The Squire's Handbook

Field Consumables : An Overview

Of the various consumables available in Algoron, the most common types fall

into a few categories: wands, staves, potions, pastes, salves and scrolls.

This essay will address the more useful of these.

Wand of Elm wood.

Where : Purchasable. Guttentang, Coven.

Effect : Spell of blessing, effective on person or item

Few Pieces of Coal.

Where : Chubby Man, Fireplace of Hell

Effect : Removes maladiction of Curse

Unholy Symbol.

Where : High Priest, Hell

Effect : Cures poison

Pink wand.

Where : Purchasable, New Thalos

Effect : Low level cast of Faerie Fire

A Kelp pod staff.

Where : Purchasable. Gnome Shopkeeper, Gahboom Hill

Effect : Casts a spell of Water breathing on allies in immediate proximity

Staff of Mutation.

Where : Vythalia, Baaren Gaar

Effect : Giant Strength to allies in immediate proximity

Crystal Clear Potion.

Where : Purchasable, New Thalos

Effect : Enables imbiber to detect the invisible

A lemon scented potion.

Where : Purchasable. Gnome Shopkeeper, Gahboom Hill

Effect : Enables imbiber to detect the hidden

A black serpent-shaped vial inscribed 'Stoning'.

Where : Purchasable, Arkane

Effect : Casts offensive magick of earthquake, and a defensive stoneskin spell.

A greenish, chunky potion.

Where : Purchasable. Potion Dealer, Dolund'ir

Effect : Spell of Sanctuary. Similar in effect to potion of Sanctuary

A yellow potion with red swirls.

Where : Purchasable. Potion Dealer, Dolund'ir

Effect : Spell of Haste. Similar in effect to off-white and efficiency potions

A translucent pill.

Where : Purchasable. Gnome Shopkeeper, Gahboom Hill

Effect : Spell of Pass door

Light brown mash.

Where : Obtained from a Shaman in Enchantress Tower from green and orange roots

Effect : Enables imbiber to detect both the hidden and invisible

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Thrakhath: Independent Vendors for Potions / Pills

Wed Oct 13 15:55:56 2010

To: Knighthood

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Order of Gareth,

I am bringing to note possible alternatives to obtain potions /

pills. Where possible, independent vendors have been selected.

You will not face taxation and thusly, there will be minimal

chance of corrupt officials in the kingdoms misappropriating our

moneys for the funding of the Evil Doer. With the sole

exception of the dark elven potions dealer present in the Asylum.

I will leave it up to the individual's discretion to conduct

commerce with that one.

Again, the argument here is that funds passed through the Asylum

will not be taxed to fund the Evil Doer's activities. Along this

line, I have thusly excluded Elvira's because New Thalos's

leanings are not most clear. Of course, this will be subjected to

further review by the Crown.

--------------------------------------------------------------------

Detect Hidden, Water Breathing and Pass Door

From the gnomes of Gahboom Hill, we have two choice vendors to

procure potions and staves from.

(From Arkane port 5e, 3s, 1e, 2s, 2w, 4s, e, s, e, 4n, 3w, s, se, e,

open north, all north)

Mortar and Pestle ( from Entrance, all west, nw, all north, ne, south)

[30 0 900 -- ] a translucent pill

Level 25 spells of: 'pass door' 'reserved' 'reserved' 'reserved'.

[14 0 2323 -- ] a lemon scented potion

Level 9 spells of: 'detect hidden' 'reserved' 'reserved' 'reserved'.

Magical Stycks (from Entrance, all east, ne, all north, west)

[30 0 4200 -- ] a kelp pod staff

Has 7 charges of level 25 'water breathing'.

--------------------------------------------------------------------

Detect Invisible

Where potions of detect invisible are concerned, there are no

independent vendors to the best of my knowledge that comes at a

reasonable price. The old wizard in Althainia will be the most

logical choice for us to purchase detect invisible potions.

(2 west, north from Althainia Market Square)

[ 0 0 600 -- ] a yellow potion of see invisible

Level 12 spells of: 'detect invis'.

--------------------------------------------------------------------

Haste

For the often coveted and important effects of the haste spell, I will

recommend purchasing it from the wandering alchemist in Jixpk village

on Icewall. Again, as the name of the alchemist implies, she is often

found wandering around the village.

(From Icewall port: 6n, 2nw, w, 2n, nw, 2w, nw, 2w, 3n, 6e,

then search for alchemist)

[26 0 1230 -- ] a potion of efficiency

Level 21 spells of: 'haste'.

--------------------------------------------------------------------

Sanctuary

Unfortunately, to the best of my limited knowledge, there are no

independent vendors that sell the all too important sanctuary spell

at a reasonable price. The only one that sells at a reasonable rate

will be the conquered city of Dolund'ir. I have my reservations on

dealing with the goblinoid population - they are, afterall, inherently

evil, although subjugated by Althainian military might for many moons.

(To potion vendor, from Althainian market square, 2s, d, s, 2w, n, 2d,

n, 5w, 2s, e, 2s)

[11 0 1375 -- ] a greenish, chunky potion

Level 15 spells of: 'sanctuary' 'reserved' 'reserved' 'reserved'.

---------------------------------------------------------------------

Detection Spells (Detect hidden, detect invisible)

As I have mentioned earlier, I have my personal reservations dealing

with this dark elven potion seller, but again, no kingdom has

jurisdiction over the Asylum at this point in time.

To potion dealer, gate to "Examiner" on Althainia, or request for a

nexus, then go west. Look for the dark elven potion dealer.

[30 0 2400 -- ] a glittering potion

Level 20 spells of: 'detect hidden' 'detect invis' 'blindness' 'reserved'.

- Thrakhath Nar'gyatt

Sentinel of Austinian

Lieutenant of the Crown

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Thrakhath: Addendum: Alternative / Independent Vendors of Potions, Pills and Staves

Wed Oct 13 16:04:23 2010

To: Knighthood

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Order of Gareth,

As decided by the Crown, Elvira of New Thalos is to be considered

an acceptable for members of the Order to conduct trade with.

----------------------------------------------------------------------

Elvira is found in the desert city of New Thalos, near the East Main

Street.

Potions of particular usefulness would be the off white potions and

the potions of underwater breathing.

[10 0 4025 -- ] a potion of underwater breathing

Level 30 spells of: 'water breathing' 'reserved' 'reserved' 'reserved'.

[11 0 1571 -- ] an off white potion

Level 21 spells of: 'haste'.

- Thrakhath Nar'gyatt

Sentinel of Austinian

Lieutenant of the Crown

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Datai: Would a Goblin smell as Sweet? or Getting the Right Chunky Green Potion

Sat May 14 00:26:31 2011

To: Knighthood

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Dear Knights,

It's been my observation on more than one occasion to see Knights

mistakenly nexus to the wrong chunky green potion dealer. While neither

goblin smells as sweet as old Stanley, the fellow on Sploosh Street is in

Darkonin, a kingdom which we should not be dealing with. The fellow in the

black market is in Dolund'ir, a goblin city which was conquered by Althainia

many years ago, thus the tax revenue from buying there goes to our friends,

the Althainians.

Look before you leap into your nexus and make sure you have the Black Market

potion dealer. He might be the third potion dealer you focus on to make

your nexus, but that designation could change based on other strange magical

factors.

Siccara bless,

Dame Datai d'Aggravaine, Lorekeeper of Knighthood

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Valdaris: Potions and Survival

Sat Apr 23 15:11:01 2011

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Greetings Gareth, I write this missive to be as some help to our new

young pages and squires. I do hope you find it useful, and it helps keep

you alive. In combat it is important to be adequately prepared for various

situations. In this article I will go through some of the important things

you will want to carry with you into combat. Be mindful, this list of

things will change depending on the skillset one has from their particular

training. As one who is skilled in both combat and healing, this is a bit

different for me. Though one must also consider the possibility of being in

a situation where they are of low mental health, and therefore would need to

rely on a potion.

The first potion I will discuss is a is an important one, the stoning potion;

this potion is used to protect yourself from being charmed. If one

is charmed this potion can be quaffed and it will cast a spell of an

earthquake, which will engage the person trying to charm you into combat.

Therefore releasing you from their mental grasp over you.

The second potion or substance one must carry is an anti-mage elixir, upon

drinking this one may keep themselves poisoned, and will have a way to wake

up if they are slept or strangled. It is also rumored to help avoid instant death

from a cause fatality spell.

Since the potions I have written of already deal with the art of escaping a bad

situation, we shall then talk about the potion of escape. This potion will not

help you while in combat, however if you should be able to flee it can be used.

The effect of this potion is to remove a curse, and teleport you into a different

area away from the enemy.

Translucent Pills, or potions of pass door are good to help if you have to

flee through a door. You must be out of melee combat to do this, unless you

know the skill of evasion. Most can cast this spell upon themselves, but if you

forget it is good to have them on you for an escape route.

Potions of Sanctuary and Haste should always be carried on you. If one is

dispelled in battle, the first reaction should be to not panic. Simply quaff the

potion of sanctuary to protect yourself. One or two rounds without sanctuary will

end your life quickly. And say perhaps the dispel happens in the middle of

combat, and you may not need to flee from your opponent. You could simply

quaff the sanctuary and the haste, perhaps even win the battle still.

The next step would also be to use a potion of flying, obviously to negate the

enemies ability to trip you. Also, if you happen to flee into a water area

it is good to fly.

There are many other potions one may carry depending on their skillset, but

this is a good place to start. It is also wise to keep the potions protected

from fire, and keep the rest of them in a fireproof pouch of some sort. I

do hope this helps keep you all alive and health, Nadrik bless.

Valdaris Artaeus, Knight of the Shield

The Complete Gardener's Handbook

A guide about handy herbs and natural medicines found in the world.

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Branzol: Precautions against Magi.

Mon Jul 26 01:32:50 2010

To: Knighthood

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Knights of Gareth,

As you are well aware now, we are at war with the towers. Within this

missive you will find a list of items that you will need to carry and wear

upon your person, as they will surely be needed.

White Orb (Castle Ravencrest)

White moon amulet (Enchantress Tower)

Ray of hope (Spirit World)

Four leaf clover (Blackwood Forest)

Ward Major (Gatepost Calico Cat) equipped rarely by the Grand Mistress

Slightly chewed tern (Fjord)- there are some in the racks

Symbol of the four winds (Tower of the four winds) dropped by the master

Jeweled bracers(Coral Reef)

The following items will need be on you at all times:

Anti Mage Elixir (be sure to poison)

Potions of Stoning

Potions of Escape

BLESSINGS ON YOUR ARMOR - elm wands from Guttentang

Branzol Snowdragon

Captain of the Lance

Obtaining the Ray of Hope

Knights of Gareth,

I bid my greetings to you. As we are at the war with the Magi,

I want to discuss the process of obtaining few items that

will help you resist their magic better.

First of all, it is ray of hope. This light sources is located

at mysterious place called Spirit World. It is much easier to

use transportation magic to reach that place, you just need

to gate to creature called 'crossover'.

Here is partial map of this place layout:

Spirit Spirit Spirit Spirit

of Honor of Love of Honesty of Hope

(LF)===(LF)===(LF)=====(LF)=======(LF)

||

|| Banshee

====(LF)===(LF)===(LF)====

//

Banshee // (up)

(LF)====(SoL)====(LF) Banshee

Crossover

LF = Lost in Fog

SoL = Shaft of Light

This place is very dangerous as it forms maze, and the only

place you can escape from is the Shaft of Light. You just

need to keep this map in head to not get lost there. Banshee

spirits will make everything to kill you. It can be wise to

blind them. Though there is no dirt to throw on them, you

always can use magic. The spirit that holds needed item

is spirit of honor. It resist blunt and fire weapons, but

vulnerable to piercing cold.

White Moon Amulets

Another perfect item that will improve your resistance to

magic is white moon amulets. They are located at Enchantress

Tower at Tropica coninent. Again, it is very painful road

without magic and I am not going to discuss it in this missive.

To reach this place you want to gate to 'croquet player' or

'white-robed guest'. White-robed guests of this tower are

those who holds needed amulets. They are located at gardens

which surrounds tower itself. There are also guards who will

try to make you leave this place. Blind or slay them.

Squire Drakonn Garat.

Guidelines On Crucifixion

Order of Gareth,

Within the Order, there are many most pious and zealous men

and women. As noted by the leadership, we are first and

foremost, a spiritual order.

Amongst the faithful warriors, there are those who are

pious to the extent of being blessed by their deities the

ability to raise large symbols with the corpses of the

heathen along with it.

Such are powerful symbols. This places the burden of

responsibility upon the pious then to honor their gods most

appropriately.

I am not a leader of the Churches in most sense, but

regardless, as Sentinel of the Holy Father, I urge good

sense when crucifying the Evil Doer.

It makes sense to crucify all slain heathens, especially

those who walk in the clans or have declared their

intentions as loners thusly. In fact, for such instances,

be it dragon, demon, giant or the members of the heretic

factions, place their corpse in a place most well traveled

so that the realm will learn of their wicked and wrong

ways.

However, to crucify the common acolyte of the Evil Temple,

for example, while most commendable, serves little to no

purpose. Worse, to crucify a random Treant, or even somehow

erecting a pillar to hang a forest chick from - that, that

is undesired.

Again, I urge good sense in the usage of the crucifix.

Please feel most free to approach myself for clarification,

or any of your church leaders.

In Light, I serve.

- Thrakhath Nar'gyatt

Sentinel of Austinian

Lieutenant of the Lance

Of Divine Steeds and Three Lessons

Order of Gareth,

I am a most seasoned mounted warrior. I have had ridden upon

the divine steeds for almost a whole lifetime.

Yet this day, the Holy Father manifested before myself via

the charger. It is thusly noted that even His divine steeds

are natural, although divine in origin. Once upon our mortal

plane, they eat, drink and produce waste like all natural

beings. All of His creation are natural and living beings.

Thusly, this pious servant has been taught.

My steed, divine, but is neither above nor beneath others in

the Holy Father's eyes. The Holy Father through this

manifestation teaches that before Him, all things good and

pure and all first among equals. Thusly, this pious servant

has been taught.

A whole lifetime, yet I have never taken note of such

beauty. A lesson learnt in time, that even the most natural

of warriors, with a predatory instinct, can fail to notice

the most obvious. That we should never dismiss the most

trivial of details, the smallest of insects, to the greatest

of Gold dragons - if they are of pure heart, they are

embraced by the Holy Father. Thusly, this pious servant has

been taught.

In Light, I serve.

- Thrakhath Nar'gyatt

Sentinel of Austinian

Lieutenant of the Lance

A Brief Guide to the Gypsy Encampment

This relatively unexplored region of Algoron on the continent of Arkane,

just beyond the Great Forests, hold 2 treasures of note. Explorers have

journied here, braving the long hike and dangerous terrain to acquire

these treasures.

They are the ring of the Gypsy King, a burnproof ring which provides 2 hit,

3 dam, and -1 saves to magic. The other item of note is the sword of the

Gypsies, which is an exact replica crafted by the gypsies of the famed

weapon, the Sword of the Gods.

In this guide, I, Squire Carnic Caethan of Gareth's Keep will outline the

brief steps involved in the acquiring of these 2 treasures.

Directions

From the port of Arkane, head 25 east, 21 north, 4 east, north, 2 west,

2 north, west, northwest, 2 north, east, 2 north, 3 east, 4 south, east,

northeast.

*side note*

Each pace is measured to be approximately a block of city travel.

It is advisable to travel in daylight, as during the night, werewolves prowl

the forests. To the highly trained, the werewolves will pose minimal threat.

Step 1

Using the directions provided, you will arrive at a clearing populated by

gypsies. To begin the quest, open the door to the northwest, which will lead

you to the hut of the old gypsy woman. She will ask if you are up for a challenge,

and a simple nod, or "yes" will suffice. She will had you a silver medallion.

When you have received the medallion, (note that everyone in the group must have

their own medallion), head southeast back to the clearing, and then head northeast,

north, northeast. This should bring you to the guard. He will ask for you to

present the medallion. Note that this gypsy guard is only able to handle one medallion

at a time, so arrange the group so that each one hands his own, individually.

The guard will inspect the medallion you give him, and then open a gate for you.

This gate leads you to the Lair of the Witch King.

In the name of the Light, battle the witch king, a vile creature of the red aura.

He is resistant to magic, piercing weapons work well against him. If the group

consists of reliable melee damage, maladictions are not required, although a

successful dispel will be very useful.

Upon the witch king's defeat, the victor will receive the skeletal hand, which unlocks

the door east of the witch king. The stone which is hidden within the book in

the room is required for further progression of the quest.

Step 2

Upon retrieving the stone, head back to the clearing of the gypsy encampment.

Turn in the stone to the old gypsy woman from whom you acquired the silver

medallion. She will exchange the stone for a talisman, and direct you to Glarden.

Glarden resides in the hut north of the clearing. Ensure all members of the group

are present before handing Glarden the talisman. He will open a gateway into

the dead forest, where a large wolf resides. The gateway does not stay open for long,

hence ensure the members are ready before asking Glarden to open the gateway.

The large wolf is a fearsome creature who will attack on sight. It is highly resistant

to magical attacks, but I have found divine weapons and piercing weapons to be

effective. It would greatly aid the battle if the wolf was inflicted with the spells

of weaken, plague and poison. The wolf is a strong foe and should not be

underestimated.

Upon its defeat, the victor will receive the heart of the wolf, and this is

critical for progression in the quest.

Step 3

Search for the mystical gateway that leads out of the dead forest, and turn the heart

of the wolf back to Glarden. He will reward you with a wolf leather bracer. It is a

well crafted piece of armor, but this bracer qualifies the group to do battle with

the gypsy King for his treasure. To do this, head into the hut southeast of the clearing

and hand the bracer to the gypsy girl named Ezralda. Again, ensure the group is present

before handing her the bracer. She will open a gateway into the realm of the gypsy

King. Likewise, the gateway does not stay open for long, hasty movement is required.

Through the gateway resides the gypsy King. The King is himself a formidable opponent,

extremely durable and resistant to magical attacks. I have found piercing weapons the

most useful against the King. In this battle, inflicting the King with spells of

weaken, plague and poison are critical to victory. It will be a prolonged battle.

Skilled mounted fighters will find that charging is a reliable source of damage.

Upon his eventual defeat, the King will surrender the ring of the Gypsy King, one

of the 2 powerful treasures available here. If the adventurer does not desire the ring,

he can exchange the ring with Ezralda instead for the sword of the Gypsies, a remarkable

replica of the famed sword of the Gods.

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Routes Home

Fri Mar 4 16:03:03 2011

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Introduction:

As Guardians, part of our role is to act as protectors of the other members

of the order. It is my goal to contribute to that role, by providing

information on how to make an organized retreat into Gareth. We have two

entrances to Gareth- The main entrance and the port. However, there are

many ways to get to these locations. The vast majority of our enemies will

sit at our bindstone, which is why this guide does not focus on the

bindstone. Rather, I seek to provide multiple ways to the coastline, which

allows entrance to the port. I also seek to add a list of gateposts

throughout the Althainian continent, which can aide in escape from anywhere.

While the list is supplied, I recommend finding your own. These are simply

starting points. No matter what route you take, I do ask that all observe

two truths:

1. Complacency kills. Never use the same route too often... Otherwise it

will not be the bindstone where our enemies wait.

2. The quickest, safest, and thus most efficient way home is a nexus from

Gareth. Don't be afraid to ask!

Paths to get TO the Coastline from the interior of Althainia:

1. Through the forest to the west and/or follow the river in Althainia.

By heading west along the river in Althainia or through the forests west of

Gareth, you can arrive at the troll den, which has an exit to the coast.

For those that can cast, the Troll Den offers multiple ways home, which

makes it a good option for escape. These are listed below:

Gating/portalling to a Fat Worm opens up three distinct paths back to

Gareth: A, B, C. Head to the northern part of the den, the exit, which is a

dead end path within the forest. From there, pick your choice:

FROM a Dead End Path within the forest:

A. The Port Route: Brings you through our port: 2w, 5 s, 2e, s, sw, 3w, nw,

2w, ne

B. City Route: Through the river into the city: w, s, 6e, n (to Althainia)

C. Forest Route: Through the Haon Dor Forest: W, n, 2e, n, e, n, e, n, n,

7e, all north to Gareth

ANOTHER OPTION: Koskun Keep also opens to this part of the coast, which

provides other gate posts. Specifically, a zombie chef is a good target for

a gate.

2. SHALONESTI ROUTE:

The far Northwest corner on the outside of the Gates of Shalonesti opens up

to the Northwest coast. This path allows for easy exit from and entrance to

Shalonesti. If we need to assist the elves, do not forget this path in

reverse. For those who cast:

Gate to "Faeduilia" and head to Port: 5n, 3w, n, sw, s, sw, s, se, s, ne

* In recent years Faeduilia has ceased to allow others to gate to her. Regardless,

the concept remains the same: find your way to Shalonesti City by some means,

and the coast can be found to the west and north of the city limits.

3. DESERT RAIDERS:

There is an entrance from the coast into this area, but I have not mapped it

well enough to know the exact routes required. This area lies north of New

Thalos... But does pose more dangers. I would NOT recommend it for now.

4. The Althainian Port.

To get to OUR port from the Althainian port, head: w, s, s, sw, sw, w, w, w,

w, sw, w, w, w, nw, w, w, ne

To get FROM our port to Alth port: sw, e, e, se, e, e, e, ne, e, e, e, e,

ne, ne, n, n, e

****** Individuals to Gate to: ******

Sexton (In Althainia)

Fat worm (troll den)

Faeduilia (Shalonesti)

Zombie chef (Koskun Keep)

Sirane (Haon Daran)

Skunk (Dolund'ir)

Sorbus (North of Althainia- Wargar uses him frequently)

Not on the Althainian Continent? NEVER FORGET: OLD GARETH!

Using the portal in Old Gareth, you can enter into fighting Tiamet,

the five headed dragon. Flee away, then gate to any of the above.

This provides a route from anywhere, which lacks the use of portals,

and is somewhat safe... if you are quick.

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Survival Tip # 1 - Ranger's Handbook

Sun May 13 19:46:20 2012

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Know Your Environment

On each continent of Algoron take some time to identify some out of the way

areas that you can easily gate to. Pick locations and creatures that are

not commonplace and offer some space to run if necessary. When you are attacked

on that particular continent and need to make a hasty withdrawal. Gate

first to that creature, get your bearings. Determine if it is safe to

recall. If not ask for help to either check the bindstone or provide

another means to return. A few extra glittering stones are always a good

idea in case you have no back up to call. Create a portal to a creature or

shopkeeper close to Gareth Keep and return with caution. Trouble may be

waiting for you at the doorstep as well as bind. Scan before you run

blindly into a trap.

Now you know, and knowing is half the battle

Nobilis Factum. Mors antes dedecoro.

Fyahy'll Gunn

Lady Knight of the Shield

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Survival Tip # 2 - Ranger's Handbook

Wed May 16 07:19:05 2012

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Without a Trace

You must use the very nature of your hunter against him. By nature he is a

slothful creature and will depend on simple means to locate you. Simple

measures taken to difficult him from locating you will frustrate, and

ultimately defeat them. If you give no scent, no sign of your trail it

affords the hunter little hope. Do not be seen.

Avoid normal paths to and from where you would train or conduct other

business. Where possible use portals to approximate yourself. Travel with

potions of invisibility or otherwise known as anti cyclops potions. Not a

sophisticated approach, but i promise you that this alone will filter

various would be assailants.

Close doors behind you. An open door means someone is on the other side.

If there are a myriad of closed doors and one open, the slothful hunter will

first seek what is open. This may buy you precious time to escape or plan.

Destroy evidence of your passing. Do not leave discarded equipment or ...

Body parts... Or entire bodies. These will draw attackers like flies.

And lastly travel in numbers, assign someone the task of lookout, but

everyone else look as well. If you are unsure about where you may

effectively train, please seek me out and I will help to find something

suitable.

"Now you know, and knowing is half the battle"

Nobilis Factum. Mors antes dedecoro.

Fyahy'll Gunn

Lady Knight of the Shield

Shardearner

Survival Tip #3 - Ranger's Handbook

Charming Personalities

You may have already been acquainted with spells of the beguiling sort. But

for those who have not, being the under the influence of a charming spell

can be harrowing experience. Lets review some basics.

The charm spell will render you unable to leave the caster's side. In order

to break free you will have to either escape or effect some sort of

aggression against the charmer.

Here are some of your options:

You can cast a spell of chained lightning or earthquake. This works well

outside of cities and without allies nearby. However in the extremest of

circumstances this will work anywhere.

You can quaff a potion of stoning or brandish a rod of earthquake. The

potions are sold within Arkane, I recommend everyone carry several, one or

two readily available and more in a container. The rods of earthquake can

be found in the blackwood forest I will gladly show anyone who wishes to

see.

A willful barbarian could try hilt thrusting the mage, but other methods are

by far preferable.

While charmed you will not be able to leave the side of the caster, but you

can certainly magic yourself away using spells of gate, teleport, or recall.

Of course these all have their restrictions.

Lastly, if you manage to escape soundly remember you may still be in the

charmer's formation. Be careful with sensitive information and check before

speaking.

"Now you know, and knowing is half the battle"

Nobilis Factum. Mors antes dedecoro.

Fyahy'll Gunn

Lady Knight of the Shield

Shardearner

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Survival Tip #4 - Ranger's Handbook

Fri Jun 1 18:29:04 2012

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Through the Backdoor

Did you know there are two entrances to Gareth Keep?

Well there are. The entrance which we use daily, and then the other which

I've dubbed the "backdoor". This second entrance is in fact the port where

the Archangel is anchored. You can enter and leave the port through the

portals at the gateway.

Take the time to explore the port and it's entrance. Pay special attention

to exactly how you would arrive to and enter it. You may be forced to do

this while blind in the future. Train and train this again until it's

ingrained in your mind.

The advanced level to this lesson is to find a creature suitable for you

that will bring you close enough to the port for you to run there quickly

with minimal exposure. Make sure that in your travels you carry at least a

few warp stones to help you make your getaway clean and on your own if need

be.

Disclaimer - As with any entrance, you must use caution as you approach.

Enemies get craftier everyday, so look before you leap.

"Now you know, and knowing is half the battle"

Nobilis Factum. Mors antes dedecoro.

Fyahy'll Gunn

Lady Knight of the Shield

|Shardearner|

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Survival Tip #5 - Ranger's Handbook

Sat Jun 9 14:49:13 2012

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Surviving Snake Attacks

- What is a snake attack? -

Bakali have a naturally venomous bite that has been known to paralyze their

victims. This toxic shock can only occur when one is in perfect health.

Once your health has been compromised, the full paralyzing effect of the

toxin is not a risk. A Bakali bite on an injured or already poisoned victim

will still sap ones strength, but leave the victim mobile.

Their bite can be employed against a standing foe, but in most cases they

prefer to first strangle their victims to unconsciousness to prepare the

scene. Once bitten the victim will be paralyzed for a full half hour.

- What can you do? -

Before the strangle

1. Scale of the Snake - Poison in small quantities can be a preventative

measure. Not only will disturb your sleep if strangled, but it will weaken

your system. Preventing the toxic shock that causes paralyzation. The

author is not a fan of poison as a means of protection, but it would be less

than scholarly to leave this out.

2. Strike first - If a Bakali is in the area and you cannot or do not plan

on leaving. Make sure your strike first. Wait for them where you are at

the ready, do not let them strangle you before you strike.

After the strangle

1. Noheal - They might use healing techniques to prepare you for their

venom. Do not accept healing.

2. Call for help - Let someone know what's happened and where you are.

Simple and complete, for an example: strangled arkane Baelis.

3. Defensive posturing - Once in a strangle hold from a Bakali, you can

assume what will follow. Assume a defensive posture and prepare to ride out

the assault.

4. Mental preparation - How will you escape? After leaving combat what is

your next move?

5. Logistics preparation - Do you have potions of sanctuary, warpstones?

If not readily available, then in a container?

"Now you know, and knowing is half the battle"

Nobilis Factum. Mors antes dedecoro.

Fyahy'll Gunn

Lady Knight of the Shield

|Shardearner|

Valdaris: Errands for Althainia (Safety While Questing)

Sun May 1 14:41:17 2011

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Greetings Gareth,

As of late I have noticed many within the Keep running errands for

Althainia, to help gather funds to obtain the proper armours and weaponry.

Also I have noticed many not taking the proper steps to ensure they are not

caught off guard by our enemies. There isn't one single person of the Keep

doing this, I have seen a few.

There are two things I would like to speak of. The first is the matter of

deafness from Gahboom. We are sent on many errands down there and one

MUST use the earplugs. For some odd reason our enemies have a knack for

knowing when one is deaf, therefore alerting them to spring a trap the next

time you go out.

The other thing I want to speak about is poisoning yourself, allowing yourself

to wake if you are slept or choked in some manner. It will not take long for

many magi or enemies to show up and the fight will be over before it began.

The odds we fight are hard enough as it is, do not give them an unfair

advantage to start the battle.

Valdaris Artaeus, Knight of the Shield

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Datai: Secrets of Empowers, Revealed! Or: When Should I Empower, Enchant, and Gem?

Sun Aug 12 17:37:36 2012

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I know I appreciate having a pure, throbbing, holy weapon in my hands, so I

offer this guide to understand empowering to our Knights. May we all may

appreciate and utilize this blessing wisely.

Empower Weapon

This spell is one of the rituals taught to our paladins. The ultimate result of

the ritual is the permanent blessing of the weapon, and the addition of a holy

magical effect that strikes those of evil with divine power. This holy effect

works much like how flaming or shocking effects do on a weapon. Through this

blessing and purification by the grace of our Lord Nadrik, the weapon is now a

holy relic and property of the Knighthood. None outside the clan can wield it,

save for paladins themselves. Further, the weapon is interlaced with the spirit

of the Gods of Good, and no one neutral or evil may wield it.

When a paladin casts this spell upon a weapon, there are a number of possible

outcomes. The weapon may fade, causing it to loose all magical powers and

bonuses. It may be enchanted, like the ordinary enchant spell, with a chance

for a brilliant blue enchant. The third possibility is that the holy power will

take hold, officially empowering the weapon. Finally, the weapon could explode.

Fading and exploding are possibilities tied to the enchant spell and occur in

similar conditions. Attempting to empower a highly enchanted weapon may result

in explosion, since any enchant at that point is likely to cause an explosion.

If, instead, the Gods favor the bold, and grant the blessing of empowerment to

such a highly enchanted weapon instead, it will take safely.

When the spell is cast upon a weapon that is tainted with the aura of evil, it

acts as the bless spell. The evil from the weapon is removed, and the weapon

becomes interlaced with goodness; neutral and evil souls may no long wield it.

No other effect: enchanting or empowering, will occur in that step. The weapon

will then proceed to take any additional applications of the empower spell as

normal.

The spell cannot be cast upon a weapon that already has two magical effects such

as flaming and shocking. The spell will simply fail, with no ill effects.

A crafted weapon has a certain amount of space and magical potential for

spellcrafting. These amounts are expressed in slots: spaces for gems, and

points: the amount of magic the item can safely hold. When a crafted weapon is

successfully empowered the slot and points that a gem of energy or frost or

similar weapon effect requires will be used up. Attempting to add a gem of

energy, frost, blood or the like to an empowered weapon will be difficult, and

likely result in the weapon shattering. If the gem is successfully slotted, the

weapon will always be unstable, and break if the person wielding it is ever

killed.

When a crafted weapon has been spellcrafted, complete with a gem adding some

effect such as shocking or blood, it is possible for it to be empowered like any

ordinary found weapon. Risks, however, still apply: weapons with more magical

powers are more likely to explode when enchanted. Thus, because of the enchant

possibility of the empower spell; it is not a sure outcome for the fate of the

weapon. However, should the empower take, the weapon will not be unstable, and

will not break should its wielder fall in battle (or other, probably rather

embarrassing, fatal accident).

Removing Empowers

Lord Nadrik also teaches paladins how to remove His blessing from a weapon.

This is because years ago anyone, including the forces of evil, could use an

empowered weapon. Empowered weapons had become quite common through out the

world due to lost disarms, and the generous, well-meaning, gifts of paladins to

friends and allies. When Nadrik changed the nature of the blessing to limit

those who may wield the weapons, He thoughtfully granted this spell. This way

paladins could deconsecrate those weapons of friends and allies outside the

Knighthood, allowing them to continue to use the weapon for practical purposes.

Removing an empower will strip the weapon of the divine affect, as well as the

blessing which provides some magical resistance. The weapon will still be

interlaced to the paladin's spirit, and evil or neutral people will not be able

to wield it. Goodly souls outside the Knighthood will be able to, however. The

slot and points an empower takes away from spellcrafting a crafted weapon will be

restored when the empower is removed.

In Conclusion

The short - In General:

Have your crafted weapons enchanted to the desired amount, gemmed, and then risk

empowering them if it is so desired. The more heavily enchanted the more

likely for explosion.

Have your found weapons empowered, and then enchanted.

I hope this paper clears up any confusion about the mysteries of empowering

weapons. Should any part be in error, or you have further helpful information

to add, please let me know. Thank you to the paladins who shared this knowledge

with me. Especially Lord Gwaine who is going to buy me brand new diamonds to

replace the ones he exploded in our experiments. Thank you also to Sir Drakonn,

who inspired this paper for the library.

Dame Datai d'Aggravaine