Crowd Sourcing Collegium Files

ElironEliron Member Posts: 211 Virtuoso
edited December 2018 in World Library
Following on the conversations about what information newbies need and what information is available, the collegium scrolls are incredibly important for tailored information. All the collegiums have had a lot of work put into them, but there's always new ideas we can add and refine.

Keeping new players around is something that benefits us all, so I see this is a great place for the player base to pool knowledge and resources. There's overall frameworks and information that's useful to all. So in that spirit and as a Minister of Education, there's a couple posts I'm putting in this thread. The first, below, is a glimpse of Glomdoring's collegium index and the kind of files we have. The next one is the generically helpful files I've added (equipment, supplies, welcome, etc). Finally, there's a sample of of the guild-specific files we now have.

I welcome any feedback people may have, particularly new players and their thoughts on what should be added/shortened/clarified. I also open these up to others--if one of these would help you in your org's collegium, great. Please use it! I've cleaned up the generic ones to remove the Glomdoring specific information. If you're interested in more details on the ones I haven't given in full, let me know. I'll be adding a few other general ones as I confirm with the people who helped write them that they're okay with them being included.

Glomdoring's Collegium Index. Files marked with an asterisk are included in the following posts:


[Collegium] (collegium)
Geography  Hunting    Map        Power      Welcome
History    Influence  Planar     Quests

[Supplies] (supplies)
Equipment  Supplies   Tattoos

[Basics] (basics)
Caution       Directions    Whatnow
Curing        Nightwraiths  Wheresrowena

[Guilds] (guilds)
Auguries    Guilds      Swarm       Thornwatch

[History] (history)
Blacktalonhistory     Harbingershistory     Shadowdancershistory
Ebonguardhistory      Nekotaihistory

[Class Skills] (class)
Blacktalon          Ebonguardskills     Kata                Shadowdancers
Blacktalonskills    Harbingers          Nekotai             Shadowdancerskills
Ebonguard           Harbingerskills     Nekotaiskills

[Learning and Non-Class Skills] (learning)
Combatskills  Commonskills  Coreskills    Learning

Post edited by Eliron on


  • ElironEliron Member Posts: 211 Virtuoso
    edited December 2018
    These are generic and general help files from Glomdoring, largely cleaned up so anyone may use them if they wish.


    Welcome to the [collegium]!

    The Portal of Fate has erased your memories of who you were before you stepped through it and likely left you confused.

    Fortunately, your [commune/city] mates are here to help guide you. You will spend twenty Lusternian days LINK(HELP TIME) in the [collegium] relearning what you have forgotten how to do and learning about the [home org], though completing quests in the [collegium] will shorten that time. COLLEGE STATUS will show you how long remains before you graduate.

    Before you begin to explore the [collegium] or Lusternia, we recommend learning some basic survival skills and the basic skills of your class to help you in exploration, hunting, and combat. [City/commune teacher], who resides at the [nexus], can teach you. To reach [him/her], you may TELEPORT NEXUS to travel to the the [nexus].

    Each of the classes of the [home org] has its own skills, and so each has its own scroll to help you learn. They are:

    LINK(CGHELP xxxxxxx)
    LINK(CGHELP xxxxxxx)
    LINK(CGHELP xxxxxxx)
    LINK(CGHELP xxxxxxx)
    LINK(CGHELP xxxxxxx)

    Once you've learned your skills, you're welcome to explore the [collegium]. LINK(CGHELP MAP) will guide you to the six tutors in the [collegium] who will give you hunting, influencing, history, planar travel, geography and power quests. LINK(CGHELP INDEX) includes guides for each of these quests along with more information about basic equipment and purchasing supplies, as well as more in-depth information about the various classes.

    If you wish to learn more of your guild, you may do so by reading LINK(CGHELP xxxxxxx), LINK(CGHELP xxxxxx) or LINK(CGHELP xxxxxxx).

    You may also wish to explore the Newton Caverns, LINK(HELP NEWTON), for experience and gold, or begin completing achievements, LINK(ACHIEVEMENTS) and ACHIEVEMENT <name>, to gain experience and lessons to further invest in your skills.

    If you have questions, please ask on the [collegium] aether with CGT <message>. You can also speak directly with your guild with GT <message>.

    Contents: This scroll explains basic use of the Curing ability in Discipline. For information on curing supplies, read LINK(CGHELP EQUIPMENT).

    The Curing skill will help you easily cure afflictions and maintain your health, mana, and ego vitals. You can begin using curing by simply using AC ON. Curing is designed to be simple to use from the start, and to begin you may simply use the default settings and curing will be highly effective.

    When you are more familiar with combat and your own needs and preferences, AB DISCIPLINE CURING and AC will show you all the ways that Curing can be customized to suit you.

    For your convenience, however, here are a few things to be aware of when you first begin using the ability:

    1. You may be told that you do not have steam for steam curing. The Portal of Fate should have provided some soothing steam, a pipe, a pipetank, and a tinderbox. PUT STEAM IN PIPE, and Curing will be able to use it. Once you learn the Rift ability in Planar, you should INR ALL STEAM and ATTACH PIPETANK TO PIPE to ensure that it remains filled from the supply of steam in your rift. You will need to have your tinderbox in hand to light your pipe.

    2. You may be told that you do not have a healing scroll for scroll curing or sparkleberry for sparkleberry curing. These are items that can help you regain your health, mana and ego when read and eaten, respectively. You did not receive them from the Portal of Fate. If you do not wish to be reminded that you do not have them, you can use LINK(AC TOGGLE SCROLLENABLED NO) and LINK(AC TOGGLE SPARKLEBERRYENABLED NO).

    Once you have a healing scroll and sparkleberry, you will need to enable these again for curing to make use of them with LINK(AC TOGGLE SCROLLENABLED YES) and LINK(AC TOGGLE SPARKLEBERRYENABLED YES). Both of them are useful, and we recommend purchasing them when you have the funds. Scrolls are cheaper but must be recharged from an energy cube before using their last charge or the enchantment fades. Sparkleberry is more expensive, but often coltsfoot or another herb has been blessed to have the same effect and is available for cheaper. LINK(CGHELP EQUIPMENT) and LINK(CGHELP SUPPLIES) have more information on important supplies and where to buy them.

    SPECIAL NOTE FOR BARDS: Curing defaults to providing you with the truehearing defense. Unfortunately, you will not be able to hear your own song through true hearing and so cannot receive any benefits you may have imbued into it. This can be changed with LINK(AC TOGGLE UPKEEPTRUEHEARING NO).

    This scroll contains information regarding useful basic armour, curatives, and enchantments that one should consider the minimum required equipment to thrive in Lusternia. For information on where equipment can be purchased, please read LINK(CGHELP SUPPLIES). Many of our [commune/city] members will also gladly assist you with obtaining such equipment, so please do ask.

    1. Armour and Shields
    2. Armour and Weapon enhancements
    3. Enchantments
    4. Curatives
    For [bards]:
    --- optimal armour: enchanted greatrobes + shield

    For [druids/mages]:
    --- optimal armour: forged armour + shield

    For [wiccans/guardians]:
    --- optimal armour: forged armour

    For [warriors]:
    --- optimal armour: forged armour

    For [monks]:
    --- if you know Acrobatics but NOT Tattoos, the optimal armour is an enchanted greatrobe
    --- if you know Acrobatics AND Tattoos, the optimal armour is Tattoo Armour + Leather Armour (provides an enhancement slot only)
    --- if you know Psychometabolism, the optimal armour is forged armour

    For more detailed information, please examine HELP ARMOUR.
    Greatrobes can hold 2 enhancements, applied by an enchanter.
    Leather armour or platemail can hold 1 enhancement, applied by a forger.
    Standard weapons can hold 1 enhancement, and master weapons can hold 2 enhancements, applied by a forger.

    Armour Enhancements

    Recommended for hunting:
    Charm - Provides 1/6 resistance to a selected damage type.
    Quickening -  Increased celerity/movement speed.

    Recommended for influencing:
    Influencing - Provides 1/6 buff to a selected influence type.

    Recommended for combat:
    Charm - Provides 1/6 resistance of the selected damage type.
    Mass - Increased rooting/summoning resistances.

    Weapon enhancements:
    Recommended for hunting - Speed, Damage
    Recommended for combat - Speed, Honed (increases poisoning)


    Note: You will have received many of these when you stepped through the Portal of Fate.

    If an enchanted item like a ring or scroll has charges, it must be recharged before the last charge is used or the enchantment will fade. You can recharge enchantments using energy cubes in shops with RECHARGE (item) FROM CUBE or RECHARGE ALL FROM CUBE.

    There are a great many enchantments, but the following are considered essential:
    Mercy          - passive health regeneration
    Perfection     - passive mana regeneration
    Beauty         - passive ego regeneration
    Kingdom        - passive clotting of bleed
    Waterwalking   - ability to walk on water
    Healing Scroll - read to regenerate some health/mana/ego

    For those who cannot bind to the Trout totem, the following is essential:
    Waterbreathing - ability to breathe underwater

    The following are optional, but will make life much easier:
    Acquisitio     - ability to passively pick up corpses
    AvariceHorn - ability to passively pick up gold upon a denizen's death
    Levitate - hover over the ground, preventing damage when falling out of trees or sky
    Teardrop Sigil - links a vial to one's LiquidRift, negating the need for refilling that vial
    Pipetank - links a pipe to your rift and automatically refills it when empty
    Clockwork regulator - automatically recharges an enchantment it is placed on if you have a charged energy cube in hand

    All enchantments listed are RUBbed to gain the effect (i.e. RUB MERCY), except:
    AvariceHorn - BLOW AVARICEHORN
    Teardrop Sigil - ATTACH (sigil) TO (vial), then RIFT LINK (vial) TO (liquid)
    Pipetank - ATTACH (pipetank) TO (pipe)

    Note: You will have received many of these when you stepped through the Portal of Fate.       
    While it is always advisable to be over-prepared in regards to curatives, the following minimums are suggested:

    Healing potion           - linked vial, 200 sips
    Mana potion              - linked vial, 200 sips
    Bromides potion          - linked vial, 200 sips
    Lucidity slush potion    - linked vial, 200 sips
    Frost potion             - linked vial, 50 sips
    Fire potion              - linked vial, 50 sips
    Restorative ice salve    - linked vial, 200 sips
    Pipe with soothing steam - 20 pieces
    -note: the pipe will require a tinderbox to light
    Purity dust wafers       - 50 pieces
    Contents: This scroll contains information on the various types of skills you can learn and the number of lessons required to advance to each skill rank. For basic or advanced learning for the various classes, please use LINK(CGHELP INDEX) and find the scrolls for your particular class.

    To learn new abilities, you must invest lessons in your skills. You can see how many lessons you have available with LINK(STATUS). More lessons can be earned through gaining experience and completing achievements. LINK(HELP LEARNING) explains how to use lessons to increase your rank in a skill. LINK(HELP SKILLRANKS) will show you how many lessons are required to advance to each skillrank.

    Class Skills
    The three skills you gain from your class should be your first priority for learning.  These three skills can be honed to help you in survival and combat. These skills will also draw you closer to the power of the Glomdoring and the Wyrd.

    An introduction to your class, including basic lessons, can be found under Class Skills in LINK(CGHELP INDEX). There you will also find more detailed information about each class's skills and recommendations for more advanced learning, though you may also choose to invest in other skills as well.

    Core Skills
    Core skills are available to anyone and provide useful survival benefits. You will learn the essential survival abilities along with your basic class skills if you follow the introductory scroll for your class listed in LINK(CGHELP INDEX). Other core skills that are particularly useful are highlighted in LINK(CGHELP CORESKILLS).

    Core skills are easier to learn than class skills and require a lower lesson investment to master.

    Common Skills
    Common skills can also be learned by anyone, but they are more complicated than core skills and so require the same level of lesson investment as class skills. Common skills support very specialized activites such as raising beasts to ride or flying aetherships, so they are not included in the recommended basic lessons. If you wish to dabble in either of these skills, a list of essential abilities is available in LINK(CGHELP COMMONSKILLS).

    Skills for Combat
    Your class skills will provide your main offensive and defensive abilities. However, there are certain abilities in both the common and core skills that provide excellent support and can complement your class skills. A list of recommended core and common abilities to learn for combat can be found in LINK(CGHELP COMBATSKILLS).

    Trade Skills
    Choosing and investing in a trade skills is a matter of personal choice and preference. If you wish to learn more about a particular trade, you can ask on the commune aether if any member of that trade is available to speak with you.

    Trade skills require the same level of investment as class skills.


    This scroll contains information on where to buy basic supplies. For the recommended minimum equipment you should plan to acquire, please read CGHELP EQUIPMENT. For information on how to buy items from a shop once you have reached it, read HELP SHOPS.


    1. [novice shop, if there is one]
    2. [general org shops]
    3. Aetherplex Shops

    NOTE: Buying items will require the you hold the gold needed in your hands, and cannot be done while you have it stored in a pack or elsewhere. Gold can be gathered in a number of ways, primarily at first from hunting in Newton and completing the tasks of the Collegium.

    [Novice Shop]:

    Many basic supplies like potions, armour, and enchantments are for sale in the [novice shop], the commune shop for members of the [collegium]. Items in the [novice shop] are often available at a steep discount compared to other shops because they are only available to novices and alumni in the [collegium] and only for your personal use.

    [Novice shop] is [general location] and is marked on your map as [room number]. You can PATH FIND [room number] or PATH WALK [room number] from within the [org] to reach it.


    [Org] Shops:

    The [org] has a thriving selection of shops owned by local merchants who provide a wide variety of supplies, from the simple to the elaborate. If you are looking for a specific item, you can make use of [directory name], an up to date directory of everything currently stocked in the commune shops.

    [Directory name] is [general location] and marked on your map as [room number]. You can PATH FIND [room number] or PATH WALK [room number] from within the [org] to reach it.

    When standing in [directory name], you can search the directory using DIRECTORY (item), for example, DIRECTORY PACK. Items will be listed along with their associated shop and shop number. If you see an item that interests you, you can GO (shop number) to instantly move to that shop. Once at the shop, you can GO DIRECTORY to return to [directory].


    Aetherplex Shops:

    The Aetherplex is the central hub of all aethermanses, which are small pockets of reality completely shaped by their owner's wills. Some owners have chosen to turn their aethermanse into aethershops, which provide a wide variety of goods. The Aetherplex is a good alternative if you cannot find an item in the [city/commune] shops.

    To reach the Aetherplex, you can TELEPORT AETHERPLEX.

    Once at the Aetherplex, you can PORTAL SEARCH SHOPS (item), for example, PORTAL SEARCH SHOPS HEALING. Once you've found a shop selling what you want, you can PORTAL ENTER (shop name). When you are done with your purchase, you can PORTAL EXIT AETHERPLEX to return to the Aetherplex.

    TATOOS by Kalaneya
    An explanation of tattoos and their benefits to combat, defense, influencing, and offering.


    Tattoos provide a way to decorate yourself and also confer a variety of useful powers. Anyone can benefit from tattoo powers, though only monks receive an armour bonus from tattoos. Monks using tattoo armour will receive a 2/7 bonus to DamageBuff and DamageAbsorption tattoos.

    Tattoos, like all designs, are controlled through cartels. Individual tattooists have access to the designs available in the cartels they are a member of. Contact your local tattoo artist (check PROJECT TRADESKILL to find one) for the designs they personally have available. You may also design your own tattoo and submit them through the commune's tattoo cartel, BloodArts, or a cartel of your choice. HELP TRADEMASTERS and HELP TATTOO DESIGNS will provide you with an extensive set of guidelines to assist you in creating your perfect tattoo.

    Tattoo Size (known as weight):
    Each body part can hold a certain "weight" in tattoos. The larger the body part, the more weight, and thus the more tattoos it might hold. Weight is important in calculating a tattoo's power, which will be explained in the next section. Each body part below can hold the weight listed, so for example, together fingers and toes could have a total of 10 weight or hands and feet a total of 50.

    Fingers and toes                |   5|
    Neck, face, wrists and ankles   |  10|
    Hands and feet                  |  25|
    Arms and legs                   |  50|
    Waist and gut                   | 100|
    Back and chest                  | 200|

    Having every body part fully tattooed will net a total of 800 weight.

    Tattoos are designed with a fixed weight. For example, a back tattoo may have a weight of 100, but your back can hold 200 weight. Thus, you can have two 100-weight tattoos upon your back. Or ten 20-weight tattoos. Consult your tattoo artist and make sure the design you want is the correct weight for your look and your power.

    When trying to achieve a certain tattoo weight for a power, you may use any combination of body parts. For example, if I wanted a 100 weight tattoo for cutting resistance, I could combine arms (50 wt), hands (25 wt), and feet (25 wt) tattoos to make 100 total weight for that particular power.

    Tattoo Powers:

    Tattoos may have the following powers:
    DamageAbsorption    | Absorb damage by specific type
                        |   - available types listed  below
                        | Requires exactly 100 weight
                        | Provides 1/5 resistance
    IllusionPerception  | 0.5% bonus to see through illusion per weight
                        | maximum of 100 weight (5% bonus)
    DamageBuff          | Increase damage by specific type
                        |   - available types listed below
                        | Requires exactly 100 weight
                        | Provides 1/5 buff
    DivineTattoo        | 0.1% bonus to offerings
                        | Maximum of 100 weight (10% bonus)
    Charisma            | Increase influence power for a specific type
                        |   - available types listed below
                        | Fixed 100 weight, will provide 1/5 buff
    Interference        | Interfere with magics of unwanted movement.
                        | 0.1% bonus to avoid summoning abilities
                        | Maximum of 100 weight (10% bonus)
    ElementalTattoo     | 5% chance to resist forced movement by the
                        | environment on the Elemental Planes
                        |   - available planes listed below
                        | Requires exactly 50 weight
                        | Bonus does not stack with multiple tattoos.
    EnchantedTattoo     | 5% chance when using any enchanted item that the
                        | charge used will be renewed.
                        | Requires exactly 50 weight
    PowerTattoo         | Increase the amount of power reserves one
                        | can hold by 20%
                        | Requires exactly 100 weight
    Damage types: cutting       blunt      magical
                  electrical    fire       asphyxiation
                  cold          poison     psychic
                  divinus       excorable

    Influence types: seduction     paranoia
                     charity       empower

    Elemental Planes: Fire (avoids infernos)
                      Water (avoids currents)
                      Earth (avoids earthquakes)
                      Air (avoids whirlwinds)

    Contents: This scroll contains suggestions for those new to Lusternia.

    Your first action after stepping through the Portal of Fate should be to learn the lessons recommended for your class. LINK(CGHELP WELCOME) will guide you to the scrolls that can help you with this.

    Once you have learned your skills, you're ready to explore more of Lusternia. You will spend approximately 20 Lusternian days LINK(HELP TIME) in the [collegium], and there is much for you to learn and do during this time. LINK(COLLEGE STATUS) will show you how much time remains for you.

    [collegium] Quests
    The [collegium] itself stands [general location] has much to teach you about Lusternia and [org]. There are six tutors in the [collegium] who will give you quests to study hunting, influencing, history, planar travel, geography and aetheric power. Completing these quests will provide you with experience, gold, and shorten the amount of time that remains until your graduation.

    LINK(CGHELP MAP) has directions to the Shadowmze, and guides for each quest are listed in LINK(CGHELP INDEX).

    The Newton Caverns
    The Newton Caverns are only available to those fresh from the Portal of Fate who have not yet attained the 30th circle of experience. This is a fine hunting and influencing ground, and many of the quests here are excellent sources of gold. LINK(HELP NEWTON) has more information. You can TELEPORT NEWTON to reach the caverns or make use of your PORTALS (HELP PORTALS).

    Certain Achievements are considered of note in your time here. Some of these may seem small, but all of them help better prepare you for surviving and thriving in Lusternia. A full list of these tasks can be found in LINK(ACHIEVEMENTS), and you can learn more about each with ACHIEVEMENTS (name). Completing these tasks may earn gold, lessons, experience bonuses, or credits.

    As you explore more of Lusternia, you'll find yourself needing some basic supplies to make your travels easier. You can find a list of basics you should start to gather in LINK(CGHELP SUPPLIES).

    Explore the [org]
    [intro blurb or points of interest] you can speak with others of the [org] through the [collegium] with CGT (message) or on the [org] aether with CT (message). Most in the [org] are happy to speak with new members and answer their questions.

    Once you have completed your time in the [collegium], you will graduate and become a full member of your chosen guild.


    Contents: This scroll contains information on useful abilities within the core skills that any may learn. For more information on learning and all types of skills, see LINK(CGHELP LEARNING).

    The following abilities in the core skills are considered helpful, but secondary to your basic class skills. You should balance acquiring these skills with acquiring class skills and determine if you have a reason to learn any of these skills based on your own personal interests.

    While your class skills will provide your primary offensive and defensive abilities, combat abilities supplement those skills.

    Stratagem, 0% Novice. 7 lessons from WeaponProbe, 9 lessons total.
    --Plan and prepare your attacks in advance.

    TrueShield, 0% Capable. 9 lessons from Stratagem, 18 lessons totals.
    --Protect your body better with shields. Note: Anyone may wield a shield and receive 3% resistance to physical damage. This skill provide greater protection of individual body parts.
    --Note: Nekotai and two-handed warriors use both hands for weapons and so cannot wield a shield to use with shield skills.

    BodyScan, 12% Capable. 19 lessons from diagnose, 28 lessons total.
    --See what buffs, resistance and other benefits are currently affecting you.


    AdvancedTeleport, 38% Capable. 29 lessons from liquid rift, 47 lessons total.
    --Travel to anyone on your plane that you can sense.


    FocusConstruct, 50% Novice. 5 lessons from Curing, 14 lessons total.
    ---Be able to focus on constructs during aetherflares.


    Perceive, 12% Capable. 26 lessons from survey, 28 lessons total.
    --Perceive magics melded into the local environment.

    Influencing is a progressive skill. Each influencing type includes three abilities, learned at different stages in the skill. Using multiple abilities will allow you to influence stronger-willed denizens.

    Teasing, 71% Inept. 7 lessons total.
    --The first of the weakening influence skills. Necessary to bind fae to Mother Night's service.

    Analyze, 33% Novice. 5 lessons from teasing, 12 lessons total.
    --See if a denizen is open to influence. Critical during village revolts.

    Dramatics can strengthen your influencing and debating.

    Bully, 13% Inept. 2 lessons total.
    --Increase the effectiveness of your weakening influence. Helpful for binding fae to the Mother Night.

    Lawyerly, 56% Inept. 4 lessons from Bully, 6 lessons total.
    --An attitude to help you in debates by strengthening your pettifogery skills and allowing you to break loopholes.

    DebateHurry, 71% Inept. 1 lesson from Lawyerly, 7 lessons total.
    --During debates, this fast talk can conviece your opponent to hurry, weakening cautious arguments.

    Fine Arts:

    Glasswork, 0% Capable. 18 lessons total.
    --Craft your own vials. On the way to learning this skill, you'll also learn how to craft your own pipes and tinderboxes.


    Contents: This scroll contains information on useful abilities within the common skills that anyone may learn. For more information on learning and the types of skills available, read LINK(CGHELP LEARNING).

    Common skills are designed for very specific purposes, namely raising beasts and flying aetherships. You should keep their specialized nature in mind before investing in them over your class skills.

    Beastmastery allows you to teach beasts to support you in a variety of endeavours, from hunting, to influence, to combat, to exploring. The skills below are essential to not losing your beast.

    Whistling, 0% Apprentice. 16 lessons total.
    --Whistle to call your active beast to your side.

    StableMaster, 33% Capable. 37 lessons from Whistling, 53 lessons total.
    --Summon or house your beast from anywhere.

    Aethercraft allows one to use an aethership to explore aetherspace, the place between planes.

    Siphon, 50% Apprentice. 25 lessons total.
    --Gather power from aether vortices. This is an essential role for aetherhunts.

    Contents: This scroll contains information on non-class skills that are helpful in combat. For information about the other kinds of skills that can be learned, see LINK(CGHELP LEARNING).

    You should balance acquiring these abilities with acquiring the recommended class abilities. Many of these abilities require a high level of investment to obtain. In general, your class skills will provide you with many of your offensive and defensive abilities, while these skills will provide you with extra support during combat.

    Abilities marked with * are considered low-investment abilities helpful for combat, and those marked with ** are high-investment abilities helpful for combat

    Increasing your skill in combat in general will improve the effectivenes sof your parry, which is useful against knights. Stances are useful against monks.

    Note that Nekotai and two-handed warriors use both hands for weapons and so cannot wield a shield to use with shield skills.

    *ShieldParry, 38% Capable,  26 lessons from TrueShield, 44 lessons total.
    --Use shields to parry. Highly useful in combat.

    *WeaponParry, 45% Master. 127 lessons from ShieldParry, 153 lessons total.
    --Use a weapon to parry. Highly useful in combat, particularly for those who cannot wield shields.  

    **ShieldStun, 68% Gifted. 274 lessons from WeaponParry, 401 lessons total.
    --Use your shield, if you are able to wield one, to stun an opponnent.

    **Vitals, 47% Expert. 410 lessons from ShieldStun, 684 lessons total.
    --Protect your gut, chest, and head.


    *Thirdeye, 0% Master. 66 lessons from BodyScan, 94 lessons total.
    --See those who are shrouded, and the location of the unshrouded when using WHO.

    **Discerning, 73% Expert. 701 lessons from Thirdeye, 795 lessons total.
    --Detect another's health, mana, ego, and power.


    *Conglutination, 0% Gifted. 195 lessons from AdvancedTeleport, 224 lessons total.
    --Reform your body if you die on a plane besides the Prime Material.

    **Broadcast, 23% Expert. 358 lessons from Conglutination, 582 lessons total.
    --Hear and speak freely on aethers across all planes.

    Increasing your discipline will also increase the rate at which you draw power from your personal reserves.

    *Focus, 38% Capable. 33 lessons from FocusConstruct, 47 lessons total.
    --Target specific ailments with your cures.

    **Endurance, 36% Gifted. 271 lessons from Focus, 318 lessons total.
    --1/4 increase to health


    *Rockclimbing, 84% Capable. 54 lessons from Perceive, 82 lessons total.
    --Climb out of pits even under severe conditions.

    **Tumbling, 0% Gifted. 142 lessons from Rockclimbing, 224 lessons total.
    --Tumble past obstructions to escape quickly.
    --Note: Acrobats need not learn this skill as their somersault is an even faster escape.

    *Gust, 0% Expert. 547 lessons from StableMaster, 600 lessons total.
    --Use your beast's wings to create a powerful wind to push another away.

    **Poison, 33% Mythical. 832 lessons from Gust, 1432 lessons total.
    --Train your beast to spit poisons at your foes.


    *Green, 45% Master. 153 lessons total.
    --Cure two random afflictions.

    **Serpent, 0% Fabled. 727 lessons from Green, 910 lessons total.
    --Raise a shield to protect you from all harm.


    *Gedulah, 45% Master. 153 lessons total.
    --Cure two random afflictions.

    **GreatPentagram, 0% Fabled. 727 lessons from Gedulah, 910 lessons total.
    --Prevent others from entering your location.

    Post edited by Eliron on
  • ElironEliron Member Posts: 211 Virtuoso
    edited December 2018
    Each class has three files about it--basic learning, advanced skill info, and history or lore. The Harbingers' files are below as a sample.

    Contents: Basic instructions for learning and using the Harbinger skills.
    LINK(CGHELP HARBINGERSHISTORY) records the history of the Harbingers.
    LINK(CGHELP HARBINGERSKILLS) details advanced information about the Harbinger skills.

             ___    |    |~
            |   |  @|    |         THE HARBINGERS
            |  @       @|

    The Harbingers of the Wyrd are neither jesters nor mere entertainers. They are the ones who draw on the power of the Song of Creation through the Shadowbeat taught to them by the Voice of Mahalla. Hone your skills, and you shall learn to not only hear but to shape the song of the Forest itself.
    If you are without a teacher or wish to learn on your own, seek out Brennan at the Master Ravenwood (TELEPORT NEXUS to reach it) or Rowena Nightshade who resides just DOWN from the Master Ravenwood.
    To begin, you may use LINK(SKILLCHOICE LIST) to view the skills available to you. Before learning, you will need to do the following:


    Both low magic and high magic will give you access to a protective shield for now, and until you invest lessons in your choice it is easy to swtich between the two. Overall, low magic is a natural magic and will allow you to take herbs or alchemy as a trade skill. High Magic is a ritualized magic and will allow you to take enchantment as a trade skill.

    You may also choose one trade skill and one tertiary skill, but it is recommended that you wait to choose these skills until you are more familiar with the Basin. LINK(CGHELP HARBINGERSKILLS) has more information about the skills available to you.                                      

    Now that your skills are selected, you must LEARN (# of lessons up to 100) (skill) FROM (teacher). You may check AB (skill) to see all the abilities available in a skill and which you have learned so far. You may then use AB (SKILL) (ABILITY) to learn what the ability does and how to use it.

    For example, to learn the first of your skills listed below, combat, you could  LEARN 2 COMBAT FROM BRENNAN. Then you could view AB COMBAT to see that you have learned the skill Weaponprobe, and view AB COMBAT WEAPONPROBE to learn how to use that skill.

    Once you have chosen your skills, it is recommended that you learn:

    2 COMBAT to Weaponprobe
    - Weaponprobe: Assess arms and armour, including any enhancements or poisons.

    2 ENVIRONMENT to Survey
    - Survey: Learn where you are.

    8 DISCIPLINE for Clotting and Curing
    - Clotting: Reduce bleeding.
    - Curing: Automatically cure yourself of afflictions.

    8 DISCERNMENT to Diagnose
    - Diagnose: See what ails you.

    NOTE: Using curing and diagnose after you have learned them will complete LINK(ACHIEVEMENTS) and earn you extra lessons necessary to learn all the skills listed.

    34 PLANAR for Teleport, Rift and Liquid Rift
    - Teleport: Teleport to important locations.
    - Rift: Safely store certain curatives and commodities, which are otherwise easy to drop when you die or leave the realms. Store the curatives you received at the Portal of Fate with INR ALL STEAM and INR ALL DUST.
    - Liquidrift: Store extra supplies of potions. Use the teardrop sigils you received at the Portal of Fate to enable your vials to be linked to the liquid rift with ATTACH TEARDROP TO (vial number).

    Planar will also allow you to travel between the planes of existence, which you will learn how to do during the Shadowmaze's Planar Quest (LINK(CGHELP PLANAR)).

    LOWMAGIC or HIGHMAGIC (No lessons required)
    - Circle or Pentagram: Create a magical shield.   
    34 ACROBATICS for Limber, Elasticity, and Springup
    - Limber: Regain balance quickly
    - Elasticity: Reduce damage from physical attacks.
    - Climb: Visit the treetops.
    - Springup: Rise to your feet quickly.                                           

    The rest of your lessons into MUSIC
    - Minorsecond: A basic attack
    - Majorthird: Heal your health.
    - Bardicpresence: Increase your ego.                    
    To use many of your musical skills, you will need an instrument. If you have just stepped from the Portal of Fate, you will have received a lute. If not, ask for help obtaining one on the Shadowmaze aether. You will need to WIELD LUTE to play it.                               

    Now that you have completed your learning, you may again refer to LINK(CGHELP WELCOME) for ways you can make use of these skills. For further learning, you can refer to LINK(CGHELP HARBINGERSKILLS) and LINK(CGHELP LEARNING).    

    This scroll contains information on the various skill choices available within the Harbinger class, as well as suggestions for advanced learning in each of the Harbingers skills. For basic learning, please read LINK(CGHELP HARBINGERS).

    Primary Skill: Music/Shadowbeat

    Secondary Skill: Acrobatics

    Tertiary Skills: Hunting/Ecology, Illusions/Glamours, Dramaturgy


    Primary: Music/Shadowbeat

    Music grants Harbingers a variety of useful skills, from building their own ego, to afflicting their enemies to traveling quickly across the Basin. Once specializing in the Shadowbeat, Harbingers craft complex songs that will benefit any ally or hinder any enemy who hears them. A talented Harbinger can succeed both in single combat or as part of a larger group.

    Low lesson investment target skill: DiscordantCord. This skill will cause great damage to those already afflicted with the auric ailments in music.

    Medium lesson investment target skill:  CaptiveAudience. Allies and enemies will hear your music and your music alone.

    Secondary: Acrobatics

    Bards are as adept with their bodies as they are with their instruments. Their acrobatic skills give them surprising speed, whether moving to dodge a blow or lesson its impact, delivering an unexpected kick, or slipping through their enemies' clutches with a quick writhe or a well-timed somersault.

    Low lesson investment: Somersault. This skill will allow you a quick escape from most abilities that would try to hinder you and hold you in one location.

    High lesson investment: Scissorflip. Kick multiple enemies from the room at once, easily breaking up enemy groups.

    Tertiary Skills: Hunting/Ecology

    Hunting attunes Harbingers to their environment, providing a variety of useful skills that make it easy for them to blend into their environment, identify and perhaps even capture creatures within the local area, and find hidden pathways for quick travel.

    Hunters who specialize in Ecology make use of familiars, charms and fetishes, and environmental smudges. Ecologists develop a deep bond with their animal familiars, which allows everything from seeing through their eyes to being reborn through their bodies when the Ecologist dies. Charms and fetishes provide protections and afflictions, respectively. Smudges allow Ecologists to call on aspects of different environments to strike all their enemies in a room.

    Difficulty: Two out of five. The various skills of Ecology are relatively straightforward and easy to integrate into Harbinger tactics.

    Low lesson investment target skill: Rebirth. Summon forth your animal familiar.

    Medium lesson investment target skill: FamiliarSting. Envenom your familiar's attack with poisons to afflict your enemies.

    Tertiary: Illusions/Glamours

    Illusions allow a Harbinger to bend light to their will, crafting everything from the appearance of a different race, to a reflection that will confuse those who try to strike at them, to turning light away from themselves and making themselves invisible.

    Glamours takes the skill of bending light and turns it into a weapon, allowing a Harbinger to mesmerize and bedazzle their enemies with mental afflictions.

    Difficulty: Three out of five. Though glamours has a few particularly useful or powerful skills, overall the skillset requires careful timing and awareness of when an opponent is and is not blind, which can be difficult to meld with the timing required for music and Shadowbeat skills.

    Low lesson investment target skill: Fascination. This skill will shock the blind back to sight and transfix the minds of those who can see it.

    Medium lesson investment target skill: RainbowPattern. This glamour will swirl around your target, inflicting mental ailments over time.

    Tertiary: Dramaturgy

    Dramaturgists use inspiration gained from influencing the denizens of the Basin to create cunningly-crafted dramatic scenes that inpsire everything from confusion and clumsiness to paranoia and unnatural stupidity in the people they are performed at. The kinds of afflictions and the number of scenes a dramaturgist can perform depend on their skill in dramaturgy.

    Difficulty: Three out of five. Dramaturgy requires a fair amount of preparation beforehand, both with writing and influencing, though once scenes are created and embedded, they are straight forward to use. Dramaturgy lends itself to overwhelming opponents with mental afflictions, which is often more helpful in group combat than solo combat.

    Low lesson investment target skill: Subtext. Obscure the afflictions imbedded in your scenes.

    High lesson investment target skill: Pratfall. Damage your enemies as you send them sprawling to the ground.

    A brief history of the Harbingers class in the Glomdoring. For more information on learning the skills of a Harbinger, read CGHELP HARBINGERS.


    The heart of a Harbingers' skills is the Shadowbeat. The Shadowbeat is the Voice of Mahalla's gift to them, and it is no mere tune nor weapon. The origins of the Shadowbeat trace back to the Elder Wars, a time before mortals walked the Earth. Elder Gods faced off aginast Soulless Gods who sought to consume all in their hunger, and much of the First World was ravaged. In particular, the Soulless Gods sought to consume Elder Gods known as the Keepers of Song, and through Them, the power of the Song of Creation itself. To protect this Song, many of the Keepers hid Their Voices before fleeing or perishing. It was the Voice of an Elder Goddess named Mahalla who watched mortals and first saw the opportunity to reforge the Song of Creation into a form that mortals could wield to carry on her duty. She chose to blend the Song with the Wyrd and the Glomdoring for the Wyrd is the one force to have overcome the Taint of the Soulless.

    For centuries, members of the Forest studied the Shadowbeat through the Harbingers' guild, immersing themselves in it to better under all aspects of the Glomdoring. Under the guidance of the Voice of Mahalla, they strove to become worthy of being mortal Keepers of Songs. In the year 472, the Wyrd called forth a creature known as the Greev to bring about great change. The original guilds of the Glomdoring, which had fostered knowledge and skill within members of the Glomdoring for many years, were no more. Instead, three new guilds rose to unite members of the Forest based not on skills, but on beliefs. The Harbingers spread out among the guilds, some to study the Voice and Song in greater depth among the Auguries, some to wield its devastating effects against the enemies of the Forest, and others to tend to the Forest and Wyrd that made the survival of the Song possible.

    If you wish to learn more of the Shadowbeat and the duty passed on by the Voice of Mahalla, we recommend seeking out an elder Harbinger or Krik Worntail, who resides in a hidden cave in the southern mountains.

    Post edited by Eliron on
  • XenthosXenthos Shadow Lord Member Posts: 7,017 Transcendent
    One thing brought up recently was that we could use an extended GenericSkills document-- we have learning, but that's just basic stuff.  All the classes have a Basic and an Extended lesson plan, so useful skills to learn in the common skillsets would be a great addition too.
  • SnaldSnald Member Posts: 105 Capable
    I think our CGHELP KATA is a little overly complicated also
  • ElironEliron Member Posts: 211 Virtuoso
    Xenthos said:
    One thing brought up recently was that we could use an extended GenericSkills document-- we have learning, but that's just basic stuff.  All the classes have a Basic and an Extended lesson plan, so useful skills to learn in the common skillsets would be a great addition too.
    I can definitely add that in--probably similar to how I have low investment/high investment suggestions for all the guild skills. When I have updates to the files I've already done, I'll update my post above and make a note of it.

    I'm not a combatant at all, so if combatants have common skills they'd specifically recommend for people who want to get into PK, please toss some suggestions my way.

  • SnaldSnald Member Posts: 105 Capable
    I would say

    low - shield or weapon parry depending on what you use
    high - shieldstun or vitals

    low - thirdeye
    high -discerning

    low - green
    high - serpent

    low - gedulah
    high - greatpentagram

    low - conglutination
    high - broadcast

    low - focus
    high - endurance

    low - rockclimbing
    high - tumbling (if not acro)

    low - gust
    high - poison

    Could also list stuff that skill level effects like Combat with parrying and Discipline for power renewal.
  • SnaldSnald Member Posts: 105 Capable
    Also the vitals buffs from skills:

    Combat - Veteran
    Discipline - Endurance

    Discernment - Analytics
    Highmagic - Philosophy
    Lowmagic - Contemplation

    Dramatics - Histrionics
    Influence - Magnetism
  • MoiMoi Member Posts: 1,213 Transcendent
    A revised version of Glomdoring's CGHELP KATA

    Kata is one of the most complicated skills in Lusternia, and almost all of that complexity is front-loaded in the 'design your form' phase that comes before you're even allowed to use the skill. This guide aims to lead new players through the wilderness of form design so that they can come out the other side prepared to actually use their skills. It should be noted that this guide was originally written for Glomdoring's collegium and uses Nekotai skills primarily for its examples. I've tried to make it as neutral as possible despite that fact.


    The martial arts taught by the kata skill are employed through the use of individual kata techniques combined together into kata forms. Although you will rarely have reason to use a kata technique in isolation, it is essential to understand each type of technique when developing kata forms. There are four principal types of kata technique:

    Leg Action: A technique which makes use of the leg to attack. While a monk hopefully has two legs, only one may be used for leg actions as the other is required to remain standing. When hunting, a leg action is twice as damaging as an arm action and should go as early in the form as practical in order to maximize hunting speed.

    Arm Action: A technique which makes use of one arm to punch or, more commonly, attack with a monk weapon. If the weapon used in an arm action is envenomed, an arm action may transfer the venom to the victim.

    Grapple Opener: A technique which makes use of both arms to establish a grapple. Grappling does not transfer venoms under most circumstances, and is not as damaging as arm actions, but instead forces the victim to writhe in order to escape the grapple.

    Grapple Ender: A technique which uses both arms to exploit (and release) an existing grapple. If the victim escapes the grapple before you employ the grapple ender, the grapple ender will fail to do anything and your efforts will be wasted.

    Punch, Kick, Hold and Throw are respectively the most basic examples of these four types. All other kata techniques are expansions or variations upon these four. Kata forms are created through the combination of these kata techniques. A kata form may contain one Leg Action and then either two Arm Actions, one Grapple Opener OR one Grapple Ender - any other combination would require more limbs than a monk has. Kata actions can be combined in any order, and you'll frequently want to change the order to ensure that certain effects happen before other effects. For example, in the Mole form below, you want to have the raze techniques (which destroys shields) go off before the other two techniques so that the other two aren't blocked by the shield.



    Enough theory! It is time to develop a form. Forms have names. I like names drawn from the natural world, so I will use the Mole Form as my example here. You can name your form whatever you like, though, as the name is up to you. The mole form is a razing stance - it razes shields with one arm action and then hits the enemy with a kick and an arm attack. Very useful when hunting and of niche importance when in battle.


    This will establish that your new form, the Mole Form, will do something (we'll specify that something later) at the Base Stance. For now, don't worry about stances - just stick to Base.


    These specify that the first action to be taken in the Base Stance of the Mole Form is to raze shields with the right hand; that the second action to be taken in the Base Stance of the Mole Form is to kick the foe in the chest with the left foot, and that the third action to be taken in the Base Stance of the Mole Form is to punch the foe in the chest with the left fist. When hunting the body part doesn't matter, but you still have to specify it in case you ever use the form against a player.


    This will review the Mole Form. Reviewing the form should list all of the above actions, note that the minimum stance for the form is Base (it can be used in any stance of Base or higher, which is the same thing as being usable in all stances) and that the form is valid. If you try to include an impossible combination of actions in a stance (two kicks, two grapples, three arm actions), review will show that the form is invalid so that you can change it.

    Invalid forms aren't always a bad thing, but using them is an advanced technique that we'll get into later. For now, assume that you want all of your forms to be valid and usable.


    This will perform the Mole Form on a weevil. Because the weevil does not have a magic circle protecting it, the raze will do nothing. The kick and punch, however, will hit normally and kill the weevil.


    This replaces the third action (a punch) with a nekai strike. (Monks from other organizations should substitute their organization's monk weapon.) Once you have weapons and know how to use them, this will make the form more powerful, as weapon attacks do more damage and can be envenomed. But until you take the time to revise the form, you will still default to punches. Such is the nature of muscle memory.



    As you use your kata forms, you progress through a cycle of five stances: Base, Twist, Center, Surge and Killer, then back to Base. As you study kata, you will learn to derive certain passive benefits simply from being in a certain stance. For example, once a monk has learned enough kata to understand the Centipede stance, she shall be more difficult to injure while in the Base stance. You don't need to do anything special to benefit from stance abilities: they're a passive benefit of being a monk.

    The Twist and Surge stances have two variations each - a Low variation and a High variation. When studying a kata, one must specify which variation of the stance will be used - Twist Low, Twist High, Surge Low, Surge High. The stance Twist Low is the Cavefisher, which enhances damage. The Twist High version is the Spidion stance, which enhances balance recovery. These benefits are enhanced if you progress through the cycle of stances swiftly. If you move from Base to Twist to Centre within 8 seconds, you will gain briefly be aided by an even stronger version of the Centipede's blessings, even when outside of the Base stance. Your specialist monk skill will have additional stance abilities, which stack with the basic stance abilities from the base Kata skill.

    In addition to the passive benefits, the progression into the higher stances makes possible more advanced variations on the base kata techniques. For example, Nekotai learn the grapple opener 'Ootalangk' which requires that the monk be in the Center stance or higher. It will not work in the base stance and it will not work in either variation of the twist stance. It will work in center, surge or killer, however.

    It is possible to travel the cycle of stances in reverse. The Urchin modifier (and specialist skills like Kaife) are what are known as Stance Regressions. They may be applied to any kata form in order to move to the prior stance. Urchin extends the balance of the form, while specialist regressions require power. Stance Regression allows one to maintain more advanced stances without cycling back to base, and to repeatedly exploit the benefits of a given stance. A practical example of this is given in the examples section, with the Bramble/Vine combo.



    These are forms which I have personally found to be of use as a monk, presented in the form of a Kata Review. Included is my commentary, in parenthesis. (Like so.) Other monks are encouraged to suggest example forms of their own - I'll edit them in as I get them.

    Form Kneecap
    (A basic combat form which uses tessenchi's HemorrhagicStrike to break both legs at once. Nekotai can do something similar with Angknek in place of HemorrhagicStrike.)
    Minimum stance Base
        Action 1: kick gut left
        Action 2: hemorrhagicstrike lleg left
        Action 3: hemorrhagicstrike rleg right
        Form is valid.


    Form Bramble
    (A seemingly useless (and ocassionally invalid) nekotai grapple form, pointless without...)
    Minimum stance Base
        Action 1: None
        Action 2: None
        Action 3: None
        Form is invalid.

    Minimum stance Surge Low
        Action 1: sprongma gut left
        Action 2: ootalangk head
        Action 3: None
        Form is valid.

    Minimum stance Killer
        Action 1: sprongma gut left
        Action 2: ootalangk head
        Action 3: None
        Form is valid.

    Form Vine
    (...this series of apparently unremarkable grapples!)
    Minimum stance Base
        Action 1: kick gut left
        Action 2: choke head
        Action 3: None
        Form is valid.

    Minimum stance Twist High
        Action 1: kick gut left
        Action 2: oothai head
        Action 3: None
        Form is valid.

    Minimum stance Centre
        Action 1: kick gut left
        Action 2: ootalangk head
        Action 3: None
        Form is valid.

    Minimum stance Surge Low
        Action 1: sprongma gut left
        Action 2: ootalangk head
        Action 3: None
        Form is valid.

    Minimum stance Killer
        Action 1: None
        Action 2: None
        Action 3: None
        Form is invalid.

    (There is a trick here: If you do KATA PERFORM <target> BRAMBLE KAIFE and KATA PERFORM <target> VINE (with no kaife) as a single attack, you'll do the Vine form until you reach the Killer Stance, and then automatically regress back to SurgeLow using Kaife. This allows you to repeatedly gain the benefits of the Nekotai SurgeLow stance, Shocree. As both Shocree and Ootalangk give the burst vessels affliction, this combo is a great way to build burst vessels very quickly by continuously alternating back and forth between Killer and SurgeLow. This sort of thing is one of those advanced situations I mentioned where you actually want a form to be invalid)


    Form Moth
    (A nekotai dust stack. Attempts to overwhelm the victim's ability to process internal afflictions. Each performance afflicts with at least two such afflictions, plus whatever you can get from the poisons Botulinum, Crotamine, Haemotox, Mantakaya, Mactans or Saxitin.)
    Minimum stance Base
        Action 1: kick chest left
        Action 2: angknek gut left
        Action 3: angkhai head right
        Form is valid.

    Minimum stance Centre
        Action 1: kick chest left
        Action 2: angkai larm left
        Action 3: angkai head right
        Form is valid.

    Minimum stance Surge High
        Action 1: sprongk gut left
        Action 2: angkhai chest left
        Action 3: angkai head right
        Form is valid.

  • ElironEliron Member Posts: 211 Virtuoso
    Kalaneya offered to have her file on tattoos shared as well, so I've added it to my second post.
  • AnitaAnita Member Posts: 891 Transcendent
    @Eliron - thank you for sharing with everyone!
  • ElironEliron Member Posts: 211 Virtuoso
    Updated the learning scroll to reflect the addition of core skills, updated the core skill learning requirements in the sample class score, added in files on core skills, common skills, and combat skills.
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