk

Click Here for Meditation Room Visions

Click Here for Voln Fu Mechanics

 

In the Begining:

The Invitation by the old warrior..
(or be invited by a Voln Master, but IMHO, the old warrior method provides better RP background)

The old warrior pulls you close and whispers, "I had a dream once that I was dead. As I approached the Gates to Oblivion Lorminstra appeared and clothed my naked soul in a simple white robe. She then cleansed me in a pool at the head of the Enchanted River, to purify me for eternity."

The old warrior sighs longingly. "Just as I was passing through the gate, I felt something pulling on me and my soul was wrenched backwards. When I awoke I was lying upon the ground. A cleric of Lorminstra was kneeling over me and he looked very drained. It was many years ago now, but I still remember it vividly."

The old warrior stares at you directly in the eye and traces a strange symbol in the air. "To the east, not far from here is a pool similar to the one in my dream. Seek your fortune with the Order of Voln, you can dedicate yourself to no higher purpose. You will need to be strong of heart and character, but I think you will do well."
A tear forms in the old warrior's eye. "Remember," he says, "always, always strive to be pure."

 

After the Invitation from the Old Warrior or from a Voln Master, you need to go into the spring in the Voln Courtyard and be cleansed of all "worldly possessions".

Then you're able to go through the gate and meet with the Grandmaster.
 

The Grandmaster

The Grandmaster takes you aside and says, "Welcome to the Order of Voln. I can see that one of our Masters has decided that you have displayed good potential for becoming a member of our order. I cannot say how much this pleases me. Before you are inducted into the Order though, there are some things that you need to know. Bear with me while I explain some things."

The Grandmaster continues, "The Order of Voln is made up of members who have dedicated themselves to assisting the Great Spirit Voln in his mission on Elanthia. Voln is a blessed servant of Lorminstra, and also enjoys the favor of the other Lords of Liabo. It is his mission to wander Elanthia, searching out undead beings wherever they may be and releasing them from the curse that binds them. As members of the Order of Voln, we assist Voln in his mission by making it our special task to dispatch any undead beings that we may find."

The Grandmaster smiles and says, "There are many sources of the curses that cause a being to become undead. Some are wretched servants of Chaos in their quest to dominate and destroy Elanthia. Others may have fallen under the influence of demonic powers from other planes of existence. In some cases, local gods or evil spirits may be the source of the curse. Regardless of the cause though, in each case the unfortunate victim can be released from their curse to find Lorminstra's mercy."

The Grandmaster says, "The mission sounds daunting, and indeed it would be so for mere mortals such as ourselves. However, we are fortunate to have the teachings of Voln to guide us, and with those teachings come the blessings of the Lords of Liabo. If you become a member of our Order, then you will learn many special skills as you walk the path to enlightenment. If you would like to join our order then confirm that desire by repeating this oath:
<Oath omitted on purpose>

The Grandmaster says, "Welcome to the Order. You are about to take the first step on the path to enlightenment. Go back out into the Hall of Brotherhood and proceed through the arch that is there and a Master of the order will begin your instruction. If at any time you wish to resign from the order just come back here and tell me that you resign. Be cautioned though, if you decide to resign you will never be able to join us again."

The Grandmaster says, "To begin your instruction you must go back to the Hall of Brotherhood and then through the arch, where you will take your first step along the Path to enlightenment. The Masters of the Order will instruct you in your duties and will train you to complete those duties. Again, welcome to the Order of Voln."
 

 

 

 

Steps

These are the step by step ANSWERS on how to finish each task in order move up in Voln.

If you would like to find your own way DO NOT read on.
 

 

1 - Symbol of Recognition

2 - Symbol of Blessing

3 - Symbol of Thought

4 - Symbol of Recovery

5 - Symbol of Courage

6 - Symbol of Protection

7 - Charl's Throw I

8 - Kai's Punch I

9 - Phoen's Kick

10 - Symbol of Calming

11 - Symbol of Sleep

12 - Symbol of Turning

13 - Symbol of Mana

14 - Symbol of Sight

15 - Symbol of Holiness

16 - Symbol of Submission

17 - Symbol of Restoration

18 - Symbol of Need

19 - Symbol of Retribution

20 - Charl's Throw II

21 - Kai's Punch II

22 - Phoen's Blow (Kick) II

23 - Symbol of Preservation

24 - Symbol of Dreams

25 - Symbol of Returning

26 - Symbol of Initiation

 

 

 

 

 

 

According to Jianne, "SLK's. Since SLK's no longer apply to Voln, you should change it to spin percentages or average level kills. An ALK is a level 33 creature.. at least until GS4, then I am sure that will change."

 

Official GemStone Information included:

"You must achieve three levels of training before you can join and you must be willing to dedicate your life to their cause.

"Once you have dedicated your life to releasing the undead you will begin your quest on the Path to Enlightenment. Throughout your quest you will be required to gain "favor" through releasing the souls of the undead.

"After you have built up enough favor you may return to the Monastery and one of the monks there will give you a task to perform in order to honor one of the Lords or Ladies of Liabo. When the task is completed you will be blessed with a Symbol which will help in Voln's quest to rid the world of Luukos' vile creations.

"There are 26 steps you must complete before becoming a Master of Voln society. For each step you must earn the required favor and honor the Lord or Lady of Liabo who governs that step with a task. Each consecutive step requires more and more favor in order to advance, however as you age you will find it easier to release the undead.

"When you have obtained the required favor you are then ready for your task. These tasks can be difficult and time consuming. However if you are ever troubled or frustrated, the monks of the order know much of the history, as do many Masters. Talk with them and the answers you seek will be found.
 

 

 

 

 

 

Join Voln by getting an Invitation or by asking the Grizzled old Warrior about Undead, and Voln. Go to 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 relieved of all evil (this takes roughly 3 to 5 min.), then get out and GO GATE, E, S.  Listen to the Grandmaster, as he will explain Voln to you.  Repeat the oath exactly as he speaks it.  Take the pledge, and go N, GO ARCH.

1.Symbol of Recognition: 

The first step is governed by Lord Tonis, the messenger of the gods. He teaches the Symbol of Recognition. By using this Symbol, Tonis alerts other Voln members present in the area, as well as identifying which creatures nearby are undead.

(Allows you to recognize other members of Voln, as well as identify any undead creatures in the room.  Requires no favor.)

The monk there will give you Sym of Rec.

 

 

2. Symbol of Blessing:

The second step is governed by Lord Eonak, Master of the Forge. As smith of the gods, Lord Eonak creates many powerful weapons, yet they lack the ability to damage the undead. Therefore Lord Eonak teaches how to bless normal weapons using the Symbol of Blessing.

(Allows you to bless non-magical weapons. 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.)
 

Go to John the Blacksmith, in Wehnimer (E, E, E, N, E, N, GO GATE, N of TSC) ask him for a map. Then go to the Small Park, you can use this script/directions to get to Kobold mines:

From the small park in the landing:

move n
move w
move w
move n
move go gate
move s
move s
move s
move se
move e
move e
move go bridge
move climb bank
move ne
move nw
move n
move n
move ne
move n
move ne
move ne
move n
move n
move nw
move go hole
move go shrub
put look

A) Making iron. . There is a wood burner there. You'll need one charcoal, one iron ore, and one flask of oil to make a slab of iron.

Make charcoal: Look at Burner.  Notice the Woodpile? Get WOODPILE to get a log and tinder from pile. Put log and tinder in burner.  Get WOODPILE to get two sticks from the woodpile....then rub your sticks together, that will start the fire. Wait. Takes about 5 minutes.

Get oil: From the burner, go bush, go shadow, down, down, north. Search until you find a flask of oil.

Get iron ore: From oil room, south, down, south, search workface.  Search up to three more times to get four pieces of ore.  If you put up to 4 pieces of ore into the crucible later, you'll make more slabs of iron in one shot!

Make the slab: From the workface, north, up, go door. You're at the crucible...then:

  • turn valve until it is closed.

  • put all your ore (up to 4 pieces) in cruc

  • put charc in cruc

  • go east

  • put oil in drum

  • pull chain and pull bellow

  • go west

  • turn valve until it opens

  • go east

  • pull chain

  • pull bellow

  • pull chain

  • pull bellow

  • go west and wait until it cools

Now you're ready to go drop the iron into Eonake's lake. You can use the following script/directions to leave the crucible, drop the iron into the lake, and return to Voln.

put go door
move up
move up
move out
move out
move se
move s
move s
move sw
move sw
move s
move sw
move s
move s
move se
move sw
move climb bank
move go bridge
move w
move w
move nw
move sw
move s
move se
move s
move se
move s
move s
move s
move sw
move e
move ne
put put iron in lake
pause
move sw
move w
move ne
move n
move n
move n
move nw
move n
move nw
move n
move ne
move se
move e
move e
put go bridge
move e
move ne
move n
move n
put go trail
move e
move e
move e
put go gate
move e
move go arch
move nw



Go see the Monk.

 

 

3. Symbol of Thought:

The Goddess of Love, Lady Oleani governs the third step and gives a very useful Symbol. Voln members draw strength from being a whole instead of individuals. Lady Oleani gives the Symbol of Thought, which grants the power to spread thoughts to all other Voln members in the area.
 

(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 or tkaro root. Requires favor to use based on number of words in thought.)
 

Getting a Rose:
1) "Roses cannot be found at the base of Hearthstone now (or at Voln). However, you can forage for them in the Small Park, Niche, and Sovyn Courtyard." - Jianne; or
2) Get a rose from the florist.

Go to the Wedding Glade (North Gate, NW, S, Go Path, Go Arch), and place rose on the altar.

Go see the monk.

 

 

4. Symbol of Recovery:

Lord Cholen, God of festivals and performing arts governs this step. Known as the Jester, Lord Cholen has healed many sullen hearts and broken spirits with his unparalleled song and dance. Perhaps with the same power his music holds, Lord Cholen teaches how to heal oneself with the Symbol of Recovery. This Symbol will restore a small bit of health for a small bit of favor.

(Allows you to regenerate 10 HP.  Requires favor.)

Go to 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. i.e.. A level 7 character would drop 700)

Then immediately Type this:

sing 'Praise be to Lord Cholen; Doer of many good deeds; Freer of the souls of many dead men

Cut and paste it EXACTLY as I have it. After you do this, the people will come and take your money. 

Another version of the song of praise is:

sing I dance to honor Lord Cholen; Who brings us joy and fun; I sing such greatly praises; Today and forever more; Be joyous for all time, my friends!

Go see the Monk.

 

 

 

5. Symbol of Courage:

Lord Jastev - Gemstone IV Info is a sullen god, cursed with the gift of foresight which has shown him more than any mortal or even god would ever wish to see. Yet Lord Jastev continues forth with a courage unbeknownst to anyone, save perhaps Gosaena. Lord Jastev - Veilorb's Study teaches the Symbol of Courage, which for a short while will increase attacking ability, making it easier to release the undead.
 

(Increase in protection against "fear" spells. Raises your Physical and Bolt AS by 1 point per step. Duration is limited at 10 seconds per step with a maximum of 4.3 minutes.. requires favor.  According to Jianne, Courage is now stackable.)

Listen closely to the words the Monk uses to describe Jastev.  Go to 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

Another version:
recite Lord Jastev is a sullen soul.; Lord Jastev is artistic indeed.; Lord Jastev the self-possessed.; Lord Jastev is morbid true; Lord Jastev serious, too.

Go see the Monk.

 

 

6. Symbol of Protection:

Lady Imaera, like her consort Lord Eonak, has been granted the gift of creation. However, unlike Lord Eonak, her creations are not made from iron or steel, instead they are made from flesh and bone and leaf. Lady Imaera has created most of the different species that roam our lands to this day and was the one who rebuilt the races after the Ur-Daemon War. Not only does she care about creating new life, she also cares about protecting her creations, and therefore teaches the Symbol of Protection which increases defenses for a short while.

 

(Raises your Physical and Bolt DS by 1 point per step, with a maximum of 26.  Duration is limited and fixed at 20 seconds per step with a maximum of 8.6 minutes.  According to Jianne, Courage is now stackable.  Requires favor.)

 

First get an acorn from TSC. The squirrels usually drop them or they can fall from a big gust of wind, anyhow it may take several minutes.   Look in the nest in the tree, a favorite hiding place or wait to find one that falls from the tree.

Then go to the Krolvin Village..From Voln:
W, W, W, GO TRAIL, S, S, SW, W, CLIMB BANK, NE, NE, N, W, 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..
You only need a 5 (one training) in swimming to make it.  If you don't, either have someone set a ring outside the shrine and ring back to you with it or have someone cast 'Waterwalking' on you.

Once you reach the island, KNEEL and BURY ACORN outside the shrine.

To get back to Voln, GO WATER, SWIM WATER, SWIM BANK, GO SHORE, NW, UP, NE, W, W, SW, SE, GO PATH, W, W, NW, NW, N, NW, S, S, S, S, W, N, NE, W, CLIMB ROCKSLIDE, S, SW, S, S, SW, SW, S, SW, S, S, SE, SW, CLIMB BANK, E, NE, N, N, GO TRAIL, E, E, E.

Go see the monk

Script:

#Voln - Step 6
 

echo **************************

echo

echo      Get your Shield ready, and put the ACORN in your hand

echo

echo      You have 5 seconds to get ready..

echo

echo **************************
 

pause 6

move W
move W
move W
move GO TRAIL
move S
move S
move SW
move W
put climb BANK
move NE
move NE
move N
move w

move NE
move N
move NE
move NE
move N
move N
move NE
move N
put CLIMB ROCKSLIDE
pause
move E
move SW
move S
move E
move N
move N
move N
move N
move SE
move S
move SE
move SE
move E
move E
move GO PATH
move NW
move NE
move E
move E
move SW
move D
move SE
put GO SHORE
put SWIM WATER
put SWIM ISLAND
put GO ISLAND
pause
put kneel
put bury acorn
pause

again:
match ok You stand back up
match again struggle
match already standing
put stand
matchwait


already:
ok:
pause 3
put go water
put swim water
put swim bank
put go shore
move nw
move up
move ne
move w
move w
move sw
move se
put go path
move w
move w
move nw
move nw
move n
move nw
move s
move s
move s
move s
move w
move n
move ne
move w
put climb rock
move s
move sw
move s
move s
move sw
move sw
move s
move sw
move s
move s
move se
move sw
put climb bank
move e
move ne

move n
move n
put go trail
move e
move e
move e
put go gate
move e
move go arch
move nw
move nw
move nw
move nw
move nw

put look

 

 

7. Charl's (Voln Fu) Throw 1:

Lord Charl, god of the sea, is known for his violent temper. With this step, he shares his ability to create storms. Using the Symbol, Charl's Throw, members can throw an opponent just as Lord Charl throws even the largest of ships that cross his seas.

(It is only effective if you train in Brawling.  It works best if both your hands are free.  This allows you to combat creatures and other players with your bare hands.  You need to be in STANCE FORWARD or greater. According to Jianne, "Wielding a shield does, in fact, affect your MB with kick and punch by about 3-5 points. I don't recall the exact number. So does the class of armor you are wearing. For instance, brig will lower your MB by 13 points".  Requires no favor if used against undead critters.)

This is a rather easy one, no REAL challenges. All you must do is find a piece of coral, any color will do. Then take it to Charl's Shrine which is deep 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

Go see the Monk.

Note:

  • It knocks foe down, possibly stunning it.
  • You'll get a round time of three seconds if your MB is higher than the targets. Keep in mind that your MB will be lower than for PUNCH OR KICK, by about 25 points.

Quote From Arkati.Org: GemStone IV Order of Voln for Dummies

Throw MB:

Brawling Skill * 20/17 (rounded) + Perception Skill/20 + Agility Bonus/2 + Dexterity Bonus/2 + Strength Bonus/5. Thanks to Apryll (I've verified this is correct.).

Kick and Punch MB:

Same, but + Voln Step (against undead). Also thanks to Apryll.

Spell/Skill affects to MB:

Some spells with an AS bonus adds 1 to MB for every +5 AS (Paladin, MjE, MnE are exempt, 205, 211, 215 add to it.).
Most any spell with an AS negative subtracts 1 to MB for every 5 points (102, 106, Darkness)
Symbol of Courage adds +5 to MB.
Mobility (618): +20 to MB (Special Affect)
Combat Manuever Training allegedly adds +1 MB per 10 ranks (Untested).
Worn Armor: -(Action Pentalty + 1) to MB [Example: Brig is -13 AP. +1 = -12 to MB]

Other Factors:

Encumbrance will reduce one's MB as well..
 

 

8. Kai's (Voln Fu) Punch:

Lord Kai, the Master of Combat, governs this step. Lord Kai's fighting ability is unparalleled by any mortal and most of the gods. Legend says that Lord Kai defeated more enemies in the Ur-Daemon War than any Drake had. He is also the only Arkati to have fought in the Ur-Daemon War and survived.
Except for being defeated once in a match against Lord Koar, and fighting to a stalemate against V'Tull, Lord Kai remains undefeated in all forms of combat, armed and unarmed. Lord Kai teaches a secret of unarmed combat, the Symbol Kai's Punch, which has been known to drop opponents rather quickly.
 

(Allows you to punch creatures and other players for significant damage.  According to Jianne, "Wielding a shield does, in fact, affect your MB with kick and punch by about 3-5 points. I don't recall the exact number. So does the class of armor you are wearing. For instance, brig will lower your MB by 13 points".  Requires no favor to use when combating undead.)

This is a rather simple step, and its a pretty useless step for anything less than a Human or a Giantman. 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 ARCH


Once you are there, say this out loud:
'Kai, I challenge thee to wrestle!


All you have to do to win is to Throw, Punch and Kick him.  You'll never hit him, and he will always lay you out so be sure to stand up.  He will eventually whisper to you that you win.

Go see the Monk.

NOTE in doing task: Make sure to have your hands EMPTY when you challenge him or he will not wrestle you. You will lose no HP during the fight either, so keep going till he whispers to you.

NOTE regarding Voln Punch:

  • Punch should be executed in Forward stance or higher.
  • 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.

 

9. Phoen's (Voln Fu) Kick:

Lord Phoen governs this step and teaches the secret power hidden within the sun with the Symbol Phoen's Kick. Many a brawl has been brought to an abrupt end using this Symbol.
 

(Allows you to kick other creatures and other players for very significant damage. The kick does the most HP damage of the Voln Fu skills, and carries the chance of a critical blow kill.  According to Jianne, "Wielding a shield does, in fact, affect your MB with kick and punch by about 3-5 points. I don't recall the exact number. So does the class of armor you are wearing. For instance, brig will lower your MB by 13 points".   Requires no favor when you use it against undead.)


Note: It is recommended that you should get a Gold Ring and set it someplace safe, before beginning.  If you are young, you should probably get an escort to go with you, or have someone set a ring. Arch Wights are rather nasty creatures, with clouds, boil earth, and assorted other ways to kill you, especially since you’ll be carrying a candle votive through their quarters.

What you have to do is, go to the Cleric Shop (E, E, E, S, S, GO SHOP From TSC) 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 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  (in RIGHT hand)


You feel an energy gather along the ceiling, coalescing quickly into a ball of orange flame that bathes you in a warm iridescent light. For a moment everything about you becomes translucent and you can see through the walls around you. The frozen image in the block of ice appears to be a hollow shell, like a dried out piece of fruit. Then the light fades and everything returns to normal.

Go see the Monk.  You can ring out using your Gold Ring, or travel back cautiously (using a map).  Anyway, be careful down there, Arch Wights with their 155 AS and Gas Clouds can be annoying.

NOTE regarding Voln Kick:

  • Use in stance Forward or higher.

  • Round time of four seconds if your MB is higher than that of the target.

  • You use your full MB when kicking.

 

 

10. Symbol of Calming:

The great goddess, Lady Lorminstra, governs this step. Lady Lorminstra abhors Luukos and his undead abominations and is thought to be indirectly responsible for Voln's creation. Although she is the goddess of Death and Rebirth, Lady Lorminstra would much rather see the lesser races journey through life safely until the time has come for their soul to pass through the Ebon Gate. Therefore Lady Lorminstra teaches a way to calm our opponents in time of danger. The Symbol of Calming will steal a creature's will to fight for a time, leaving it completely subdued and unable to fight.
 

(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. )

This is an extremely easy step, although its not a very useful symbol, its nice to have an easy step once and awhile. 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, Up, Go Crack, Pray, Put
on Altar, Pray

Note: I think you can use any herb, such as acantha leaf, ephlox moss, basal moss, wolfrew lichen, cactae stem, and so forth.

Go see the Monk.

 

 

11. Symbol of Sleep:

Lord Ronan, God of Night and Dreams, is one of the most active foes of the Dark Gods. Twin brother to Lord Phoen, God of Light, it is said they can never be together at once, like day and night. Lord Ronan shares his sister Lorminstra's hatred toward Luukos and the undead. In order to remain under the cover of darkness, Lord Ronan teaches the secrets of the dream realm with the Symbol of Sleep. This will cause creatures to fall prone into a deep sleep, lowering their defenses greatly.
 

(Allows you to put undead creatures and other players to sleep, but does NOT work on undead critters, contrary to what the monk tells you.  It is most effective when used by a wizard, but also quite effective for bards and sorcerers, since it’s an elemental based symbol.  Requires favor.)

A fairly easy step, no danger involved in this one. All you 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

Once your there, simply lay down and don't 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. I answered "Life" and he accepted it.  Not sure if there are more acceptable answers to this.  
 

#Voln - Step 11

match going [Courtyard]
match leaving [The Shrine of Dreams]
put look
matchwait

going:
move w
move w
move w
move go trail
move s
move s
move sw
move w
move go bridge
move w
move w
move nw
move n
move n
move n
move n
move n
move W
move S
move SW
move SW
move S
move S
move S
move S
move S
move SW
move GO FOOT
move S
move S
move SE
move SW
move S
move S
move E
move GO PASS
move GO TRAIL
move Up
move Up
move GO PATH
move GO WATER
move GO ARCH
put lay
waitfor aloud before you wake or my favor shall pass you by

pause 2
put 'Life
pause 3

standing:
match voln stand back up
match standing You fail
match standing struggle
put stand
matchwait


voln:
pause 3

leaving:
move out
move out
move go path
move down
move down
move go trail
move nw
move w
move n
move n
move ne
move nw
move n
move n
move go foot
move ne
move n
move n
move n
move n
move n
move ne
move ne
move e
move s
move s
move s
move s
move se
move e
move e
move go bridge
move e
move ne
move n
move n
move go trail
move e
move e
move e
move go gate
move e
move go ar
move nw
move nw
move nw
move nw
move nw
move n
move n
move n
move ne
move ne
exit

Go see the Monk.

 

 

12. Symbol of Turning:

Lady Lumnis, greater Goddess of wisdom and learning, and wife to Lord Koar, governs this step. Lady Lumnis is able to do things that leave even her husband, Lord Koar, amazed. The Symbol of Turning acts like as a powerful repellant against the undead, dealing damage as it drives them away. It has been known to vanquish entire hordes of undead in the blink of an eye.
 

(Allows you to repel undead creatures - much like the cleric spell Repel does - in the room with you.  It is most effective when used by a cleric, but is also fairly effective when used by an empath.  Successful employment of this symbol causes the creature to flee. Very successful employment can kill the creature. According to Jianne, "Specifically, if the outcome is 100-149, the creature will act as if it's held/bound. 150-174 it will run like old cleric repel. 175+ it will be dispatched".  Requires favor to use.)

This step involves the graveyard, finally! All you have to do is go to 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 (You MUST search twice to find the grave site).  Answer the question on the gravestone with "
Koar". Then go back and get the Symbol of Turning.

Note: It will usually offer an extra reduction to the target’s TD as well, but requires a 175 outcome to dispatch the undead critter, 101 to 174 will cause it to either run into the next room or act as if it’s had cleric hold cast on it, dropping it into an offensive stance with a 50 reduction to DS.

Go see the Monk.

 

 

13. Symbol of Mana:

Lord Koar, King of the Gods, governs this step. Legend holds that Lord Koar is actually the last of the Great Drakes rather than an Arkati, however no living person can provide substance to this rumor. Lord Koar holds direct leadership over the Lords and Ladies of Liabo and many believe he still holds this power over the Lords and Ladies of Lornon, as he once did before they were sent to their respective moons before the Ur-Daemon War.

For after the Ur-Daemon War it was Lord Koar within his mountain home that brought together those who once stood as brothers and sisters. No one knows what was spoken at that meeting, but the Arkati of Liabo and Lornon have never come into open war to this day, and it is said that they never will so long as Lord Koar reigns from his mountain throne. Lord Koar bears the title Master of Mana and teaches the Symbol of Mana. This Symbol will replenish mana, yet at the cost of some favor and at least one deed.
 

(Allows you to replenish your lost mana - 50 mana. The usage is costly though, in addition to favor it requires a max lose of a 2 deeds. However you may not lose any, or you may lose 1, its pretty random, and also depends on you race, level, profession, and presence of any undead critters.)

The 13th step in the Path of Enlightenment is a rather easy one. All you have to do is honor Lord Koar in the town well, to do this from TSC go:

GO WELL, CLIMB ROPE, KNEEL, say
'I have come to honor Koar, master of mana.
You must type this correctly, even the period, or it won't work!


Go see the Monk.
 

 

14. Symbol of Sight:

This step is governed by Lord Tonis. He teaches the Symbol of Recognition as the first step. He shares an even more powerful Symbol, the Symbol of Sight, which lets one look in on a fellow Voln member for a short period of time. Tonis teaches how to fly the winds with him, opening minds to see those who are not visible within the weak reaches of normal sight.

(Allows you to locate and observe another member of Voln for a brief period of time. You cannot locate a person who is not in Voln with this spell. Sight has the same range restrictions as the Locate spell, and it differs from the Locate spell as you can watch for a bit.  Requires favor.)

You'll have to venture along the Coastal Cliffs and come upon a rock and say a few words, "You have not been forgotten". 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, say 'You have not been forgotten.

Go see the Monk.

 

 

15. Symbol of Holiness:

The second step, governed by Lord Eonak, gives the ability to bless normal weapons. However, there is a much wider range of weapons, including weapons forged from magical metals such as mithril, ora, imflass, mein, vultite and more. The Symbol of Blessing is not strong enough to bless weapons made of these metals, therefore Lord Eonak teaches the Symbol of Holiness, which is able to bless weapons made from these magical metals.

(Allows you to bless magical and enchanted weapons - but weapons with elemental flares, weighting, sanctified, or have been wizard enchanted will not take a bless.   It will also work on regular non-magical weapons as well.  You must be holding the weapon to bless it.
It will afford 5 swings per step along the path, for a maximum of 130 swings. Symbol of Holiness will also, when targeted at an undead creature cause it to burst into flames and fall to the ground, doing damage. )

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 CRESSET, TOUCH BROADSWORD

or Go to the stables in town. Go STRAW, SE, W, PULL CRESSET, TOUCH BROADSWORD

Go see the Monk.

 

 

16. Symbol of Submission:

The beautiful Lady Oleani blesses members with the Symbol of Submission. Perhaps by using her great beauty, the Symbol of Submission can make even the most vicious of creatures bow, and even sometimes kneel in submission, lowering their defenses.

(Allows you to freeze the undead in their tracks, they will drop their guard and let you pummel them.. not widely used that I know of.  More specifically, Symbol of Submission when failed will cause an undead target to drop to an offensive stance and lower it’s physical defense by 1 point per step along the path. According to Jianne, "You need to bind/hold first before using submission. Otherwise, submission will be ineffective".  Its usage does costs a substantial amount of favor, but it maybe worth it.)

This time get a dozen roses at 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 pink arch, drop roses.

Go see the monk.

 

 

17. Symbol of Restoration:

Lord Cholen gave us the Symbol of Recovery, and now gives us the Symbol of Restoration. The Symbol of Restoration can restore much more health than the Symbol of Recovery.

(Allows you to recoup a greater number of HP than with Symbol of Recovery.  According to Jianne, "..Restoration restores anywhere from 25 to 60 health. It's a little random".  Requires favor to use.)

This step is rather easy, but can be embarrassing. According to Jianne, "You can do this step with just one other person, actually".  Have your friend meet you on 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 funny stuff using the ACT command, have the others laugh at you.  Your fellow Voln friends need to roll, laugh, chuckle, howl until you see the message that the boy comes out and laughs at you.  Note: Giggling or Cackling will not work, ONLY laughing. You will need to perform at least five act commands and get laughs, and usually on the fifth you should hear Cholen laugh with you.. if not, keep going.  Your task is complete.

Go see the Monk.

 

 

18. Symbol of Need:

Lord Jastev is the twin brother of Lord Cholen. Their personalities are as different as night and day, or even as Ronan and Phoen, for Lord Jastev's gift of foresight has stolen all joy from his heart. It is told that Lord Jastev has foreseen the end of the world, and all that he loves destroyed.

However, perhaps because of this Lord Jastev has learned to live life in the present, and savor the beauty of every moment. So instead of looking towards the future, Lord Jastev would rather help those in the present, make every moment as beautiful as he can, and have every mortal live their life to the fullest and not pass through the Ebon Gates prematurely. Lord Jastev teaches the Symbol of Need, which will alert all Voln members of your position when you are in trouble.

(Allows you to broadcast a picture of the room you are in to all Voln members in that area. There are, however, some locations where this symbol will not function properly. Ones that come to mind is outside Bonespear, and some places in Darkstone.  You can use this symbol after you die.  Requires favor.)

Here are the directions to reach the Brass Shrine from the Courtyard:
W, W, W, GO TRAIL, S, S, SW, W, 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
You will receive a vision from Jastev.

Go see the Monk.

 

 

19. Symbol of Retribution:

Although Lady Imaera thrives on creation, she finds Luukos' creations to be utter abominations. To her they are not even creations, merely twisted, deformed, and evil versions of her own beautiful creatures. For this she cannot forgive Luukos and the Dark Gods. The Symbol of Retribution attacks each undead creature in the room by releasing a glass shattering force which hits multiple times, dealing devastating damage with each hit.

(Allows you to attack creatures - a lot of damage to undead critters - in a room after you are dead, with a shout of terror, doing considerable damage.  It is an e-wave kind of attack, hits multiple targets but you must specify the target (critter).  Requires favor.)

To get this step, it'll take you back to Imeara's island.

Note: You only need a 5 (one training) in swimming to make it. If you don't, either have someone set a ring outside the shrine and ring back to you with it, or have someone cast 'Waterwalking' on you.

From Voln, 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, KNEEL, PRAY, PRAY,

wait and hold still for a white tail deer to emerge from the forest, then BOW DEER..

Go see the Monk.

 

 

20. Charl's (Voln Fu) Throw 2:

As the seas become wilder and Lord Charl's anger grows, so does the strength of his throw. More powerful than the first Throw, this attack more closely parallels Charl's awesome strength.

(More powerful version as throw1, significantly increases your chances of a successful throw, for more damage.  According to Jianne, "Wielding a shield does, in fact, affect your MB with kick and punch by about 3-5 points. I don't recall the exact number. So does the class of armor you are wearing. For instance, brig will lower your MB by 13 points".  Requires no favor against undead)

All you have to do is go to the dock in Spectral Fishermen (coastal cliffs) and drop money.

To reach the dock, from Voln:
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, known as the Black Sands area), W, W, W, W, W, W, N, GO DOCK, N, N, N, N, N, D, D 

Then drop the appropriate amount of money (Your rank *100, i.e. Step 20 = 2000 silvers).

btw, on the return to Voln, at the dock..  GO SHORE

Go see the Monk.

 

 

21. Kai's Blow (Voln Fu) Punch 2:

Lord Kai, the God of physical combat, again shares his fighting ability and teaches another punch. It is more powerful than the first Punch, and still it costs no favors when used against the undead.

(More powerful version as punch1, more damage per strike.  According to Jianne, "Wielding a shield does, in fact, affect your MB with kick and punch by about 3-5 points. I don't recall the exact number. So does the class of armor you are wearing. For instance, brig will lower your MB by 13 points".  Requires no favor against undead.)

To get the second punch, you must honor Lord Kai again.  This time, you must drop any weapon (preferably a cheap one bought at the armory, like a broadsword for 250 silvers, 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 (may need to search several times to find the crevice), GO CREVICE, SE, CLIMB RUBBLE, S, CLIMB RUBBLE, SE (15 sec rt), SE (15 sec rt), E (15 sec rt), E (15 sec rt), GO TRAIL, D, D, E, S, SE, (the grey colored room), then DROP <weapon> IN POOL

Go see the Monk.

 

 

22. Phoen's Blow (Voln Fu) Kick 2:

Lord Phoen teaches a stronger version of the first Kick. Phoen's Kick is one of the most powerful attacks Voln has to offer.

(More powerful version as kick2, more damage per strike.  According to Jianne, "Wielding a shield does, in fact, affect your MB with kick and punch by about 3-5 points. I don't recall the exact number. So does the class of armor you are wearing. For instance, brig will lower your MB by 13 points".  Requires no favor against undead.)

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:
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

On the way back instead of GASH, GO MOUTH, all the rest is the reverse order of the directions.

Go see the Monk.

 

 

23. Symbol of Preservation:

The Goddess of Death and Rebirth, Lady Lorminstra again teaches us another useful Symbol. When in danger, if the first Symbol she taught us, Symbol of Calming, could not save your life, she now teaches us a way to preserve ourselves and others using the Symbol of Preservation. This is perhaps one of the most useful Symbols because it enables members to preserve themselves even when dead, thus binding the soul to the body until help arrives. The usefulness of this Symbol is almost unparalleled by any other Symbol in Voln society.

(Allows you to LK -Lifekeep- yourself and others - even if your dead.  Symbol of Preservation will allow you to lifekeep yourself or another comrade for approximately 30 seconds per step along the Path of Enlightenment, with a maximum of 13 minutes, allowing to preserve yourself until a cleric can render assistance.  Requires favor.)

All you have to do is go to the altar in the temple and offer a deed for a newly fallen comrade (using one of your deeds).

From Voln:
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 you are there, wait for someone to appear on the altar; then say "
Lorminstra, give my deed", "Lorminstra, give <person> my deed."

Go see the Monk.

 

 

24. Symbol of Dreams:

Lord Ronan teaches how to put others to sleep in Symbol of Sleep. With this step he teaches us the secret of dreams, and how to take full advantage of their power. The Symbol of Dreams acts like meditation in that it allows the mind to absorb field experience faster. Symbol of Dreams also restores health, mana, and spirit at an increased rate.

(Allows you to put yourself to sleep and regenerate HP, spirit and mana, as well as absorb experience faster. You can communicate while dreaming by using the Say command.  Requires favor.)

This is possibly the most difficult task you'll face in Voln. You must get to the top of Melgorehn's Reach and find the onyx altar, and lie down on it.

NOTE:

  • 1) 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!
  • 2) For advanced users, see script below, which leads you from Voln Courtyard all the way back to Voln.

Go to the Stairs at Melgorehn's Reach

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 (hands must be empty), D, OUT, GO BRIDGE, E, E, E, GO SLOPE*, W, W,

 

Once you're there. You'll see some strange runes.  When you LOOK at the Runes, you'll see something like this:

R S Z O
<---E--->     (the E will be under one of them.)


Use this key to know which rune to push:

If E is under....

Then Push..

R

S

S

O

Z

Z

O

R

If you get "nothing happens", when you push a rune, you need to push E to reset and look at them again and start over.  When three steps go up, Select the rune the E is under, then start all over with the sequence (as shown in the key above) until all four steps go up. Then go stair.

Note: This key may have changed, so be prepared to figure it out.

From the top of steps, go west until you see a trolley car station and a dam.

Open (or close and open) dam to lower the trolley car.

When the trolley car arrives (could take 10 minutes), Close Dam, Go Cab, to start the car moving up.

When you reach the top, get out of the car and GO FOG.

SEARCH (until you feel the wall), CLIMB VINE, then GO OPEN.  You'll be at the altar. Moonlight comes in every 10 minutes

Immediately LIE ON ALTAR when you see this:

"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."

When you feel the immense satisfaction, then you're ready to leave. 

 

You can either GO SHAFT, GO OPENING, LIE DOWN, and then lean left on the first room, third room ("Suddenly the tunnel turns into a nearly vertical drop"), fifth room ("just ahead the tunnel splits left and right"), and seventh turns; or run this script after you stand up from the altar:.

 

TUNNEL.WIZ script, (copy and paste to create your own script)

 #Way out of water tunnels
put go Shaft
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.

Note: If you mess up, exit the game and you'll be back at the top of the waterslide. 

 

Entire Voln Script.  Copy & Paste to notepad-type application-etc.  Be sure to save in your script library, as " voln24.cmd " (and file type is   " all files " if you need to rename it).

1) Be sure hands are empty, while standing in the Voln Courtyard

#Voln - Step 24 ( usage is voln24.cmd )
start:
match Voln [Courtyard]
match staircase [Melgorehn's Reach, Staircase]
match staircase [Melgorehn's Reach, Slope]
match cabbottom [Melgorehn's Reach, Stream]
match cabtop [Melgorehn's Reach, Lift]
match tunneltop [Melgorehn's Reach, Moon Chamber]
match tunnelbottom [Melgorehn's Reach, Lake Eonak]
match caboutside [Melgorehn's Reach, Lift Apex]
put look
matchwait

Voln:
echo
echo ********************
echo Make sure your hands are empty
echo ********************
pause 2
move w
move w
move w
move go trail
move s
move s
move sw
move w
put go bridge
move w
move w
move nw
move sw
move s
move se
move s
move se
move s
move s
move s
move sw
move e
move ne
put go path
put go open
echo *******************
echo Make sure your hands are empty, will pause to help ensure
echo *******************
pause 3

again:
pause
match climbed (Whew!)
match again You decide to climb back down and try again
put climb platform
matchwait

climbed:
pause
put turn wheel
move d
put out
put go bridge
move e
move e
move e
put go slope
move w
move w

Staircase:
MainLoop:
put look rune
match Rrune The last one, labeled E, is directly under the R rune.
Match Srune The last one, labeled E, is directly under the S rune.
Match Orune The last one, labeled E, is directly under the O rune.
Match Zrune The last one, labeled E, is directly under the Z rune.
Match Error1 I could not find what you are refering to
Matchwait
Rrune:
put push s rune
match Success All the steps are in position, forming a complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Srune:
put push o rune
match Success All the steps are in position, forming a complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Orune:
put push r rune
match Success All the steps are in position, forming a complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Zrune:
put push z rune
match Success All the steps are in position, forming a complete staircase.
Match Puzzle It is now lined up under the
match StartAgain Nothing happens.
Matchwait
pause 3
Success:
move go stair
move w
echo *****************
echo Restart Script
echo ****************
exit
Puzzle:
goto MainLoop
StartAgain:
put press e rune
wait
goto MainLoop
Error1:
Echo ***Seems your not at the Melghorans reach stairs


cabbottom:
cabthere:
match yescab a wooden cab which is riding the wooden trellis
match opens You also see that the stream is presently being diverted by a closed wooden dam
match closes You also see that the stream is currently running under an open wooden dam
put look
matchwait

yescab:
put open dam
put go cab
echo ***************
echo Now we wait til the Cab stops. Hang in there.
echo ***************
waitfor A ledge comes into view and the cab grinds to a clunky halt
goto cabtop

opens:
put open dam
put close dam
echo *******************
echo We wait for the Cab to arrive.
echo RESTART Script when Cab arrives: "A wooden cab, riding on the trellis, crawls down the side of the mountain and comes to a clunky stop.."
echo ******************
exit

closes:
put close dam
echo *******************
echo We wait for the Cab to arrive.
echo RESTART Script when Cab arrives: "A wooden cab, riding on the trellis, crawls down the side of the mountain and comes to a clunky stop.."
echo ******************
goto exit

cabtop:
match cabinside Obvious exits: out
match caboutside [Melgorehn's Reach, Lift Apex]
put look
matchwait

cabinside:
put out

caboutside:
put go fog
pause 10

fog:
pause
match wall Found that!
match fog search
put search
matchwait

wall:
pause
put climb vine
pause
put go open
echo ******************
echo When you see "Suddenly a beam of moon light peeks through several..
echo Then " Lay Down on Altar" (Task done). Then Restart the script
echo ********************
exit

tunneltop:
put go shaft
put go Opening
pause 3
put Lie Down
pause 3
waitfor steer yourself into one of them by leaning in that direction
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
echo ****************
echo RESTART the script
echo *****************
exit

tunnelbottom:
put stand
pause 8
move sw
move w
move ne
move n
move n
move n
move nw
move n
move nw
move n
move ne
move se
move e
move e
put go bridge
move e
move ne
move n
move n
put go trail
move e
move e
move e
move go gate
move e
echo ******************
echo GO ARCH to see the Monk
echo *******************
exit

 

 

Go see the Monk.

 

 

25. Symbol of Returning:

Lady Lumnis teaches how to make our opponent flee with the Symbol of Turning. She also teaches how to return to the Voln Monastery, should the need to hurry arise. The Symbol of Returning takes members' parties back to the safety of the Voln Monastery.

(Usage brings you & all joined to you back to Voln.  Symbol of Return will generally fog you and your group to Voln Courtyard (in the landing), the Temple (on Teras), Liabo Esplanade (in Solhaven), Voln (in Icemule), or other points depending upon where it’s used. There are some places where it will only fog just YOU and not your group (i.e. Varunar, the Solhaven Trail, the Icemule Trail, and Shadow Valley.)  Requires favor.)

You must reach the sandcastle in greater kappas, see the Hermit and answer three questions,

Directions 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 DOWN, SEARCH SANDCASTLE, PUSH SANDCASTLE

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 can be found from the "Vital Monk Wisdom", as posted below.


 

As posted from the famous Arkaiti.Org efforts and great site.  This will help you answer the Hermit's Questions.

Arkati.Org: GemStone IV Order of Voln for Dummies

Order of Voln Information: Vital Monk Wisdom

Vital Monk Wisdom

The following is vital information you will need to complete the Hermit Task. The questions asked will come from this information. Originally, I was going to include everything the Monks say, but decided to put on this page the information which is critical. At a later date, I'll make the Complete Text available by linking it from this page.

The monk smiles and says, "The Order of Voln is an old and honored organization with a long history. The Order was founded in the year 1300 by Lord Fasthr k'Tafali. Lord Fasthr was the Manor Lord of an outlying province of the Kannalan Empire. The land was raw and wild, bordering areas that were not yet reclaimed from the ravages of past wars. Dread beasts and fell creatures harassed the pocket of civilization, coming down from their refuge in the surrounding mountains. Among these were an alarming number of cursed spirits and undead things, bound to the land through awful magic and unspeakable powers."

The monk continues, "Lord Fasthr and his men labored valiantly against the cursed beings that opposed them. Many good and honorable men lost their lives defending the homes of their family and friends. During these battles the Great Spirit Voln came to the aid of beleaguered men. Voln provided the men with special training that enabled the men to gain victory over the cursed beings. With Voln's teachings those men founded the first monastery of what has become the Order of Voln."

The monk smiles and says, "Each step along the Path to Enlightenment is governed by a Lord or Lady of Liabo. Each of the thirteen Lords and Ladies governs two steps along the Path. The first step that you took was governed by Lord Tonis, and you did well in taking that step. Now you are ready to go onto the next step."

The monk smiles and says, "The Great Spirit Voln is an immortal power serving the Lady Lorminstra. Each of the Lords and Ladies of Liabo support his efforts to bring Lorminstra's mercy to the poor, cursed undead creatures that roam Elanthia."

The monk continues, "You must understand the nature of the undead in order to aid Voln in his mission. There are many false or misleading legends surrounding the undead. You must set aside all of your preconceptions and be ready to accept the truth. The first thing that you must know is that there are many causes of the cursed condition that undead beings endure. One obvious cause is the dreadful influence exerted by minions of Chaos. However, that is only one of many causes. As you progress along the Path to Enlightenment you will learn more about the causes of the curse and how to release the victims."

The monk smiles and says, "By now I am sure you know of how our order was started, so I will not repeat stories you have already been told. When our order was young, and limited to those started personally by Lord Fasthr k'Tafali we would communicate by courier or by projecting our thoughts mentally."

The monk continues, "Though we are not a secret order, we soon found there was still a need to be able to communicate with one another over great distances privately. We did not fear that those cursed to be undead would hear our thoughts or read our correspondence, but that the various forces that used the undead to increase their power in the world would."

The monk smiles and says, "The Great Spirit Voln came to the rescue of our founder, Lord Fasthr, and his men who were fighting a desperate battle against the undead. Voln took pity on their situation and taught them some of his personal secrets in fighting the undead."

The monk smiles and says, "When the Great Spirit Voln agreed to teach the founders of our order, they first made their home in
Tafali Manor which became the site of the first monastery of our order."

The monk puts an arm around you, saying, "Voln taught Lord Fasthr and his men for three years. At that time and long afterward, the only members were
Giantmen. That, of course, has since changed."

 

To get out of there, simply SEARCH in the reverse order.

Go see the Monk.

 

Step 26, Symbol of Initiation:

The final step on the path to enlightenment, the Symbol of Invitation, is governed by Lord Koar. It gives the power to invite others to Voln society. By simply inviting them, they now have the ability to pass through the gate and talk to the Grandmaster.

(Allows you to serve as a recruiter for Voln - Invite <person>)

Please note you cannot use this at a table or in a room in which you can enter a table or booth.

Go see the monk

 

The Master’s Hall

The Globe: The globe is an indicator of how much favor you have. Simply type: touch globe and it will generally spin and indicate a measure of spins. It will give single spins from 1 to 10, and then goes by 10’s until it gets to 100, at which point it goes in 50 point steps.

If you touch it and it’s cold, you may type: kneel and then: rub globe and then: kiss globe for the cost of a deed it will give you some favor. (Fixed this little error.)

The Tapestry: The tapestry will allow you to transport to different locations near Wehnimer’s Landing. These currently include: Darkstone lower level (banshees), The Graveyard (inside the main gate), Anwyn Castle (deep in the basement), The Misty Chamber (liches and monks), and the Coastal Cliffs Graveyard (ghosts). You can simply type: rub tapestry to change the location, but you must type: look tapestry before you can enter it.

 

When you become a master, go pray in the mediation room (wooden door) and you'll get this message, "As a Master of the Order you feel favored by the Lords of Liabo and sense a surge of mana which enwraps you like the comfort of a warm blanket in winter."
Others will see, "<someone> glows for a moment with a radiance that illuminates the room."
It seems the mana regeneration rate is faster.

 

 

The Monk's Words 

1.Symbol of Recognition: 

[Path to Enlightenment]
You are standing under a covered walkway that extends in a wide circle surrounding a vast garden. Small trees, plants and flowers artfully adorn the area which is landscaped around several fountained terraces. Nearly taking your breath away, this part of the walkway is adorned with a brightly tiled mosaic of Tonis. You also see a monk.

The monk says, "Congratulations <Volner> I see that you have taken the first step on the Path to Enlightenment. There are some things that I need to explain to you so that you are prepared to fulfill your duties within the Order. This will take a few minutes, so please bear with me."

The monk smiles and says, "The Order of Voln is an old and honored organization with a long history. The Order was founded in the year 1300 by Lord Fasthr k'Tafali. Lord Fasthr was the Manor Lord of an outlying province of the Kanna