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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-04-15T11:52:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanter&amp;diff=231784</id>
		<title>Enchanter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanter&amp;diff=231784"/>
		<updated>2025-01-04T20:07:41Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: a word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some experienced [[wizard]]s specialize in [[Enchant (925)|enchanting]].  Enchanters ideally will have high [[Logic]], [[Intuition]], [[Elemental Mana Control]] and [[Wizard Base]] spell training.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Enchanting Success Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Enchanting-focused wizards may choose to forego [[Spell Aiming]] in favor of maximizing their number of ranks in Wizard Base and Elemental Mana Control.  Wizards that choose this route typically use [[Sandstorm (914)]] and [[Earthen Fury (917)]] for their attack spells, as they are not affected by Spell Aiming and Earthen Fury damage is increased by Wizard Base ranks.&lt;br /&gt;
&lt;br /&gt;
{{Template:Wizard}}&lt;br /&gt;
[[Category:Wizard]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanter&amp;diff=231783</id>
		<title>Enchanter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanter&amp;diff=231783"/>
		<updated>2025-01-04T20:06:16Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Clarifying about 917 damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some experienced [[wizard]]s specialize in [[Enchant (925)|enchanting]].  Enchanters ideally will have high [[Logic]], [[Intuition]], [[Elemental Mana Control]] and [[Wizard Base]] spell training.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Enchanting Success Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Enchanting-focused wizards may choose to forego [[Spell Aiming]] in favor of maximizing their number of ranks in Wizard Base and Elemental Mana Control.  Wizards that choose this route typically use [[Sandstorm (914)]] and [[Earthen Fury (917)]] as their attack spells, as they are not affected by Spell Aiming and Earthen Fury damage is increased by Wizard Base ranks.&lt;br /&gt;
&lt;br /&gt;
{{Template:Wizard}}&lt;br /&gt;
[[Category:Wizard]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanter&amp;diff=231777</id>
		<title>Enchanter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanter&amp;diff=231777"/>
		<updated>2025-01-04T04:40:48Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Article overhaul to remove extremely outdated info and add strategies for modern enchanting focused wizards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some experienced [[wizard]]s specialize in [[Enchant (925)|enchanting]].  Enchanters ideally will have high [[Logic]], [[Intuition]], [[Elemental Mana Control]] and [[Wizard Base]] spell training.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Enchanting Success Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Enchanting-focused wizards may choose to forego [[Spell Aiming]] in favor of maximizing their number of ranks in Wizard Base and Elemental Mana Control.  Wizards that choose this route typically use [[Sandstorm (914)]] and [[Earthen Fury (917)]] as their attack spells, as their damage is increased by Wizard Base ranks.&lt;br /&gt;
&lt;br /&gt;
{{Template:Wizard}}&lt;br /&gt;
[[Category:Wizard]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shield_Bash&amp;diff=231429</id>
		<title>Shield Bash</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shield_Bash&amp;diff=231429"/>
		<updated>2024-12-15T09:11:26Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Fixing verb from CMAN to SHIELD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = bash&lt;br /&gt;
  |verb = [[SHIELD]]&lt;br /&gt;
  |type = Setup&lt;br /&gt;
  |roundtime = 3s&lt;br /&gt;
  |stamina = 9&lt;br /&gt;
  |offensivegear = Left hand&lt;br /&gt;
  |requirements = Requires a shield.&lt;br /&gt;
  |attributes = &amp;lt;br&amp;gt;Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Racial Size Modifiers&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Shield Size Modifiers&amp;lt;br&amp;gt;Target Stance Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Rogue]]s, [[Paladin]]s&lt;br /&gt;
  |availablein = Shield Specializations&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 2&lt;br /&gt;
  |rank2 = 4&lt;br /&gt;
  |rank3 = 6&lt;br /&gt;
  |rank4 = 8&lt;br /&gt;
  |rank5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Attempt to wallop your foe with your shield.&lt;br /&gt;
  |mechanics = Maneuver a target with your [[shield]], dealing minor impact and minor unbalance damage.  Applies [[Vulnerable]] to the target for {{mono|(15 + (Rank * 5))}} seconds and [[Staggered]] for {{mono|(Success Margin / 5) seconds}}, and reduces stance.&lt;br /&gt;
  |additionalinfo = As of the [[Player System Manager - Phase 3]] update, the versions of Shield Bash available via {{boldmono|[[Verb:CMAN|CMAN]]}} and {{boldmono|[[SHIELD (verb)|SHIELD]]}} are the same. &lt;br /&gt;
===Factors===&lt;br /&gt;
*Shield Bash ranks.&lt;br /&gt;
*Shield use ranks.&lt;br /&gt;
*Endroll.&lt;br /&gt;
*Shield size.&lt;br /&gt;
*A random roll for damage level, heavily modified by the aforementioned factors.&lt;br /&gt;
*Basher vs. Target size.&lt;br /&gt;
&lt;br /&gt;
Stun duration, knockdowns, and forced stance change are calced independently based on the damage level of the hit. Larger shields give a penalty to hit but a bonus to the hidden roll for effects.&lt;br /&gt;
&lt;br /&gt;
===Creatures that use this maneuver===&lt;br /&gt;
*[[Tomb troll]]&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You lunge forward at a rolton with your vultite greatshield and attempt a shield bash!&lt;br /&gt;
[SMR result: 218 (Open d100: 83, Bonus: 6)]&lt;br /&gt;
Your size contributes slightly to the attack!&lt;br /&gt;
You lash out with an awesome shield bash!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Hard blow to left hand breaking bones!&lt;br /&gt;
The rolton collapses to the ground, emits a final bleat, and dies.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
Descriptors:&lt;br /&gt;
&lt;br /&gt;
{{sbash descriptor}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Divine_Incarnation_(1650)&amp;diff=230553</id>
		<title>Divine Incarnation (1650)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Divine_Incarnation_(1650)&amp;diff=230553"/>
		<updated>2024-12-04T08:47:34Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Fixing table formatting for INCARNATE SMITE and adding info about type of damage dealt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = DINCA&lt;br /&gt;
 | duration = 5 minutes or divine energy is expired&lt;br /&gt;
 | cooldown = 10 minutes&lt;br /&gt;
 | span = [[Single Cast]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Offensive, Defensive&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Self-cast&lt;br /&gt;
 | navigation = {{Paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The paladin becomes the divine incarnation of their deity.  While incarnated the paladin is granted 30 &#039;&#039;&#039;Divine Energy&#039;&#039;&#039; that may be used to call upon the powers of their deity using the{{boldmono| INCARNATE }}verb. &#039;&#039;&#039;Divine Incarnation&#039;&#039;&#039; has a 10 minute cooldown that begins when the spell is cast.  Divine Incarnation has been updated to provide a cooldown reduction based upon the amount of unused Divine Energy.  The rate of the cooldown reduction will be 10 seconds for each unused Divine Energy point remaining from the base 30 pool.  Additional Divine Energy earned through training in [[Spiritual Mana Control]] is NOT counted for cooldown reduction.&lt;br /&gt;
&lt;br /&gt;
The{{mono| INCARNATE }}verb gives the paladin access to four unique abilities that drain Divine Energy from their available pool.  Those abilities are &#039;&#039;&#039;ZEAL&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, &#039;&#039;&#039;SMITE&#039;&#039;&#039; and &#039;&#039;&#039;ONSLAUGHT&#039;&#039;&#039;. Each offensive &#039;&#039;&#039;INCARNATE&#039;&#039;&#039; ability incurs 3 seconds of hard [[roundtime]] and each buff ability incurs 3 seconds of cast roundtime.  While under the effects of Divine Incarnation, the paladin may also use{{boldmono| INCARNATE ENERGY }}to check their &#039;&#039;&#039;Divine Energy Pool&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
*{{boldmono|INCARNATE [option] {target} }}&lt;br /&gt;
*{{boldmono|INCARNATE ENERGY }}to check the Divine Energy Pool&lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Spiritual Mana Control]] increases the total amount of the Divine Energy Pool by one divine energy per 5 ranks.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right&amp;quot;|Spiritual Mana Control ranks||0||5||10||15||20||25||30||35||40||45||50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total Divine Energy Pool||30||31||32||33||34||35||36||37||38||39||40&lt;br /&gt;
|}&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right&amp;quot;|Spiritual Mana Control ranks||60||70||80||90||100||110||120||130||140||150&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total Divine Energy Pool||42||44||46||48||50||52||54||56||58||60&lt;br /&gt;
|-&lt;br /&gt;
|colspan=11|&amp;lt;small&amp;gt;&#039;&#039;Not all thresholds shown&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
== Abilities and Lore Benefits ==&lt;br /&gt;
===Zeal=== &lt;br /&gt;
*Cost: 5 divine energy for base 5 flares, +1 divine energy per additional flare&lt;br /&gt;
&lt;br /&gt;
Zeal will cause a divine aura to surround the paladin and trigger deity specific flares upon the next 5 successful attacks made during the next 60 seconds.  If time allows, additional flares may be triggered at a cost of 1 divine energy each.  Training in [[Spiritual Lore, Summoning]] increases the duration of Zeal by 2 seconds per a seed 10 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style:&amp;quot;text-align:right&amp;quot;|Spiritual Lore, Summoning ranks||0||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total duration (seconds)||30||31||32||33||34||35||36||37||38||39||40||41||42||43||44&lt;br /&gt;
|}&lt;br /&gt;
===Armor===&lt;br /&gt;
*Cost: 15 divine energy, 20 divine energy if used during an &amp;quot;emergency&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Armor causes a holy armor to surround the paladin.  This grants a 50% [[resistance]] to all forms of attack for 30 seconds.  &lt;br /&gt;
&lt;br /&gt;
This ability can only be invoked twice per cast of the spell.  Training in [[Spiritual Lore, Blessings]] increases the resistance effect of Armor by 2% per seed 5 summation of ranks, and the number of emergency uses of it per day by one at 50 and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
Armor can also be invoked in an &amp;quot;emergency&amp;quot; situation once a day, which is defined as using the ability during a time other actions could not be performed (i.e., in roundtime, [[stunned]], [[:Category:Effects and Conditions|etc.]]).  This will immediately end the spell and trigger a 5 minute cooldown on being able to use the spell again.  Divine Incarnation does not need to be active in order to invoke an &amp;quot;emergency&amp;quot; usage of Armor. &lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Resistance Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style:&amp;quot;text-align:right;&amp;quot;|Spiritual Lore, Blessings ranks||0||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total resistance effect||50%||52%||54%||56%||58%||60%||62%||64%||66%||68%&lt;br /&gt;
|}&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
!style:&amp;quot;text-align:right;&amp;quot;|Spiritual Lore, Blessings ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total resistance effect||70%||72%||74%||76%||78%||80%||82%||84%||86%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Emergency Uses Per Day&lt;br /&gt;
|-&lt;br /&gt;
!style:&amp;quot;text-align:right;&amp;quot;|Spiritual Lore, Blessings ranks||0||50||125&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total uses per day||1||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smite===&lt;br /&gt;
*Cost: 5 divine energy drained on a successful hit only&lt;br /&gt;
&lt;br /&gt;
Smite causes a bolt of divine energy to leap from the paladin&#039;s weapon and attempt to strike the target, dealing [[CONCUSSION|concussion]] damage in addition to a [[Plasma_critical_table|plasma critical]].  This is an [[SMRv2]] based attack for which the strength can be increased by training in [[Paladin Base]] spell ranks.  Training in [[Spiritual Lore, Religion]] provides a Spiritual Lore Religion Ranks / 1.5 = Chance for a second Smite strike at no divine energy cost.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style:&amp;quot;text-align:right;&amp;quot;|Spiritual Lore, Religion ranks||15||30||45||60||75||90||105||120||135||150&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Chance for a second Smite strike||10%||20%||30%||40%||50%||60%||70%||80%||90%||100%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Onslaught===&lt;br /&gt;
*Cost: 10 divine energy&lt;br /&gt;
&lt;br /&gt;
Onslaught causes the paladin to become consumed with the energy of their deity and carry out a vicious onslaught.  The paladin will attempt to strike each target (similar to [[MSTRIKE]], but affects creatures and players) that is present in the room, ignoring 50% of its [[stance]].  Training in [[Spiritual Lore, Religion]] increases the percentage of the target&#039;s stance that is ignored by 1% per (seed 1 * 2) summation of ranks.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right&amp;quot;|Spiritual Lore, Religion ranks||0||2||6||12||20||30||42||56&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total stance ignored||50%||51%||52%||53%||54%||55%||56%||57%&lt;br /&gt;
|}&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right&amp;quot;|Spiritual Lore, Religion ranks||72||90||110||132||156||182||210||240&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Total stance ignored||58%||59%||60%||61%||62%||63%||64%||65%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
{{Spells-Arkati-LST}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Paladin Base/saved posts|Paladin Base saved posts]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Item_properties&amp;diff=229410</id>
		<title>Item properties</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Item_properties&amp;diff=229410"/>
		<updated>2024-11-20T23:49:21Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info on Flourishes and clarification on Rotflares and converting them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Official Information==&lt;br /&gt;
:&amp;lt;small&amp;gt;Confirmed by GM Finros 27 August 2017. See the [[/saved posts|saved posts]] for the unedited original 2014 version.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THAT THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY POSTED BY OR EMAILED FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY--&amp;gt;&lt;br /&gt;
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.&lt;br /&gt;
&lt;br /&gt;
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a &amp;quot;[*]&amp;quot; has a specific note associated with it.&lt;br /&gt;
&lt;br /&gt;
This listing is divided into four categories.  [[#Category A|Category A]] consists of properties which every piece of gear has.  [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other.  [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category.  [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From my perspective, Category A and C are pretty much the same.  They&#039;re just properties that we add or set on an item.&amp;quot; - Estild&lt;br /&gt;
&lt;br /&gt;
===Category A - Properties===&lt;br /&gt;
{{big|Present on all equipment; magnitude may vary in some cases}}&lt;br /&gt;
*Appearance&lt;br /&gt;
*[[Enchantment]] (usually 0-50, can also be negative)&lt;br /&gt;
*Ability/inability to attack/affect magical creatures [*]&lt;br /&gt;
*[[Holy armament]] status&lt;br /&gt;
*[[Forging]] modifiers (if forged by a player)&lt;br /&gt;
*[[Material]] properties [*]&lt;br /&gt;
&lt;br /&gt;
===Category B - Abilities===&lt;br /&gt;
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}&lt;br /&gt;
*[[Defensive bonus]] from weapons (commonly known as &amp;quot;Defender weapons&amp;quot;) [weapons]&lt;br /&gt;
*[[Offensive bonus]] from armor [armor]&lt;br /&gt;
*Magical defense (TD) [armor]&lt;br /&gt;
*[[Minor Elemental Edging (902)]] [weapons]&lt;br /&gt;
*Fire [[flare]]s&lt;br /&gt;
*Cold flares&lt;br /&gt;
*Lightning flares&lt;br /&gt;
*Acid flares&lt;br /&gt;
*Vibration (earth, impact) flares&lt;br /&gt;
*Disintegration flares&lt;br /&gt;
*Disruption flares&lt;br /&gt;
*Vacuum (void) flares&lt;br /&gt;
*Plasma flares&lt;br /&gt;
*Steam flares&lt;br /&gt;
*Water flares&lt;br /&gt;
*Magma flares&lt;br /&gt;
*Unbalance (burst of force) flares&lt;br /&gt;
*Grapple (tendril of force) flares&lt;br /&gt;
*Dispel flares&lt;br /&gt;
*[[Mechanical flare|Mechanical]] (three varieties: slash, puncture, crush) flares&lt;br /&gt;
*[[Mana flare]]s [weapons *runestaffs]&lt;br /&gt;
*[[Acuity flare]]s [weapons *runestaffs]&lt;br /&gt;
&lt;br /&gt;
===Category C - Other Properties===&lt;br /&gt;
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}&lt;br /&gt;
*Damage [[padding]] [armor &amp;amp; accessories, but not shields]&lt;br /&gt;
*Damage [[weighting]] [weapons]&lt;br /&gt;
*Critical padding [armor &amp;amp; accessories, but not shields]&lt;br /&gt;
*Critical weighting [weapons]&lt;br /&gt;
*[[Sighting]] [bows and crossbows]&lt;br /&gt;
*[[Enhancive item|Enhancives]]&lt;br /&gt;
*[[Resistance]]s [armor]&lt;br /&gt;
*Temporary [[blessing]], with or without holy water flares&lt;br /&gt;
*[[Bane weapon|Creature Bane]] [*]&lt;br /&gt;
*Spikes [armor &amp;amp; accessories, and also shields]&lt;br /&gt;
*[[Ensorcell]]ment&lt;br /&gt;
*[[Sanctify]]&lt;br /&gt;
*[[Weapon Bonding]] (either spell or cman) [weapons]&lt;br /&gt;
&lt;br /&gt;
===Category D - Scripts===&lt;br /&gt;
{{big|Only ONE may be present}}&lt;br /&gt;
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].&lt;br /&gt;
&lt;br /&gt;
===Flourishes===&lt;br /&gt;
{{big|[[flourish|Flourishes]] are stand-alone scripts that can be applied to items in addition to the script and subscript slots. They can exist alongside CatB flares and CatD scripts.}}&lt;br /&gt;
*Examples include [[Lore Flares]], [[RageArmor]], [[Least Moods]].&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
{{big|Regarding [*] marks in the above list:}}&lt;br /&gt;
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.&lt;br /&gt;
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[high steel]]&#039;s anti-fade ability, are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects from Category D, which of course occupies the script ability of the equipment.  Materials like [[zelnorn]] and [[kroderine]] use Category B to achieve their properties.&lt;br /&gt;
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
[[Rotflares]] are a special Category D ability that can co-exist with many (but not all) other category D abilities.  They can be converted to a [[Lore Flares]] after the advent of [[flourish|Flourishes]].&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Charts of Clarity==&lt;br /&gt;
While the above is official and applies to all types of items, many players have found it useful to break items down by type and &#039;&#039;&#039;item slot&#039;&#039;&#039; and have developed these tables.  The lists of scripts are not complete.&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Holy armament]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[330|Sanctify]], [[Weapon Bonding]] || As many as you want, but only 1 creature bane can be on an item&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink weapon]], [[Bubble flare]]s, Chronomage flares, [[Ironwright]]&#039;s holy flares, [[Knockout flare]]s, Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[ShadowDeath weapon]], Immolation Weapons.  This list may be incomplete. || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Holy armament]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[330|Sanctify]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Holy armament]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], [[330|Sanctify]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nota Bene==&lt;br /&gt;
Regardless of the mechanical functioning, actual services given to players are &#039;&#039;&#039;always&#039;&#039;&#039; subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that &#039;&#039;&#039;you&#039;&#039;&#039; get to do it.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Material slots]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Script]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view Items and Inventory Officials folder]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1yMIGz0e_cL3l6NUP36csGP0awW0olho0IrIWi_JLSgM/edit?usp=sharing/ 2021 Chart of Clarity (Google Doc)]&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services| ]]&lt;br /&gt;
[[Category: Functional Scripts| ]]&lt;br /&gt;
[[Category: Item Mechanics| ]]&lt;br /&gt;
[[Category: Item Enhancements| ]]&lt;br /&gt;
[[Category: Weapon Enhancements| ]]&lt;br /&gt;
[[Category: Armor Enhancements| ]]&lt;br /&gt;
[[Category: Shield Enhancements| ]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gilded_locus&amp;diff=227474</id>
		<title>Gilded locus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gilded_locus&amp;diff=227474"/>
		<updated>2024-10-27T16:23:37Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Removing confusing phrasing about attuning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;gilded locus&#039;&#039;&#039; is a unique relic that is capable of granting vast enhancive power.  It is an arcane invention of a multidisciplinary scholarly collective that incorporates techniques of lapidary work and glasswork with complex magical infusion.  As an intricate, artistic construct that serves as an expansive repository for enhancive properties, any two loci are unlikely to be identical in either enhancive inscription or in form.&lt;br /&gt;
&lt;br /&gt;
Players can receive a gilded locus with +1 max resource of the player&#039;s choice and 200/200 enhancive charges for free.  The max resource will increase automatically as the player upgrades the locus.  A player can have more than one locus, but only one locus can be used at a time, and loci are account attuned.  It has its own unique inventory slot.  It can receive up to 20 enhancive properties.&lt;br /&gt;
&lt;br /&gt;
The gilded locus is debuted during the August 2024 Duskruin run.  Obtaining, adding properties to, and boosting existing properties of a gilded locus is all done via automated NPC at any of the three major pay events, [[Duskruin]], [[Ebon Gate]], and [[Rumor Woods]].  &#039;&#039;&#039;The locus is account attuned, and it cannot be transferred or re-attuned.&#039;&#039;&#039;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the gilded locus and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
The gilded locus is a unique relic that is capable of granting vast enhancive power.  It is an arcane invention of a multidisciplinary scholarly collective that incorporates techniques of lapidary work and glasswork with complex magical infusion.  As an intricate, artistic construct that serves as an expansive repository for enhancive properties, any two loci are unlikely to be identical in either enhancive inscription or in form.&lt;br /&gt;
&lt;br /&gt;
The crystalline structures of the gemstones used amplify and stabilize the enhancive magics woven into the locus, while the amorphous structure of the glass integrated into the design serves as a strategic buffer and arcane counterweight to the flows of magic throughout the construct.  The enhancive properties that any given locus supports are typically etched or applied in alchemical ink beneath the surface and sealed in glass.&lt;br /&gt;
&lt;br /&gt;
{{blue|The locus can receive up to 20 enhancive properties.}}&lt;br /&gt;
&lt;br /&gt;
The locus is {{blue|permanently attuned}} to your account.  It can be TUCKed while worn in order to hide it from sight.  It has received 1 new properties and 1 property boosts since the last event reset.&lt;br /&gt;
&lt;br /&gt;
{{blue|The locus&#039;s enhancive properties can only be adjusted by its creator and cannot be recharged with enhancive potions.  The locus can be altered, but its noun must remain &#039;locus&#039;.}}&lt;br /&gt;
&lt;br /&gt;
The gilded locus may not be lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TUCK&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
==Properties==&lt;br /&gt;
A gilded locus can be acquired at each of the three major events, [[Duskruin]], [[Ebon Gate]], and [[Rumor Woods]].  A new locus comes with a free +1 to one max resource:  Max Health, Max Mana or Max Stamina.  Adding or boosting properties is also done at these three events.  This is through an automated NPC.&lt;br /&gt;
&lt;br /&gt;
This NPC at Duskruin is &#039;&#039;&#039;a half-elf traveler&#039;&#039;&#039;.  To get a new locus, {{boldmono|ASK}} the NPC {{boldmono|ABOUT NEW}}.&lt;br /&gt;
&lt;br /&gt;
The locus&#039; starting max resource (Max Health, Max Mana, or Max Stamina) property is excluded from Adventurer Guild recharging cost calculation.  This property is also not subject to the normal +20 cap.&lt;br /&gt;
===Adding Properties===&lt;br /&gt;
Up to two properties may be added per event.  Adding one new property costs 5k event currency.  Adding a second new property costs 25k event currency.&lt;br /&gt;
&lt;br /&gt;
The first two properties added to the locus start at +5.  Subsequent properties beyond the first two added start at +1.&lt;br /&gt;
&lt;br /&gt;
To add new properties, {{boldmono|ASK}} the NPC {{boldmono|ABOUT ADD}}.&lt;br /&gt;
===Boosting Properties===&lt;br /&gt;
A locus may have an existing enhancive property boosted by +1 up to five times per event.  Boosting a property scales in price in that event&#039;s currency (5k/10k/15k/25k/35k).  The scaling price for boosting a property resets with each event.&lt;br /&gt;
&lt;br /&gt;
The max resource (Max Health, Max Mana, or Max Stamina) increases automatically as the player upgrades the locus.  It increases by +1 per boost at a rate of 1:1 for the first 50 boosts, 2:1 for the second 50 boosts and 3:1 for the third 50 boosts.&lt;br /&gt;
&lt;br /&gt;
A one month enhancive charge is added to the locus each time a locus property is boosted.  During this time, it cannot lose charges.  This bonus is stackable.&lt;br /&gt;
&lt;br /&gt;
To boost existing locus enhancive properites, {{boldmono|ASK}} the NPC {{boldmono|ABOUT BOOST}}.&lt;br /&gt;
===List of Properties===&lt;br /&gt;
When {{boldmono|ASKed ABOUT LIST}}, the NPC provides the following list of enhancive properties that can be added or boosted:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
The half-elf traveler shows you a piece of parchment:&lt;br /&gt;
----   ------------&lt;br /&gt;
100   Max Mana&lt;br /&gt;
102   Max Health&lt;br /&gt;
103   Max Stamina&lt;br /&gt;
104   Mana Recovery&lt;br /&gt;
106   Health Recovery&lt;br /&gt;
107   Stamina Recovery&lt;br /&gt;
----   ------------&lt;br /&gt;
200   Strength Base&lt;br /&gt;
201   Constitution Base&lt;br /&gt;
202   Dexterity Base&lt;br /&gt;
203   Agility Base&lt;br /&gt;
204   Discipline Base&lt;br /&gt;
205   Aura Base&lt;br /&gt;
206   Logic Base&lt;br /&gt;
207   Intuition Base&lt;br /&gt;
208   Wisdom Base&lt;br /&gt;
209   Influence Base&lt;br /&gt;
----   ------------&lt;br /&gt;
500   Two Weapon Combat Bonus&lt;br /&gt;
501   Armor Use Bonus&lt;br /&gt;
502   Shield Use Bonus&lt;br /&gt;
503   Combat Maneuvers Bonus&lt;br /&gt;
504   Edged Weapons Bonus&lt;br /&gt;
505   Blunt Weapons Bonus&lt;br /&gt;
506   Two-Handed Weapons Bonus&lt;br /&gt;
507   Ranged Weapons Bonus&lt;br /&gt;
508   Thrown Weapons Bonus&lt;br /&gt;
509   Polearm Weapons Bonus&lt;br /&gt;
510   Brawling Bonus&lt;br /&gt;
511   Ambush Bonus&lt;br /&gt;
512   Multi Opponent Combat Bonus&lt;br /&gt;
514   Physical Fitness Bonus&lt;br /&gt;
515   Dodging Bonus&lt;br /&gt;
516   Arcane Symbols Bonus&lt;br /&gt;
517   Magic Item Use Bonus&lt;br /&gt;
518   Spell Aiming Bonus&lt;br /&gt;
519   Harness Power Bonus&lt;br /&gt;
520   Elemental Mana Control Bonus&lt;br /&gt;
521   Mental Mana Control Bonus&lt;br /&gt;
522   Spirit Mana Control Bonus&lt;br /&gt;
523   Elemental Lore - Air Bonus&lt;br /&gt;
524   Elemental Lore - Earth Bonus&lt;br /&gt;
525   Elemental Lore - Fire Bonus&lt;br /&gt;
526   Elemental Lore - Water Bonus&lt;br /&gt;
527   Spiritual Lore - Blessings Bonus&lt;br /&gt;
528   Spiritual Lore - Religion Bonus&lt;br /&gt;
529   Spiritual Lore - Summoning Bonus&lt;br /&gt;
530   Sorcerous Lore - Demonology Bonus&lt;br /&gt;
531   Sorcerous Lore - Necromancy Bonus&lt;br /&gt;
532   Mental Lore - Divination Bonus&lt;br /&gt;
533   Mental Lore - Manipulation Bonus&lt;br /&gt;
534   Mental Lore - Telepathy Bonus&lt;br /&gt;
535   Mental Lore - Transference Bonus&lt;br /&gt;
536   Mental Lore - Transformation Bonus&lt;br /&gt;
537   Survival Bonus&lt;br /&gt;
538   Disarming Traps Bonus&lt;br /&gt;
539   Picking Locks Bonus&lt;br /&gt;
540   Stalking and Hiding Bonus&lt;br /&gt;
541   Perception Bonus&lt;br /&gt;
542   Climbing Bonus&lt;br /&gt;
543   Swimming Bonus&lt;br /&gt;
544   First Aid Bonus&lt;br /&gt;
545   Trading Bonus&lt;br /&gt;
546   Pickpocketing Bonus&lt;br /&gt;
----   ------------&lt;br /&gt;
The half-elf traveler says, &amp;quot;You can ASK me about ADDing or BOOSTing a property from this list.&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Charging==&lt;br /&gt;
A new gilded locus comes with 200 charges.  It can be recharged at the [[Adventurer&#039;s Guild]].&lt;br /&gt;
&lt;br /&gt;
It cannot be charged with standard Simucoin enhancive recharging potions.  However, an oil was included in the August 2024 Duskruin Battle Vault that allowed the locus to be charged by one month.  Charges from the Battle Vault oil are stackable.&lt;br /&gt;
&lt;br /&gt;
The locus&#039; starting max resource (Max Health, Max Mana, or Max Stamina) property is excluded from Adventurer Guild recharging cost calculation.&lt;br /&gt;
&lt;br /&gt;
The following examples were provided for locus recharge costs:&lt;br /&gt;
;Distributed Stats Recharge Cost&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you recall your song, you feel a faint resonating vibration from the gilded locus in your hand, and you learn something about it...&lt;br /&gt;
&lt;br /&gt;
It is an enhancive item:&lt;br /&gt;
    It provides a boost of 5 to Strength Base.&lt;br /&gt;
    It provides a boost of 5 to Constitution Base.&lt;br /&gt;
    It provides a boost of 5 to Dexterity Base.&lt;br /&gt;
    It provides a boost of 5 to Agility Base.&lt;br /&gt;
    It provides a boost of 5 to Discipline Base.&lt;br /&gt;
    It provides a boost of 5 to Aura Base.&lt;br /&gt;
    It provides a boost of 5 to Logic Base.&lt;br /&gt;
    It provides a boost of 5 to Intuition Base.&lt;br /&gt;
    It provides a boost of 5 to Wisdom Base.&lt;br /&gt;
    It seems to have almost innumerable enhancive charges remaining.&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;order 5&lt;br /&gt;
Duane peers at the locus through a large green crystal lens.  He says, &amp;quot;I can charge this up a bit.  It&#039;ll cost 26,400 of your bounty points, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You have chosen to recharge a gilded locus.  The cost is 26,400 points.  Please enter ORDER 5 CONFIRM within 30 seconds to complete your order.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Condensed Stats Recharge Cost&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;order 5&lt;br /&gt;
Duane peers at the locus through a large green crystal lens.  He says, &amp;quot;I can charge this up a bit.  It&#039;ll cost 86,400 of your bounty points, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You have chosen to recharge a gilded locus.  The cost is 86,400 points.  Please enter ORDER 5 CONFIRM within 30 seconds to complete your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;recall locus&lt;br /&gt;
As you recall your song, you feel a faint resonating vibration from the gilded locus in your hand, and you learn something about it...&lt;br /&gt;
&lt;br /&gt;
It is an enhancive item:&lt;br /&gt;
    It provides a boost of 20 to Strength Base.&lt;br /&gt;
    It provides a boost of 20 to Constitution Base.&lt;br /&gt;
    It provides a boost of 5 to Dexterity Base.&lt;br /&gt;
    It seems to have almost innumerable enhancive charges remaining.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1273671107035271271 Gilded locus discussion thread] on Discord&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1Sa0lSbLG-8iQ2SfojIRgt_9_1OpvzMj_f-z1OgJ5Z-E/edit?usp=sharing Gilded Locus Builder] - Player-made spreadsheet that accounts for all of the Gilded locus&#039; rules and displays the total cost and time to build.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Accessory &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Locus &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld=No &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Duskruin &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2024 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune=Permanent &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement=Account &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive=Yes &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=Noun must remain locus.  Must be made of glass. &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=TUCK &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Lore,_Earth&amp;diff=226604</id>
		<title>Elemental Lore, Earth</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Lore,_Earth&amp;diff=226604"/>
		<updated>2024-10-07T16:35:01Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: /* Sorcerer Base */  fixing typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
== Minor Elemental ==&lt;br /&gt;
;*[[Weapon Deflection (412)]]&lt;br /&gt;
:Every 20 ranks of Earth Lore will allow the open cast version of the spell to affect an additional target.&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Defense III (414)]]&lt;br /&gt;
:25 Earth Lore ranks unlocks the ability to get a 5% chance for a magical barrier to deflect a single physical (AS/DS) attack, if the caster has all 3 Elemental Defense spells active and has the knowledge to cast all of them. Every 20 additional Earth Lore ranks adds 1% to the deflection chance. Odds are reduced by 1% for every 5 levels the attacker is above the caster.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Earth ranks||25||45||65||85||105||125||145||165||185||205||225||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for magical barrier||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;For creatures ≤ 5 levels above caster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Barrier (430)]]&lt;br /&gt;
:&amp;lt;section begin=430 /&amp;gt;Training in Earth Lore provides a percentage chance equal to the seed 10 summation of ranks trained to gain +10 combat effective points of critical padding for any single attack.&amp;lt;section end=430 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}}&lt;br /&gt;
!align=right|Elemental Lore, Earth ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Chance for +10 critical padding||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major Elemental ==&lt;br /&gt;
{{Collapselore}}&lt;br /&gt;
;*[[Chromatic Circle (502)]]&lt;br /&gt;
:Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of {{mono|2 per seed 1 summation of ranks }}to successive casts of (Minor Water?), Hurl Boulder, and attacks with impact-flaring weapons.  &lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Chromatic_Circle_(502)#All_Elements_but_Lightning|Not Lightning}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Thurfel&#039;s Ward (503)]]&lt;br /&gt;
:Training in Earth Lore will give a ranks per seed 10 [[summation]] percent chance to gain an additional +20 DS on any single attack.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Thurfel&#039;s_Ward_(503)#Lore_Benefit|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Deflection (507)]]&lt;br /&gt;
:15 ranks Earth Lore unlocks the ability to reflect bolt attacks. The reflected bolt will hit a random (group/player friendly) target in the room with a -20 AS (of the original attacker) applied to the reflected attack. Success of the initial attack is not considered in whether the reflected bolt occurs. Hidden and invisible creatures will not be hit by a reflected bolt.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Elemental_Deflection_(507)#Lore_Benefit|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Bias (508)]]&lt;br /&gt;
:25 ranks Earth Lore unlocks the ability to boost elemental TD by 20 when warding against a spell attack. The base chance for the boost is  5%, and an additional 1% chance is gained for every 10 additional lore ranks.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Elemental_Bias_(508)#Lore_Benefit|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Strength (509)]]&lt;br /&gt;
:Training in Earth Lore increases the AS bonus granted by this spell beginning with +1 at four ranks and maxing out with +16 at 184 ranks.  Uses the [[Summation Chart]], with four as the Seed.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Strength_(509)#Lore_Benefit|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Hurl Boulder (510)]]&lt;br /&gt;
:Training in Earth Lore increases the [[damage factor]] (DF) by .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 - 100 and .001 per 4 ranks for ranks greater than 100. With 200 ranks the DF bonus is 0.100. &lt;br /&gt;
:20 ranks of Earth Lore will unlock earth element specification, which multi-casts this spell with [[Cone of Elements (518)]].&lt;br /&gt;
&lt;br /&gt;
;*[[Stone Fist (514)]]&lt;br /&gt;
:Training in Earth Lore unlocks commands with this spell that are otherwise unavailable.  To use Slap, Clench, and Pound on like level creatures you need to have xx, xx, and 1.8x ranks per level, respectively.&lt;br /&gt;
&lt;br /&gt;
;*[[Cone of Elements (518)]]&lt;br /&gt;
:20 ranks of Earth Lore unlocks Earth specification, which uses [[Hurl Boulder (510)]], and gains from Hurl Boulder&#039;s respective lore benefits.  &lt;br /&gt;
:10 ranks of Earth Lore (along with 10 ranks of Water Lore) is required to unlock Acid specification, which uses [[Minor Acid (904)]], and gains from Minor Acid&#039;s respective lore benefits.&lt;br /&gt;
&lt;br /&gt;
;*[[Mage Armor (520)]]&lt;br /&gt;
:When casting Mage Armor, focusing on earth will allow the mage to be protected by a layer of stone when stunned. Training in Elemental Lore, Earth increases the critical padding provided based on a seed 3 summation of ranks. This benefit stacks with the base benefit of the spell. 20 ranks of Earth Lore allows the caster of Mage Armor to focus on the Earth aspect with no additional mana cost penalty.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Mage_Armor_(520)#Earth_Aspect|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Time Stop (550)]]&lt;br /&gt;
:Training in Earth Lore unlocks an additional use per day at 40, 115, and 190 ranks.&lt;br /&gt;
&lt;br /&gt;
== Wizard Base ==&lt;br /&gt;
{{Collapselore}}&lt;br /&gt;
;*[[Minor Elemental Edge (902)]]&lt;br /&gt;
:Training in Earth Lore increases the enhancive bonus by +1 per seed 7 summation bonus.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Minor_Elemental_Edge_(902)#Lore_Benefit|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Acid (904)]]&lt;br /&gt;
:10 ranks of Earth Lore unlocks an acid burn effect, which generate 2 additional acid flares at 5 and 10 seconds after the initial cast.  The chance for this effect is 37% at 10 ranks, and 100% at 200 ranks.&lt;br /&gt;
:10 ranks of Earth Lore (along with 10 ranks of Water Lore) unlocks the ability to use this spell with [[Cone of Elements (518)]].&lt;br /&gt;
:Combined Earth and Water Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max).&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Minor_Acid_(904)#Acid_Burn_Effect|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Prismatic Guard (905)]]&lt;br /&gt;
:Training in Earth Lore will grant +1 DS per seed 5 summation bonus.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Prismatic_Guard_(905)#Lore_Benefit|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Tremors (909)]]&lt;br /&gt;
:Training in Earth Lore will increase the [[evade]] [[block]] [[parry]] % penalty on targets by 1 per seed 4 summation &amp;amp;divide; 2 from a base of 5.  &lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Tremors_(909)#EBP_Penalty|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
:It will also increase the charges of the [[evoke]] version from a base of 5 by 1 at 20, 50, 90, 150, and 200 ranks, up to a maximum of 10 charges.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Tremors_(909)#Evoke_Charges|Earth Lore Evoke Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Sandstorm (914)]]&lt;br /&gt;
:Training in Earth Lore increases [[impact critical table|impact]] critical damage per seed 6 summation bonus.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Sandstorm_(914)#Elemental_Lore|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Earthen Fury (917)]]&lt;br /&gt;
:Training in Earth Lore gives cycles after the first a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned or prone, the roll gains (100 * Earth Lore Ranks / 202)% of the respective bonus that the target being stunned or prone would normally grant. Earth Lore is particularly effective against targets that cannot be stunned and/or knocked down.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Earthen_Fury_(917)#Prone|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Core Tap (950)]]&lt;br /&gt;
:Training in Earth Lore unlocks an additional use per minute at 60, 135, and 210 ranks.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Core_Tap_(950)#Elemental_Lore|Earth Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Base ==&lt;br /&gt;
;*[[Energy Maelstrom (710)]]&lt;br /&gt;
:Training in Earth Lore will increase the damage of earth cycles.  Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 total ranks, with the storm forming in less than 10 seconds at 75 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Dark Catalyst (719)]]&lt;br /&gt;
:At 12 ranks of a given lore, the critical rank of the relevant damage cycle is increased by one level; at 50 ranks, it is increased by 2 levels; and at 100 lore ranks, it is increased by 3 levels. This flat modifier is unaffected by the warding margin.&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Training in Earth Lore will increase the damage of an animate corpse explosion for earth-attuned sorcerers.&lt;br /&gt;
&lt;br /&gt;
==Arcane Circle==&lt;br /&gt;
;*[[Major Acid (1710)]]&lt;br /&gt;
:Combined Earth and Water Lore ranks increase the damage factor of .001 per 2 ranks for ranks 1-100, and .001 per 4 ranks for ranks 101-200 (.075 max).&lt;br /&gt;
:Training in Earth Lore determines the maximum possible number of opponents hit with the splash (&#039;&#039;See [[ball spell]]s&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental Lore]]&lt;br /&gt;
*[[Elemental Lore, Air]]&lt;br /&gt;
*[[Elemental Lore, Fire]]&lt;br /&gt;
*[[Elemental Lore, Water]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Elemental lore review (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Titan_tempest_tyrant&amp;diff=225309</id>
		<title>Titan tempest tyrant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Titan_tempest_tyrant&amp;diff=225309"/>
		<updated>2024-09-13T00:36:10Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: /* Hunting Strategies */  adding weird mstrike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 83 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Stormpeak &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Tempest Strike(?)&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 298 to 328&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 317 to 347&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 277 to 307&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Barrier (102)&lt;br /&gt;
| DSP3 = Spirit Defense (103)&lt;br /&gt;
| DSP4 = Spirit Warding II (107)&lt;br /&gt;
| DSP5 = Elemental Defense I (401)&lt;br /&gt;
| DSP6 = Elemental Defense II (406)&lt;br /&gt;
| DSP7 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Though powerfully muscled, the tempest tyrant is so tall and long of limb that she looks well-proportioned, even agile.  Ritual scars like lightning bolts fork down her immense arms, and matching tattoos in metallic ink gleam electric blue from her severe face.  They curve around each eye and fan out onto her hollow cheeks, lending her unforgiving features an alien cast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The tempest tyrant is huge in size and about thirteen feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Tyrants are immune to death from [[Critical|Criticals]].&lt;br /&gt;
&lt;br /&gt;
;Tempest Strike&lt;br /&gt;
Tyrants have a unique SMR multi-cycle weapon technique:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A titan tempest tyrant&#039;s muscles tense violently and she begins to spin, blurring into a whirlwind of vicious strikes!&lt;br /&gt;
[SMR result: 180 (Open d100: 176)]&lt;br /&gt;
You are caught up in the barrage of wild strikes!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Hard slash to your side!&lt;br /&gt;
   Right arm no longer available for use.&lt;br /&gt;
   You are stunned for 5 rounds!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped from socket at the elbow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Mixed-attack [[MSTRIKE]]&lt;br /&gt;
Tyrants will do a [[MSTRIKE|focused mstrike]] where they do one [[Two Weapon Combat|TWC]] swing with both weapons and then 3 [[Closed fist]] swings:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;In an awe-inspiring display of combat mastery, a titan tempest tyrant engages you in a furious dance macabre, spiraling into a blur of strikes and ripostes!&lt;br /&gt;
A titan tempest tyrant&#039;s feras morning star crackles with corruscating lightning as she swings it at you!&lt;br /&gt;
  AS: +369 vs DS: +599 with AvD: +34 + d100 roll: +69 = -127&lt;br /&gt;
   A clean miss.&lt;br /&gt;
A titan tempest tyrant&#039;s feras spikestar crackles with corruscating lightning as she swings it at you!&lt;br /&gt;
  AS: +369 vs DS: +599 with AvD: +34 + d100 roll: +59 = -137&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A titan tempest tyrant bounds forward as she tries to pummel you with her fists!&lt;br /&gt;
  AS: +349 vs DS: +599 with AvD: +19 + d100 roll: +93 = -138&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A titan tempest tyrant bounds forward as she tries to pummel you with her fists!&lt;br /&gt;
  AS: +349 vs DS: +599 with AvD: +19 + d100 roll: +87 = -144&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A titan tempest tyrant bounds forward as she tries to pummel you with her fists!&lt;br /&gt;
  AS: +349 vs DS: +599 with AvD: +19 + d100 roll: +24 = -207&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical tempest tyrant.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a crude feras morning star, a jagged feras spikestar and some ornate brass scalemail (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant charges in, electricity crackling down her forearms!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A titan tempest tyrant thunders in, rage roiling in his glowing eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Rage roiling in her glowing eyes, A titan tempest tyrant thunders north.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant stretches a hand skyward, fumbling for something unseen as she surrenders to death.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An odor of burnt ozone fills the air as a titan tempest tyrant&#039;s body collapses in upon itself, drying into fine-grained dust that fills the air with grit.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant clenches one fist, his features grim.&lt;br /&gt;
&lt;br /&gt;
A titan tempest tyrant shifts his weight, stepping back a bit.&lt;br /&gt;
&lt;br /&gt;
Eyes narrowing to slits, a titan tempest tyrant clenches his great fists in a display of defiance to no one in particular.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 81&lt;br /&gt;
|levelm1 = 82&lt;br /&gt;
|level = 83&lt;br /&gt;
|levelp1 = 84&lt;br /&gt;
|levelp2 = 85&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magna_vereri&amp;diff=225057</id>
		<title>Magna vereri</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magna_vereri&amp;diff=225057"/>
		<updated>2024-09-09T16:20:35Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adjusting hunting strategies to remove some questionable advice!  Also removing empty AG tasks section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 72&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ghost&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Den of Rot&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = Repel (Fear)&lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 320 (in offensive)&lt;br /&gt;
| Ranged =&lt;br /&gt;
| Bolt = 319 (in offensive)&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 290&lt;br /&gt;
| CleTD = 290-301&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 254&lt;br /&gt;
| MnSTD = 269&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A horrific magna vereri is the animated corpse of a woman, twisted into a perverse parody of beauty.  Glowing white eyes glare out of a face whose cheeks are rouged with streaks of blood, and the lips are bloated and red around needle-like teeth.  The obscene curvature of her body is at odds with her skeletal limbs, which are little more than bones clad in pale blue-grey corpseflesh.  The vereri&#039;s movements are jerky and uneven as she totters around, driven by feral rage.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Magna vereri use tackle frequently, so they should be treated as being nearly as dangerous as the enemies that cast [[Spike Thorn (616)]] and [[Earthen Fury (917)]].  Being prone when hit with either is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
The magna vereri have a mana, health, or spirit drain ability that is based on a warding roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a lustful look in her glowing white eyes, a voluptuous magna vereri stretches a delicate hand out toward you and beckons with one finger.&lt;br /&gt;
CS: +310 - TD: +242 + CvA: -3 + d100: +67 - -5 == +137&lt;br /&gt;
Warding failed!&lt;br /&gt;
A dizzying draining sensation heralds a surge of pale blue light that wells up beneath the flesh of your chest, erupting outward as a glowing sapphire ember that races toward the vereri. The sliver loses hue, but not brilliance, as it merges with the vereri&#039;s aura.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magna vereri are voluptuous until stunned. Then this happens:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The lovely illusion enshrouding the magna vereri shatters like a mirror, breaking into shards of magic that fizzle away with a smell like burning roses.  The vereri raises twisted hands to conceal her ruined features, screeching in horror at the reality of her twisted state!&lt;br /&gt;
&lt;br /&gt;
Unearthly white light flares from a horrific magna vereri&#039;s eyes as she shakes off the stun!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magna vereri will always shake off the stun, so attack them hard, fast, and often.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 70&lt;br /&gt;
|levelm1 = 71&lt;br /&gt;
|level = 72&lt;br /&gt;
|levelp1 = 73&lt;br /&gt;
|levelp2 = 74&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Kiramon&amp;diff=224970</id>
		<title>Kiramon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Kiramon&amp;diff=224970"/>
		<updated>2024-09-03T14:35:38Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: /* List of kiramon creatures */  adding Kiramon from The Hive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=Kiramon /&amp;gt;[[Kiramon]] are an insect-like race which once threatened [[Elanthia]] with destruction. They were mostly expelled at the end of the Elven-Kiramon War, but isolated pockets of workers and defenders still exist. There is no explanation of how they suddenly emerged as an existential threat. [[Estrion]] used them in the [[ICE age|archaic history]] when building his strange contraption in [[Darkstone Castle]].&amp;lt;section end=Kiramon /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The history of the kiramon is considered out-of-character information and would not be available to most citizens of Elanthia.&#039;&#039;&amp;lt;ref&amp;gt;[[The Kiramon: A Scientific Study]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inter-planetary wanderers and conquerors, the Kiramon went from planet to planet devouring the resources until depleted, then repeating the pattern. The later [[History of the Ferroniere]] document ([https://gswiki.play.net/index.php?title=Ferroniere&amp;amp;type=revision&amp;amp;diff=10161&amp;amp;oldid=10160 2007]) refers to the Aelotoi as having been other-planar slaves, though the kiramon are not mechanically [[extraplanar|extra-planar beings]]. The Kiramon operate as a collective mind, lead in part by a Brood Mother.  The Kiramon have adapted to use electricity as a weapon and tool. The race was expelled by the [[elves]] from Elanthia and sent to the planet [[Bre&#039;Naere]]. Unfortunately, Bre&#039;Naere was already inhabited by the [[Aelotoi]].&lt;br /&gt;
&lt;br /&gt;
The Aelotoi were enslaved by the Kiramon enslaved and genetically altered to suit their needs. The Aelotoi have some concept of &amp;quot;genetics&amp;quot; and &amp;quot;pheromones&amp;quot; in documentation, but the nature of this technology could still be vaguely magic with gems. Remnants remained on Elanthia including [[kiramon defender]]s and [[kiramon worker]]s, but not enough to pose any considerable risk. There were &amp;quot;enormous black kiramon razorback&amp;quot; and &amp;quot;massive armored kiramon soldier&amp;quot; invasion creatures when the Aelotoi first arrived in the Wraithenmist. These are not mentioned in the Kiramon study document.&lt;br /&gt;
&lt;br /&gt;
Bre&#039;Naere must be relatively close to Elanthia in space to make sense of the short transit time of the [[Elemental Confluence]] between the worlds in 5115 Modern Era. In spite of this seemingly necessary proximity, the kiramon did not return to Elanthia after being expelled. The kiramon are not seen or mentioned as using magic, though their poison and disease is inflicted by [[Casting strength|CS]], even though it is physical contact. Their gem &amp;quot;technology&amp;quot; was intended to be used for channeling elemental magic, and the Aelotoi arrival was intended to eventually bring this material component knowledge to Elanthia. The [[alchemy]] system was released in 2007 during the [[Revenge of the Kiramon]] storyline, where a kiramon hive attempted to spread disease potions called Purple Nectar against the elves using mind-controlled Aelotoi.&lt;br /&gt;
&lt;br /&gt;
== List of kiramon creatures ==&lt;br /&gt;
&lt;br /&gt;
*[[kiramon worker]]&lt;br /&gt;
*[[kiramon defender]]&lt;br /&gt;
*[[Chitinous kiramon myrmidon]]&lt;br /&gt;
*[[Corpulent kresh ravager]]&lt;br /&gt;
*[[Sleek black kiramon stalker]]&lt;br /&gt;
*[[Translucent kiramon strandweaver]]&lt;br /&gt;
*[[Bloated kiramon broodtender]]&lt;br /&gt;
*[[Iridescent kiramon shardmind]]&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Krylites are an insect-like race who survived underground on the continent of [[Emer]] since the [[First Era]] cataclysm in the [[Shadow World]] history. (See &amp;quot;Emer: The Great Continent&amp;quot;, page 44. 1990) The source books are non-commital on their racial origins. They are taken to be &amp;quot;one example of the strange extraterrestrials who might have been imported by the [[Lords of Essaence|K&#039;ta&#039;viiri]] in the First Era.&amp;quot; They are assumed to have been another one of the dark races originating in [[Kadaena]]&#039;s experiments, possibly a &amp;quot;perversion of a natural race&amp;quot; but &amp;quot;a bizarre fusion of of humanoid and insectile attributes&amp;quot;, and that &amp;quot;it is quite possible that their origins are extraterrestrial.&amp;quot; This source material holds out the possibility that they first arrived here from being &amp;quot;thrust through an Essaence interface long ago and trapped here against their will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The krylites were relatively technologically advanced with considerable proficiency using electricity and steam power, as that world setting was a mixture of fantasy and science fiction. When the [[ICE age|I.C.E. Age]] ended the background lore was left idle, but returned very similar to its original form when the [[Aelotoi]] were introduced. The documentation consistently uses the word &amp;quot;planet&amp;quot; and never uses the word &amp;quot;planes.&amp;quot; Kiramon are not [[extraplanar]] beings in the game mechanics. This cannot be considered a decisive factor as there are other creatures (e.g. [[water wyrd]]s) with extraplanar lore who are not either.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&lt;br /&gt;
[[Category:Aelotoi]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Phoen%27s_Strength_(606)&amp;diff=224047</id>
		<title>Phoen&#039;s Strength (606)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Phoen%27s_Strength_(606)&amp;diff=224047"/>
		<updated>2024-08-17T08:07:17Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Changing a word to disambiguate between spell stat increase and enhancive effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = PHOENSTR&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = +60 sec per [[Ranger Base]]&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Statistic Enhancement&lt;br /&gt;
 | weapon = None&lt;br /&gt;
 | enhancement = + 10 [[Strength]] Bonus&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Ranger base navigation|type=Offensive}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Phoen&#039;s Strength&#039;&#039;&#039;&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Phoen&#039;s Strength&amp;lt;/includeonly&amp;gt; provides a base bonus of +10 to physical [[attack strength]] by boosting Strength Bonus (but does not directly [[Enhancive_item|enhance]] the [[Strength]] stat.)  &amp;lt;includeonly&amp;gt;It also reduces encumbrance and [[ranged]] weapon [[roundtime]].&amp;lt;/includeonly&amp;gt;&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Phoen&#039;s Strength may not be cast indoors unless combined with [[Nature&#039;s Touch (625)]].&lt;br /&gt;
* The Strength enhancement will reduce encumbrance.&lt;br /&gt;
* The Strength enhancement will reduce [[ranged]] weapon [[roundtime]].  (Both {{boldmono|[[COCK]]ing}} and {{boldmono|[[FIRE|FIRing]]}})&lt;br /&gt;
&lt;br /&gt;
For each rank of [[Ranger_Base|Ranger Base]] spells known:&lt;br /&gt;
* the duration of the spell is extended by 60 seconds from its base 1200 second duration&lt;br /&gt;
&lt;br /&gt;
This spell is [[selfcast]] only.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
Your body suddenly fills with a warm strength.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You feel the inner strength leave you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#606 Ranger Base Spell Circle: Phoen&#039;s Strength], on Play.net&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category_talk:Creature_Families&amp;diff=223527</id>
		<title>Category talk:Creature Families</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category_talk:Creature_Families&amp;diff=223527"/>
		<updated>2024-08-08T22:33:38Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After filling out various Crawling Shore enemies&#039; articles, and with the prior addition of Moonsedge, I feel like we might need to have a new creature family of Vampire creatures.  Thoughts? -321FLAPTIME&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category_talk:Creature_Families&amp;diff=223526</id>
		<title>Category talk:Creature Families</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category_talk:Creature_Families&amp;diff=223526"/>
		<updated>2024-08-08T22:33:14Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Created page with &amp;quot;After filling out various Crawling Shore enemies&amp;#039; articles, and with the prior addition of Moonsedge, I feel like we might need to have a new creature family of Vampire creatures.  Thoughts?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After filling out various Crawling Shore enemies&#039; articles, and with the prior addition of Moonsedge, I feel like we might need to have a new creature family of Vampire creatures.  Thoughts?&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=223525</id>
		<title>Desiccated half-krolvin strigoi</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=223525"/>
		<updated>2024-08-08T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about various attacks and other features.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 61 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Closed fist &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = Ensnare (attack)&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Vampire bite? &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The corpse-like face of the half-krolvin strigoi bears little resemblance to a living half-krolvin save in its heavy brow and dense brows.  Eyes like pits of shadow stare out from the sunken hollows of the strigoi&#039;s altered visage, hungry and hateful.  The strigoi has yellowed fangs that distend her lips in an ugly fashion.  Her motions are distinctly unnatural, fluid in a way that a living being&#039;s are not.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-krolvin strigoi is medium in size, about six feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Strigoi are agile melee attackers, attacking unarmed with [[Closed fist]] and [[Ensnare (attack)|ensnares]] but will pick up other enemies&#039; weapons and attack with them as if they are unfamiliar with weapons.&lt;br /&gt;
&lt;br /&gt;
Strigoi have a unique leaping bite maneuver that deals puncture damage:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A desiccated half-krolvin strigoi falls into a crouch before springing at you like an animal, his yellowed fangs flashing!&lt;br /&gt;
[SMR result: 109 (Open d100: 88, Bonus: 1)]&lt;br /&gt;
Latching onto your neck, a desiccated half-krolvin strigoi suckles noisily, lapping down blood from the wound!&lt;br /&gt;
Your preparation to resist puncturing damage helps to lessen the effects as you are struck!&lt;br /&gt;
   ... 8 points of damage!&lt;br /&gt;
   Well placed shot to the neck!&lt;br /&gt;
   You are stunned for 2 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bite seems to target the neck first if the area is uninjured, and can easily result in an instant kill on characters that do not have puncture resistance or other mitigating protections.&lt;br /&gt;
&lt;br /&gt;
Strigoi go into a frenzy from the scent of blood.  It is unclear if this is caused by the bite maneuver, or just the presence of a bleeding character in the room:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The scent of blood in the air drives a desiccated half-krolvin strigoi to madness!&amp;lt;/pre&amp;gt;&lt;br /&gt;
This boosts their [[Attack Strength]].&lt;br /&gt;
&lt;br /&gt;
Strigoi also seem to have special evasive abilities, although this may just be a different flavoring for dodge messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A desiccated half-krolvin strigoi flows bonelessly out of the way of your attack, leaving you off-balance!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 59&lt;br /&gt;
|levelm1 = 60&lt;br /&gt;
|level = 61&lt;br /&gt;
|levelp1 = 62&lt;br /&gt;
|levelp2 = 63&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grisly_corpse_hulk&amp;diff=223500</id>
		<title>Grisly corpse hulk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grisly_corpse_hulk&amp;diff=223500"/>
		<updated>2024-08-07T23:07:00Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about attacks, regeneration, crit immunity, etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  55 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Stomp (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA =  310&lt;br /&gt;
| PA2 =  Closed fist&lt;br /&gt;
| PAB =  310&lt;br /&gt;
| PA3 =  Ensnare&lt;br /&gt;
| PAC =  326&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Tackle&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk is a collection of corpse parts roughly arranged into a humanoid form within a handspan of a giant&#039;s height.  Milky pinkish fluid drips from the uneven stitches that hold its body together.  Its eyes are tiny and appear piggish in such an oversized head.  They hold only a rudimentary spark of intellect.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The corpse hulk is large in size, about eight feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks cannot be stunned or killed via crit damage.  They have some form of regenerative ability:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk&#039;s monstrous organs rearrange themselves with a series of sloshing gurgles as its wounds tug themselves closed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks&#039; attacks are somewhat misleading, reading as one type but being calculated as another.  They have an attack that references [[Bearhug]] but is actually an [[Ensnare (attack)]] and one that looks like [[Pound (attack)]] but is actually [[Closed fist]], but their [[Stomp (attack)]] is real.&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks have a gory version of [[Tackle]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk barrels forward on squat, mismatched legs, flinging itself at you!&lt;br /&gt;
[SMR result: 129 (Open d100: 92)]&lt;br /&gt;
Your size slightly hinders your defense!&lt;br /&gt;
The hulk crushes you beneath its fetid body and struggles to its feet, leaving you weakened and sprawled out on the ground.&lt;br /&gt;
You are struck by an acute sense of vulnerability.&lt;br /&gt;
Roundtime: 7 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks have an acid blood reactive SMR attack which can activate when they receive injuries. Attacks that only do concussion damage will not trigger the reactive attack.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 53&lt;br /&gt;
|levelm1 = 54&lt;br /&gt;
|level = 55&lt;br /&gt;
|levelp1 = 56&lt;br /&gt;
|levelp2 = 57&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=223498</id>
		<title>Bony Tenthsworn occultist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=223498"/>
		<updated>2024-08-07T21:06:34Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Fixing formatting, adding CS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 59&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Blood Burst (709)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 274-283&lt;br /&gt;
| OS1 =  Condemn (309)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 =  Grasp of the Grave (709)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Robed and hooded, the Tenthsworn occultist has fervent eyes the color of dried blood and the sort of pallor earned from days spent out of the sun.  His dark robes are stitched with serpentine patterns in crimson, a theme repeated in the symbol at his throat, which takes the form of a pair of intertwined asps.  The occultist&#039;s face is hollow and he looks as if he has not eaten in some time, though perhaps the zeal within him has burned all spare flesh away.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The Tenthsworn occultist is small in size, about four feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Occultists are pure-type enemies with many offensive and defensive spells but poor SMR defense. They can cast [[Condemn (309)]], which is a magical SMR attack with five waves of concussion and plasma damage that can be debilitating to players.  Additionally, [[Grasp of the Grave (709)]] can make it more difficult to avoid or escape.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
Bony Tenthsworn occultists can summon &#039;&#039;&#039;a swirling sanguine orb&#039;&#039;&#039; that is deposited in the room with them.  It will heal the occultist and other enemies in the room.  It cannot be dispelled, the occultist that cast it must be killed for it to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Summoning:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A bony Tenthsworn occultist raises her malformed fingers overhead, contorting them into jarring patterns as globules of carmine radiance pirouette through the air around her. The spinning beads of radiance gather into a dripping sanguine orb that hovers in the air nearby, pulsing with otherworldly light.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb hovers in the air, dripping blood onto the ground beneath it.  Unseen magic holds it aloft and maintains the sphere&#039;s integrity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Healing the occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a bony Tenthsworn occultist, causing his wounds to sluggishly tug themselves closed in the sanguine light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon death of occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A swirling sanguine orb collapses to the ground, splattering congealing blood everywhere.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=223497</id>
		<title>Bony Tenthsworn occultist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=223497"/>
		<updated>2024-08-07T20:11:13Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding 701 and 709, info about orb, condemn damage type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 59&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Blood Burst (701)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Condemn (309)&lt;br /&gt;
| OS2 =  Grasp of the Grave (709)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Robed and hooded, the Tenthsworn occultist has fervent eyes the color of dried blood and the sort of pallor earned from days spent out of the sun.  His dark robes are stitched with serpentine patterns in crimson, a theme repeated in the symbol at his throat, which takes the form of a pair of intertwined asps.  The occultist&#039;s face is hollow and he looks as if he has not eaten in some time, though perhaps the zeal within him has burned all spare flesh away.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The Tenthsworn occultist is small in size, about four feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Occultists are pure-type enemies with many offensive and defensive spells but poor SMR defense. They can cast [[Condemn (309)]], which is a magical SMR attack with five waves of concussion and plasma damage that can be debilitating to players.  Additionally, [[Grasp of the Grave (709)]] can make it more difficult to avoid or escape.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
Bony Tenthsworn occultists can summon &#039;&#039;&#039;a swirling sanguine orb&#039;&#039;&#039; that is deposited in the room with them.  It will heal the occultist and other enemies in the room.  It cannot be dispelled, the occultist that cast it must be killed for it to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Summoning:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A bony Tenthsworn occultist raises her malformed fingers overhead, contorting them into jarring patterns as globules of carmine radiance pirouette through the air around her. The spinning beads of radiance gather into a dripping sanguine orb that hovers in the air nearby, pulsing with otherworldly light.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb hovers in the air, dripping blood onto the ground beneath it.  Unseen magic holds it aloft and maintains the sphere&#039;s integrity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Healing the occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a bony Tenthsworn occultist, causing his wounds to sluggishly tug themselves closed in the sanguine light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon death of occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A swirling sanguine orb collapses to the ground, splattering congealing blood everywhere.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=223492</id>
		<title>Gaunt feral selkie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=223492"/>
		<updated>2024-08-06T22:18:25Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding DESCRIPTION for humanoid form and Sweep attack for same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  57 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Fey &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Hand of Tonis (505)&lt;br /&gt;
| BT2 =  Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = Hand of Tonis (505) &lt;br /&gt;
| OS2 = Earthen Fury (917) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Headbutt&lt;br /&gt;
| MN2 = Bull Rush  &lt;br /&gt;
| MN3 = Sweep&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =   &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202)&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Brace (1214)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Transformation}} &lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clad in sealskin and sailcloth, the feral selkie is a half-krolvin in his middle years.  Her hair is unkempt and her eyes are wild and unfocused.  Rattling bones, dried iceblossoms, and bits of kelp adorn her ritualistic attire, held in place by bits of fraying twine.  Unwashed and obviously addled, the selkie looks as if she has one foot firmly in a world that you cannot see.&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The selkie&#039;s large, dark eyes hold more than a glimmer of unnatural intellect.  His fur is soft and sleek over an agile musculature more suited to the water than dry land.  The selkie&#039;s sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The feral selkie is medium in size, about six feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Selkies have a humanoid form and a seal form.&lt;br /&gt;
&lt;br /&gt;
In humanoid form, they act as [[Wizard|wizards]], casting [[Hand of Tonis (505)]](both bolt and SMR versions), [[Major Cold (907)]] and [[Earthen Fury (917)]]. They also [[Sweep]].&lt;br /&gt;
&lt;br /&gt;
They may transform into seal form:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A look of intense concentration knits a gaunt feral selkie&#039;s features.  Autumnal colors flash beneath his skin as his hands sprout webbing, inflating into slick flippers.  His features contort and shift as his musculature rearranges.  At the same time, his skin becomes sleekly furred and spotted.  He falls to the ground in his newfound seal form and raises his whiskered snout skyward!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In seal form, they act as a melee attacker, using [[Charge (attack)]], [[Bite (attack)]], [[Headbutt]] and [[Bull Rush]].  &lt;br /&gt;
&lt;br /&gt;
They can also shift back to humanoid form:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Tremors pass through a gaunt feral selkie&#039;s body, followed by flashes of autumnal color that glow beneath his skin.  His hair sprouts longer and thins in places, becoming bristly and revealing blue-grey flesh.  His sharp teeth soften and become decidedly humanoid.  As he rises from the ground to stand bipedally, the last vestiges of his seal form recede, leaving him decidedly humanoid in shape and stature.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They wear several [[Minor Mental]] spells, including [[Brace (1214)|Brace]], which will cause weapon droppage when a selkie parries or their arms are struck.&lt;br /&gt;
&lt;br /&gt;
== Other Information ==&lt;br /&gt;
They do a lot of galumphing in seal form.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 55&lt;br /&gt;
|levelm1 = 56&lt;br /&gt;
|level = 57&lt;br /&gt;
|levelp1 = 58&lt;br /&gt;
|levelp2 = 59&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=223490</id>
		<title>Gaunt feral selkie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=223490"/>
		<updated>2024-08-06T14:28:42Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Updating info to add info about shapeshifting and respective abilities used in the two forms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  57 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Fey &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Hand of Tonis (505)&lt;br /&gt;
| BT2 =  Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = Hand of Tonis (505) &lt;br /&gt;
| OS2 = Earthen Fury (917) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Headbutt&lt;br /&gt;
| MN2 = Bull Rush  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =   &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202)&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Brace (1214)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Transformation}} &lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The selkie&#039;s large, dark eyes hold more than a glimmer of unnatural intellect.  His fur is soft and sleek over an agile musculature more suited to the water than dry land.  The selkie&#039;s sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The feral selkie is medium in size, about six feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Selkies have a humanoid form and a seal form.&lt;br /&gt;
&lt;br /&gt;
In humanoid form, they act as [[Wizard|wizards]], casting [[Hand of Tonis (505)]](both bolt and SMR versions), [[Major Cold (907)]] and [[Earthen Fury (917)]].&lt;br /&gt;
&lt;br /&gt;
They may transform into seal form:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A look of intense concentration knits a gaunt feral selkie&#039;s features.  Autumnal colors flash beneath his skin as his hands sprout webbing, inflating into slick flippers.  His features contort and shift as his musculature rearranges.  At the same time, his skin becomes sleekly furred and spotted.  He falls to the ground in his newfound seal form and raises his whiskered snout skyward!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In seal form, they act as a melee attacker, using [[Charge (attack)]], [[Bite (attack)]], [[Headbutt]] and [[Bull Rush]].  &lt;br /&gt;
&lt;br /&gt;
They can also shift back to humanoid form:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Tremors pass through a gaunt feral selkie&#039;s body, followed by flashes of autumnal color that glow beneath his skin.  His hair sprouts longer and thins in places, becoming bristly and revealing blue-grey flesh.  His sharp teeth soften and become decidedly humanoid.  As he rises from the ground to stand bipedally, the last vestiges of his seal form recede, leaving him decidedly humanoid in shape and stature.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They wear several [[Minor Mental]] spells, including [[Brace (1214)|Brace]], which will cause weapon droppage when a selkie parries or their arms are struck.&lt;br /&gt;
&lt;br /&gt;
== Other Information ==&lt;br /&gt;
They do a lot of galumphing in seal form.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 55&lt;br /&gt;
|levelm1 = 56&lt;br /&gt;
|level = 57&lt;br /&gt;
|levelp1 = 58&lt;br /&gt;
|levelp2 = 59&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Titan_tempest_tyrant&amp;diff=220179</id>
		<title>Titan tempest tyrant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Titan_tempest_tyrant&amp;diff=220179"/>
		<updated>2024-06-03T14:21:31Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about immunity to crit death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 83 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Stormpeak &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Tempest Strike(?)&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 298 to 328&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 317 to 347&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 277 to 307&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Barrier (102)&lt;br /&gt;
| DSP3 = Spirit Defense (103)&lt;br /&gt;
| DSP4 = Spirit Warding II (107)&lt;br /&gt;
| DSP5 = Elemental Defense I (401)&lt;br /&gt;
| DSP6 = Elemental Defense II (406)&lt;br /&gt;
| DSP7 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Though powerfully muscled, the tempest tyrant is so tall and long of limb that she looks well-proportioned, even agile.  Ritual scars like lightning bolts fork down her immense arms, and matching tattoos in metallic ink gleam electric blue from her severe face.  They curve around each eye and fan out onto her hollow cheeks, lending her unforgiving features an alien cast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The tempest tyrant is huge in size and about thirteen feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Tyrants are immune to death from [[Critical|Criticals]].&lt;br /&gt;
&lt;br /&gt;
;Tempest Strike&lt;br /&gt;
Tyrants have a unique SMR multi-cycle weapon technique:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A titan tempest tyrant&#039;s muscles tense violently and she begins to spin, blurring into a whirlwind of vicious strikes!&lt;br /&gt;
[SMR result: 180 (Open d100: 176)]&lt;br /&gt;
You are caught up in the barrage of wild strikes!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Hard slash to your side!&lt;br /&gt;
   Right arm no longer available for use.&lt;br /&gt;
   You are stunned for 5 rounds!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped from socket at the elbow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical tempest tyrant.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a crude feras morning star, a jagged feras spikestar and some ornate brass scalemail (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant charges in, electricity crackling down her forearms!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A titan tempest tyrant thunders in, rage roiling in his glowing eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Rage roiling in her glowing eyes, A titan tempest tyrant thunders north.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant stretches a hand skyward, fumbling for something unseen as she surrenders to death.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An odor of burnt ozone fills the air as a titan tempest tyrant&#039;s body collapses in upon itself, drying into fine-grained dust that fills the air with grit.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant clenches one fist, his features grim.&lt;br /&gt;
&lt;br /&gt;
A titan tempest tyrant shifts his weight, stepping back a bit.&lt;br /&gt;
&lt;br /&gt;
Eyes narrowing to slits, a titan tempest tyrant clenches his great fists in a display of defiance to no one in particular.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 81&lt;br /&gt;
|levelm1 = 82&lt;br /&gt;
|level = 83&lt;br /&gt;
|levelp1 = 84&lt;br /&gt;
|levelp2 = 85&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=220177</id>
		<title>Category:Stormpeak creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=220177"/>
		<updated>2024-06-03T14:14:52Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about Spell Sever&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:En-zul logoth-storm peaks-1703220375.png|thumb]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Stormpeak is a large hunting ground with creatures from base levels 16 to 85 located near [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
Titan&#039;s Deluge is a [[Spell Sever]] area.&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
There are five distinct hunting areas within Stormpeak.&lt;br /&gt;
&lt;br /&gt;
===Stormpeak Base===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[thunder troll]] (18)&lt;br /&gt;
&lt;br /&gt;
===Raining Caves===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[storm hound]] (24)&lt;br /&gt;
* a [[vapor hound]] (24u)&lt;br /&gt;
* a [[water hound]] (24)&lt;br /&gt;
&lt;br /&gt;
===Giant&#039;s Ridge===&lt;br /&gt;
* a [[swirling spectre]] (37u)&lt;br /&gt;
* a [[storm giant]] (39)&lt;br /&gt;
&lt;br /&gt;
===Thunder Plateau===&lt;br /&gt;
* a [[krag dweller]] (72)&lt;br /&gt;
* a [[storm griffin]] (73)&lt;br /&gt;
&lt;br /&gt;
===Titan&#039;s Deluge===&lt;br /&gt;
* a [[crackling lightning fiend]] (79)&lt;br /&gt;
* a [[stooped titan stormcaller]] (81)&lt;br /&gt;
* a [[titan tempest tyrant]] (83)&lt;br /&gt;
* a [[haggard Veiki herald]] (85)&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Stormpeak was released on December 17, 2023.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Stormpeak was designed and written with help from the [[Staff list|Development Team]] including:&lt;br /&gt;
* Creatures: Oscuro &amp;amp; Auchand&lt;br /&gt;
* Room Painting: Haliste &amp;amp; Reidyn&lt;br /&gt;
* Gemstones: Galene&lt;br /&gt;
* Storyline/Release Event: Netz, Marstreforn, Auchand, Thandiwe, Valyrka&lt;br /&gt;
&lt;br /&gt;
[[Category:Zul Logoth Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stooped_titan_stormcaller&amp;diff=220137</id>
		<title>Stooped titan stormcaller</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stooped_titan_stormcaller&amp;diff=220137"/>
		<updated>2024-06-01T10:38:34Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding SMR attack info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 81 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Stormpeak&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Leering Lightning(?)&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 335 to 365&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 351 to 381&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 319 to 349&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Elemental Defense III (414)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 =  Elemental Barrier (430)&lt;br /&gt;
| DSP3 =  Mage Armor (520)&lt;br /&gt;
| DSP4 =  Mass Blur (911)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The power of the storm cannot be contained in the titan stormcaller&#039;s body.  Jagged bolts of electricity arc up from under her skin and crackle down her limbs, seemingly causing her no pain during their passage.  Despite her towering height, the stormcaller&#039;s stooped shoulders and spindly limbs make her look less imposing.  Her features are plain and unlovely.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The titan stormcaller is huge in size and about twelve feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
;Leering Lightning&lt;br /&gt;
&lt;br /&gt;
Stormcallers have a unique lightning based SMR attack:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A stooped titan stormcaller rubs his hands together with a vivid azure gleam in his eyes.  Leering, he splays his fingers toward you, sending an arcing bolt of crackling blue lightning screaming toward you!&lt;br /&gt;
[SMR result: 166 (Open d100: 174)]&lt;br /&gt;
The bolt strikes you, sending white-hot pain arcing through your convulsing body!&lt;br /&gt;
Your wiregrass anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Nasty jolt to chest causes heart to skip a beat!&lt;br /&gt;
   You are stunned for 3 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical titan stormcaller.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a cream-colored homespun robe stitched with tiny disks of crude brass (worn) and a burnt modwir staff inlaid with jagged brass lightning bolts.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A gust of wind and a flash of lightning herald the arrival of a stooped titan stormcaller as she lumbers in.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A stooped titan stormcaller strides in, each step like a peal of thunder.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Each step like a peal of thunder, a stooped titan stormcaller strides west.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell Prep&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A stooped titan stormcaller mutters a thunderous chant as she lifts her eyes skyward.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A ragged gasp fills a stooped titan stormcaller&#039;s lungs with a last breath that wooshes out as he dies.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Currents of electricity erupt from the ground, liquefying the remains of the titan stormcaller.  Acrid odors arise from the blackened goo as it dries into a fine grey powder and swirls away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 79&lt;br /&gt;
|levelm1 = 80&lt;br /&gt;
|level = 81&lt;br /&gt;
|levelp1 = 82&lt;br /&gt;
|levelp2 = 83&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crackling_lightning_fiend&amp;diff=219949</id>
		<title>Crackling lightning fiend</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crackling_lightning_fiend&amp;diff=219949"/>
		<updated>2024-05-27T20:47:07Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding unique SMR attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 79 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Elemental&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Stormpeak &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Lightning Torrent(?)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 325&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Jagged Jolt(?)&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 330 to 360&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 352 to 382&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 306 to 336&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Elemental Defense I (401) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Celerity (506)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
;Description&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Flashes of brilliant azure flicker and fade within the lightning fiend&#039;s mesmerizing shape, an amorphous form woven from threads of wildly dancing electricity.  At times, the elemental takes the shape of a vaguely humanoid figure, its translucent helm graced by two wildly twisting horns.  Arcing arteries of lightning leap from the heart of the fiend to shimmer up nearby surfaces.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The lightning fiend is medium in size and about six feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;Lightning Torrent&lt;br /&gt;
Fiends have a unique open warding spell that is similar to [[Searing Light (135)]] but with electricity.  Rather than blinding, it applies nerve damage on all successes, with mid 110&#039;s endrolls applying rank 2 nerves.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Electricity builds within a crackling lightning fiend, its form brightening until it is blinding to look upon.  A torrent of power pulses outward!&lt;br /&gt;
  CS: +325 - TD: +284 + CvA: -21 + d100: +87 == +107&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Power travels through you in a jolt that makes your muscles spasm wildly!&lt;br /&gt;
A suit of kiramon chitin-scaled platemail partially deflects the onslaught of the shocking attack.&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Electric shot shoots pain along your back and legs.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
The evanescent shield shrouding Steamich flares to life and absorbs the essence of the spell, dissipating it harmlessly.&lt;br /&gt;
The power crests over Steamich ineffectually!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Jagged Jolt&lt;br /&gt;
They also have a unique SMR lightning attack:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend roils and whirls, spitting sparks of electricity before sending a jagged bolt streaking toward you!&lt;br /&gt;
[SMR result: 207 (Open d100: 221, Penalty: 15)]&lt;br /&gt;
The forking electricity sears itself into your vision as it strikes you!&lt;br /&gt;
A suit of kiramon chitin-scaled platemail partially deflects the onslaught of the shocking attack.&lt;br /&gt;
   ... 24 points of damage!&lt;br /&gt;
   Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical lightning fiend.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has nothing at this time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A jolting charge in the air heralds the arrival of a crackling lightning fiend!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A sphere of galvanizing energy darts in, swelling into the form of a crackling lightning fiend.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend swirls into a sphere of galvanizing energy that darts northeast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;With a white-hot corruscation of sparks, a crackling lightning fiend collapses into a buzzing tangle of glowing filaments.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;With a last crackle and a burst of ozone, a crackling lightning fiend dissipates into nothingness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
;Self casting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend crackles with an eruption of energy!&lt;br /&gt;
A bright luminescence surrounds a crackling lightning fiend.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend thrums with an upswelling of elemental energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 77&lt;br /&gt;
|levelm1 = 78 &lt;br /&gt;
|level = 79&lt;br /&gt;
|levelp1 = 80&lt;br /&gt;
|levelp2 = 81&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=219948</id>
		<title>Category:Stormpeak creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=219948"/>
		<updated>2024-05-27T20:37:23Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:En-zul logoth-storm peaks-1703220375.png|thumb]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Stormpeak is a large hunting ground with creatures from base levels 16 to 85 located near [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
There are five distinct hunting areas within Stormpeak.&lt;br /&gt;
&lt;br /&gt;
===Stormpeak Base===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[thunder troll]] (18)&lt;br /&gt;
&lt;br /&gt;
===Raining Caves===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[storm hound]] (24)&lt;br /&gt;
* a [[vapor hound]] (24u)&lt;br /&gt;
* a [[water hound]] (24)&lt;br /&gt;
&lt;br /&gt;
===Giant&#039;s Ridge===&lt;br /&gt;
* a [[swirling spectre]] (37u)&lt;br /&gt;
* a [[storm giant]] (39)&lt;br /&gt;
&lt;br /&gt;
===Thunder Plateau===&lt;br /&gt;
* a [[krag dweller]] (72)&lt;br /&gt;
* a [[storm griffin]] (73)&lt;br /&gt;
&lt;br /&gt;
===Titan&#039;s Deluge===&lt;br /&gt;
* a [[crackling lightning fiend]] (79)&lt;br /&gt;
* a [[stooped titan stormcaller]] (81)&lt;br /&gt;
* a [[titan tempest tyrant]] (83)&lt;br /&gt;
* a [[haggard Veiki herald]] (85)&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Stormpeak was released on December 17, 2023.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Stormpeak was designed and written with help from the [[Staff list|Development Team]] including:&lt;br /&gt;
* Creatures: Oscuro &amp;amp; Auchand&lt;br /&gt;
* Room Painting: Haliste &amp;amp; Reidyn&lt;br /&gt;
* Gemstones: Galene&lt;br /&gt;
* Storyline/Release Event: Netz, Marstreforn, Auchand, Thandiwe, Valyrka&lt;br /&gt;
&lt;br /&gt;
[[Category:Zul Logoth Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Titan_tempest_tyrant&amp;diff=219946</id>
		<title>Titan tempest tyrant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Titan_tempest_tyrant&amp;diff=219946"/>
		<updated>2024-05-27T20:32:13Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about unique SMR attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 83 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Stormpeak &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Tempest Strike(?)&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 298 to 328&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 317 to 347&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 277 to 307&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Barrier (102)&lt;br /&gt;
| DSP3 = Spirit Defense (103)&lt;br /&gt;
| DSP4 = Spirit Warding II (107)&lt;br /&gt;
| DSP5 = Elemental Defense I (401)&lt;br /&gt;
| DSP6 = Elemental Defense II (406)&lt;br /&gt;
| DSP7 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Though powerfully muscled, the tempest tyrant is so tall and long of limb that she looks well-proportioned, even agile.  Ritual scars like lightning bolts fork down her immense arms, and matching tattoos in metallic ink gleam electric blue from her severe face.  They curve around each eye and fan out onto her hollow cheeks, lending her unforgiving features an alien cast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The tempest tyrant is huge in size and about thirteen feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;Tempest Strike&lt;br /&gt;
Tyrants have a unique SMR multi-cycle weapon technique:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A titan tempest tyrant&#039;s muscles tense violently and she begins to spin, blurring into a whirlwind of vicious strikes!&lt;br /&gt;
[SMR result: 180 (Open d100: 176)]&lt;br /&gt;
You are caught up in the barrage of wild strikes!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Hard slash to your side!&lt;br /&gt;
   Right arm no longer available for use.&lt;br /&gt;
   You are stunned for 5 rounds!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped from socket at the elbow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical tempest tyrant.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a crude feras morning star, a jagged feras spikestar and some ornate brass scalemail (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant charges in, electricity crackling down her forearms!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A titan tempest tyrant thunders in, rage roiling in his glowing eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Rage roiling in her glowing eyes, A titan tempest tyrant thunders north.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant stretches a hand skyward, fumbling for something unseen as she surrenders to death.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An odor of burnt ozone fills the air as a titan tempest tyrant&#039;s body collapses in upon itself, drying into fine-grained dust that fills the air with grit.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A titan tempest tyrant clenches one fist, his features grim.&lt;br /&gt;
&lt;br /&gt;
A titan tempest tyrant shifts his weight, stepping back a bit.&lt;br /&gt;
&lt;br /&gt;
Eyes narrowing to slits, a titan tempest tyrant clenches his great fists in a display of defiance to no one in particular.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 81&lt;br /&gt;
|levelm1 = 82&lt;br /&gt;
|level = 83&lt;br /&gt;
|levelp1 = 84&lt;br /&gt;
|levelp2 = 85&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crackling_lightning_fiend&amp;diff=219901</id>
		<title>Crackling lightning fiend</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crackling_lightning_fiend&amp;diff=219901"/>
		<updated>2024-05-24T22:35:41Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adjusting info on unique warding spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 79 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Elemental&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Stormpeak &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Lightning Torrent(?)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 325&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 330 to 360&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 352 to 382&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 306 to 336&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Elemental Defense I (401) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Celerity (506)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
;Description&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Flashes of brilliant azure flicker and fade within the lightning fiend&#039;s mesmerizing shape, an amorphous form woven from threads of wildly dancing electricity.  At times, the elemental takes the shape of a vaguely humanoid figure, its translucent helm graced by two wildly twisting horns.  Arcing arteries of lightning leap from the heart of the fiend to shimmer up nearby surfaces.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The lightning fiend is medium in size and about six feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;Lightning Torrent&lt;br /&gt;
Fiends have a unique open warding spell that is similar to [[Searing Light (135)]] but with electricity.  Rather than blinding, it applies nerve damage on all successes, with mid 110&#039;s endrolls applying rank 2 nerves.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Electricity builds within a crackling lightning fiend, its form brightening until it is blinding to look upon.  A torrent of power pulses outward!&lt;br /&gt;
  CS: +325 - TD: +284 + CvA: -21 + d100: +87 == +107&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Power travels through you in a jolt that makes your muscles spasm wildly!&lt;br /&gt;
A suit of kiramon chitin-scaled platemail partially deflects the onslaught of the shocking attack.&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Electric shot shoots pain along your back and legs.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
The evanescent shield shrouding Steamich flares to life and absorbs the essence of the spell, dissipating it harmlessly.&lt;br /&gt;
The power crests over Steamich ineffectually!&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical lightning fiend.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has nothing at this time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A jolting charge in the air heralds the arrival of a crackling lightning fiend!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A sphere of galvanizing energy darts in, swelling into the form of a crackling lightning fiend.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend swirls into a sphere of galvanizing energy that darts northeast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;With a white-hot corruscation of sparks, a crackling lightning fiend collapses into a buzzing tangle of glowing filaments.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;With a last crackle and a burst of ozone, a crackling lightning fiend dissipates into nothingness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
;Self casting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend crackles with an eruption of energy!&lt;br /&gt;
A bright luminescence surrounds a crackling lightning fiend.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend thrums with an upswelling of elemental energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 77&lt;br /&gt;
|levelm1 = 78 &lt;br /&gt;
|level = 79&lt;br /&gt;
|levelp1 = 80&lt;br /&gt;
|levelp2 = 81&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crackling_lightning_fiend&amp;diff=219900</id>
		<title>Crackling lightning fiend</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crackling_lightning_fiend&amp;diff=219900"/>
		<updated>2024-05-24T22:20:50Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about unique(?) open warding attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 79 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Elemental&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Stormpeak &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Lightning Torrent(?)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 325&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 330 to 360&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 352 to 382&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 306 to 336&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Elemental Defense I (401) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Celerity (506)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
;Description&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Flashes of brilliant azure flicker and fade within the lightning fiend&#039;s mesmerizing shape, an amorphous form woven from threads of wildly dancing electricity.  At times, the elemental takes the shape of a vaguely humanoid figure, its translucent helm graced by two wildly twisting horns.  Arcing arteries of lightning leap from the heart of the fiend to shimmer up nearby surfaces.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The lightning fiend is medium in size and about six feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;Lightning Torrent&lt;br /&gt;
Fiends seem to have a unique open warding spell that is similar to [[Searing Light (135)]] but with electricity.  Effects are not fully known yet other than lightning damage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Electricity builds within a crackling lightning fiend, its form brightening until it is blinding to look upon.  A torrent of power pulses outward!&lt;br /&gt;
  CS: +325 - TD: +284 + CvA: -21 + d100: +87 == +107&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Power travels through you in a jolt that makes your muscles spasm wildly!&lt;br /&gt;
A suit of kiramon chitin-scaled platemail partially deflects the onslaught of the shocking attack.&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Electric shot shoots pain along your back and legs.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
The evanescent shield shrouding Steamich flares to life and absorbs the essence of the spell, dissipating it harmlessly.&lt;br /&gt;
The power crests over Steamich ineffectually!&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical lightning fiend.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has nothing at this time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A jolting charge in the air heralds the arrival of a crackling lightning fiend!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A sphere of galvanizing energy darts in, swelling into the form of a crackling lightning fiend.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend swirls into a sphere of galvanizing energy that darts northeast.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;With a white-hot corruscation of sparks, a crackling lightning fiend collapses into a buzzing tangle of glowing filaments.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;With a last crackle and a burst of ozone, a crackling lightning fiend dissipates into nothingness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
;Self casting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend crackles with an eruption of energy!&lt;br /&gt;
A bright luminescence surrounds a crackling lightning fiend.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A crackling lightning fiend thrums with an upswelling of elemental energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 77&lt;br /&gt;
|levelm1 = 78 &lt;br /&gt;
|level = 79&lt;br /&gt;
|levelp1 = 80&lt;br /&gt;
|levelp2 = 81&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Target_defense&amp;diff=219895</id>
		<title>Target defense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Target_defense&amp;diff=219895"/>
		<updated>2024-05-24T20:03:07Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Removing Web and the Interference spells from TD pushdown section as they are no longer warding spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Often abbreviated as &amp;quot;TD&amp;quot; it is a value used to determine the outcome of [[warding]] magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s base TD to all spells is 3 points per level, plus the relevant [[statistic]] bonus:&lt;br /&gt;
*[[Wisdom]] for spiritual spells&lt;br /&gt;
*[[Aura]] for elemental spells&lt;br /&gt;
*[[Discipline]] for mental spells&lt;br /&gt;
&lt;br /&gt;
Sorcerer spells take the average of Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it&#039;ll add +7 Elemental TD and +11 Sorcerer TD. Conversely, if a spell adds +15 Sorcerer TD, then it will add +11 to Elemental and Spiritual TDs and +7 to Mental TD.&lt;br /&gt;
&lt;br /&gt;
TD may be decreased due to the [[Multi-Opponent Combat|Force on Force]] effect when defending against multiple enemies, if the number of enemies exceeds the defender&#039;s Multi-Opponent Combat training. For every enemy above one&#039;s Force on Force limit, actual TD is lowered by about 2.5% of the base TD value.&lt;br /&gt;
&lt;br /&gt;
Rare [[armor]]s or [[shield]]s may have a [[TD bonus]] in their [[item properties|primary property slot]].&lt;br /&gt;
&lt;br /&gt;
== Spells that increase Target Defense ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! TD Bonus&lt;br /&gt;
! Sphere&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Scaling&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense I (401)]]&lt;br /&gt;
| +5&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense II (406)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense III (414)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Barrier (430)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Elemental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Minor Elemental]] above 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Bias (508)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Elemental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Elemental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 3 ranks of [[Wizard Base]] above 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloak of Shadows (712)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 10 ranks of [[Sorcerer Base]] above 12, not counting ranks above caster&#039;s level&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding I (101)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding II (107)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesser Shroud (120)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Shield (219)]]&lt;br /&gt;
| +30&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Warding Sphere (310)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Cleric Base]] above 10, max +20 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer (313)]]&lt;br /&gt;
| +10&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Self Control (613)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nature&#039;s Touch (625)]]&lt;br /&gt;
| +1&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Ranger Base]] above 25, max +12 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Focus (1109)]]&lt;br /&gt;
| +15&lt;br /&gt;
| Spiritual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength of Will (1119)]]&lt;br /&gt;
| +12&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 per 3 ranks of [[Empath Base]] above 19, max +25 TD&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantle of Faith (1601)]]&lt;br /&gt;
| +5&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per [[summation chart|seed 2 summation]] of [[Spiritual Lore, Blessings]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith Shield (1619)]]&lt;br /&gt;
| +50&lt;br /&gt;
| Spiritual&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | 3% * ([[summation chart|seed 5 summation]] of [[Spiritual Lore, Religion]]), max +74 TD at 68 ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Mindward (1208)]]&lt;br /&gt;
| +20&lt;br /&gt;
| Mental&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | +1 TD per 2 ranks of [[Minor Mental]] above 8, max +40 TD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells that decrease Target Defense ==&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Saturation (413)]]: -25 to all TD; additional TD pushdown with [[summation chart|seed 5 summation]] of [[Elemental Lore, Fire]].&lt;br /&gt;
*[[Curse (715)|Hex Curse (715)]]: -24 or -25 to all TD (no warding check)&lt;br /&gt;
*[[Song of Depression (1015)]]: -20 TD to all; additional TD pushdown with [[Mental Lore, Telepathy]] ranks. Maximum with lore bonus -40 TD.&lt;br /&gt;
*[[Interference (212)]]: -15 Spiritual TD; additional TD pushdown with [[summation chart|seed 5 summation]] of [[Spiritual Lore, Summoning]].&lt;br /&gt;
&lt;br /&gt;
== Spells with natural pushdown ==&lt;br /&gt;
&lt;br /&gt;
*[[Frenzy (216)]]&lt;br /&gt;
*[[Corrupt Essence (703)]]&lt;br /&gt;
*[[Torment (718)]]&lt;br /&gt;
*[[Bone Shatter (1106)]] (only for level &amp;lt; 35)&lt;br /&gt;
*[[Empathic Assault (1110)]]&lt;br /&gt;
&lt;br /&gt;
[[Nature&#039;s Fury (635)]] may also have pushdown but there are no other warding spells in Ranger Base to compare against.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Haggard_Veiki_herald&amp;diff=219876</id>
		<title>Haggard Veiki herald</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Haggard_Veiki_herald&amp;diff=219876"/>
		<updated>2024-05-23T22:31:27Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding 1603 to attacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 85 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Stormpeak&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400 &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Templar&#039;s Verdict (1603)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 375&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 366 to 396&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 385 to 415&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 364 to 374&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Mantle of Faith (1601)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 =  Divine Shield (1609)&lt;br /&gt;
| DSP3 =  Faith&#039;s Clarity (1612)&lt;br /&gt;
| DSP4 =  Soul Ward (319)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Power rumbles and thrums through the limbs of the Veiki herald.  That barely contained might and the intensity of his devotion have colluded to burn the meat from his bones, leaving him skeletally thin.  The hollows of his face are deep and haunted, the crags cast in deep shadow by the flashes of brilliant azure that flicker and fade within his mesmerizing stare.  The herald&#039;s hair is brittle and blanched, starkly pale against his sun-darkened skin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The Veiki herald is huge in size and about thirteen feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical Veiki herald.&lt;br /&gt;
He appears to be in good shape.&lt;br /&gt;
He has some hardened hide armor (worn), a round metal aegis emblazoned with a jagged lightning bolt and a crude zorchar khopesh.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald lumbers ponderously in, azure sparks flickering in her eyes to illuminate the ominous crevices of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald chants in a low, guttural voice.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald makes his way in, smirking sanctimoniously.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Smirking sanctimoniously, A haggard Veiki herald makes her way southwest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Disillusioned, the Veiki herald surrenders, and the azure sparks in her eyes fade to black.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A single burst of lightning erupts from within a haggard Veiki herald, vaporizing her body in an instant.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald declares, &amp;quot;The storm will wash away my wounds!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A haggard Veiki herald looks a little dubious about her situation!&lt;br /&gt;
&lt;br /&gt;
A haggard Veiki herald howls zealously as she raises her arms over your lifeless corpse, palms upward, and declares her sacrificial offering.&lt;br /&gt;
&lt;br /&gt;
The Veiki herald howls with vicious delight!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 83&lt;br /&gt;
|levelm1 = 84&lt;br /&gt;
|level = 85 &lt;br /&gt;
|levelp1 = 86&lt;br /&gt;
|levelp2 = 87&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Haggard_Veiki_herald&amp;diff=219866</id>
		<title>Haggard Veiki herald</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Haggard_Veiki_herald&amp;diff=219866"/>
		<updated>2024-05-23T14:54:35Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding spell prep message&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 85 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Stormpeak&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400 &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 366 to 396&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 385 to 415&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 364 to 374&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Mantle of Faith (1601)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 =  Divine Shield (1609)&lt;br /&gt;
| DSP3 =  Faith&#039;s Clarity (1612)&lt;br /&gt;
| DSP4 =  Soul Ward (319)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Power rumbles and thrums through the limbs of the Veiki herald.  That barely contained might and the intensity of his devotion have colluded to burn the meat from his bones, leaving him skeletally thin.  The hollows of his face are deep and haunted, the crags cast in deep shadow by the flashes of brilliant azure that flicker and fade within his mesmerizing stare.  The herald&#039;s hair is brittle and blanched, starkly pale against his sun-darkened skin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The Veiki herald is huge in size and about thirteen feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical Veiki herald.&lt;br /&gt;
He appears to be in good shape.&lt;br /&gt;
He has some hardened hide armor (worn), a round metal aegis emblazoned with a jagged lightning bolt and a crude zorchar khopesh.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald lumbers ponderously in, azure sparks flickering in her eyes to illuminate the ominous crevices of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald chants in a low, guttural voice.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald makes his way in, smirking sanctimoniously.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Smirking sanctimoniously, A haggard Veiki herald makes her way southwest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Disillusioned, the Veiki herald surrenders, and the azure sparks in her eyes fade to black.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A single burst of lightning erupts from within a haggard Veiki herald, vaporizing her body in an instant.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A haggard Veiki herald declares, &amp;quot;The storm will wash away my wounds!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A haggard Veiki herald looks a little dubious about her situation!&lt;br /&gt;
&lt;br /&gt;
A haggard Veiki herald howls zealously as she raises her arms over your lifeless corpse, palms upward, and declares her sacrificial offering.&lt;br /&gt;
&lt;br /&gt;
The Veiki herald howls with vicious delight!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 83&lt;br /&gt;
|levelm1 = 84&lt;br /&gt;
|level = 85 &lt;br /&gt;
|levelp1 = 86&lt;br /&gt;
|levelp2 = 87&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stooped_titan_stormcaller&amp;diff=219864</id>
		<title>Stooped titan stormcaller</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stooped_titan_stormcaller&amp;diff=219864"/>
		<updated>2024-05-23T14:45:46Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding spell prep message&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 81 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Stormpeak&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 335 to 365&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 351 to 381&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 319 to 349&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Elemental Defense III (414)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 =  Elemental Barrier (430)&lt;br /&gt;
| DSP3 =  Mage Armor (520)&lt;br /&gt;
| DSP4 =  Mass Blur (911)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The power of the storm cannot be contained in the titan stormcaller&#039;s body.  Jagged bolts of electricity arc up from under her skin and crackle down her limbs, seemingly causing her no pain during their passage.  Despite her towering height, the stormcaller&#039;s stooped shoulders and spindly limbs make her look less imposing.  Her features are plain and unlovely.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The titan stormcaller is huge in size and about twelve feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical titan stormcaller.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a cream-colored homespun robe stitched with tiny disks of crude brass (worn) and a burnt modwir staff inlaid with jagged brass lightning bolts.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A gust of wind and a flash of lightning herald the arrival of a stooped titan stormcaller as she lumbers in.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A stooped titan stormcaller strides in, each step like a peal of thunder.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Each step like a peal of thunder, a stooped titan stormcaller strides west.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell Prep&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A stooped titan stormcaller mutters a thunderous chant as she lifts her eyes skyward.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A ragged gasp fills a stooped titan stormcaller&#039;s lungs with a last breath that wooshes out as he dies.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Currents of electricity erupt from the ground, liquefying the remains of the titan stormcaller.  Acrid odors arise from the blackened goo as it dries into a fine grey powder and swirls away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 79&lt;br /&gt;
|levelm1 = 80&lt;br /&gt;
|level = 81&lt;br /&gt;
|levelp1 = 82&lt;br /&gt;
|levelp2 = 83&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_water_elemental&amp;diff=217118</id>
		<title>Greater water elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_water_elemental&amp;diff=217118"/>
		<updated>2024-04-16T21:49:50Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding 530 to attacks and some warning advice in strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 105&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Magical &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 441&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Water (903)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 540&lt;br /&gt;
| WD1 = Elemental Strike (415)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 495&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Major Elemental Wave (435)&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Water blast&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 348&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 534&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Elemental Targeting (425)&lt;br /&gt;
| DSP5 = Elemental Barrier (430)&lt;br /&gt;
| DSP6 = Elemental Bias (508)&lt;br /&gt;
| DSP7 = Spirit Shield (202)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The water elemental&#039;s upper body is that of a humanoid, while its lower body forms a turbulent, watery vortex. The facial features of the elemental creature are vague and shifting, rippling with every contortion of its face. Sloshing and splashing noises accompany each movement of the water elemental, along with an odd gurgling.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Most players avoid these enemies when possible, but those that choose not to would be advised to use any spells or skills at their disposal to prevent them from casting.  [[Elemental Disjunction (530)]] can shred your defenses in an instant and [[Major Elemental Wave (435)]] is an SMR attack that can be tough for all players due to elementals&#039; high level.&lt;br /&gt;
==Other information==&lt;br /&gt;
* Spawns with the following spells already cast: [[Elemental Defense I (401)]], [[Elemental Defense II (406)]], [[Elemental Defense III (414)]], [[Elemental Targeting (425)]], [[Elemental Bias (508)]] and can cast [[Spirit Shield (202)]] and [[Elemental Barrier (430)]] as well.&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental gushes noisily as it forms from a whirling watery vortex!&lt;br /&gt;
&lt;br /&gt;
The water elemental gurgles eerily and collapses into the water. &#039;&#039;&#039;(death without a gem drop)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The glimmer of a &amp;lt;gem&amp;gt; catches your eye as the water elemental gurgles eerily and collapses into a puddle of water. &#039;&#039;&#039;(death with a gem drop)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental sloshes in, gurgling noisily.&lt;br /&gt;
&lt;br /&gt;
A greater water elemental spins quickly back to an upright position! &#039;&#039;&#039;(standing up)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental suddenly draws back and roars with the deafening crash of the ocean&#039;s swell, bidding allies to its side!&lt;br /&gt;
&lt;br /&gt;
A greater water elemental ripples while twisting on its vortex to survey the area. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The water elemental spins suspiciously as a ripple undulates through its form. &#039;&#039;&#039;(failing to find hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater water elemental utters an incantation in an unfamiliar, bubbling language.&lt;br /&gt;
&lt;br /&gt;
A greater water elemental raises its arms and spins about on its whirling lower body! &#039;&#039;&#039;(casting defensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A greater water elemental raises its hands, palms outward toward you! &#039;&#039;&#039;(casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A faint sparkle catches your eye as something drifts through a greater water elemental&#039;s aqueous torso.&lt;br /&gt;
&lt;br /&gt;
A greater water elemental slowly rolls and swishes its lower body in a graceful dance on the water, hardly disturbing the surface.&lt;br /&gt;
&lt;br /&gt;
Small droplets of water fall from a greater water elemental&#039;s torso, dribbling to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Elemental_(disambiguation) Elemental on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_sever&amp;diff=214789</id>
		<title>Spell sever</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_sever&amp;diff=214789"/>
		<updated>2024-02-28T15:29:48Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about Arcane sphere exception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&amp;lt;section begin=description/&amp;gt;&#039;&#039;&#039;Spell sever&#039;&#039;&#039; is a balancing mechanic for hunting areas to manage the amount of outside spells a character can wear in the affected areas. Spell sever will strip any beneficial spells that a character does not know over a maximum allowed limit per area. The order in which the spells are stripped is in random order.&lt;br /&gt;
&lt;br /&gt;
Spells in the [[Arcane]] circle(such as [[Spirit Guard (1712)]]) are not removed or counted by Spell sever.&lt;br /&gt;
&amp;lt;section end=description/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue &lt;br /&gt;
!Area Name||Allowed&amp;lt;br&amp;gt;Unknown Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[:Category:Atoll creatures | Atoll]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Crawling Shore creatures | Crawling Shore]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Forgotten Vineyard creatures | Forgotten Vineyard]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Hinterwilds creatures | Hinterwilds]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Moonsedge creatures | Moonsedge]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Stormpeak creatures | Stormpeak]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:The F&#039;Eyrie creatures | The F&#039;Eyrie]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:The Hive creatures | The Hive]] || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Divergence]]&lt;br /&gt;
* [[Spellburst]]&lt;br /&gt;
&lt;br /&gt;
[[category:Magic]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Blighted_Forest_creatures&amp;diff=214788</id>
		<title>Category:Blighted Forest creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Blighted_Forest_creatures&amp;diff=214788"/>
		<updated>2024-02-28T15:23:25Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info about spell removal and exit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EN-tower.gif|thumb|right|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Blighted_forest_area.jpg|thumb|right|Blighted Forest]]&lt;br /&gt;
This category lists all creatures found in the Blighted Forest hunting area.  The Blighted Forest hunting area is nearest to the town of [[Ta&#039;Illistim]].  It is found on the Tsoran map [[:Image:EN-tower.gif|EN-tower]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blighted Forest&#039;&#039;&#039; is a dark, twisted forest that houses [[black forest viper]]s, [[black forest ogre]]s, [[massive black boar]]s, and swarms of mosquitoes.  The area is so thick with plants that it is generally difficult to move about.  The boars cannot climb the trees in the forest, so many hunters retreat to the trees when their game is the ogres or the vipers, or if they simply wish to avoid the boars.&lt;br /&gt;
&lt;br /&gt;
The forest is temperate and is mostly wooded, though some areas are sandy, especially near the lake.&lt;br /&gt;
&lt;br /&gt;
== Maaghara Tower ==&lt;br /&gt;
&lt;br /&gt;
Maaghara Tower is a huge tree that houses a creature called the Maaghara.  Imprisoned within the tree are the [[shrickhen]], [[moulis]], and the [[dhu goleras]], though the moulis are likely the most deadly of the three due to their ability to infect people.  Infected persons eventually hatch moulis scrapings, killing the host.  At the top of the tower is a machine.  Its function is unknown.&lt;br /&gt;
&lt;br /&gt;
The Maaghara appears wise and her appearance shifts, though she withholds many answers about the forest that she inhabits.&lt;br /&gt;
&lt;br /&gt;
Entering the tower requires solving a puzzle ([http://gsguide.wikia.com/wiki/Maaghara_Tower_Puzzle Maaghara Tower Puzzle] on GSGuide). Order of Voln masters may also enter with [[Symbol of Seeking]].&lt;br /&gt;
&lt;br /&gt;
This area seems to remove [[Mobility (618)]] exclusively, rather than using [[Spellburst]] or [[Spell Sever]].&lt;br /&gt;
&lt;br /&gt;
To exit the area, you must find a room with a massive root and &amp;quot;go root&amp;quot;.  Roots may not be available to transport a character out of the area, but you can try again in a different room or simply wait for the root to be available.  If they are, the character will be pulled through a tunnel by tendrils and dropped in the Refuse Heap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Your character must be level 67 to enter this area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Maaghara Tower/saved posts|Maaghara Tower saved posts]]&lt;br /&gt;
* [[Hunting areas/saved posts | Hunting Areas saved posts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Illistim Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=214548</id>
		<title>Duskruin primer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=214548"/>
		<updated>2024-02-22T14:40:07Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Striking through inaccurate info about increasing enemy difficulty and spirit drain - I tested and did not get spirit drained, after over 50 prays in one arena yesterday my profile shows a greater water elemental(110) as strongest foe still&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A primer for the Duskruin event&lt;br /&gt;
by Newsby, Dergoatean, and the [[TownCrier]] Team&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview and Featured Attractions ==&lt;br /&gt;
&lt;br /&gt;
Twice a year, a significant portion of the Elanthian population stops their usual pursuits and heads to Bloodriven Village, home of The [[Duskruin Arena]], The Duskruin Sewers, The Slab Generator, The Smithy, and The Shops at [[Bloodriven Village]].&lt;br /&gt;
&lt;br /&gt;
You may find the usual local services more difficult to find in your favorite towns and communities because of this. It really does feel like there&#039;s a collective HOLD on regular life during Duskruin runs sometimes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; February 2024 Announced Features:&#039;&#039;&#039; Arena, Sewers, Smithy, The Shops of Bloodriven Village, HESS, Dabbler, Endless Arena, Duskruin Gem Pile, old gladiator exchange of 25 count book for instant bloodscrip and huge pile of EXP, Duskruin Merchanting, Duskruin Roleplay, the start of the Build Your Own Golem, a CLAIM command for free and pay (silvers) Duskruin entries, plus the new BATTLE VAULT combination set that will be in the SimuCoin Shop. There will be no Big Spin Night or Auction.&lt;br /&gt;
* August 2023 Announced Features: Arena, Sewers, Smithy, The Shops of Bloodriven Village, HESS, Dabbler, Endless Arena, Mondo Shenanigans Game, New Moon Whopper Really High End Periodic Shop (Wheelbarrow), SimuCoin Shop Sale on Selected Items, GIFTBOX, EVENT BOX, NPC to exchange a 25 count book for instant bloodscrip and huge pile of EXP, Gem Pile, Marriage Licenses &lt;br /&gt;
* February 2023 Announced Features: Arena, Heist, Sewers, Smithy, The Shops of Bloodriven Village, HESS, Dabbler, Endless Arena, Gem Pile, Marriage Licenses &lt;br /&gt;
* February 2022 included: Arena, Heist, Sewers, Treasure Trove, Gem Pile, Smithy, Shops, Endless Arena, and 2 Big Spin Nights. The new DUSKRUIN MANIA Reverse Auction was introduced to replace Mania/Shenanigans.&lt;br /&gt;
* August 2021: [[Duskruin_primer#ENDLESS_MODE|Endless Arena]] Premiered, adding to the attractions of Duskruin. Limited Items from HESS moved to Big Spin Night.&lt;br /&gt;
* February 2020:  Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the Treasure Trove, Bloodriven Village Shopping, and Wyrom&#039;s Fun Time on Feb 23.&lt;br /&gt;
* August 2019:  Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the Treasure Trove, Bloodriven Village Shopping, and Wyrom&#039;s Shenanigans&lt;br /&gt;
* February 2019: Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the ancient demon arena reveal, and Bloodriven Village Shopping&lt;br /&gt;
* December 2018: Duskruin Arena, the Sewers, Duskruin Heist, Bloodriven Village Shopping, The Smithy, and the all-new [[Duskruin Treasure Trove|Treasure Trove]]&lt;br /&gt;
* June 2018: Duskruin Dig, The Sewers, Introduction to Duskruin Heist, Bloodriven Village Shopping open, the Smithy, and the Slab Generator&lt;br /&gt;
* February 2018: Duskruin Dig &amp;amp; the Sewers, Smithy, Bloodriven Village Shopping &amp;amp; Slab Generator&lt;br /&gt;
* August 2017: Duskruin Arena &amp;amp; the Sewers, Smithy, Bloodriven Village Shopping &amp;amp; Slab Generator&lt;br /&gt;
* April 2017: Duskruin Arena, the Sewers, Bloodriven Village Shopping&lt;br /&gt;
* December 2016: Duskruin Dig, Bloodriven village Shopping&lt;br /&gt;
* August 2016: Duskruin Arena, The Sewers, &amp;amp; Bloodriven Village Shopping&lt;br /&gt;
* June 2016: Duskruin Dig, Bloodriven Village Shopping&lt;br /&gt;
* April 2016 Duskruin Arena, The Sewers, &amp;amp; Bloodriven Village Shopping&lt;br /&gt;
&lt;br /&gt;
== News and Updates ==&lt;br /&gt;
&lt;br /&gt;
The GemStone GMs are always tweaking Duskruin with updates, changes, and additions. The TownCrier keeps a news and info page for each Duskruin.&lt;br /&gt;
* [[Duskruin Teasers Archive by The TownCrier]] lists all the news, teasers, previews, updates, tidbits, and event-specific info at this wiki.&lt;br /&gt;
* [[Duskruin/saved posts February 2024]] where GMs place briefs of major announcements made on Discord&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Duskruin runs on [[bloodscrip]], the currency of Bloodriven Village. All business in Duskruin - Shops, Merchants, Services, and other events - are all conducted in bloodscrip. Use the SCRIP command (or the older TICKET command) to see your bloodscrip balance, deposit into it, or withdraw from it. Nearly all transactions, including other events, will use what used to be call &amp;quot;redeemed&amp;quot; scrip - that is what the balance is when you see SCRIP BALANCE. If you have Bloodscrip in physical form, you will need to use the command SCRIP DEPOSIT for purchases&lt;br /&gt;
&lt;br /&gt;
While Duskruin is open, here&#039;s how you get to this elusive destination from every major city: &lt;br /&gt;
:&amp;gt; QUEST TRANSPORT DUSKRUIN&lt;br /&gt;
&lt;br /&gt;
The Countinghouse ([[Lich (software)|Lich]] room #24673) in Duskruin serves as the Duskruin Bank and has access to your bank account from whatever city you entered. It&#039;s the Duskruin Bank.&lt;br /&gt;
&lt;br /&gt;
The exit out of Duskruin is the circle of wagons to the very south - outside the Village Gate and all the way southwards. You&#039;ll end up in the city from which you entered. (With Lich, ;go2 exit)&lt;br /&gt;
&lt;br /&gt;
The village is open to everyone, there is no entry fee to get in.&lt;br /&gt;
&lt;br /&gt;
Access to the Duskruin Arena and the Duskruin Sewers requires a slip from a booklet sold at the [[Simucoin store]]. All activities will take either one slip from the booklet.&lt;br /&gt;
&lt;br /&gt;
There are sometimes people who sell booklets for silvers or bloodscrip if you&#039;d prefer. Watch the Merchant channels for these offerings.&lt;br /&gt;
&lt;br /&gt;
As a whole event, Duskruin Arena&#039;s claim to fame as a favorite GemStone offering is two-fold: the amazing items/services for sale, and the random treasure. Some of the treasure finds are good. Some of it good for pawning. Some of it is awesome, and a limited number of things are just downright amazing. The loot you find has no bearing on your level; it&#039;s all random. &lt;br /&gt;
&lt;br /&gt;
There are usually items for sale in the shops which you cannot find any other time of year. Like expensive, unusual boons for your gear and exciting new scripted gear like the Animalistic Spirit lines. There may be services offered from merchants which happen no other time of year, too. Usually expensive ones. So your bloodscrip stash has lots of things to look forward to.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;High End Shop&amp;quot; or &amp;quot;[[High End Scrip Shop|Scrip Shop]]&amp;quot; or High End Scrip Shop (HESS)  is home to some exclusive and pricy things to spend your bloodscrip on. The shop has discontinued use of scaling prices and limited quantities. Read all the signs. There is a service limit of 5 per item for Duskruin services before a surcharge will be added.&lt;br /&gt;
&lt;br /&gt;
The Duskruin sewers offer about 300 scrip per run, plus some random gear finds and Duskruin boons, whereas the arena offers up to 300 bloodscrip and one random gear find in your winner&#039;s package. The Arena  can take 8 minutes or more to finish. The sewers go by much faster - much, much faster and include a chance to find a randomly large cache of bloodscrip along the way. The Heist options earn 300 bloodscrip. (Scrip awards increased Feb 2022 for activities.  Scrip awards were rebalanced Feb 2023)&lt;br /&gt;
&lt;br /&gt;
There&#039;s a small chance for an experience orb. This chance increases with the number of entries  to each activity and is on display in your EVENT STATS DUSKRUIN command.&lt;br /&gt;
&lt;br /&gt;
You will find a super node in the room where you enter the Arena for combat, and in the middle room of each of the three factions for the Heist. There is also a super node at The Viridian Coil Tavern (Lich room 26841).&lt;br /&gt;
&lt;br /&gt;
New at August 2023 run: an old has-been gladiator will exchange a brand-new, full 25-count book for 7500 bloodscrip and a BOATLOAD of experience. Look for him at the Duskruin Arena, Descent, just south of the entry into the Area Sands (Lich room 23779). You can sell a booklet to him every 10 minutes, as of Feb 2024, but it must be the 25 count one, and it must be pristine and untouched from the SimuCoin shop.&lt;br /&gt;
&lt;br /&gt;
== Schedule for Current Event ==&lt;br /&gt;
*6pm - Friday, February 16 - Entry Vouchers/Books go on sale in SimuCoin Shop&lt;br /&gt;
*9pm Friday, February 16 - Event Opens&lt;br /&gt;
*9pm Friday, February 16  - HESS Opens&lt;br /&gt;
*11:55pm Sunday, March 10 - Entry Vouchers/Booklets stop being sold in SimuCoin Shop&lt;br /&gt;
*11:59pm Sunday, March 10 - Duskruin Closes, all shops and activities&lt;br /&gt;
*1 week after Duskruin Ends - HESS redemption Deadline&lt;br /&gt;
&lt;br /&gt;
Stay tuned to the TownCrier ([[https://gstowncrier.com/subscribe/ Via Email]], TownCrier Channels in GS via ESP and LNet, or the [[https://gstowncrier.com/ TownCrier web site]]) for announcements.&lt;br /&gt;
&lt;br /&gt;
== The Shops of Bloodriven Village ==&lt;br /&gt;
&lt;br /&gt;
The village where the Duskruin Arena, Sewers, and more is called [[Bloodriven Village]]. It is full of shops with amazing things of all kinds for this little out of the way place. You will find things for sale here which cannot be purchased any other time or place, only when Duskruin is open. There are legendary treasures, there will be new, amazing things, and you can find high value utility items for your adventuring needs here, too.&lt;br /&gt;
&lt;br /&gt;
Once the Event opens, jeep an eye on the best recommendations and show favorites from your fellow adventurers at the [[TownCrier/Buyer&#039;s Choice Shopping Guide|Buyer&#039;s Choice Shopping Guide]]. Add your picks, too!&lt;br /&gt;
&lt;br /&gt;
There&#039;s a brief one-page [[Duskruin February 2024 Quick Reference Shop Index|Quick Reference Index]] to the Shops that can be handy. ***NOTE: Give us a couple days after Duskruin to get the Index updated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shopping tips:&#039;&#039;&#039;&lt;br /&gt;
# Attuned Pricing is available in some shops for some things, as well as in the HESS. This binds the item at a discount to the &#039;&#039;&#039;characters on your account&#039;&#039;&#039;, and it cannot be used by anyone else. It reflects a 25% discount on a purchase.&lt;br /&gt;
# Read all the signs&lt;br /&gt;
# Use the wiki page listing for the shops, [[Bloodriven Village/shop listing February 2024|Bloodriven Village Shops]], to double check, remember which items were where, and reference easily.&lt;br /&gt;
# Carefully look at/on/in the shop display noun and make copious use of INSPECT and ANALYZE (sometimes READ, too) to make sure you are getting what you wish to buy. Sometimes there are slightly different ones that can fool a hasty buyer.&lt;br /&gt;
# If you are purchasing a certificate, remember to reach for the correct one.&lt;br /&gt;
# Here is a PSA directly from GM Valyrka: &amp;quot;When you ask for a HESS service, (redeeming certificates, etc.) we can be really fast completing them IF you have your item on you. So, for the fastest service on your HESS purchase, remember to keep the item with you. Otherwise we have to track you down, bug you, and interrupt whatever you&#039;re in the middle of doing.&amp;quot;&lt;br /&gt;
# Added in 2023, the DELAYED command can help track your purchases that require GM Services.&lt;br /&gt;
# Read and double check all purchases, especially from the HESS. There&#039;s a 10% restocking fee within a 24 hour window for SOME REFUNDS. Some things have no refunds. [[Bloodriven Village/shop listing February 2024#Refund_Policy|Official Refund policy]]&lt;br /&gt;
# Pro Tip for shopping, turn on your links, and let your mouse do some of the hard/exacting work for you. You can click on an item for sale to avoid having to enter get fourth certificate on third table. Using the links, you can look, read, analyze, inspect, and ... yes, buy!&lt;br /&gt;
# Limited Availability is gone from all shops.&lt;br /&gt;
# Scaling prices are all gone.&lt;br /&gt;
&lt;br /&gt;
== The Big HESS Spin Night (RETIRED) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is no Big Spin Night again for February 2024&#039;&#039;&#039; ... it remains unclear if it has been retired, or what&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;ALL items which were going to be in the Big Spin will be for sale in the HESS, in unlimited quantities, except for the custom fatal afflares.&lt;br /&gt;
&lt;br /&gt;
This event was introduced with the August 2021 Duskruin run by [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Announcements/view/573|GM Tivvy]. It is for all the HESS items which have quantities limited to 5 and under. A Spin was chosen to help give a more equitable distribution of these very limited items. To participate in the spin you will need to have the full amount of the bloodscrip already deposited and available in your SCRIP BALANCE.&lt;br /&gt;
&lt;br /&gt;
A place will be announced to meet - remember to prepare for a crowded room, so halt things that make noise, stop spells that might be dropping during the spin. Then those interested in that limited item will join GM Tivvy to move to another room where the spinner will select from the people there.&lt;br /&gt;
&lt;br /&gt;
You will be able to win more than one spin.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dabbler ==&lt;br /&gt;
&lt;br /&gt;
Behind the curtain in the HESS, you will find The Dabbler. This is an automated NPC who can remove some properties from your gear, such as weighting, padding, sanctification, defender, sighting, flares, some &amp;quot;fluff&amp;quot; scripts as well as functional, mechanical scripts. (Temporary properties cannot be removed by the Dabbler.) Visit the wiki page for the [[Dabbler]] for all the details. Cost varies by the type of removal.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Sewers, aka Ratacombs ==&lt;br /&gt;
&lt;br /&gt;
There is no combat in the Sewers. You search through the place for ... stuff. And there&#039;s lots of that stuff. Empty out your containers, trim down, and bring a disk.&lt;br /&gt;
&lt;br /&gt;
Start your sewer searching in Lich room 23758, room 11 on the wiki map. That rubble looks sort of suspicious to me!&lt;br /&gt;
&lt;br /&gt;
1 token/slip gets you 10 searches inside the Sewers. There&#039;s no area of the sewers that are better than another. All discoveries in here are random. You will find 1 thing per search:&lt;br /&gt;
* Bloodscrip (up to 295ish for the whole run, if you are lucky, plus the sales of common/uncommon Duskruin finds that drop in the sewer&lt;br /&gt;
* [[Sewer rat|A Rat]]: rats can be found, they&#039;re pretty rare, and as of 2017, you are limited to finding only one during an event. Not guaranteed, though.&lt;br /&gt;
* A cache of bloodscrip that one of the local bandits hid. Lucky you if you find one, there aren&#039;t many! But watch out for the owners to defend that cache, too.  According to Wyrom, caches can yield 1000x what the bloodscrip find would have been, but can also be much less.&lt;br /&gt;
* Random gear/jewelry/loot. It could be awesome or no-enchant plain. It could be a major enhancive bonus win, too. It&#039;s really random. See the looting section below for tips. As of Feb 2023, only 1 piece of gear/jewelry/stuff per sewer entry will be found.&lt;br /&gt;
* Flat etched stones, [[MoonShard_pendant#Bloodrunes|Bloodrune stones]]. Some of these have a market value, some are very common. For some they are so rare there is only one. Be sure to read them.&lt;br /&gt;
* Smithy Invite: An invite only spawns in your treasure if you have none stored up. Use this to add weighting, padding, or sighting to your gear at the Smithy. They do not add up, you can have only 1 at a time, and if you have one stored, you cannot earn another in your treasure finds. Check to see if you have one with the command EVENT STATS DUSKRUIN&lt;br /&gt;
* Golem Parts for your Golem Chassis to build your own Golem&lt;br /&gt;
&amp;lt;strike&amp;gt;* New with Duskruin Heist in June 2018, you can find special pieces that act as upgrade items for the [[Bag of Holding]] Heist prize.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;* New with the Treasure Trove introduction: you can find a raffle token to use in the Trove.&amp;lt;/strike&amp;gt; &#039;&#039;Treasure Trove removed from DR Feb 2023.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;S&amp;gt;Moonshard pieces, these are the parts needed to complete the moons to put into a Moonshard Pendant that becomes a glamour crystal.&amp;lt;/s&amp;gt; These are no longer available. See: [[MoonShard pendant]]&lt;br /&gt;
** &amp;lt;S&amp;gt;Some of these pieces are very rare, and you can sell them for many silvers on the open market if you do not need them, like the thin kakore strip and the even more rare reticulated crystal-edged golvern segment&amp;lt;/S&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you find a black ora or other cursed item in the sewers, it is uncursed in a flash of … well, uncursing.&lt;br /&gt;
&lt;br /&gt;
Sell your unwanted rats to the rat collector in the sewers, he will pay you bloodscrip for them. Or sell it on the open market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; for the sewers include having enough empty space in your pack to stash stuff, and pausing to pick up something laying on the ground that someone discarded.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Arena ==&lt;br /&gt;
&lt;br /&gt;
First, I&#039;m going to get rid of a misconception. You do not need to be capped to win in the Arena. Some professions and some builds will be better/worse at it at various levels. That&#039;s someone else&#039;s primer. I&#039;m not an expert at this, by any means, but this should at least get you started.&lt;br /&gt;
&lt;br /&gt;
Time is not your friend in the Arena; there are 25 foes waiting to kill you, each round is progressively a little more challenging. But wait, that&#039;s not all. Every fifth opponent is a Champion. These champions make your Grizzled bounty critters look easy. The champions won&#039;t stun, don&#039;t usually die from the usual death crits and have &#039;&#039;lots&#039;&#039; of extra health points.&lt;br /&gt;
&lt;br /&gt;
About death crits on champions: &amp;quot;If you hit left eye, right eye, and both are crit kill shots, it drops on the second one 100% of the time. Or chest/chest, or head/neck, or eye/head.&amp;quot; -- Nairdin&#039;s player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;And you get 8 minutes in which to do &#039;&#039;all&#039;&#039; of this. As of Feb 2020, you have more than 8 minutes, but will face increasingly more difficult foes after 8 minutes.&amp;lt;/s&amp;gt; Timer and time penalties removed from both Arenas August 2021, per Wyrom.&lt;br /&gt;
&lt;br /&gt;
There are some things you don&#039;t have to worry about, though. There is nothing undead. There is no disarming. All the Arena traps were removed a few years ago. There is only 1 critter at a time, and they are scaled to your level. So my critters will challenge me, and your critters will challenge you, but I won&#039;t be overwhelmed by things that are 10-20 levels above me. When you exit, you are healed/resurrected as needed and your mana/stamina/cooldowns, etc restored.&lt;br /&gt;
&lt;br /&gt;
If you have deeds, you do not lose your spells if you die in the arena. Use SPELL ACTIVE if your displays and stuff need to be re-synced in your front end after an Arena Death. As long as you have deeds, you also will not lose your field experience.&lt;br /&gt;
&lt;br /&gt;
Watch a couple fights from the stands. You will find spectator seating on the outer ring of the arena. WATCH LIST to see who is currently fighting, WATCH NAMEofPERSON to select the person you want to see. Pick someone from your own profession. You will find people have different hunting styles and tactics, depending on their build. Find someone who is similar to yours and learn from their successes and mistakes.&lt;br /&gt;
&lt;br /&gt;
Teams matches were added with the August 2017 Duskruin. Up to FiveL. people can group together for an arena fight of the same number of foes. Include your hunting buddies and friends!&lt;br /&gt;
&lt;br /&gt;
The entrance to the area is at the Sands Approach (lich room 23779) (or DOWN from there for teams). Hold your booklet or slip in your right hand and GO ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
=== Get Ready - preparation is everything ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leave ALL THE STUFF at home.&#039;&#039;&#039; Trim down. Walk into the arena with zero encumbrance. Weight kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get ALL THE SPELLS.&#039;&#039;&#039; Defensive spells, offensive buffs, maneuvering, recovery, whatever. There&#039;s probably something that will crop up in there that you wished you had THAT spell going. Use a gold coin, I have seen random dispels, but not often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring ALL THE TRICKS&#039;&#039;&#039;. [[Blue crystal]]s to hit those really difficult to hit things (and there are some...), Other magical things that help you, [[Heavy quartz orb|quartz orbs]], [[Solid moonstone cube|moonstone cubes]], [[ruby amulet]]s. If you have enough ranks of Magic Item Use skill, look for magic crystals of various spells. Consider comparing the pricing of bravery items with the cost of a [[pure potion]] - there&#039;s no bloodscrip needed for pure potions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your [[BOOST|BOOSTs]]&#039;&#039;&#039; that you want to use, and know when to use them. Careful timing of a boost can get you through multiple arena runs.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LUCK&#039;&#039;&#039; gives you a second chance on any combat roll 10 or under.&lt;br /&gt;
* &#039;&#039;&#039;BOOST SUPERCHARGE&#039;&#039;&#039; gives your enchanted gear a 50% increase, your flares will flare more often, and your weighting/padding/sighting will get better.&lt;br /&gt;
* &#039;&#039;&#039;BOOST ENHANCIVE&#039;&#039;&#039; has an option to boost your stats or your stamina/mana regen. It&#039;s not just for pausing enhancives.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LONGTERM&#039;&#039;&#039; relieves you of 500 [[experience]] points when your exp approaches MUST REST and you are not even half-way through your matches yet. You&#039;ll get 250 exp placed into [[long-term experience]] for general, slower, absorbing. Remember, you learn zero from combat once your mind gets to MUST REST&lt;br /&gt;
* &#039;&#039;&#039;BOOST ABSORB&#039;&#039;&#039; clears your mind of 1000 exp points and tosses them into your already absorbed, permanent exp.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BOOST GODS LORMINSTRA&#039;&#039;&#039; grants extra deeds. This could be important to Voln members who frequently use symbol of mana without waiting for the cooldown period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use [[enhancives]]&#039;&#039;&#039; to help you over the rough spots: more mana, more stamina, more spirit, more strength, defense boons, health/mana/stamina recovery, sheer skill bonuses for your relevant skill set, and whatever extra spells you may need along the way in scrolls, imbeddables, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget&#039;&#039;&#039; about those things you only use every once in awhile. You&#039;ve been saving them for a rainy day in some locker/mule somewhere. Guess what? IT&#039;S RAINING! The [[Bravery]]/[[Heroism]] spells, that [[enruned black ora heart]] from Ebon Gate, the [[Prismatic Guard]] spell in that pin you have been saving. [[Celerity]] for extra speed when you need it. Even a [[ruby amulet]] or 10 can come in handy.&lt;br /&gt;
&lt;br /&gt;
This might also be the time to &#039;&#039;&#039;bring out&#039;&#039;&#039; your unlocked [[Arkati box]] for a stat boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaluate&#039;&#039;&#039; your [[society]] abilities list. Maybe there is one in there you don&#039;t use very often but will be really handy for this huge fight you are about to face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get the [[scrolls]]&#039;&#039;&#039; of spells ready that you need. Order them ahead of time from your favorite sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buy/make [[potions]]&#039;&#039;&#039; you will need to defeat 25 things in 8 minutes. Remember they only appear one at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get your magic items&#039;&#039;&#039; [[charge]]d - statues, quartz orbs, blue crystals, wands, moonstone cubes, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get embeds done&#039;&#039;&#039; of handy spells from clerics, sorcerers, and wizards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farm extra favor&#039;&#039;&#039; if you belong to the Order of Voln. Consider a few trips to Reim with your friends for maximum favor gain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review your spells&#039;&#039;&#039;, even ones you might have forgotten about. Did you know that 106 gives +30 DS to both you and the enemy and is perfect for pure warding clerics, empaths, or sorcerers to start the round with? Clerics and empaths can also evoke 205 for another +20!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan your tactics&#039;&#039;&#039; and macro/script needs for before, during, and after your Arena contest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Re-charge all the magic items&#039;&#039;&#039; that you use. Find a wizard, bring all the mana, and bring a few high quality orb gems. No one is going to have time during Duskruin to do it.&lt;br /&gt;
&lt;br /&gt;
=== In The Arena - tactics are everything ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRAY&#039;&#039;&#039; You have 3 &#039;&#039;free&#039;&#039; PRAY commands for some mana and stamina to be restored during your Arena challenge if you need to.  &amp;lt;S&amp;gt;Using PRAY takes ~30 seconds off your Arena timer&amp;lt;/S&amp;gt; (PRAY updated for Feb 2020) After the third PRAY command, subsequent ones will ~increase opponent difficulty and the 5th one will cost half your spirit plus random wounds~ cause a maelstrom of icy energy that does cold damage(this can be mitigated with resists). The fourth one has a slight chance of summoning a demon! &amp;lt;s&amp;gt;Team Matches get 3 PRAY commands for the group, plus 1 extra for each teammate.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your multiple attack&#039;&#039;&#039; options as often as you need to/can. Time is everything here. If you can accomplish 2 hits in 6 seconds instead of 2 5-second round times for 2 separate attacks, it will add up. And I know lots of you know ways to attack more than twice. :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pro Tip:&#039;&#039;&#039; Champions are the most difficult, you may want to space out your special abilities and tricks to use on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Similarly, aimed attacks&#039;&#039;&#039; can end a fight much faster than swinging at any old body part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana, Stamina, and/or Spirit management&#039;&#039;&#039; are critical to many people. Figure out your strategy for what you will need and have your plan ready in advance to boost yours when it falls to low levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use maneuvers, moves, and spells based on the opponent&#039;&#039;&#039; you are facing. Some cast spells, some use huge weapons, some wear light armor, some wear heavy, etc.&lt;br /&gt;
&lt;br /&gt;
```Bring Cures``` for situations that will end your ability to win. Head wounds, popped muscles, out of stamina/mana/health, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;&#039;&#039;&#039;WATCH&#039;&#039;&#039; for traps and tricks with each new opponent. Take evasive action as required. This saves you time (Round times), stuns, and injuries. There&#039;s a lich script for it ;repository info duskruin_watch&amp;lt;/S&amp;gt; Traps and watching done away with as of Feb 2020 Duskruin run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you&#039;ll win in the Arena:&#039;&#039;&#039;&lt;br /&gt;
* Bloodscrip: you will receive more if you win than if you do not complete all 25 opponents. You can win up to 300 scrip (extra max added Feb 2022)&lt;br /&gt;
* Smithy Invite: will only spawn at the time you receive your treasure if you have none stored up. Use this to add weighting, padding, or sighting to your gear at the Smithy. They do not accrue, you can have only 1 at a time, and if you have one stored, you cannot earn another in your treasure finds. Do note, this is only the invitation, you still have to pay for your WPS service.&lt;br /&gt;
* If you choose DUSKRUIN REWARD LOOT for an option, an item of loot; could be gear, could be jewelry, might be enhancive, might be a Duskruin boost item for sewers, heist, or arena.&lt;br /&gt;
* Saturated exp&lt;br /&gt;
* If an automaton appeared as one of your champions, and you defeated it, you&#039;ll get a piece of ore of the same metal type as the automaton. The ores are for altering the appearance of characters using a completed [[MoonShard pendant]], altering the appearance of a [[dragonfly pet]], and for use in the mini smelter as part of the [[I Dream of Geology Series]].&lt;br /&gt;
* If a golem appeared as one of your champions, and you defeated it, you&#039;ll get a golem part for your Golem Chassis to eventually build your own Golem.&lt;br /&gt;
* A small, but increasing, chance for an experience orb to be included in your winnings.&lt;br /&gt;
* Rewards can be modified slightly to your tastes. Choose between&lt;br /&gt;
:* {{boldmono|DUSKRUIN REWARD LOOT}}: Receive loot reward, 1 piece of gear in your winnings package.&lt;br /&gt;
:* {{boldmono|DUSKRUIN REWARD EXP}}: Receive exp rewards, 15 instant experience.&lt;br /&gt;
:* {{boldmono|DUSKRUIN REWARD SCRIP}}: Receive extra bloodscrip rewards, 10 extra bloodscrip&lt;br /&gt;
* &amp;lt;s&amp;gt;A promissory note for some random amount of silvers. Nothing you&#039;ll get rich from, though.&amp;lt;/s&amp;gt; (removed Aug 2019)&lt;br /&gt;
* &amp;lt;S&amp;gt;A chance for a Treasure Trove Token to be included in your winnings.&amp;lt;/S&amp;gt; (Trove removed as of Feb 2023)&lt;br /&gt;
&lt;br /&gt;
=== ENDLESS MODE ===&lt;br /&gt;
&lt;br /&gt;
New in August 2021: Duskruin: ENDLESS. Set your preferred Arena mode with the DUSKRUIN command. Endless is a special new solo mode of continuous Arena that never ends, where you can earn special [[title]]s. There are Leaderboards at the entrance into the area, right after the portcullis. As long as you are on your feet, you will keep getting new opponents. The opponents get more and more difficult. Plan for the long haul, it is quite the show!&lt;br /&gt;
&lt;br /&gt;
*After the 25th foe, you will stop accumulating bloodscrip&lt;br /&gt;
*After the 25th foe, you will accrue additional Prayers at a rate of 1 every 5 rounds.&lt;br /&gt;
*Champions will appear randomly, instead of every fifth opponent, including the Golems.&lt;br /&gt;
*There&#039;s no time limit.&lt;br /&gt;
&lt;br /&gt;
Good luck! Be sure to let us know how you fare in it!&lt;br /&gt;
&lt;br /&gt;
== The WPS Smithy ==&lt;br /&gt;
You&#039;ll find the [[WPS smithy|Weighting, Padding, and Sighting Smithy]] under the Arena (Bloodforge, Workshop - room 26091). There is an assistant there who will give you a quote on your gear before entering the arch for the Smithy. Have everything ready, going into the arch will use up your Smithy Invitation, whether you get work done or not. All work at this Duskruin Smithy costs bloodscrip. The same WPS &amp;quot;window&amp;quot; pricing applies to your gear as any traveling WPS Smithy wagon. He will work on only 1 item per invitation visit.&lt;br /&gt;
&lt;br /&gt;
== The Slab Generator ==&lt;br /&gt;
&lt;br /&gt;
Across from the Smithy, under the Arena (Room 26388), is a miner. He will sell ore to you for 5 bloodscrip, which you can put in the crucible. (Ask miner about ore, twice.) After the elapsed roundtime, the crucible produces a metal slab for you, returning it right to your hand. It might be a rare metal slab, it might be not so rare, or it might turn out to be plain old iron. This is what we call the Slab Generator, and it is the only source of the rarest metal slabs for forging, outside of special raffles.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Gem Pile ==&lt;br /&gt;
&lt;br /&gt;
There is a pile of gems (room 26093) under the Arena that you can search for any of the random Duskruin Gems. Each search costs 10 bloodscrip. You can scan the saved list of [[Duskruin Dig#Non-SimuCoin Items|Duskruin gems]] at the old Duskruin Dig page. Remember, the Dig is defunct and no more. Only the gems survive as a mark that it ever existed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;&#039;&#039;&#039;&amp;amp;gt; SEARCH GEMS&#039;&#039;&#039;&amp;lt;BR /&amp;gt;&lt;br /&gt;
You begin to search through a pile of gems and realize the sign says it costs 10 bloodscrip.  You could try searching again if you agree with that price.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duskruin Gems are suitable for merchant alterations, gem-accepting items (Joola, Veola, and more), [[lapidary box]], [[gemcutter]], etc. They make lovely jewelry in a Daxela [[Jewelry box]] and a very rare [[Alter Box]]/thing of the right type can take one, too. Use them in [[Cobbling]] or [[Weaving]]. Matching gems seem to stack in a Player Shop. But they will not go into a [[Gem jar]], cannot be used in warrior [[Sheath making]], and the gemshop does not purchase them. They are all unique to Duskruin and are found nowhere else in Elanthia. (These same special uses and exclusions will apply to Ebon Gate Gems from the EG gem pile, too.)&lt;br /&gt;
&lt;br /&gt;
== Dealing with Loot ==&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re running through the sewers, digging in the dig, or struggling valiantly in the arena, after you&#039;ve been at it awhile, you&#039;ll have quite a pile of loot.  Most will be [[pawnshop]] fodder, a few rare pieces will be worth millions, and other items will bring you more than the pawnshop will offer.  If you&#039;re really in a hurry to accumulate bloodscrip, you can set your DUSKRUIN REWARD for only extra bloodscrip.  However, loot represents perhaps 20% of the value you&#039;ll pull out of the sewers (when you include the rare high-value stuff), so you probably want to take the time to sort through it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nowadays, Duskruin loot comes out (temporarily) loresung!  Just RECALL the item to see its properties.&#039;&#039;&#039; Some steps below may be unneeded now because of the active (temporary) RECALL status on items. It lasts 30 days.&lt;br /&gt;
&lt;br /&gt;
[[Loresinging|Loresingers]] are in high demand during and after Duskruin, and your locker space is not infinite.  You&#039;ll really want to pare down the loot before storing it, getting it sung, and selling it (or using it yourself).  Here&#039;s a basic procedure you can follow:&lt;br /&gt;
&lt;br /&gt;
* Exchange your common ores at the Archaeologist in the dig below the Arena. He will exchange it for an [[MoonShard_pendant#Bloodrunes|ur-barath totem]] that is needed to create bloodrunes.  Totems obtained from the arena by death/surrender/not winning can be sold to the archaeologist.&lt;br /&gt;
* Sell your unneeded moonshard pieces to the Archaeologist in the dig below the Arena. While these pieces are not regularly available, he should give you a bit of bloodscrip for them if you have them. There&#039;s a lich script for this: &amp;lt;br /&amp;gt;;repository info archaeologist&lt;br /&gt;
* Use Elemental Detection [[405]] if you know it to determine what you can about it.&lt;br /&gt;
* Take all jewelry (crowns, armbands, necklaces, etc) to the jeweler and appraise.  If it is worth less than 10,000 silvers, it&#039;s pretty safe to sell.  If it&#039;s worth 10000-25000, it may be mage rechargeable. You might choose to get it sung, but you&#039;re unlikely to miss out on a lot of value by selling it right now.  &lt;br /&gt;
* If it&#039;s worth 25000+, but still appraisable, it may have a small enhancive on it.  Wear it to see if you can tell what it is.  If it enhances something nice (e.g. strength, aura) and/or is in a nice slot (e.g. pin good, head bad), it&#039;s worth holding onto for resale.  If you see no enhancive, it could still potentially be something like health, mana, stamina, or spirit regen, but it&#039;s probably safe to toss.  If the jeweler refuses to throw out a number, it&#039;s almost certainly enhancive.  You should probably get it sung to even if it&#039;s not obvious what the enhancive is.&lt;br /&gt;
* Take everything else to the pawnshop and appraise, preferably one that provides an estimated value for items that get a 35k (max) offer.  Wehnimer&#039;s Landing does this, as well as Icemule Trace if you&#039;re a citizen.&lt;br /&gt;
* Deal with a pawnshop that gives you the best price. This varies by race so there&#039;s no one right answer for everyone. Refer to the chart about [[trading]].&lt;br /&gt;
* If the offer is less than 35k, it&#039;s safe to pawn.  If it&#039;s more than 35k, try to figure out why.  Look at it to see if it&#039;s enchanted more than normal (you&#039;ll see an enchanter&#039;s mark).  Hold it (weapon) or wear it (armor) to see if it has obvious enhancive properties.  Consider a trip to the [[Abandoned Inn crystal]], which can reveal properties like sanctification, weighting, padding, and enchant level.&lt;br /&gt;
** Note: It is common for heavier armor (studded leather and up) to appraise for 35k even if it&#039;s just +20 enchant and otherwise plain.  If you can&#039;t find anything special about it, it may be safe to pawn.&lt;br /&gt;
* Now that you&#039;ve sold the fodder, get a bard to sing to what&#039;s left. Take notes of what the bard reveals with a complete description of the item. Especially a runestaff. Because the glossy ancient fireleaf runestaff might be the valuable one and the silvery ancient fireleaf runestaff might just be +22. There are &#039;&#039;so many&#039;&#039; runestaff finds in the sewer.&lt;br /&gt;
* &amp;lt;s&amp;gt;Is it a golvern segment (sewers only) or a four-ringed metal pendant (arena only)?  It&#039;s worth millions.  Hold onto it.&amp;lt;/s&amp;gt; (These have been removed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, you may have identified some valuable stuff that you can&#039;t use yourself.  Time to sell!&lt;br /&gt;
* Check out prices at [[https://ps.lichproject.org/ player shops]] to find comparable items.  These prices generally represent an upper bound for the value of the item - they&#039;re the price that items aren&#039;t selling for.&lt;br /&gt;
* Search [[http://forum.gsplayers.com/forumdisplay.php?11-GSIV-Merchant-s-Market The Gemstone IV Players&#039; Corner]] for sales of similar items.&lt;br /&gt;
* You can ask around on LNet for what other people think it&#039;s worth, but people may quickly tire of doing your homework for you.&lt;br /&gt;
* List your item:&lt;br /&gt;
** If you have your own player shop, you might want to make use of it.&lt;br /&gt;
** You might list it as an auction or flat price offering at the Players&#039; Corner.&lt;br /&gt;
** You could auction it live on the LNet Merchant channel.  This will be more convenient and quicker, but possibly less lucrative.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Retired Duskruin Events and Venues&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== The Mania and/or Auction Event/s (RETIRED) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Wyrom used to put on a crazy live event that includes auctions, reverse auctions, spins, and more. It&#039;s been called Wyromania, Shenanigans, and other things. This includes high end and rare items - sometimes things from the HESS, sometimes things so rare they appear nowhere else. But no free things anymore. It is normally held a few days before the end of Duskruin. Watch for the announcement of the date and Bring All The Bloodscrip. The TownCrier provides both live coverage of the event via ESP and the TownCrier LNet channel and a written record of it for posterity.&lt;br /&gt;
&lt;br /&gt;
As of February 2022, Wyrom is removing all the give-aways from this event and putting them into the treasure piles (which were 1,000,000 silvers per pull last time). &lt;br /&gt;
&lt;br /&gt;
He is moving Mania&#039;s rare item offerings to a new reverse auction system where you can inspect what is on the auction block with the DUSKRUIN MANIA command; the actual bidding to take place in the [[New Bids on the Block]] Auction House, located in the same room where you enter the HESS.&lt;br /&gt;
&lt;br /&gt;
Mania is an extremely crowded live event. Your spells will be stripped as you walk in. Take all crowd-friendly precautions ahead of entry to avoid ugly server crashes and delays:&lt;br /&gt;
&lt;br /&gt;
*read all the signs&lt;br /&gt;
*follow all the rules&lt;br /&gt;
*listen very carefully&lt;br /&gt;
*there&#039;s usually no passing of items or scrip once in the event&#039;s room&lt;br /&gt;
*bring all the things you think you may need, most of the services on things are added to them on the spot and there is no time for a locker run.&lt;br /&gt;
*have your bloodscrip already deposited and available in SCRIP BALANCE&lt;br /&gt;
*stop all your spells and spell songs. &lt;br /&gt;
*remove any item you wear with a &amp;quot;noisy&amp;quot; script on it, or pause/sleep it. ANALYZE may tell you how, PROD is the first verb to try for that.&lt;br /&gt;
*no pets. Keep your pets contained, sleeping, elsewhere, etc.&lt;br /&gt;
*if the room allows for speaking, keep all non-whispered communication and actions to the bare minimum of interacting only when needed with the GM Host.&lt;br /&gt;
*stop auto-acting scripts that check for your spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be warned:&#039;&#039;&#039; bad actors often do not even get a warning before being banned from the proceedings.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Bank Heist (RETIRED) ===&lt;br /&gt;
&amp;lt;s&amp;gt;Hinted at since the beginning of Duskruin (2015), The Heist debuted at the June 2018 Duskruin Arena event, and closed in February 2023. You can choose to aid in the heist, stop the heist, or stop those who are trying to prevent the heist. This is a solo adventure, and requires one entry slip from the stamped voucher booklet (only). It&#039;s a mix of puzzles (mild) and combat (vs. like-level and bosses). Some of the tasks are skill-based, but have optional ways to complete if you are without the proper skill. &lt;br /&gt;
&lt;br /&gt;
The TownCrier archived [http://gstowncrier.com/knowledge-base/wyrom-writes-a-primer-for-the-bank-heist-at-duskruin/ Wyrom&#039;s post about getting started] on the Heist which is kind of long for this.&lt;br /&gt;
&lt;br /&gt;
There will be some unique rewards that tie in with the arena and sewers. Bloodscrip is earned, there is incidental loot, and a new collectible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyrom&#039;&#039;&#039; offered this overview and starting tips when he introduced the Heist in June of 2018:&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;When we rolled out the Bank Heist, we wanted it to be a more immersive experience with discovery. The Bank Heist takes place in three secret hideouts for the three factions.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Silent Investors&#039;&#039;&#039; can be found somewhere in the Hushed Park.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Poisoned Heretics&#039;&#039;&#039; are rumored to be on Pewter Road. Some have been found hanging around The Dented Phylactery.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ophidian Cabal&#039;&#039;&#039; tend to hang out off Copper Road in a tavern named the Keg of the Bloody Asp.&lt;br /&gt;
&lt;br /&gt;
Look in these places to find clues how to access the hideouts.&lt;br /&gt;
&lt;br /&gt;
When joining each group, during the first &amp;quot;stage&amp;quot; of the heist, you will receive clues on how to understand the flow of the event. It&#039;s not too difficult, but the way to complete it isn&#039;t quite a cookie cutter guess-the-verb puzzle.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You analyze your toxin-covered misericord and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This can be used inside the bank heist at Bloodriven Village.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  STAB misericord     - This will kill the first enemy in the Bank of Bloodriven.&lt;br /&gt;
&lt;br /&gt;
The misericord cannot be lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Items you can find in the sewers/heists can be used in the sewers/heists to help (such as the misericord above).&lt;br /&gt;
&lt;br /&gt;
====Silent Investors (SI) (27162)====&lt;br /&gt;
&#039;&#039;The Silent Investers are a hired militia/vigilantes that are tasked to stop the bank heist from happening. They’re targeting the OC, but they also have to deal with the Poisoned Heretics. Their job is to find and track the threats inside the bank. Once they complete their mission (or maybe failed), they will be awarded with a prize pouch.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
260 bloodscrip&lt;br /&gt;
&lt;br /&gt;
COMMANDS: listen, track, guard, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (2x+), survival (1x+)&lt;br /&gt;
&lt;br /&gt;
Listen for the enemy (uses perception skill; you get hit with a poison dart (Poison Resistance (105) prevents the poison) if you fail). Kill the enemy. Track to advance (uses survival skill; you get attacked by an asp if you fail).&lt;br /&gt;
&lt;br /&gt;
0x perception -- You attempt to listen for any threats within the bank, but aren&#039;t very successful.&lt;br /&gt;
&lt;br /&gt;
1x perception -- You attempt to listen for any threats within the bank, but aren&#039;t very successful.&lt;br /&gt;
&lt;br /&gt;
2x perception -- You hear something nearby.&lt;br /&gt;
&lt;br /&gt;
3x perception -- ??? (maybe something about guarding an object or preparing to be attacked)&lt;br /&gt;
&lt;br /&gt;
0x survival -- You attempt to track any threats within the bank, but aren&#039;t very successful. (yes asp)&lt;br /&gt;
&lt;br /&gt;
1x survival -- You attempt to track any threats within the bank, but only find some old footprints. (no asp)&lt;br /&gt;
&lt;br /&gt;
2x survival -- You spot some footprints nearby. (no asp)&lt;br /&gt;
&lt;br /&gt;
====Poisoned Heretics (PH) (27168)====&lt;br /&gt;
&#039;&#039;The Poisoned Heretics are a band of assassins that are working to stop the Silent Investors. They aren’t allied with the Ophidian Cabal, and their motives are unknown. Their job is to watch and sneak around the bank and assassinate the Silent Investor marauders. Like above, they will be rewarded with a prize pouch.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
?260 bloodscrip?&lt;br /&gt;
&lt;br /&gt;
COMMANDS: watch, sneak, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (1x+), stalking and hiding (???)&lt;br /&gt;
&lt;br /&gt;
Get out of sight through whatever means necessary (invisibility, hiding, Spirit Fog) and watch the room (uses perception; you get hit by an explosion from a glass sphere if you don&#039;t do it from hiding). Kill the enemy. Get out of sight and sneak to advance.&lt;br /&gt;
&lt;br /&gt;
====Ophidian Cabal (OC) (27160)====&lt;br /&gt;
&#039;&#039;The Ophidian Cabal are bandits who just want one thing. The riches inside the vault. They observe their surroundings, looking for things to steal. Unlike the above, they aren’t awarded a prize pouch, but whatever they steal they keep.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Milax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ophidian Cabal portion of the Heist consists of progressing through five rooms to a final vault room. In order to receive the maximum reward, you need to &#039;&#039;enter the vault before five minutes is up&#039;&#039;. Once you enter the vault, there&#039;s no time limit to finish. &lt;br /&gt;
&lt;br /&gt;
* In each room, you need to HIDE (or cast [[Invisibility]]), then OBSERVE, then STEAL, which reveals bloodscrip hidden in the room.&lt;br /&gt;
** GM Haxus, from Discord underscored this with: &amp;quot;...in the heist where you have to steal the bloodscrip, make sure you are always doing some kind of hiding if you want the full 65 per search.&amp;quot;&lt;br /&gt;
** Pro tip for non-hiders and those who do not know the Invisibility spell - get a glass amulet from your local alchemist shop.&lt;br /&gt;
* Combat won&#039;t initiate until you OBSERVE in each room. After observing, enemies will enter the room.&lt;br /&gt;
* The Guards scale in level with your own, but they aren&#039;t too tricky if you&#039;re careful and know how to hunt well.&lt;br /&gt;
* The enemies get progressively more challenging in each room, and they&#039;ll eventually start to summon guard dogs to assist them, which can overwhelm you fairly quickly. Dispatch the guards as quickly as possible so the dogs don&#039;t overwhelm you. &lt;br /&gt;
* The guards can induce roundtime.&lt;br /&gt;
* Disablers are useful here; opening with something like [[709]] (grasp of the grave) allows you to guard against too many dogs being summoned.&lt;br /&gt;
* If you don&#039;t hide before observing, you&#039;ll be spotted, and you&#039;ll suffer damage--usually with a minor wound--and get a smaller reward for succeeding in eliminating all enemies in the room.&lt;br /&gt;
* After completing the final room, you&#039;ll get a final search in the vault, which gives you a trinket reward that can be turned in to the Ophidian Cabal leader for additional bloodscrip or exchanged for a [[Bag of Holding]] (once all components are assembled).&lt;br /&gt;
* There&#039;s also a very small chance in the vault to find a multifaceted blood crystal, which is the most valuable part of the Bag of Holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
260 bloodscrip&lt;br /&gt;
&lt;br /&gt;
COMMANDS: observe, steal, pace, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (1x+), a way to not be seen&lt;br /&gt;
&lt;br /&gt;
Get out of sight through whatever means necessary (invisibility, hiding, Spirit Fog) and observe the room (uses perception; you get hit by an explosion from a glass sphere if you fail; you get more bloodscrip if you &amp;quot;successfully&amp;quot; observe from &amp;quot;hiding&amp;quot;). Kill the enemy or pace to create a misleading trail of footsteps. Steal the loot to advance.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Duskruin Dig (RETIRED) ====&lt;br /&gt;
&#039;&#039;The dig is gone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The Duskruin Dig event took place under the arena where the excavation of the old site full of treasures is located. You dig with a pickaxe (purchased from the [[SimuCoin store]]) in the appropriate areas for boxes. Pickaxes are sold with a set number of uses. A &amp;quot;use&amp;quot; ticks off when you find a box.&lt;br /&gt;
&lt;br /&gt;
You dig, dig, and dig until you find something. Move to the next area to dig again.&lt;br /&gt;
&lt;br /&gt;
ANALYZE your pickaxe to see how many more uses are on it.&lt;br /&gt;
&lt;br /&gt;
The boxes have various names, and the fancier they look, the better the loot is inside of them. Boxes can contain coins, gems, and prizes. There is a prize feeder of increasing values that people refer to as tiers. Probably tiers 1-4. Plus an additional level referred to as a Jackpot, where the best prizes are found. Many Simucoin shop items will be in the boxes, too. Look at the list from the Spring 2017 [[Duskruin Dig#Prizes|Duskruin Dig]].&lt;br /&gt;
&lt;br /&gt;
The shops of [[Bloodriven Village]] will be open where you can spend any [[bloodscrip]] you have. Note that they do not take silvers, except for the one tattoo shop. Previous events will give you an idea of their offerings. Shops close, open, and/or rotate inventory for each event.&lt;br /&gt;
&lt;br /&gt;
Note also that there is no bloodscrip in the Dig. You will need to participate in an accompanying venue that is open to earn bloodscrip, like the Arena or the Sewers.&lt;br /&gt;
&lt;br /&gt;
With a large warning that you should be responsive and at the keyboard at all times, there seem to be two Duskruin Dig scripts for lich: ;duskdigbin and ;ddig. That should help your wrists. I know they help mine.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Treasure Trove (RETIRED) ===&lt;br /&gt;
&lt;br /&gt;
The Treasure Trove was removed from Duskruin for the February 2023 run.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;A raffle for a jackpot level item draws once a day. This is a token raffle, and you earn tokens in all the Duskruin venues, Arenas, Sewers, and the Heist. This run it is drawing around 8:20pm, Eastern. But you can enter anytime for the item up, and have up to 24 hours to collect it from the rack.&lt;br /&gt;
&lt;br /&gt;
It is located in the warehouse at Faida Lane (Lich room 26868) and typically does not open up for a number of days after the event starts. The Treasure Trove is only open to Subscribed accounts (not Free To Play ones). All the information for this Duskruin&#039;s Trove will be kept at the [[Duskruin Treasure Trove/prize list August 2022]] page, including a record of the prizes offered and how to participate.&lt;br /&gt;
&lt;br /&gt;
Extra treasure trove tokens can be sold to the Dabbler, behind the curtain in the High End Scrip Shop (HESS).&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look [[Duskruin Treasure Trove|here]] for more specific Treasure Trove help and background.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All the big credit givings&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Many thanks to everyone who asks questions over the Help channel and report things that this document is missing, like Mister Wonkus, whose last question the other day sent me running here to make sure it got added for the next GemStone player who wanted to know the same thing!&lt;br /&gt;
&lt;br /&gt;
Keep those questions and comments coming, people!&lt;br /&gt;
&lt;br /&gt;
~Miss Newsby&lt;br /&gt;
&lt;br /&gt;
[[Category: TownCrier Duskruin articles]][[Category: TownCrier]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:321FLAPTIME&amp;diff=214018</id>
		<title>User talk:321FLAPTIME</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:321FLAPTIME&amp;diff=214018"/>
		<updated>2024-02-15T17:04:55Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: /* Articles Flagged for Deletion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Articles Flagged for Deletion==&lt;br /&gt;
Hello, 321FLAPTIME.  I am letting you know that I have flagged two recent redirect articles that you made for deletion, [[HiWi]] and [[Hiwi]].  After consulting with the wiki team, it was determined that these articles were created in bad faith, which is against [[Gswiki:Policy]] #3.  The redirects will be deleted in 7 days.  If you have any questions about this process or need more information about the GSwiki Policy, please reach out to the wiki team on the Gemstone [https://discord.com/channels/226045346399256576/1061330227843833926 Discord forum&#039;s wiki thread].  If you wish to appeal this, you can follow the steps outlined in [[Gswiki:Policy#Appeals Process]]. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 08:17, 14 February 2024 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for letting me know about the appeal process!  I&#039;m confused as to how this could be in bad faith, is there some other thing that HiWi is used as an abbreviation for?&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:GemStone_IV_staff_list&amp;diff=213613</id>
		<title>Talk:GemStone IV staff list</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:GemStone_IV_staff_list&amp;diff=213613"/>
		<updated>2024-02-07T18:15:04Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would it be possible to flesh out this page so that it shows specific roles, like who is the guru for X or Y town or race?  [[User:321FLAPTIME]]&lt;br /&gt;
:The [[Guru List]] article is the best place to find this information.  It appears to be a little bit out of date, but most of the information is still accurate outside of several guru changes announced in the past month or two. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 11:00, 16 January 2024 (CST)&lt;br /&gt;
::Ohh I didn&#039;t know that article existed!  Thanks, maybe a hyperlink could be added to this page? -[[User:321FLAPTIME]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Storm_griffin&amp;diff=213360</id>
		<title>Storm griffin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Storm_griffin&amp;diff=213360"/>
		<updated>2024-02-02T14:01:37Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding info on flaring beak attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 73&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Griffin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Magical &lt;br /&gt;
| area = Griffin&#039;s Keen&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Stormpeak&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 368&lt;br /&gt;
| PA2 = Impale&lt;br /&gt;
| PAB = 358&lt;br /&gt;
| PA3 = Bite&lt;br /&gt;
| PAC = 358&lt;br /&gt;
| BT1 = Major Shock (910)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 321&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Lightning mote&lt;br /&gt;
| OS3 = Screech&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 264&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 263&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 306&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = soft blue griffin feather&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The storm griffin is a magnificent beast, as if designed by the gods to embody fierce and graceful predation.  Its front legs, forebody, wings, and head are those of a great eagle, complete with large powder-blue feathers and aquiline beak.  The rear half of the creature&#039;s body is that of a powerful lion, with short, sandy blonde fur and a long feline tail.  A tendril of electricity snakes across one outstreched claw as the storm griffin glares about with its piercing blue eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Storm griffins, being a flying creature, are sometimes out of reach for [[melee]] attacks, predominantly when they have just soared into a room (though they also sometimes use it as a form of retreat). &lt;br /&gt;
&lt;br /&gt;
Therefore, melee hunters should wait until the griffin itself attempts a [[melee]] attack (either with its beak or claws) against an adventurer before advancing (they can [[melee]] attack the [[yeti]] while remaining at high altitude). Ranged weapons and magical attacks perform as usual, although many knockdown and nature type spells (for example, [[Tremors (909)]]) do not affect them as they are not on the ground. They are also immune to stuns. When you see these birds [[Web (118)]] as soon as possible. These birds are even worse then the lesser griffins. &lt;br /&gt;
&lt;br /&gt;
They also have various maneuver and spell style abilities which can cause [[roundtime]], and can beat their wings for a [[Call Wind (912)]] style effect. &lt;br /&gt;
&lt;br /&gt;
They can also release motes of essence, a maneuver attack which resembles the effects of [[Cone of Elements (518)]], and which affects both adventurers and creatures.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Storm griffins are immune to lightning flares and spells. However, they can be damaged by the standard damage caused by lightning flare weapons.&lt;br /&gt;
&lt;br /&gt;
When using its Claw attack, the storm griffin attacks with two claws at once (similar to [[Two Weapon Combat]]).&lt;br /&gt;
&lt;br /&gt;
Their beak has lighting flares:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A storm griffin swoops down from high overhead!&lt;br /&gt;
A storm griffin tries to bite you!&lt;br /&gt;
  AS: +358 vs DS: +365 with AvD: +24 + d100 roll: +97 = +114&lt;br /&gt;
   ... and hits for 5 points of damage!&lt;br /&gt;
   Swing at your eye catches your eyebrow instead!&lt;br /&gt;
 ** The storm griffin&#039;s beak crackles with energy! **&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Heavy spark to left eye causes tears and redness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The storm griffin feathers will give lightning flares to arrows when [[fletching]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Griffin Griffin on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 71&lt;br /&gt;
|levelm1 = 72&lt;br /&gt;
|level = 73&lt;br /&gt;
|levelp1 = 74&lt;br /&gt;
|levelp2 = 75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Avian Creatures]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mental_Lore,_Telepathy&amp;diff=213346</id>
		<title>Mental Lore, Telepathy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mental_Lore,_Telepathy&amp;diff=213346"/>
		<updated>2024-02-01T18:28:30Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Added note about mystic tattoo bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mental Lore, Telepathy&#039;&#039;&#039; affects Mental sphere magic involving thought and emotion-afflicting spells.&lt;br /&gt;
&lt;br /&gt;
Telepathic Lore affects several [[Bard Base]] Spells and [[Empath Base]] Spells, and likely in future will play a part in spells in the [[Major Mental]] list, [[Minor Mental]] list and [[Savant Base]] list.&lt;br /&gt;
&lt;br /&gt;
It also provides a bonus to monks&#039; ability to apply [[Mystic Tattoo|Mystic Tattoos]] to other characters, equal to skill bonus.&lt;br /&gt;
&lt;br /&gt;
==[[Bard Base]]==&lt;br /&gt;
;*All renewable songs&lt;br /&gt;
:Each rank of this lore increases the duration of your song time by two seconds, decreasing the frequency of needing to [[RENEW (verb)|renew]] your songs.&lt;br /&gt;
&lt;br /&gt;
;*[[Kai&#039;s Triumph Song (1007)]]&lt;br /&gt;
:Ranks in this lore increase the group&#039;s [[Attack strength|AS]] bonus provided by this song.  This increase, unlike the increase for additional songs known, does not come with a corresponding increase in mana cost.&lt;br /&gt;
&lt;br /&gt;
;*[[Song of Peace (1011)]]&lt;br /&gt;
:Ranks in this lore increase the bard&#039;s chance to use this song to produce a minor sanctuary effect (when faced with obstacles such as creatures) and increases the sanctuary&#039;s resistance to interference.&lt;br /&gt;
&lt;br /&gt;
;*[[Song of Depression (1015)]]&lt;br /&gt;
:Ranks in ML:Telepathy increase the slowing effect and the [[TD]] pushdown of this song.  The target suffers an additional second of added roundtime at the following numbers of ranks: 10, 25, 45, 75, 100.&lt;br /&gt;
&lt;br /&gt;
;*[[Song of Rage (1016)]]&lt;br /&gt;
:Ranks in this lore increase the maximum level of rage that can potentially be caused by this song.  The increase is one level of rage at 5 ranks, two levels of rage at 15 ranks, three levels of rage at 30 ranks, and four levels of rage at 50 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Song of Tonis (1035)]]&lt;br /&gt;
:Ranks of Telepathy increase the duration of this song; the increase is 1 second per rank for the first twenty ranks, and 1 second per two ranks for additional ranks, to a maximum of 60 extra seconds at 100 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Troubadour&#039;s Rally (1040)]]&lt;br /&gt;
:The effectiveness of this song at removing stuns, immobility and webs is increased by training in this lore.  The chance of removal of such effects is normally 90% - 3% per second remaining in the effect&#039;s duration, with a minimum of 10%.  Ranks of Telepathy add to this chance on a [[summation chart]], seed 1.&lt;br /&gt;
&lt;br /&gt;
==[[Empath Base]]==&lt;br /&gt;
;*[[Empathy (1108)]]&lt;br /&gt;
:The effectiveness of this attack spell, as well as its chance to immobilize or instantly kill its target, increases with study in this lore.&lt;br /&gt;
&lt;br /&gt;
;*[[Empathic Assault (1110)]]&lt;br /&gt;
:Training in this lore will provide additional [[CS]]-based attack cycles for this spell at the following thresholds: 5 ranks, 20 ranks, 40 ranks, 65 ranks, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Empathic Link (1117)]]&lt;br /&gt;
:Training in Telepathy increases the base 50% chance to propagate damage between the linked creatures by 2% per seed 1 summation of ranks.  It also provides a chance of skill bonus/5 to overload a link and cause electrical damage to all linked creatures.&lt;br /&gt;
&lt;br /&gt;
;*[[Sympathy (1120)]]&lt;br /&gt;
:Training in ML:Telepathy is necessary to affect the undead with this spell.  A minimum of half the targeted undead&#039;s level in ranks is necessary to have a chance to affect it; having at least the targeted undead&#039;s level in ranks will guarantee effectiveness if the warding succeeds.&lt;br /&gt;
&lt;br /&gt;
==[[Minor Mental]]==&lt;br /&gt;
;*[[Soothing Word (1201)]]&lt;br /&gt;
:At 25 ranks, the ability to remove existing [[sheer fear]] from a target (and self-cast) is unlocked.  In addition, 25 ranks will grant the target immunity to sheer fear for 30 seconds.  &lt;br /&gt;
&lt;br /&gt;
;*[[Glamour (1205)]]&lt;br /&gt;
:Training in this lore confers a bonus to the caster&#039;s Influence at a rate of +1 base stat for every 10 ranks of lore.&lt;br /&gt;
&lt;br /&gt;
;*[[Confusion (1211)]]&lt;br /&gt;
: Training in this lore will increase the caster&#039;s ability to manipulate the target into attacking the target&#039;s allies more frequently. Every 20 skill increases the chance to cause the creature to not attack by 1%, to attack other creatures by 1%, and decreases its chance to attack normally by 2% (over their base values of 33%, 33%, and 34%, respectively.)&lt;br /&gt;
&lt;br /&gt;
;*[[Mind over Body (1213)]]&lt;br /&gt;
:Training in this lore will further decrease the stamina activation cost for [[monk]]s and his/her group members. The bonus is a 5% reduction per  (skill/10) using seed 3 of the [[summation chart]].&lt;br /&gt;
&lt;br /&gt;
;*[[Provoke (1235)]]&lt;br /&gt;
:Training in this lore will further increase the generation rate for sentient creatures in the area. Base is +2 increased by +1 per 15 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Mental Lore]]&lt;br /&gt;
*[[Mental Lore, Divination]]&lt;br /&gt;
*[[Mental Lore, Manipulation]]&lt;br /&gt;
*[[Mental Lore, Transference]]&lt;br /&gt;
*[[Mental Lore, Transformation]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crested_basilisk&amp;diff=213341</id>
		<title>Crested basilisk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crested_basilisk&amp;diff=213341"/>
		<updated>2024-02-01T17:06:59Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Added note about anti-magic in Outlands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Crested_Basilisk_Colored.jpg&lt;br /&gt;
| level = 22&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Basilisk&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Outlands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Rambling Meadows&lt;br /&gt;
| area3 = Yegharren Plains&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 200&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 220&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 208 - 216&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Paralyzing Gaze&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 127&lt;br /&gt;
| Ranged = 129 - 145&lt;br /&gt;
| Bolt = 129&lt;br /&gt;
| UDF = 149&lt;br /&gt;
| BarTD = 66 - 72&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 68&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 70&lt;br /&gt;
| WizTD = 72&lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 72 - 78&lt;br /&gt;
| MjSTD = 68&lt;br /&gt;
| MnSTD = 68&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a basilisk crest&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The crested basilisk is the size of a large dog, but its vicious-looking talons and sharp, hooked beak are fearsome weapons indeed.  Looking like a cross between a huge fighting rooster and a serpentine lizard, the crested basilisk gazes around with its hypnotic, paralyzing eyes as its scaled reptilian tail whips back and forth.  A bright red crest, more reminiscent of a lizard than of a chicken, adorns its feathered head and neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Pure and semi characters may have difficulty hunting basilisks in the Outlands, as certain parts of the Ruined Village are anti-magic rooms; any attempts to cast will fizzle.  This is due to &lt;br /&gt;
[[Solhaven_anti-magic_(essay)|Mandis poisoning]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Basilisks have a [[creature maneuver|SMR]] attack that can put you in longer RT from a single failure than most any other creature in the game. The maneuver can also force you into more offensive stances.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=273m}}&amp;gt;&lt;br /&gt;
Your surroundings start to blur before you as you lock gazes with the basilisk.  Reeling from its gaze, you fight back and your surroundings slowly come back into focus.&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Basilisk Basilisk on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 20&lt;br /&gt;
|levelm1 = 21&lt;br /&gt;
|level = 22&lt;br /&gt;
|levelp1 = 23&lt;br /&gt;
|levelp2 = 24&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Outlands_creatures&amp;diff=213340</id>
		<title>Category:Outlands creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Outlands_creatures&amp;diff=213340"/>
		<updated>2024-02-01T17:05:09Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Added note about anti-magic rooms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:VO-outlands.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
The &#039;&#039;&#039;Outlands&#039;&#039;&#039; are located outside of [[Solhaven]] to the east of [[Vornavis]].  The area includes the [[Outlands Manor]], Ruined Village, and the Outlands Road.&lt;br /&gt;
&lt;br /&gt;
Certain parts of the Ruined Village are anti-magic rooms; any attempts to cast will fizzle.  This is due to &lt;br /&gt;
[[Solhaven_anti-magic_(essay)|Mandis poisoning]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Solhaven Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=213152</id>
		<title>Sanctify (330)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=213152"/>
		<updated>2024-01-24T19:06:42Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Removed incorrect info about sancted gear needing inky black potions for 735.  Holy armament requires this, 330 does not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SANCTIFY&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
 | availability = all combat gear&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Sanctify&#039;&#039;&#039;, a cleric will begin to acquire devotion as they gain [[experience]]. A skilled cleric can use this devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. [[F2P subscription | F2P]] clerics cannot modify items with 330.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Prior to the [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0], &amp;quot;sanctified&amp;quot; was used to describe [[Holy armament]] equipment.  330 does not bestow [[Holy armament]] to equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armament Enhancements ==&lt;br /&gt;
&lt;br /&gt;
Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against [[:Category:Player System Manager | PSM skills]]. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).&lt;br /&gt;
&lt;br /&gt;
Further, sanctified items gain the following benefits when combating the undead (and only the undead):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Melee and ranged weapons gain a bonus of 2 AS per tier. &lt;br /&gt;
* Runestaves gain a bonus of 2 bolt AS and 1.2 CS per tier.&lt;br /&gt;
* Each tier also has a 20% chance to [[anchor]] non-corporeal undead when defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Targets wielding a sanctified shield or torso armor gain a bonus, per tier, of 2 DS, 1.2 TD, and +1 effective level against [[sheer fear]].&lt;br /&gt;
* Targets wielding a sanctified runestaff gain a bonus, per tier, of 1 DS, 0.6 TD, and +0.5 effective level against sheer fear.&lt;br /&gt;
* Runestaff and shield bonuses stack with torso armor, but not with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Fire Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A cleric with at least 100 ranks of [[Spiritual Lore, Blessings]] can spend 200,000 devotion to attempt to bestow permanent Holy Fire flares to a T5 sanctified armament.&lt;br /&gt;
* Holy Fire flares, in addition to a standard heat critical, will deal a random 50 to 100 concussion damage. The concussion damage is capped at {{mono|(30 + (creature level / 5))%}} of the target’s total health.&lt;br /&gt;
** example: a level 40 target the concussion damage would be capped at {{mono|(30 + (40 / 5)) &amp;amp;#61; 38%}} of their max health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric-Only Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An innate cleric bonus to these flares is that the concussion damage is instead 75 to 125.&lt;br /&gt;
* Clerics can {{boldmono|EVOKE 330}} at items to temporarily grant them Holy Fire flares and non-corporeal undead anchoring. This enhancement functions for clerics only, does not apply any of the other 330 benefits, and lasts for 4 hours. A higher level cleric can EVOKE items for a lower level cleric to grant them these temporary benefits, except that the Holy Fire flares will not have the Cleric-only bonus damage.&lt;br /&gt;
* At 90 and 180 ranks of [[Spiritual Lore, Religion]] clerics gain an extra charge of a Holy Fire flare that is guaranteed to trigger on their next attack.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Cleric Base|Cleric Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 cleric with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per 2 ranks&lt;br /&gt;
* [[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
* [[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder sanctification attempts&lt;br /&gt;
&lt;br /&gt;
=== Shrine Bonus ===&lt;br /&gt;
&lt;br /&gt;
[[Holy places]] that show through [[SENSE (verb)|{{boldmono|SENSE}}]] a deity that you are converted to will give a +20 bonus. If you are not converted to that deity, but are in the same pantheon (Liabo, Lornon, and Neutral) it will give a +10 bonus.&lt;br /&gt;
&lt;br /&gt;
Holy places that show multiple deities will not give the +20 deity bonus, but instead the +10 pantheon bonus. An example of this would be if you were converted to Lorminstra, and in a location that senses as &amp;quot;Lorminstra, Imaera, Phoen, and Oleani.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet converted).&lt;br /&gt;
&lt;br /&gt;
A location that senses as having the &amp;quot;influence of an indiscernible higher power&amp;quot; is an unknown, but specific deity in the Neutral pantheon. A forsaken cleric received a +10 bonus while a Lorminstra cleric received +0.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete List of Omnishrines ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Icemule Trace]]&#039;&#039;&#039;&lt;br /&gt;
*Icemule Temple, Foyer - 2334, 4047001&lt;br /&gt;
*Icemule Temple, Chancel Nexus - 2336, 4047005&lt;br /&gt;
*Hall of the Holy Struggle - 2341, 4047024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wehnimer&#039;s Landing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[House Sovyn]], Paladin&#039;s Lounge - 14617, 210010&lt;br /&gt;
*[[House Sylvanfair]], Temple - 21339, 211016 (not publicly accessible)&lt;br /&gt;
*[[Rone Academy]], Cathedral - 24484, 217033&lt;br /&gt;
*[[Silvergate Inn]], Chapel - 30362, 109024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Logoth]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[DragonSpine Fane]], Altar Chamber - 26068, 679031 (all 3 obelisk Chambers are also omnishrines)&lt;br /&gt;
&lt;br /&gt;
== Devotion Costs and Gear Difficulty Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Devotion Costs ===&lt;br /&gt;
&lt;br /&gt;
* Tier 1: 50k&lt;br /&gt;
* Tier 2: 75k&lt;br /&gt;
* Tier 3: 100k&lt;br /&gt;
* Tier 4: 125k&lt;br /&gt;
* Tier 5: 150k&lt;br /&gt;
* Holy Fire: 200k&lt;br /&gt;
* A failed Sanctify cast consumes 10% of the devotion necessary to perform that task.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
* Every tier of Sanctify S1 to S5 has a difficulty penalty modifier of -20.&lt;br /&gt;
* Holy Fire flares has a difficulty penalty modifier of -50.&lt;br /&gt;
&lt;br /&gt;
* (Example: an item that has a difficulty of -500 will actually be -520 when you cast 330 on it because of the difficulty penalty modifier).&lt;br /&gt;
&lt;br /&gt;
==== Material Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Eonake]], [[white ora]], [[faewood]], and [[white alloy]] all have a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-material_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Material Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-material_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Script Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-script_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Script Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-script_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-other_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Other Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-other_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Properties ===&lt;br /&gt;
&lt;br /&gt;
Applying Sanctify to gear requires a potion if the item has [[Enhancive item | Enhancive]] or [[Ensorcell | Ensorcelled]] properties, which also factor into the item&#039;s difficulty rating:&lt;br /&gt;
&lt;br /&gt;
* Enhancive gear requires an [[urven&#039;eth potion]].&lt;br /&gt;
* Ensorcelled gear requires an [[inky black potion]].&lt;br /&gt;
&lt;br /&gt;
== Sanctification Process ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST &amp;lt;object&amp;gt;}} will provide a descriptive estimate of sanctification difficulty as well as the number of times the object has been sanctified. A bard [[loresinging]] the object can tell you the exact difficulty.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CHANNEL &amp;lt;object&amp;gt;}} will perform the permanent application.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Make sure you have the necessary devotion stored up using the {{boldmono|RESOURCE}} verb.&lt;br /&gt;
* Step 2: Make sure you have the necessary bonuses to successfully perform the sanctification.&lt;br /&gt;
* Step 3: Apply any [[Sanctify_(330)#Special_Properties|potions]] required.&lt;br /&gt;
* Step 4: {{boldmono|CHANNEL &amp;lt;object&amp;gt;}} to profit.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
Sanctification assessment:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at some faded leather hiking boots with fur-lined cuffs.&lt;br /&gt;
You sense that the leather hiking boots has already been permanently sanctified 2 times and that you can only fail if you are horribly unlucky.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Successful sanctification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You channel at a pair of crimson-stained vultite-edged handwraps.&lt;br /&gt;
Reaching within yourself, you summon up your devotion and call upon your connection to Marlu.  In response, a diffuse flat black glow wells from your hands, coalescing around the vultite-edged handwraps.&lt;br /&gt;
&lt;br /&gt;
You make a horribly poor attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  The manifestation of hallowed energy sinks inward, permeating the leather and sanctifying the handwraps.  All that remains of the divine corona is a wavering dark grey afterimage.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the color of the glow, the color of the afterimage, and the name of the god will vary based on your chosen deity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failed sanctification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Failure!  The manifestation of hallowed energy wanes and dissipates, with only a brief silver afterimage left in its wake.  You feel some of your devotion slip away in the fruitless attempt.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ServiceMessaging}}&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
&lt;br /&gt;
A cleric can [[Suffusion | suffuse]] devotion at the rate of 1 point of energy per 2,000 devotion. Each point of suffused energy used in a sanctification attempt is equivalent to a +1 bonus. &amp;lt;!-- eventually the link will change to this: [[Verb:SUFFUSE | suffuse]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post Name Titles ==&lt;br /&gt;
&lt;br /&gt;
After spending 50 full weeks of devotion (2.5 million) the cleric will gain access to the Sanctifier [[Title system | title]]. After bestowing 15 items with Holy Fire (3 million devotion) the cleric will gain access to the Holy Flame title. Devotion spent on bestowing Holy Fire counts for devotion spent towards the Sanctifier title. The [[SPELL (verb)|{{boldmono|SPELL}}]] command will show the lifetime amount of both devotion spent and armaments bestowed with Holy Fire.&lt;br /&gt;
&lt;br /&gt;
The titles are listed in the skill section of the title list ({{boldmono|TITLE LIST SKILL}}) and these titles also work with the {{boldmono|SET SHOWDEITYTITLE ON}} setting to create a title of: &amp;lt;character name&amp;gt; the &amp;lt;title&amp;gt; of &amp;lt;deity&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Talk:Sanctify (330) | The Discussion Page]]&lt;br /&gt;
* [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/870437349388071012/930478683020488704 Update for concussion damage cap]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:GemStone_IV_staff_list&amp;diff=212533</id>
		<title>Talk:GemStone IV staff list</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:GemStone_IV_staff_list&amp;diff=212533"/>
		<updated>2024-01-12T22:23:13Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Created page with &amp;quot;Would it be possible to flesh out this page so that it shows specific roles, like who is the guru for X or Y town or race?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would it be possible to flesh out this page so that it shows specific roles, like who is the guru for X or Y town or race?&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton%27s_horn&amp;diff=211555</id>
		<title>Triton&#039;s horn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton%27s_horn&amp;diff=211555"/>
		<updated>2023-12-21T17:48:51Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Removing incorrect info about triton combatants(and changing log to prove it), adding clarifying note about when 435 horn happens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Triton&#039;s Horn&#039;&#039;&#039; is a [[creature maneuver]] performed by [[triton combatant]]s and [[spectral triton defender]]s.  The horn comes in the form of &#039;&#039;&#039;a silver-spined dextral conch shell&#039;&#039;&#039;, which may result in a [[sheer fear]]-like attack similar to [[enormous rift crawler]]s, or the casting of one of three spells.  Each of these effects will attack everyone and everything non-triton in the room.&lt;br /&gt;
&lt;br /&gt;
===Fear attack===&lt;br /&gt;
;Failure in defending&lt;br /&gt;
May result in running or remaining in the room.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart leaps into your throat in reaction to the tremendous sound!&amp;lt;br&amp;gt;&lt;br /&gt;
You bolt west!&amp;lt;br&amp;gt;&lt;br /&gt;
[Ruined Temple, Third Floor]&amp;lt;br&amp;gt;&lt;br /&gt;
Large splinters of wood cover the cracked floor originating from a pair of tables, which are now nothing more than crushed legs underneath the weight of a toppled column.  An armless statue watches from the remains of a niche, its head barely peeking out of the rubble.  You also see a siren.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: east, south&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Successful defending&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart leaps for an instant, but you control the urge to run.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Song of Depression]]===&lt;br /&gt;
;Successful defending&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to his bulbous lips.  Somber sounds of depression emanate from the shell as a descending blatting sound reaches your ears.&amp;lt;br&amp;gt;&lt;br /&gt;
You struggle with the debilitating force!&lt;br /&gt;
:CS: +409 - TD: +488 + CvA: +12 + d100: +70 - -5 == +8&lt;br /&gt;
:Warded off!&amp;lt;br&amp;gt;&lt;br /&gt;
You feel momentarily discouraged, but the feeling passes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Successful use by animate&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
An animated ancient triton defender draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  Somber sounds of depression emanate from the shell as a descending blatting sound reaches your ears.&amp;lt;br&amp;gt;&lt;br /&gt;
A triton  executioner is forced out of hiding.&amp;lt;br&amp;gt;&lt;br /&gt;
A triton executioner appears to be struggling with the debilitating force!&lt;br /&gt;
:CS: +424 - TD: +337 + CvA: +20 + d100: +51 == +158&lt;br /&gt;
:Warding failed!&lt;br /&gt;
A triton executioner appears slower and looks depressed.&amp;lt;br&amp;gt;&lt;br /&gt;
A triton combatant appears to be struggling with the debilitating force!&lt;br /&gt;
:CS: +424 - TD: +324 + CvA: +20 + d100: +82 == +202&lt;br /&gt;
:Warding failed!&lt;br /&gt;
A triton combatant appears slower and looks depressed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Major Ewave===&lt;br /&gt;
Activates in second floor flooded rooms, indicated by the presence of &amp;quot;some muck&amp;quot; or use of the SPLASH verb.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  The shell blasts forth with a deep, rumbling bellow, causing the water to rapidly well up around the combatant!&amp;lt;br&amp;gt;&lt;br /&gt;
The rippling barrier of water explodes forth and moves outward from a triton combatant.&amp;lt;br&amp;gt;&lt;br /&gt;
You are buffeted by the cresting waves of water, and knocked to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
You are pinned in place, unable to move.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 12 sec.&amp;lt;br&amp;gt;&lt;br /&gt;
:   ... 5 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
:   Blow connects with your abdomen winding you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Successful use by animate&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
An animated spectral triton defender draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  The shell blasts forth with a deep, rumbling bellow, causing the water to rapidly well up around the defender!&amp;lt;br&amp;gt; &lt;br /&gt;
The rippling barrier of water explodes forth and moves outward from an animated spectral triton defender. &amp;lt;br&amp;gt;&lt;br /&gt;
A siren is buffeted by the cresting waves of water. &lt;br /&gt;
:... 45 points of damage! &lt;br /&gt;
:Impact removes the right hand in a spray of red mist! &lt;br /&gt;
The siren gives a plaintive wail before she slumps to her side and dies. &amp;lt;br&amp;gt;&lt;br /&gt;
The brilliant luminescence fades from around a siren. &amp;lt;br&amp;gt;&lt;br /&gt;
The bright luminescence fades from around a siren. &amp;lt;br&amp;gt;&lt;br /&gt;
The silvery luminescence fades from around a siren. &amp;lt;br&amp;gt;&lt;br /&gt;
A siren is buffeted by the cresting waves of water and is knocked to the ground. &lt;br /&gt;
:... 55 points of damage! &lt;br /&gt;
:Blow to head removes skull! &lt;br /&gt;
The siren gives a plaintive wail before she slumps to her side and dies. &amp;lt;br&amp;gt;&lt;br /&gt;
The brilliant luminescence fades from around a siren. &amp;lt;br&amp;gt;&lt;br /&gt;
You are buffeted by the cresting waves of water, but remain standing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unique horn spell===&lt;br /&gt;
;Successful warding&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  The shell emits a screeching cacophony of noise, grating fiercely on your senses!&lt;br /&gt;
:CS: +411 - TD: +497 + CvA: +12 + d100: +8 - -5 == -61&lt;br /&gt;
:Warded off!&lt;br /&gt;
You ignore the sound.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Successful use by animate&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
An animated ancient triton defender draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  The shell emits a screeching cacophony of noise, grating fiercely on your senses!&lt;br /&gt;
:CS: +429 - TD: +464 + CvA: +25 + d100: +26 == +16&lt;br /&gt;
:Warded off!&lt;br /&gt;
An ethereal triton sentry ignores the sound.&lt;br /&gt;
:CS: +429 - TD: +420 + CvA: +25 + d100: +80 == +114&lt;br /&gt;
:Warding failed!&lt;br /&gt;
A triton radical shivers violently!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
An animated spectral triton defender draws forth a silver-spined dextral conch shell and brings it to his bulbous lips.  The shell emits a screeching cacophony of noise, grating fiercely on your senses!&lt;br /&gt;
:CS: +423 - TD: +381 + CvA: +20 + d100: +51 == +113&lt;br /&gt;
:Warding failed!&lt;br /&gt;
A triton executioner shivers violently!&lt;br /&gt;
:CS: +423 - TD: +378 + CvA: +25 + d100: +95 == +165&lt;br /&gt;
:Warding failed!&lt;br /&gt;
A triton combatant shrieks in pain and rolls on the floor!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Creature Maneuvers]]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=211458</id>
		<title>Sanctify (330)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=211458"/>
		<updated>2023-12-19T18:47:28Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Adding a clarification note about 330 vs Holy armament&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SANCTIFY&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
 | availability = all combat gear&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Sanctify&#039;&#039;&#039;, a cleric will begin to acquire devotion as they gain [[experience]]. A skilled cleric can use this devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. [[F2P subscription | F2P]] clerics cannot modify items with 330.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Prior to the [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0], &amp;quot;sanctified&amp;quot; was used to describe [[Holy armament]] equipment.  330 does not bestow [[Holy armament]] to equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armament Enhancements ==&lt;br /&gt;
&lt;br /&gt;
Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against [[:Category:Player System Manager | PSM skills]]. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).&lt;br /&gt;
&lt;br /&gt;
Further, sanctified items gain the following benefits when combating the undead (and only the undead):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Melee and ranged weapons gain a bonus of 2 AS per tier. &lt;br /&gt;
* Runestaves gain a bonus of 2 bolt AS and 1.2 CS per tier.&lt;br /&gt;
* Each tier also has a 20% chance to [[anchor]] non-corporeal undead when defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Targets wielding a sanctified shield or torso armor gain a bonus, per tier, of 2 DS, 1.2 TD, and +1 effective level against [[sheer fear]].&lt;br /&gt;
* Targets wielding a sanctified runestaff gain a bonus, per tier, of 1 DS, 0.6 TD, and +0.5 effective level against sheer fear.&lt;br /&gt;
* Runestaff and shield bonuses stack with torso armor, but not with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Fire Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A cleric with at least 100 ranks of [[Spiritual Lore, Blessings]] can spend 200,000 devotion to attempt to bestow permanent Holy Fire flares to a T5 sanctified armament.&lt;br /&gt;
* Holy Fire flares, in addition to a standard heat critical, will deal a random 50 to 100 concussion damage. The concussion damage is capped at {{mono|(30 + (creature level / 5))%}} of the target’s total health.&lt;br /&gt;
** example: a level 40 target the concussion damage would be capped at {{mono|(30 + (40 / 5)) &amp;amp;#61; 38%}} of their max health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric-Only Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An innate cleric bonus to these flares is that the concussion damage is instead 75 to 125.&lt;br /&gt;
* Clerics can {{boldmono|EVOKE 330}} at items to temporarily grant them Holy Fire flares and non-corporeal undead anchoring. This enhancement functions for clerics only, does not apply any of the other 330 benefits, and lasts for 4 hours. A higher level cleric can EVOKE items for a lower level cleric to grant them these temporary benefits, except that the Holy Fire flares will not have the Cleric-only bonus damage.&lt;br /&gt;
* At 90 and 180 ranks of [[Spiritual Lore, Religion]] clerics gain an extra charge of a Holy Fire flare that is guaranteed to trigger on their next attack.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Cleric Base|Cleric Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 cleric with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per 2 ranks&lt;br /&gt;
* [[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
* [[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder sanctification attempts&lt;br /&gt;
&lt;br /&gt;
=== Shrine Bonus ===&lt;br /&gt;
&lt;br /&gt;
[[Holy places]] that show through [[SENSE (verb)|{{boldmono|SENSE}}]] a deity that you are converted to will give a +20 bonus. If you are not converted to that deity, but are in the same pantheon (Liabo, Lornon, and Neutral) it will give a +10 bonus.&lt;br /&gt;
&lt;br /&gt;
Holy places that show multiple deities will not give the +20 deity bonus, but instead the +10 pantheon bonus. An example of this would be if you were converted to Lorminstra, and in a location that senses as &amp;quot;Lorminstra, Imaera, Phoen, and Oleani.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet converted).&lt;br /&gt;
&lt;br /&gt;
A location that senses as having the &amp;quot;influence of an indiscernible higher power&amp;quot; is an unknown, but specific deity in the Neutral pantheon. A forsaken cleric received a +10 bonus while a Lorminstra cleric received +0.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete List of Omnishrines ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Icemule Trace]]&#039;&#039;&#039;&lt;br /&gt;
*Icemule Temple, Foyer - 2334, 4047001&lt;br /&gt;
*Icemule Temple, Chancel Nexus - 2336, 4047005&lt;br /&gt;
*Hall of the Holy Struggle - 2341, 4047024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wehnimer&#039;s Landing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[House Sovyn]], Paladin&#039;s Lounge - 14617, 210010&lt;br /&gt;
*[[House Sylvanfair]], Temple - 21339, 211016 (not publicly accessible)&lt;br /&gt;
*[[Rone Academy]], Cathedral - 24484, 217033&lt;br /&gt;
*[[Silvergate Inn]], Chapel - 30362, 109024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Logoth]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[DragonSpine Fane]], Altar Chamber - 26068, 679031 (all 3 obelisk Chambers are also omnishrines)&lt;br /&gt;
&lt;br /&gt;
== Devotion Costs and Gear Difficulty Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Devotion Costs ===&lt;br /&gt;
&lt;br /&gt;
* Tier 1: 50k&lt;br /&gt;
* Tier 2: 75k&lt;br /&gt;
* Tier 3: 100k&lt;br /&gt;
* Tier 4: 125k&lt;br /&gt;
* Tier 5: 150k&lt;br /&gt;
* Holy Fire: 200k&lt;br /&gt;
* A failed Sanctify cast consumes 10% of the devotion necessary to perform that task.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
* Every tier of Sanctify S1 to S5 has a difficulty penalty modifier of -20.&lt;br /&gt;
* Holy Fire flares has a difficulty penalty modifier of -50.&lt;br /&gt;
&lt;br /&gt;
* (Example: an item that has a difficulty of -500 will actually be -520 when you cast 330 on it because of the difficulty penalty modifier).&lt;br /&gt;
&lt;br /&gt;
==== Material Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Eonake]], [[white ora]], [[faewood]], and [[white alloy]] all have a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-material_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Material Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-material_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Script Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-script_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Script Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-script_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-other_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Other Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-other_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Properties ===&lt;br /&gt;
&lt;br /&gt;
Applying Sanctify to gear requires a potion if the item has [[Enhancive item | Enhancive]] or [[Ensorcell | Ensorcelled]] properties, which also factor into the item&#039;s difficulty rating:&lt;br /&gt;
&lt;br /&gt;
* Enhancive gear requires an [[urven&#039;eth potion]].&lt;br /&gt;
* Ensorcelled gear requires an [[inky black potion]].&lt;br /&gt;
&lt;br /&gt;
Other Services:&lt;br /&gt;
* Ensorcelling sanctified gear requires an inky black potion.&lt;br /&gt;
&lt;br /&gt;
== Sanctification Process ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST &amp;lt;object&amp;gt;}} will provide a descriptive estimate of sanctification difficulty as well as the number of times the object has been sanctified. A bard [[loresinging]] the object can tell you the exact difficulty.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CHANNEL &amp;lt;object&amp;gt;}} will perform the permanent application.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Make sure you have the necessary devotion stored up using the {{boldmono|RESOURCE}} verb.&lt;br /&gt;
* Step 2: Make sure you have the necessary bonuses to successfully perform the sanctification.&lt;br /&gt;
* Step 3: Apply any [[Sanctify_(330)#Special_Properties|potions]] required.&lt;br /&gt;
* Step 4: {{boldmono|CHANNEL &amp;lt;object&amp;gt;}} to profit.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
Sanctification assessment:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at some faded leather hiking boots with fur-lined cuffs.&lt;br /&gt;
You sense that the leather hiking boots has already been permanently sanctified 2 times and that you can only fail if you are horribly unlucky.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Successful sanctification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You channel at a pair of crimson-stained vultite-edged handwraps.&lt;br /&gt;
Reaching within yourself, you summon up your devotion and call upon your connection to Marlu.  In response, a diffuse flat black glow wells from your hands, coalescing around the vultite-edged handwraps.&lt;br /&gt;
&lt;br /&gt;
You make a horribly poor attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  The manifestation of hallowed energy sinks inward, permeating the leather and sanctifying the handwraps.  All that remains of the divine corona is a wavering dark grey afterimage.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the color of the glow, the color of the afterimage, and the name of the god will vary based on your chosen deity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failed sanctification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Failure!  The manifestation of hallowed energy wanes and dissipates, with only a brief silver afterimage left in its wake.  You feel some of your devotion slip away in the fruitless attempt.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ServiceMessaging}}&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
&lt;br /&gt;
A cleric can [[Suffusion | suffuse]] devotion at the rate of 1 point of energy per 2,000 devotion. Each point of suffused energy used in a sanctification attempt is equivalent to a +1 bonus. &amp;lt;!-- eventually the link will change to this: [[Verb:SUFFUSE | suffuse]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post Name Titles ==&lt;br /&gt;
&lt;br /&gt;
After spending 50 full weeks of devotion (2.5 million) the cleric will gain access to the Sanctifier [[Title system | title]]. After bestowing 15 items with Holy Fire (3 million devotion) the cleric will gain access to the Holy Flame title. Devotion spent on bestowing Holy Fire counts for devotion spent towards the Sanctifier title. The [[SPELL (verb)|{{boldmono|SPELL}}]] command will show the lifetime amount of both devotion spent and armaments bestowed with Holy Fire.&lt;br /&gt;
&lt;br /&gt;
The titles are listed in the skill section of the title list ({{boldmono|TITLE LIST SKILL}}) and these titles also work with the {{boldmono|SET SHOWDEITYTITLE ON}} setting to create a title of: &amp;lt;character name&amp;gt; the &amp;lt;title&amp;gt; of &amp;lt;deity&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Talk:Sanctify (330) | The Discussion Page]]&lt;br /&gt;
* [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/870437349388071012/930478683020488704 Update for concussion damage cap]&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ethereal_triton_sentry&amp;diff=211386</id>
		<title>Ethereal triton sentry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ethereal_triton_sentry&amp;diff=211386"/>
		<updated>2023-12-18T13:46:06Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Updating to use attack atrributes2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 103 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Ruined Temple &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = ?&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Dark Catalyst (719)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = +451 to +457&lt;br /&gt;
| WD2 = Mana Disruption (702)&lt;br /&gt;
| WDB = +451 to +457&lt;br /&gt;
| WD3 = Disintegrate (705)&lt;br /&gt;
| WDC = +451 to +457&lt;br /&gt;
| WD4 = Mind Jolt (706)&lt;br /&gt;
| WDD = +451 to +457&lt;br /&gt;
| OS1 = Implosion (720)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Major Elemental Wave (435)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+421 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Brawling]] |+391 [[Defensive strength|MB]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+407 to +414 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |+379 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| ability = &lt;br /&gt;
  {{creature ability|[[Spirit Warding II (107)|Spirit Warding I]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense I (401)|Elemental Defense I]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense II (406)|Elemental Defense II]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense III (414)|Elemental Defense III]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Targeting (425)|Elemental Targeting]]}}&lt;br /&gt;
  {{creature ability|[[Cloak of Shadows (712)|Cloak of Shadows]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure &lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The triton sentry holds himself erect, as he skims along the ground on long-nailed translucent webbed feet. Obsessively alert, the creature sniffs constantly and halts to listen every few moments. Despite empty eye sockets, constantly weeping viscous green mucus, he peers into the shadows for infiltrators, his head constantly turning with rapid, jerky motions. Threadbare green-belted robes cover his insubstantial frame.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A spiraling array of particles begins to form and swirl together, forming an ethereal triton sentry!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An ethereal triton sentry drifts in, gliding swiftly just above the floor. &lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry drifts in, leaving no trace of her presence upon the water&#039;s surface.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An ethereal triton sentry suddenly begins to emit a dull periodic thrumming sound, which reverberates off the walls and echoes into the distance! &#039;&#039;&#039;(calls other tritons in adjacent rooms to the Sentry)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A dull, periodic thrumming passes briefly through your ears, coming from the northeast. &lt;br /&gt;
The radical cocks her head slightly.  A triton radical strides northeast, gliding swiftly through the water with a wary look on her face.&lt;br /&gt;
&#039;&#039;&#039;(above message seen from an adjacent room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry suddenly grows very still, her eye sockets blazing with a brilliant green. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Momentarily alert, the triton sentry seeks about, but rapidly loses focus. &#039;&#039;&#039;(failing to find a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry raises a hazy pointed claw toward you in your hiding place! &#039;&#039;&#039;(finding a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An ethereal triton sentry flickers slightly, a strange glow emanating from his hollow eye sockets! &#039;&#039;&#039;(casting defensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry points an ethereal, clawed finger toward you! &#039;&#039;&#039;(casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Triton Triton on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_dissembler&amp;diff=211385</id>
		<title>Triton dissembler</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_dissembler&amp;diff=211385"/>
		<updated>2023-12-18T13:33:35Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Added 720 to offensive spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 94&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Empathic Assault (1110)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 404&lt;br /&gt;
| WD1 = Disintegrate (705)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 382 - 409&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Implosion (720)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Fear Gaze&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 291&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Cloak of Shadows (712)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Fasthr&#039;s Reward (115)&lt;br /&gt;
| DSP3 = Spirit Defense (103)&lt;br /&gt;
| DSP4 = Spirit Warding I (101)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a curved gold-flecked claw&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Weight carefully balanced upon her massive tail, the triton dissembler walks rigidly upright, moving with self-absorbed elegance. Luminous dark blue eyes are set deeply in the sockets of her fine-boned head where delicate, fleshy lips curve into an unpleasant smile. The dissembler&#039;s long, translucently webbed hands bear curved claws, carefully filed to tapered points and painted with gold lacquer. This pretense to arrogant refinement belies the feverishly clammy sweat covering the creature&#039;s slick, sea green hide.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Dissemblers can cast implosion, so it is recommended that you kill or stun them very quickly. They prefer to cast focused implosion but if their target leaves the room or hides before they can do so, they will cast an open implosion instead.&lt;br /&gt;
&lt;br /&gt;
Dissemblers have cloak of shadows and will cast a retribution spell on you after some successful hits.  Make sure your TD is decent before going after them.&lt;br /&gt;
&lt;br /&gt;
They appear to be able to instantly cast 705 but need to prepare other spells before casting. (Needs more testing)&lt;br /&gt;
==Other information==&lt;br /&gt;
* Triton Dissemblers can instantly cast [[Empathic Assault (1110)]] and [[Disintegrate (705)]] with any preparation messaging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton dissembler&#039;s eyes flash a bright, ghostly blue as he stares deeply into your eyes!&lt;br /&gt;
&lt;br /&gt;
Just as you feel a sharp tug at your mind, you jerk your gaze away from the triton dissembler&#039;s piercing stare!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton dissembler&#039;s eyes flash a bright, ghostly blue as he stares deeply into your eyes!&lt;br /&gt;
&lt;br /&gt;
You feel a sharp burst of pain in your mind, and you struggle to keep from collapsing!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton dissembler arrives, striding forth with her robes trailing behind her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton dissembler chants in an incomprehensible language, causing streams of dim grey energy to lash about her golden claws.&lt;br /&gt;
&lt;br /&gt;
A triton dissembler raises her clawed hands above her shoulders!&lt;br /&gt;
A dull golden nimbus surrounds a triton dissembler.&lt;br /&gt;
&lt;br /&gt;
A triton dissembler points a single golden nail toward you! &#039;&#039;&#039;(Casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton dissembler raises her clawed hands above her shoulders! &#039;&#039;&#039;(Casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Triton Triton on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 92&lt;br /&gt;
|levelm1 = 93&lt;br /&gt;
|level = 94&lt;br /&gt;
|levelp1 = 95&lt;br /&gt;
|levelp2 = 96&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ethereal_triton_sentry&amp;diff=211384</id>
		<title>Ethereal triton sentry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ethereal_triton_sentry&amp;diff=211384"/>
		<updated>2023-12-18T13:20:43Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: Added 435, cleaned up attacks section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 103 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Ruined Temple &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = ?&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical =&lt;br /&gt;
| bolt =&lt;br /&gt;
| warding =&lt;br /&gt;
  {{creature ability|[[Mana Disruption (702)]]|+451 [[CS]]}}&lt;br /&gt;
  {{creature ability|[[Disintegrate (705)]]|+451 [[CS]]}}&lt;br /&gt;
  {{creature ability|[[Mind Jolt (706)]]|+454 [[CS]]}}&lt;br /&gt;
  {{creature ability|[[Dark Catalyst (719)]]|+451 to +457 [[CS]]}}&lt;br /&gt;
| ability =&lt;br /&gt;
| maneuver =&lt;br /&gt;
  {{creature ability|[[Implosion (720)]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental Wave (435)]]}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+421 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Brawling]] |+391 [[Defensive strength|MB]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+407 to +414 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |+379 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| ability = &lt;br /&gt;
  {{creature ability|[[Spirit Warding II (107)|Spirit Warding I]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense I (401)|Elemental Defense I]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense II (406)|Elemental Defense II]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense III (414)|Elemental Defense III]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Targeting (425)|Elemental Targeting]]}}&lt;br /&gt;
  {{creature ability|[[Cloak of Shadows (712)|Cloak of Shadows]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure &lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The triton sentry holds himself erect, as he skims along the ground on long-nailed translucent webbed feet. Obsessively alert, the creature sniffs constantly and halts to listen every few moments. Despite empty eye sockets, constantly weeping viscous green mucus, he peers into the shadows for infiltrators, his head constantly turning with rapid, jerky motions. Threadbare green-belted robes cover his insubstantial frame.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A spiraling array of particles begins to form and swirl together, forming an ethereal triton sentry!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An ethereal triton sentry drifts in, gliding swiftly just above the floor. &lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry drifts in, leaving no trace of her presence upon the water&#039;s surface.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An ethereal triton sentry suddenly begins to emit a dull periodic thrumming sound, which reverberates off the walls and echoes into the distance! &#039;&#039;&#039;(calls other tritons in adjacent rooms to the Sentry)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A dull, periodic thrumming passes briefly through your ears, coming from the northeast. &lt;br /&gt;
The radical cocks her head slightly.  A triton radical strides northeast, gliding swiftly through the water with a wary look on her face.&lt;br /&gt;
&#039;&#039;&#039;(above message seen from an adjacent room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry suddenly grows very still, her eye sockets blazing with a brilliant green. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Momentarily alert, the triton sentry seeks about, but rapidly loses focus. &#039;&#039;&#039;(failing to find a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry raises a hazy pointed claw toward you in your hiding place! &#039;&#039;&#039;(finding a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellcasting&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An ethereal triton sentry flickers slightly, a strange glow emanating from his hollow eye sockets! &#039;&#039;&#039;(casting defensive spell)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ethereal triton sentry points an ethereal, clawed finger toward you! &#039;&#039;&#039;(casting offensive spell)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Triton Triton on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_executioner&amp;diff=211334</id>
		<title>Triton executioner</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_executioner&amp;diff=211334"/>
		<updated>2023-12-15T04:41:21Z</updated>

		<summary type="html">&lt;p&gt;321FLAPTIME: corrected tense to &amp;quot;drowned&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 96&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Handaxe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 433&lt;br /&gt;
| PA2 = Heavy crossbow&lt;br /&gt;
| PAB = 433 - 448&lt;br /&gt;
| PA3 = longsword&lt;br /&gt;
| PAC = 433&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Coup de Grace&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Cutthroat&lt;br /&gt;
| MN3 = Drown&lt;br /&gt;
| MN4 = Sweep&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 331&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 340&lt;br /&gt;
| CleTD = 358&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 381&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 393&lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The triton executioner scans his surroundings with merciless eyes as if seeking his next client.  Heavy, leathery lips are pulled into a perpetually disgusted sneer, pinching the creature&#039;s nostrils into narrow slits.  Animal muscles, powerfully knotted beneath his moist blue-green skin, seem ready to spring in any direction.  The executioner wears a dark blue tabard emblazoned with a silver wave upon the chest.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Executioners behave like rogues and will usually attack adventurers from hiding while they are busy fighting other creatures which makes them a real nuisance. After spawning, they will slip into hiding and begin to sneak from room to room looking for players to attack. From hiding, the executioner can ambush adventurers or disable them by using Sweep, Cutthroat or attempting to Drown them. If given enough time, they will switch to their heavy crossbow and begin sniping as well.&lt;br /&gt;
&lt;br /&gt;
They are most vulnerable when out in the open and it is better to kill them quickly before they get a chance to switch to their crossbow. It doesn&#039;t take much to knock an executioner down and stun them. The Drown maneuver can be completely avoid by only hunting on the 3rd floor of Nelemar and spellcasters (including Empaths) are advised to carry some [[aloeas stem]] or an equivalent herb to heal down the rank 2 neck wound caused by Cutthroat to regain their spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Triton Executioners spawn holding a one-handed edged weapon and a small shield and wearing a heavy crossbow and a harness. The gear&#039;s appearance depends on what floor they spawn on but is largely identical in function.&lt;br /&gt;
** &#039;&#039;&#039;a sharply curved black handaxe&#039;&#039;&#039; - 2nd floor spawns. Handaxe made out of steel that weighs 6 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a coral-hilted sharply tapered longsword&#039;&#039;&#039; - 3rd floor spawns. Longsword made out of steel that weighs 5 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a navy-banded slate grey targe&#039;&#039;&#039; - 2nd floor spawns. Small shield made out of steel that weighs 6 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a silver-rimmed black steel buckler&#039;&#039;&#039; - 2nd floor spawns. Small shield made out of steel weighs 6 pounds. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a rough ashen heavy crossbow &#039;&#039;&#039; - 2nd floor spawns. Heavy crossbow weighs ? pounds. Uses a lichen-streaked pale driftwood bolt as ammo. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a short-prodded heavy arbalest&#039;&#039;&#039; - 3rd floor spawns. Heavy crossbow weighs ? pounds. Uses ? ammo. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a crested thick leather harnesst&#039;&#039;&#039; - 3rd floor spawns. Crumbles.&lt;br /&gt;
** &#039;&#039;&#039;a teardrop-clasped dark leather harness&#039;&#039;&#039; - 3rd floor spawns. Crumbles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Executioners can pick up and use weapons left on the floor and will occasionally throw their melee weapon. They can attack immediately after picking up a weapon.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner drops her sharply tapered longsword and snatches up a corroded bronze scaling fork!&lt;br /&gt;
A triton executioner slings a silver-rimmed black steel buckler over her shoulder.&lt;br /&gt;
A triton executioner thrusts with a corroded bronze scaling fork at you!&lt;br /&gt;
  AS: +433 vs DS: +553 with AvD: +29 + d100 roll: +43 = -48&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Right before making an attack while unhidden, a Triton Executioner might swap between their melee weapon and their heavy crossbow. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner puts a coral-hilted sharply tapered longsword in his leather harness and slings a silver-rimmed black steel buckler over his shoulder.&lt;br /&gt;
A triton executioner slings a rough ashen heavy crossbow off from over his shoulder.&lt;br /&gt;
A triton executioner cocks his ashen heavy crossbow and loads it with a lichen-streaked pale driftwood bolt.&lt;br /&gt;
A triton executioner fires a streaked pale driftwood bolt at you!&lt;br /&gt;
  AS: +441 vs DS: +335 with AvD: +25 + d100 roll: +58 = +189&lt;br /&gt;
   ... and hits for 27 points of damage!&lt;br /&gt;
   Nice puncture to the abdomen, just missed vital organs!&lt;br /&gt;
The pale driftwood bolt cracks and splinters, scattering a few strands of lichen about the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* This can even happen right after the executioner picks up a weapon from the ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner drops his sharply tapered longsword and snatches up a corroded bronze scaling fork!&lt;br /&gt;
A triton executioner slings a silver-rimmed black steel buckler over his shoulder.&lt;br /&gt;
A triton executioner puts a corroded bronze scaling fork in his leather harness.&lt;br /&gt;
A triton executioner slings a rough ashen heavy crossbow off from over his shoulder.&lt;br /&gt;
A triton executioner cocks his ashen heavy crossbow and loads it with a lichen-streaked pale driftwood bolt.&lt;br /&gt;
A triton executioner fires a streaked pale driftwood bolt at you!&lt;br /&gt;
  AS: +438 vs DS: +385 with AvD: +25 + d100 roll: +71 = +149&lt;br /&gt;
   ... and hits for 15 points of damage!&lt;br /&gt;
   Minor puncture to the right arm.&lt;br /&gt;
The pale driftwood bolt cracks and splinters, scattering a few strands of lichen about the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Their most noteworthy ability is hiding and sneak from room to room. From hiding, they can attack or use any of their abilities. Triton Executions are skilled at hiding and have a good chance to remain hidden when firing their crossbow or throwing their weapon from hiding. Executioners can be forced out of hiding by SEARCHing, casting 609, or using an area spell. &lt;br /&gt;
** When attacking from hiding, a Triton Executioner cannot switch weapons or pick up a new weapon off the ground.&lt;br /&gt;
** Unlike [[Bandit|Bandits]], Triton Executioners attacking from hiding is considered a normal attack. It can be parry, blocked, evaded and does not cause a DS pushdown.&lt;br /&gt;
** Triton Executioners still gain the benefits of group spells of other Nelemar creatures such as the [[Siren|Siren&#039;s]] [[Song of Tonis]] or the [[Triton radical|Triton Radical&#039;s]] [[Divine Shield]] when hidden in the same room.&lt;br /&gt;
** SEARCHing uses the normal [[Perception]] check to find executions. However, unlike searching for other players, executioners that are discovered are automatically pulled from hiding. No pointing necessary.&lt;br /&gt;
** Example of some normal searching messages:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You don&#039;t find anything of interest here.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You don&#039;t find anything of interest here, but you have the funny feeling you are being watched.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You see signs that something is about, but fail to discover its location in the room.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You discover the hiding place of a triton executioner!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Triton Executioners that failed a Sweep attempt badly enough (negative result) are not knocked to the ground despite the messaging indicating otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Like other Tritons, executioners can attempt drown players in rooms on the 2nd floor of Nelemar that are flooded with water. This maneuver is lethal if it succeeds but it takes several rounds to complete and the player has several chances to escape if they fail to avoid the initial attempt. Drown uses the the [[Standard_maneuver_roll#SMR_v2|normal maneuver system ]] to determine success but also takes [[Swimming]] ranks into account. [[Water Walking (112)|Water Walking]] and [[Purify Air (207)|Purify Air]] also assist in protecting the player from being drowned. Drown appears to inflict a short stun with message. &lt;br /&gt;
** If you&#039;re hunting with a partner, they just need to attack (and connect) against the executioner, which will make it release its victim. &lt;br /&gt;
** Tritons will never attempt to use this maneuver on the 3rd floor of Nelemar because none of the rooms there are flooded.&lt;br /&gt;
** It is possible to cancel Drown by successfully using [[Stun Maneuvers]] to stand up.&lt;br /&gt;
&lt;br /&gt;
An example of an executioner failing an initial drowning attempt and falling to the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner comes out of hiding.&lt;br /&gt;
[SMR result: 38 (Open d100: 58)]&lt;br /&gt;
A triton executioner hurtles herself at you with great speed, but flies slightly off center of her target and tumbles to the water with a splash!&lt;br /&gt;
&lt;br /&gt;
A triton executioner stands up with a grunt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a successful drowning by an executioner:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A triton executioner comes out of hiding.&lt;br /&gt;
A triton executioner leaps at you with uncanny agility, and you feel your breath leave you as he slams into you with his full force! You feel yourself careening into the water, your head held back as you desperately gasp for air. &lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
You fight desperately against both the triton executioner and your own body&#039;s need to breathe. You kick and roll, trying anything to cause the executioner&#039;s unrelenting grip to falter, but to no avail. &lt;br /&gt;
&lt;br /&gt;
You struggle with all of your fading strength against the executioner, who continues to stare down with a determined resolve, his clammy hands holding you firmly under the water.&lt;br /&gt;
&lt;br /&gt;
The last of your strength leaves you, as you give in to the desires of your failing body. Involuntary spasms wrack your muscles while your lungs fill with water, and a cool, serene darkness rapidly overwhelms your senses.&lt;br /&gt;
&lt;br /&gt;
His work complete, a triton executioner releases your pallid corpse, allowing it to bob lazily to the surface of the water. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner stalks in silently, his cold eyes gleaming with hatred.&lt;br /&gt;
&lt;br /&gt;
The triton executioner gurgles once and goes still, a wrathful look on her face.&lt;br /&gt;
&lt;br /&gt;
The triton executioner collapses to the floor with a splash, gurgling once with a wrathful look on his face before expiring. &#039;&#039;&#039;(2nd floor rooms with water)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner&#039;s slick skin begins to rapidly desiccate and dissolve away, leaving nothing behind.&lt;br /&gt;
&lt;br /&gt;
A triton executioner&#039;s eyes widen with delight as he smoothly guides his curved black handaxe through the killing blow. &#039;&#039;&#039;(when killing an adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner stalks in silently, his cold eyes gleaming with hatred.&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides in, a wary look on her face.&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides in, gliding swiftly through the water with a wary look on her face. &#039;&#039;&#039;(2nd floor rooms with water)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner strides east, a wary look on his face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton executioner slips into hiding. &#039;&#039;&#039;(hides in the room.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner comes out of hiding.&lt;br /&gt;
&lt;br /&gt;
A triton executioner leaps from hiding to attack!&lt;br /&gt;
A triton executioner swings a sharply curved black handaxe at you!&lt;br /&gt;
  AS: +433 vs DS: +508 with AvD: +32 + d100 roll: +3 = -40&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A triton executioner glances about, a suspicious sneer crossing his face. &#039;&#039;&#039;(searching for hidden player)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The triton executioner searches about, muttering with self disgust. &#039;&#039;&#039;(failing to find a hidden player)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton executioner casts his beady eyes toward you in your hiding place! &#039;&#039;&#039;(finding a hidden player)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Pulling her lips upward, the triton executioner whistles softly through her teeth.&lt;br /&gt;
&lt;br /&gt;
Squinting, a triton executioner gazes into the heavens, her head slightly cocked.&lt;br /&gt;
&lt;br /&gt;
A triton executioner staggers slightly, swaying about in a daze. &#039;&#039;&#039;(when stunned)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You hear a soft whistle coming from somewhere nearby. &#039;&#039;&#039;(can only occur if the executioner is hidden in the room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton  executioner bows in reverence to a spectral triton defender, her eyes never leaving the ghostly figure. &#039;&#039;&#039;(can only occur if a spectral triton defender is in the same room)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Triton Triton on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 94&lt;br /&gt;
|levelm1 = 95&lt;br /&gt;
|level = 96&lt;br /&gt;
|levelp1 = 97&lt;br /&gt;
|levelp2 = 98&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>321FLAPTIME</name></author>
	</entry>
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