recursal/Fanatic-Fandom huggingface dataset:
Garnet

The garnet is from the following questline

Herbert Splice is offering a quest (use SHOW QUESTS)

>

The herbalist looks at you and smiles.

"Do you fancy learning some basics in mixing herbs?"she asks.

You nod your head, keen to pick up any skills that might help you.

"If you locate a bit of moss and a small bit of bone you will be

able to mix them. Just hold both items in your hands and do MIX."

"Bring me the result of your mixing and I will see to it you are rewarded."

With that you are politely shown the door.

Try HELP HERBS for more details on mixing herbs.

You will need **Bleached bone** which is a piece of arcana. Also you will need **brown moss** that can be found in the **Meadows**

Mix the bone and moss together to get **White paste**.

Offer

You hand over the white paste and the herbalist smiles.

"Well done you have shown yourself to be a good pupil.

I will tell you what, take this bit of paper. Written on it is

the password to the small tower in town. Go to the tower and

speak these words. Ensure you also have this bit of paper with

you though."

With that she gets back to running her shop.

>

You are carrying a tower scroll (tower scroll) in your right hand

Go to the Strange Tower and read the scroll

You unroll the scroll and read the chant enscribed. With

a sudden 'click' the tower opens once more this time

revealing a different cabinet. You see a painting of the

Ashwood tower on a stark wall and a huge chest sitting

on a simple table overflowing with garnet gems. You

pick one up to have a look at it, as the door starts to

close on you. Quickly you run for the exit, barely

squeezing out and falling to the floor, the gem skidding

away on the road. Behind you the door makes another 'click'

and you start looking for the garnet.

You are carrying a small garnet (garnet) in your right hand
Everhell

Template:Combatarea

## About

**Everhell** is a medium level area inside Evermarsh. In order to get to Everhell you must have a bundle of driftwood.

## Technical

### Speedwalks

* Get a bundle of driftwood. From the entrance to the Cyclops' Lair:

```
,[se]e[ne]3e[ne][se]s[sw]2s3[sw]2[se]4s[se]2s4[sw]2[se]s3[se]4s2[sw]3[se]5s3[sw]

```

* Go to the bottom of the entrance to Misty Vales and go to Evermarsh:

```
,4s[se]e[se]2s[sw]w[sw]6w[nw]

```

* Go into the first room of Evermash, and go to the Everhell bridge:

```
,2[ne]nw[nw]wsw[nw]n[ne]

```

* Use the drift wood.
The Spire of Dawn

Template:Combatarea

## About

**The Spire of Dawn** is a medium level area inside of Dark Blizzard Pass. You need to be flying in order to access this area.

## Area Details

### Mob List

Spire Dragons give great experience, even at level 80+, but have lots of HPs and cast Mindmaze. The stun can last for 10+ seconds even with high resistance.

Daemon of the Air

Ice Demon

Ice Dragon

## Technical

### Speedwalks

To get to the Spire from the entrance to Charons' Caverns, Level 1:

```
,n[se]ee[se][ne]e2[ne]ee[se][sw]2[se]6[search][se]
,ue[ne]n[nw]w[sw]s[se][ne][nw][sw][se][ne][nw][sw]e
,n[se]ee[se][ne]e2[ne]ee[se][sw]3[se]8[search][se]ue[ne]n[nw]w[sw]s[se][ne][nw][sw][se][ne][nw][sw]e

```
Dead Moorgate (Quests)

## Dead Sewers

* Around the north end of the dead sewers there is a hidden quest in a room with skulls in it. They require a lit black candle, which is made by mixing a tinderbox with an unlit black candle. The candle is from Dead Moorgate where the candle maker would be in living Moorgate. **This quest rewards you with 3 HPs**.
Shield

Speedwalk: (",12e[ne]8e[ne]2e2[ne][se]e[se]2e5[ne]2e2[ne]n2[ne]n[nw]n[ne][nw]2n[ne]2n[nw]2n[nw]4n2[ne]3n2[ne]2n[nw]w[nw]4n4unnw[nw]n2[nw]n2[ne]n3e2n&",350)

```

```
 --Shrubs--
 You need to get to the top of the tower so run around unlock doors and head up when ever you can
 You will know when your there as there will be a huge"Donkey" Beast in there

```

```
 --Gruesome Winged Beast--
 Best to assassinate as its defense is pretty tight.
 Kill it, It will drop a simple silver ring "I know you could probably buy a ring in town but I guess you need the kill"

```

```
 --Receiving the Shield--
 You need a GM or GL to get the shield
 Find Hankey and the rest of the guild quests and offer the ring there to receive the shield.

```

### Upgrading the Shield

```
 --From Jadrele, Guardian of Youth--
 Move West,South,Up
 Follow this route for upgrades and interesting items to be explained under another section.

 --Varnishing Assistant has a shop here--
 Level 2
 Buy the jar of lacquer
 Mix with your shield

```

```
 --Burly Assistant has a shop here--
 Level 3
 Buy fitting kit
 Brake Fitting kit
 Mix Items with your shield

```

```
 --Spiking Assistant has a shop here--
 Level 4
 Buy blackened spikes
 Mix with your shield

```

```
 --Cutting Assistant has a shop here--
 Level 5
 Buy metal cutters
 Mix with your shield

```

```
 --Buffering Assistant has a shop here--
 Level 6
 Buy jar of resin and buffing cloth
 Mix them together then
 Mix with your shield

```

```
 --Sturdy Assistant has a shop here--
 Level 7
 Buy Advanced fitting kit
 Brake Fitting kit
 Mix Items with your shield

```

```
 --Webbing Assistant has a shop here--
 Level 8
 Buy spider-silk strapping
 Mix with your shield

```

```
 --Cabinet Assistant has a shop here--
 Level 9
 Buy poison extract
 Mix with your shield

```

--TADA---Your done upgrading your shield and probably over Glvl 150---
Moorgate

Moorgate is the main town on the isle of Cosrin and is located in the southwest corner of the isle. Most players are citizens of this town.

## The Tranquil Healing Shrine

The Tranquil Healing shrine is where most players go to rest in between battles. This is normally where Shaman sit while they offer their services.

## Moorgate Town Centre

Moorgate's Town Centre is located in the middle of the town, east of the shrine. This is where citizens of Moorgate are taken when they use the RECALL command under level 7.

## Monks' Guild Entrance

Located NE of Town Centre. A player can join the Monks' Guild from here.

## Mages' Guild Entrance

Located NW of Town Centre. A player can join the Mages' Guild from here.

## Fighters' Guild Entrance

Located SW of Town Centre. A player can join the Fighters' Guild from here.

## Rogues' Guild Entrance

Located SE of Town Centre. A player can join the Rogues' Guild from here.
Lord Soltark, Soul Harveter

Master of the dead, denizen of the cemetery, this great force of

pure evil rules his minions with a fist of iron.

This creature poses absolutely no challenge

Lord Soltark, Soul Harvester is in perfect health (13680 hits left)

The Lord Soltark, Soul Harvester is far too clever to be ambushed from the shadows.

He also accompanied by 4 Souls of the Damned
Serenity Armor

Here are the notes that Ava took on all of the Serenity Armor items that she has found so far. Sorry that the formatting is not very good, it looks better in Excel. It is organized by armor type (i.e. Shields, Body Armor, Outerwear, etc.). Also the normal armor items that can be made by Fighters are included, in order to compare the stats. The part to the right are personal thoughts about "problems" with some of the items' stats or other things. I hope this is useful for someone!

For the recipes for these items, you can go to Serenity Arcana.
List of Coven Arcana

```
*NOTE*Help Warlock Arcana maybe usefull

```

Demon hide found in Morghannas room with "pull rope"

Filled Cauldron: Go to area between the pentagram of knowledge and the guild and search for a southwest exit, then type "Fill Cauldron"

 demon scale robe
 demon claws
 demonic boots

 demon hide leggings
 demon spawn cloak
 shield of the demon bracers (bracelet)
 deamon's blood dagger

**To get past GR32 portal into main area**

* Chant: "None shall pass" in se room
* Command: "Use talisman" (talisman in hand) in south room
* Command: "Step through the portal"

 cape of sorrows
 silver python torque (torque)
 serpent skin gloves
 viper fang dagger
 aegis of the adder

 swirling robe of souls
 bracer of evocation
 skull visor
 greaves of the dead
 battered ribcage

 death mask

 tainted staff (staff)
 gown of writhing darkness (gown)

 bracer of dread (bracer)
 apocalyptic cuirass (cuirass)
 greaves of destruction (greaves)
 gauntlets of pestilence (gauntlets)
 boots of torment (boots)
 aegis of despair (aegis)
 ancient stave of dread (staff)

***Special thanks to Mephistopheles, Thokan, Ajural, Priscent and Maricius***
Scry

This is a Magical Spell Use Spell

Pre-requisite: Lore Spell

**Wizard only Spell**

This spell allows the wizard to locate and lock onto another person.

Once cast, target a player currently online.

Your remember slot number 10 will be set with that persons location. You can then use a teleport spell to teleport to remember slot 10 to appear next to the user scryed.
City Walls (Quests)

Template:Spoilers

The City Walls area has up entrances all over the walls of Moorgate. A half-face visor from normal armor shops is required to enter.

* There is a locked room. In it you must do the command "pull rack" to open a secret room with the quest giver Grand Ralph inside wanting a white pearl ring
Patch: November 2, 2013

## Engine Updates

1. Disconnecting while advanced should no longer remove all experience.
2. Experience "plateaus" have been removed. Upon death, characters will have a flat 10% experience removed. Characters below 10% experience to the next level will be reduced to 0%.
3. Upon death, characters will lose 25% of gold on hand, down from 50%.
4. Reduced the rate at which additional points of resistance are needed to reach a desired resistance level for elemental damage types.
5. Reduced the bonus resistance to magical damage types from 15% down to 5%; however, the bonus 5% now additionally applies to elemental damage resistances, physical resistance, and stun resistance.
6. The chance for monsters to reduce spells on characters has been reduced.
7. The chance for monsters to trigger a damage-based Stunning Blow has been reduced.
8. Bleed calculations now appropriately take bonus resistances into account.
9. Poison damage now has a chance to stack rather than always stacking.
10. Subsequent poison damage beyond the initial application will stack at a reduced rate.
11. Corrected an issue where invalid commands issued in rooms players are unable to send tells from would result in an error message rather than "Unrecognized command".
12. The damage component for balanced weapons has been slightly increased.
13. Special attacks from monsters (spells, weapon enchants, etc) should now obey settings given to them rather than completely disregard those values and calculate its own. The same has been applied to traps.
14. Characters that are a sufficiently higher level than a creature attacking them are granted additional resistances to any special attacks, up to and including immunity.
	* **Note:** This "hidden" additional resistance will not be displayed as part of the DEFENSE as it is applied on a per-monster basis and is not a general or static value.
15. Monk top-end damage has been slightly increased.
16. The chance to trigger a stun through the stunning blow skill has been slightly increased.
17. Members of the Mages Guild are granted additional build points when gaining levels to accommodate the increased cost of learning spells in additional to skills. This change is retroactive.
Dead Moorgate

Sometime in 2005, players who died were suddenly and unexpectedly transported Dead Moorgate instead of the usual plane of death located under the rest shrine. Dead Moorgate is a poorly implemented punishment for dying and death in Cosrin -- Players who died on the day of implementation were, without notice or explanation, suddenly in an unfamiliar room with a lot of confusing out of character instructions about where they were supposed to go with no obvious way 'back'. There was no event or explanation to implement Dead Moorgate, it was just suddenly there as if it had always been there. One theory, gleaned from a couple obscure room descriptions and quests [1], is that Dead Moorgate is a future version of Moorgate after some unknown apocalyptic event. But still it makes no sense why you would die and go to the future. While in Dead Moorgate (and Dead Stormport) players are not able to use tells, shouts (or wails?), or guildshouts. Players can still use the chat channel and the MESSAGE <player> feature. Many people were confused about the new death system and quit Cosrin, others spent hours and hours making new maps and trying to figure out how to get back to regular Moorgate.

## Leaving Dead Moorgate

There are two ways to leave Dead Moorgate, one involves a tumbleweed which changes its location every time the quest is done, and another requires using obscure commands to get in and out of several hidden places within Dead Moorgate to find items by using yet more obscure commands to complete a quest chain. The latter method also involves trudging through the Dead Sewers which can become populated with some pretty nasty mobs if several people go through them in quick succession (i.e. during invasions, it is impossible to leave via this route because your character gets advanced and you die again). Sometime later, the Dead Cities were made optional. Going "down" from the plane of rebirth currently takes you to the Dead City of your choice, while going "up" bypasses those areas entirely.

A macro has been created to quickly escape Dead Moorgate through the sewers, although sometimes the sewer topography is changed when a new version of this macro surfaces. Use with caution.

,[leave dead moorgate?][pack right][se][se]d5n5e5n17w[sw]ssss2e[squeeze through]n2[nw]nw[nw]2[ne][nw][ne][nw]n[nw][sw][climb slope][sw]nwn[pick a rose][take rose]n[climb ladder]2n[ne]17e5s5w4s[offer]n3n5e5n10w[sw]4s4s3wws[offer]&
Monks' Guild

## About

The full history of the Monks' Guild can be found here: [1]

## Subguilds

There are no formal subguilds for the Monks' Guild. For RP purposes the three towers serve as psudo-subguilds.

The **Kwon**, teaching its students to master the physical arts of the body, including the martial arts.

The **Daisho**, teaching its students to master the magical arts of the mind, including magical scrolls and spells.

The **Hakushi**, teaching its students to master the spiritual arts of the soul, including healing and herbalism.

## Skills

These are all available skills within the Monks' Guild.

* Click skills for a full list of all skills within the game, along with their description.

## Services

* Pastes
* Monk Scrolls
* Monk Tailoring
Darkblade Dungeon, Level 2

Need a particular item to drop to the lower level, Need to be Level 60 to enter.

Quiet afew casters that put you to sleep and stun but exp is good and Banrog Cheiftains give nice xp per kill

To get into this area navigate Darkblade Dungeon Level 1 until you find the following room:

```
  At a turn in Darkblade Dungeon
  You spot some bones poking out from a collection of rubble. A huge
  cabinet stands against the back wall, it is filled with gold and
  items of wonder. As you step towards the treasure the cabinet
  VANISHES! A winch box sits on the floor.
  Obvious Exits:  South NorthWest

```

When at this location. Hold the Wooden Handled Lever and then *Examine Box*

This will take you to:

```
  Under an old archway in Darkblade Dungeon
  The tattered remains of a black curtain hang down from the archway.
  Something once wanted the archway to be closed off from prying
  eyes.
  There is a shimmering portal to the southwest
  Obvious Exits:

```

To exit back up, *Search* until you find a way up.
Valtera's Temple

```
Speedwalk

```

From Tymore Hills
,2n[ne]n[2nw]2w[2ne]e[se]s[se]2s[ne]e[se]&

Valteras Temple At lvl 140, All beasts are far too clever to be ambushed from the shadows. So don’t even attempt assassination you're wasting your time.

```
Creatures

```

Forbidden word
This creature poses absolutely no challenge
Forbidden word is in perfect health (891 hits left)

Wandering malediction
This creature poses absolutely no challenge
Wandering malediction is in perfect health (924 hits left)

Aether leech
This creature poses absolutely no challenge
Aether leech is in perfect health (1188 hits left)

Cave dweller
This creature poses absolutely no challenge
Cave dweller is in perfect health (1580 hits left)

Rabid bloodbeast
This creature poses absolutely no challenge
Rabid bloodbeast is in perfect health (2350 hits left)

Temple guard
This creature poses absolutely no challenge
Temple guard is in perfect health (4928 hits left)

Bloodspattered templar
This creature poses absolutely no challenge
Bloodspattered templar is in perfect health (6930 hits left)

Rune-carved warlock
This creature poses absolutely no challenge
Rune-carved warlock is in perfect health (7938 hits left)

Sanguinary dragon
You are vastly superior to this creature
Sanguinary dragon is in perfect health (43560 hits left)

Challenging opponents:
Animated blood
This creature appears to be a challenging opponent
Animated blood is in perfect health (76 hits left)

Elemental orb
This creature appears to be a challenging opponent
Elemental orb is in perfect health (600 hits left)

Burst of Pure Magic
This creature appears to be a challenging opponent
Burst of Pure Magic is in perfect health (950 hits left)

Raving novitiate
This creature appears to be a challenging opponent
Raving novitiate is in perfect health (1512 hits left)

Blood advocate
This creature appears to be a challenging opponent
Blood advocate is in perfect health (6560 hits left)

Blood sorceress
This creature appears to be a challenging opponent
Blood sorceress is in perfect health (7546 hits left)

Temple guard captain
This creature appears to be a challenging opponent
Temple guard captain is in perfect health (8100 hits left)
Useful Highlight Strings

Feel free to add useful highlight strings.

## Spell Related

* Detect when haste runs out.

```
movements return to normal speed
```

* Detect when you run out of SP

```
but you have only
```

## Colors

* In lieu of the old highlight strings for losing your colors that were posted here not working. Here are the strings needed to successfully highlight when you lose your colors.
* (I obtained these from a logged file where I logged the color codes associate with losing your colors, if you use these and they do not work I would suggest trying to obtain them that way. In order to log the color codes you have to enable the option in "Config->Options->Log Files, on that screen make sure the box that says "Log Colors" is checked.)

* Red - The ^Rred^N glow around ^CEternal^N winks out
* Green - The ^GGreen^N glow around ^CEternal^N suddenly stops
* Shards - The hovering shield in front of ^CEternal^N vanishes

(I left my name in these to make it easier to understand, you will have to replace my name with your own name to get them to work properly)

## Defenses

The serpents around ^C

The vines around ^C

The frost around ^C

The sparks around ^C

The flames around ^C

## Combat Related

Combat Spells:

**Fire**

A wave of heat rushes from his fingertips...

A stream of flames shoot from his hand...

A huge ball of molten fire shoots from his hands...

**Ice**

A wave of cold rushes from his fingertips...

A ball of cold and ice rushes from his hand...

A sheet of ice, hail, and extreme cold emenates from his open hands...

**Electric**

A wave of energy flies from his fingertips...

A bolt of lightning shoots from his finger...

A ball of intense energy rushes forth from his open hand...

**Divine Damage**

A portal to the elemental plane opens!

**Misc.**

Webs fly from his fingertips...

A stream of sticky goo shoots from his fingers...

Ropes covered in a sticky goo begin to form...

Ropes begin to form...

Vines and weeds of all sorts begin to form...
Teleport

This is a Magical Spell Use Spell

Pre-requisite: Recall Spell

**Wizard Only Spell**

Teleport allows you to teleport around Cosrin.

You need to first go to the location you wish to save and REMEMBER #.
(# is a number between 1-9 as you can have 9 locations remembered).

This is handy if you are hunting an area and having to keep running back to town for more potions.

Once a location has been remembered all you have to do is then cast Teleport and target the number (example: t 4) to teleport there.

*This is a requisite for the Group teleport spell*

!!WARNING!!

Not every room can be remembered so I would always suggest once you have remembered a location move 1 room away and try teleporting back to it.

If successfull great!

If not then try to remember another room.
The Lowly Downs

The lowly downs are located north of Moorgate, and are accessible from the causeway or from northern Barh-kul. One of two entrances to Kegvale is attached to the eastern Lowly Downs. In addition, the lair of the Dragon is located here. Located behind the Dragon's lair is the city level 10 quest for the dragon tome.

## Monsters

**Eye Demon**

**Ogre**

**Dark Troll**

**Fire Dragon** - Casts Fire Spell

**Stun Jelly** - Stuns

**Ogre Guard**
Misty Vale Mountains (Quests)

## Cabin Area

* To access the cabin area do **use stepping stones**.
* To catch a brook trout go to the stream room holding a fishing rod and a small fishing net and do **catch trout**.

## Group of Hill Giants

* Moving Quest.
* Leads to the Hill Giants Lair!
* Wants a **sweet pastry**.
* Get a **funnel** by going all east from the cottley mounds glade and doing **get funnel**.
* Get an empty bottle.
* Go to the serenity orchads and in the well room do **fill bottle** while holding both the funnel and bottle.
* One room to the west get the **hazelnut**.
* Have a monk use a pestle on the hazelnut, mix result with honey from Mr. Crombie at kegvale.
* Mix **bottle of water** with **sack of flour** to get dough.
* Mix dough and paste together to get the sweet pastry!
The Lowly Downs (Quests)

**Slaying the Downs Dragon**

In order to defeat the Downs Dragon you will first need to access it's lair. You will need a short stick to do this. This is a common item dropped in many areas.

Once you have a short stick, you will need to go to Ashwood Forest to poke a statue in the eye.

The quickest way to the statue is to enter Ashwood Forest from the second entrance coming from the north on the Western Causeway.

**At a junction along the Western Causeway**

A shadow filled bank of fog lies here limiting your vision to a mere
few feet. You can see that to the South fog actually appears to get
thicker but does seem to lighten up a bit as you look Northeast. A
faint dirt path leads off to the East, possibly into the woods.
Obvious Exits: East NorthWest SouthWest

From here go e;;e;;e;;se;;se;;e to

**On a forest trail in Ashwood Forest**

A pigeon-covered statue stands here. The trees rustle
overhead, and from time to time, you hear
a creaking sound as large branches push together.
Obvious Exits: South East West

Holding your short stick, use the command FLICK SWITCH.

You flick the switch and hear a low rumbling far off in the distance. You
have opened a magical way in another part of the land ! You should get down
from the statue and head off to find what's opened, if at first you can not
find the new way, don't get down. This is what adventure is all about.

This has unlocked the Downs Dragon lair for a short time. Now head back to the Lowly Downs.

,w[nw][nw]3w[sw]s3[sw]4s[se]2s2[sw]2s[se]2s4[se]4[sw][nw]3w[sw]3w2s[sw]w[sw]3s2[se][ne]2e2[ne][se]2[sw][se][sw]w

As this Dragon does not like short sticks, be sure to destroy it before you go north and face the Dragon!
Valtera's lab (Quests)

**Valteras Lab**

To reach valteras lab you'll need a iron broad sword that drops from either a disfigured lizard man or a tattooed lizard man. Once you reach the prison gauntlet you need to kill the gaoler head north then walk up.

If you obtain the blood acolyte's collar you can skip the prison gauntlet by wielding the acolyte's collar and write 'enter laboratory'. To get the blood acolyte's collar you need to
kill the lair boss inside Valteras Lab. All the steps needed will be presented below:

To obtain the blood beads of valtera (from beginning of lab):

,[pack left][pack right]2s[sw][praise be to magic][get beads of blood][ne]3s[ne]2s[ex floor][get wrought-iron charm][mix]

To obtain the caretaker's badge (from the end of last speedwalk):

,2s[offer]n2[ne]en[nw]3n[offer]3s[se][ne]ne2s[sw][offer][ne]2nws[sw]sw[sw][s]ese[offer]

Once you have the caretakers badge you now need to kill 2 mini-bosses, I suggest a figthers or rogues takes someone with them, since they have a lot of physical absord, mages should be able to handle them fine.

To reach the first mini-boss (from the end of the last speedwalk)

,wnwn[sw]2n10[search]e

Once there, hold the badge and write show badge and enter the room to the north, and pick up
the chain dropped there.

To reach the second mini-boss (from standing in the room of the first one)

,sw2s2[ne]en[nw]n10[search]w

Once there, hold the badge and write show badge and enter the room to the south, and pick up
the chain dropped there.
Mix the fire and ice chain which will leave you with a frozen chain of fire.

For the next part i suggest you bring at least 2 additional persons in order to kill the final
lair boss, make sure you have someone killing of the lab rats.

If you already had a party with you this speedwalk will take you from the second miniboss to just outside the lair boss.

,nes[se][ne]ne2s[sw]s

Once Here write use chain whilst holding it, and head east to kill the head researcher and get your blood acolyte's collar.

If you did not have a party with you use this speedwalk instead from the entrance of lab:

,2s2[ne]2e3s[se][ne]ne2s[sw]s

**Once you're done**

Speedwalk from dibblers to prison gauntlet to use if you have the iron broad sword and the blood acolyte's collar (if you dont have the collar it still takes you to the prison gauntlet)

,n2e[ne]2[se]7e[se]2e3[ne]n[nw]w[sw][nw]w2[sw][pack right][hold iron broad sword][insert iron broad sword][hold collar][enter laboratory]
Color Codes

The Cosrin client is able to handle a variety of color codes that can be used to customize and personalize your in-game text. Whether you’re creating a character description, setting a title, placing adverts, or just speaking/emoting to a room of people, these color codes will come in handy.

All color codes begin with a carrot ‘^’ and are followed by one of the following:

* **R** for Red
* **O** for Orange
* **Y** for Yellow
* **G** for Green
* **B** for Blue
* **C** for Cyan
* **V** for Violet
* **P** for Pink
* **F** for Random
* **K** for Blinking
* **N** to return to default

There is a distinction between UPPERCASE and LOWERCASE letters when using these codes. The uppercase is the bright version while the lowercase is the dark version.

There are also four format codes that can be used in the same way (capitalization is important):

* **+** for Big font
* **-** for Small font
* **E** for Bold
* **I** for Italics

## Examples

If you wanted to write the phrase ‘Welcome to Cosrin!’ in letters big, bold, and red, you would do:

```
^+^E^RWelcome to Cosrin!

```

If you only wanted to affect the word ‘Cosrin’:

```
Welcome to ^+^E^RCosrin^N!

```

## J Codes

Lastly, there is a more advanced color code called a J Code, which uses a J immediately followed by a two-digit code. These are too numerous to list so consult the chart below for specifics (click to enlarge):
Dead Stormport

## Quests

* Leaving Dead Stormport

Magpie is offering a quest (use SHOW QUESTS)
offer medallion

You place the bent medallion on the ground near the magpie,
being careful to ensure it catches the light nicely. After
a moment, the magpie hops over to the medallion, its
curiosity getting the better of it. It struggles for a
moment to pick up the medallion in its beak but cannot get
a good grip. It pauses for a moment to glance at you as you
watch before dropping the item in its claws in its attempt
to grab the medallion. It manages to pick up the medallion
and flaps off with its new found treasure. You quickly pick
up the clock hand that the magpie had been hoarding.

Crazy Scientist is offering a quest (use SHOW QUESTS)
offer clock

You hand over the hour hand to the crazy scientist.
"Ah, wonderful Elemancer! I can now fix the clock!" The man
quickly repairs the clock and stands back. "Hmm...
we should have been returned to our correct times."
He unpacks what looks like a large rug and examines
it closely. "Ah yes, here it is..." He plucks a thread
from the rug and hands it to you. "Your presence in this
timeline is blocking our return. This is your thread from
the great tapestry of time. You must return this to
your guild and they should be able use it to put you
back and allow the rest of us to return as well."

Arcanists' Guild:
Spectre of Quesilbeth Trollkarl is offering a quest (use SHOW QUESTS)
offer stitch

"What's this?" Quesilbeth asks as you hand her the stitch.
"Ah, I see...your thread from the tapestry of time is too
long as a result of your experiences here. You cannot be
returned without us correcting your thread." Quesilbeth pulls
out a sharp knife from her pouch and snips the end off your
thread. "Now you can retu..." her voice trails off as all
about you fades away and a rushing sound fills your head.

 File:Deadstormport map.jpg
Charons Cavern, Level 1

Template:Combatarea

## About

Charon's Cavern is located underneath Dark Blizzard Pass. The entrance is past a portal, requiring you to be land level 32 to enter.
This puts you above the caverns from which you must climb down. You can climb back up so long as you have the necessary item, but it will cost you.

### Mob List

* Hydra
* Hydra Spawn
* Descendant of Galamgar
* Star Sorcerer
* Star Guard
* Star Beast
* Fire Dragon
* Flame Demon
* Eye Demon
* Mouther
* Deep One
* Splinter Beast
* Slaver Beast

## Technical

### Speedwalks

* To get to the Charons Cavern from Dark Blizzard Pass sanctuary:

```
,w[sw]2[nw]2[ne]es

```
Experience, Advancement, and Levels

Legends of Cosrin uses a level-based system of experience based on percentage points, carried out to two decimal places. When a character reaches 100.00% experience, that character gains a level. Characters gain experience by doing damage to a monster, using the unlock skill, or casting various spells such as heal, antidote, and even teleport. There is a maximum level cap of 300, however no player has achieved that yet within Legends of Cosrin. The currently top ranked player is level 217, and of the top 15 ranked players, there is a range of over 100 levels.

There are four types of levels:

* Land Level
* Guild Level
* City Level
* Temple Level

Land Level is a normal character level, as with most RPGs. Guild Level symbolizes a character's stature within their particular guild, and is used to control how far they can progress within it. For example, certain skill or spell training cannot be accessed unless you reach a certain guild level. A player can increase their guild level by tithing experience from land experience to guild experience. You may tithe up to 75% of the experience you gain towards your guild.

City Levels and Temple Levels are also controlled by the tithe system, where you can tithe up to 10% of the experience you gain towards each, making a possible 20% total for them combined. City Levels act much like guild levels in that they symbolize the character's stature within the city. It also controls access to certain city areas. As of now, there are only two cities that you may be a citizen of, Moorgate and Stormport, and the city level titles are different for each.

Temple Levels are for members of a particular deity's temple. The main use for these are for roleplaying purposes and symbolize your dedicaton to that deity.

Guild, City, and Temple levels each come with their own titles that display upon examination of a particular character within the game. Unique titles for each level stop at a certain level, 25 for guild, and 10 for city.

For each land level you achieve, you are given build points. The number of build points given is mostly random, but certain factors can increase the chance of you getting more of them when you level up. Build points are used to learn skills and spells. Depending on your class, certain skills cost more build points to learn than others. For example, a Monk only requires 3 build points to learn a level of Martial Arts, but a Fighter may need 4 build points for the same skill.
The Catacombs, Level 1

Template:Combatarea

## About

**The Catacombs, Level 1** is a low level dungeon inside the Moorgate Adventurers' Guild. The first level contains easy mobs designed to get players accustomed to combat outside of a training area. The area also contains hidden exits and other things to discover in order to get players used to exploring their environment.

The southern part of the catacombs contains the entry quest and doorway for The Catacombs, Level 2.

## Area Details

### Mob List

* Imp
* Kobold
* Beaten Kobold
* Giant Rat
* Rat
* Goblin
* Sick Goblin

## Notable Features

### Mobs

* The Catacombs contains some guild entry quest kill mobs, such as the Viper Spirit and Dark Beast.

## Technical

### Hunting Technique

* Imps are a somewhat rare spawning mob which can hold players on hit.
* Be careful of Kobolds which are ranged attackers.

### Speedwalks

* To get to the Catacombs from Moorgate Town Center:

```
,10w2n2e2nd

```

* To get from the Catacombs, Level 1 entrance The Catacombs, Level 2 entrance:

```
,de2[se][ne][se]2s[sw]2[se][ne]2[se]2[sw]7[se]w[sw]2[se]e[ne]2[se]s[sw]s[sw]2w[sw][se][sw]s2[sw][se]e[se]e&

```

* To get from the The Catacombs, Level 2 entrance to The Catacombs, Level 3

```
,dd[se][se][se][se][se][sw]w[sw][sw]s[se]ss[sw][se][se]s[sw][nw]w[sw]s[sw][sw][sw][se][se][sw]&

```

### Macros

* Slow lure, double room attack, prioritize imps (without aim), gold harvesting

```
g gold;;ch imp;;ch;;e;;ch;;w

```
Paints

"Legendary paints" is a chain of quests involving the creation of paints for NPC's.

By collecting certain items and providing them to particular NPC's, the player is rewarded with a base paint such as red paint. This base paint can then be mixed with other base paints to form new paints or "final paints". Alternatively, base paints can be broken with the "break" command to provide a new paint.

Dotted throughout Cosrin are a number of painters who require specific final paints.

## Base Paints

See below table for a brief guide on where to locate NPC's and items. Some points to note:

* Painters move to a new location after each completion of the quest. Estimates indicate within 20 rooms of the original location
* Base paint quests are repeatable
* Base paint quests provide no experience
* **All the painters are pretentious hipsters**

## Paint Mixing Guide

**Purple**

You need Green and Red

1. Break the Green Paint to get Blue (Keep the yellow paint to help make gold paint)
2. Mix Blue with Red

**Camouflage**

You need Red, Green x2

1. Mix Red and Green to make Brown
2. Mix it with Green

**Gold**

You will need red, green and metallic

1. Break the green paint to get a yellow
2. Mix yellow and red to get orange
3. Mix the orange and metallic = **GOLD**

**Khaki**

You will need red x2, green x3

1. Make camouflage (see above)
2. Make orange (break green, mix yellow with red)
3. Mix camouflage with orange = **KHAKI**

**Mithril**

You will need red, green, black, metallic x2, white x2

1. Make gold paint (see above)
2. Mix gold with white = **platinum**
3. Make silver paint (mix black and white = grey, mix grey with metallic to get **silver**)
4. Mix silver and platinum = **MITHRIL**

**Kaline**

You will need red x5, green x6, black x2, white, metallic

1. Make rust paint (mix red and green = brown, mix brown and metallic = **rust**)
2. Make charcoal paint (mix red and green = brown, mix brown + black = **charcoal**)
3. Make camouflage paint (see above)
4. Make forest paint (mix camouflage and charcoal = **forest**)

1. Mix forest paint and rust paint = **earth**

1. Make grey paint ( mix black and white ), make orange paint x2 ( mix red and yellow paint)
2. Make dusk paint ( mix one of the two oranges and grey = **dusk**), (mix the remaining orange with metallic to make **gold**)
3. Make heaven paint ( mix dusk and gold = **heaven**)
4. Mix heaven and earth = **KALINE**

**Icane**

You will need red x4, green x5, metallic x4, white x4, black x2

1. Make mithril paint x2 (see above)
2. Mix one mithril and green = battlefield, mix battlefield and red = **bloodlust**
3. Make camouflage paint (see above)
4. Mix camouflage paint and remaining mithril paint = **tactics**
5. Mix bloodlust + tactics = **ICANE**

## Notes

Easiest final paint quest to complete is Purple/Berserker.

File:Paints.PDF
Colors (Spell)

## Colours

Colours are a form of buff within Cosrin that increase strength, accuracy and defence. These buffs are known as colours as each spell is assigned a colour.

Red for strength,
Green for accuracy,
Shards for defence.

When a set of colours is bestowed to a player, that player can press 'H' to see the value, known as roll, of the colour, e.g:

Magically accurate (25)

A higher number indicates a better roll and increased proficiency.

Ultimately the best cast of colours will come from staff which are often rewarded to players for RP's or as a prize in competitions.

Following this, the best possible cast of colours from players will be from Shamans. However, a level 100 wizard will be able to cast higher rolls than a level 5 Shaman, this is due to the Wizard having access to higher portals of learning.
The Lighthouse

Template:Combatarea

**The Lighthouse**

Leave Moorgate to the north, and go up the causeway until you find the Glowing Shrine. You might find it in your best interest to have high swimming, or to fly or walk on water.

**On the West Causeway**

A small lighthouse lies off the coast to the
west of you. The road provides you no way of getting
to the small building. Perhaps there is another
trail you can locate.
Obvious Exits: North South West
Glowing Shrine is offering a quest (use SHOW QUESTS)

Go west, then use the command SWIM. Then go north west and you are at the base of the Lighthouse. You can lure here, without a need to enter the Lighthouse itself.

**The Sea Wyvern**

The Sea Wyvern is below the Lighthouse, in order to fight it you will need to be able to breathe water, and to defeat the Water Dragons which accompany it you will need to be able to fly. You can get an adventure token drop here.
How To Guides and Tutorials

This is the table of contents for all guides, tutorials, and FAQs

**Note:** Wiki pages in this section should start with "Guide:" in order to place them in the Guide namespace. Example: "Guide:Raising Your Drinking Skill"

## Guides

* Guide:New Player Guide
* Guide:Effective Macro Hunting
* Guide:Making Gold Quickly
* Guide:Raising the Drinking Skill
* Guide:Discovering Room Secrets
* Guide:Maximizing Experience Gain
* Guide:Where To Hunt

### Lair Beasts

* Guide:Killing the Troll Witch Doctor and Troll King

### Castin's Cheats and Tips

*Disclaimer--If you dont want to know where things are or how to complete things then please do no read any further!*

'''Commands'''

'''Crafted Items'''

'''Wedding Gifts'''
Dates and Times

In-character game time is calculated differently from real life (out-of-character) time.

Before reading, it is important to distinguish In Character vs. Out of Character. See the Glossary of Terms for more information.

## Time Conversion/Calculation

 2 days
 1 day
 96 Minutes
 24 Minutes

cosrinfans.com has a date calculator available for planning when certain In Character dates will occur [1]. For the source code, see [2]

## In-Character Month Names

1. Awakenings - The start of the end to Winter
2. Frost Fall - The last gasp of Winter
3. First Growth - The start of Spring
4. Weeping Skies - Rainy season
5. Cherrin - The start of Summer
6. Zoran's Pleasure - The middle of Summer
7. Longing - The waiting month when you long to harvest
8. First Harvest - Harvest time
9. Hallow Month - A month of reflection the coming of Winter
10. Winter Cloak - Winter over the land
Fighter's Guild

## About

The Fighters' Guild is located 5 west, 2 south, 1 east from Recall. The Fighters' Guild is the main guild to join for Berserkers, Fighters, and Rangers, although there are no class portals within the guild. This means monks and thieves can also do reasonably well within the Fighters' Guild, and even magic classes have been sighted.

## Roleplay

You hit things for a living, figure it out.

## Training Arena

There is an area (Fighter's Guild Training Arena) hidden underneath the guild that holds a variety of monsters for young guild members to practice their skills on. The way is hidden, perhaps you have seen the footprints in the coal bunker?

## Fifth Tower

This long-forgotten tower has long been whispered and rumored to exist within the guild. What secrets does it hold? Does it even exist outside of boasts and bragging within the taverns?

## Sub-guilds

* **Barbarians**

The Barbarians specialize in fast-paced combat using two-handed weapons and brute strength. Ideal for berserkers, but anyone with a good arm and the desire to sacrifice a little safety for raw power is welcome.

The strongest two-handed weapons in the realm can only be crafted within this sub-guild.
Barbarians may also craft a unique armor from the skins of panthers found within Scrublands tower.

* **Knights**

The stalwart guardians of the realm. The Knights specialize in a more defensive style of combat utilizing sword and shield. This is the ideal sub-guild for those of the Fighter class.

The strongest one-handed weapons in the realm can only be crafted within this sub-guild.

Note: After you complete the quest and become a Knight, you may then go to the Knights Tower entrance and "salute the guards" to gain entry.

* **Rangers**

The Rangers of the guild are renowned for their deadly aim. The Rangers specialize in ranged combat with a bow and arrow. This is the ideal sub-guild for, you guessed it, rangers.

The strongest missile weapons in the realm can only be crafted within this sub-guild.
Rangers also have the ability to craft unique armor from the bones of various dragons and hydra.

## Skills

These are all available skills within the Fighter's Guild.

* Click skills for a full list of all skills within the game, along with their description.

## Services

* Armor Forging
* Weapon Forging
* Weapon Balancing
Valtera's Prison

Sub area of Storm Mount Tower.
Level 75+ area within Tymore, connects to the level 120+ zone Valtera's Laboratory. It is a very small area which consists of about 7 or 8 rooms. Each room consists of 3-5 fast hitting enemies that spawn upon entrance, no random spawns. Once you reach the gaoler at the northernmost room, you will get teleported back to the start of the area unless you fulfill certain requirements. Keep lots of pastes, experience is fast but healing is needed frequently.

To enter, you must have either an iron broad sword or iron long sword found on the lizard men which randomly spawn within Tymore. To use them, you must hold one in your right hand and "insert" them.

Example:

```
insert iron broad sword
insert iron long sword

```

The full item name must be used.

### Speedwalk

Use this speedwalk from Reechman Dibbler's Causeway Connection to go directly to the doorway.

```
,[VALTERA'S PRISON]n2e[ne][se][se]7e[se]2e3[ne]n[nw]w[sw][nw]w2[sw]

```

* The following speedwalk includes packing your current weapon, holding the sword needed to enter the prison (provided you have one in your pack), using the insert command for both swords (so if you have one and not the other it's covered in one speedwalk), as well as getting out your weapon again.

* ,[VALTERA'S PRISON]n2e[ne][se][se]7e[se]2e3[ne]n[nw]w[sw][nw]w2[sw][p right][hold iron long sword][insert iron long sword][hold iron broad sword][insert iron broad sword][wield mithril-braced short bow]&

**NOTE: The ONLY change you will have to make with the above speedwalk is changing the weapon to your weapon of choice.**

## Lizard Man Gaoler

Upon initially entering the prison, there will be a room 6N of the entrance that teleports the player back to the entrance room of the prison. This is the Lizard Man Gaoler's lair and can only be accessed after completing the quest 5N 1E of the entrance. The quest item required for this quest is incense and can be found 4N 1W of the entrance via an examine in the room.

The lizard man gaoler drops a quest item required to enter Valtera's Lab and he also hits very hard, so be prepared!
Monk Tailoring

**Monk Tailoring** refers to the ability for members of the Monks' Guild to make colored clothing using pigments available at a guild shop.

## Clothing Recipes

* Start by going to a clothing shop which sells these items (Stormport):

```
1)             sewing needle  455( 500)    2) strong thread  273( 300)
3)             shirt pattern  455( 500)    4) skirt pattern  455( 500)
5)           trouser pattern  455( 500)    6) embroidery floss  455( 500)
7)            bolt of cotton  910(1000)

```

needle + thread = threaded needle

needle + floss = embroidery needle

embroidery needle + bolt of cotton = bolt of embroidered cotton

search, go nw, examine shears, go nw again, get shears. (if awareness is low, may have to examine shears several times)

shears + bolt of embroidered cotton = piece of embroidered cotton

piece of embroidered cotton + pattern = embroidered clothing pattern

embroidered clothing pattern + threaded needle = clothing

clothing + dye = dyed embroidered clothing

* Alternate method -- for black clothing only

shears + bolt of cotton = rough piece of cotton

rough piece of cotton + pattern = cotton clothing pattern

cotton clothing pattern + threaded needle = plain cotton clothing

plain cotton clothing + dye = colored cotton clothing

* The recipes are the same if you want silk clothing. Instead of cotton; buy gift 2 at the wedding shop.

shears + bolt of fine silk = rough piece of fine silk

rough piece of fine silk + threaded needle = plain silken sash