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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ACCOUNTKENN</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ACCOUNTKENN"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/ACCOUNTKENN"/>
	<updated>2026-05-11T10:09:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sylvan_recurve_bow&amp;diff=210604</id>
		<title>Sylvan recurve bow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sylvan_recurve_bow&amp;diff=210604"/>
		<updated>2023-11-27T00:12:01Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{H4HItem&lt;br /&gt;
|short=a [[Sylvan]] recurve bow&lt;br /&gt;
|show=Whirls of mithril trace fanciful patterns along and around the length of the finely crafted bow. Linden heartwood and horn are layered together to give the weapon durability and a powerful draw. As beautiful as it is useful, the bow has been polished until it gleams softly and a light stain has been applied to bring out the grain of the wood.&lt;br /&gt;
|details=*A fine bow once belonging to the [[Sylvan]] army.&lt;br /&gt;
*Composite bow&lt;br /&gt;
*5x (+25) bonus&lt;br /&gt;
|loresong=Birds call out to each other in the branches of a multitude of trees. The autumn sunshine pours through the evergreens and splashes on the colored leaves that decorate the forest floor. A small dirt path winds its way across your vision and up over a small rise, barely disturbing the landscape as it goes. You can almost smell the clean air and feel the pure and joyous life of the woods.&lt;br /&gt;
&lt;br /&gt;
One by one, the birds fall silent. The sun&#039;s rays diminish somehow, even though it remains high in the sky, and a chill breeze carries away the day&#039;s warmth. The woods are still now and an unclean feeling sends a shiver down your spine. Something is not right. Something that was never meant to happen has come to pass. Something utters a low, sickly growl and the silence of the woods grows deeper.&lt;br /&gt;
&lt;br /&gt;
A spindly [[elf]] trudges along the forest path wearing a rusted set of half-plate. He halts, unmoving, and after a few moments, you realize his stillness is complete. He does not even draw breath and from beneath his helm, his eyes glow with a faint red light from hollow sockets. The undead elf lurches into motion once more and behind him comes a legion of shambling forms, all of them creeping with unnatural life along the trail.&lt;br /&gt;
&lt;br /&gt;
A silvery horn call blasts out, shattering the forest&#039;s quiet. The drumbeats of hooves fill the air and along the entire length of the ridgeline, a cavalry troop blocks the advance of the undead horde. One tall rider calls out orders in a commanding voice. &amp;quot;Ready!&amp;quot; &amp;quot;Aim!&amp;quot; &amp;quot;Loose!&amp;quot; Shining arrows whistle through the woods, ending their flight in the bodies and limbs of the undead. The horde is scythed down like light wheat at the harvest before the horse-mounted archers and, within seconds, the riders begin cantering down the rise, their bows still reaping of their foe.&lt;br /&gt;
&lt;br /&gt;
One of the riders stops and removes his helm, gazing about the forest. His pointed ears hint to elven ancestry, while his light hair and eyes show him to be a sylvan warrior. He bends down without even leaving the saddle and picks an arrow from a zombie&#039;s chest, grimacing in distaste. Other sylvans, both male and female, stop to retrieve their arrows. Once their quivers are refilled, they form up and disappear over the rise. As the sound of their passage fades, a lone bird hesitantly chirrups from the treetops.&lt;br /&gt;
&lt;br /&gt;
Slowly the vision begins to fade, and you regain the sense of the here and now.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=205715</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=205715"/>
		<updated>2023-08-18T17:00:06Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather===&lt;br /&gt;
The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184712</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184712"/>
		<updated>2022-12-11T06:50:01Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; is a buff effect. When it is active, your next attack against a target has a chance to critically hit:&lt;br /&gt;
* Using an [[attack]] has a 10% chance to critically hit, rolling again for additional damage. This second hit is post-attack resolution. &lt;br /&gt;
* Using any other [[maneuver]] increases the open roll potential to 10%, and removes the negative roll chance. &lt;br /&gt;
** Any maneuver used this way costs 25% less stamina. &lt;br /&gt;
&lt;br /&gt;
The Critical Hit effect is consumed after maneuver activation. &lt;br /&gt;
&lt;br /&gt;
== Messaging ==		&lt;br /&gt;
Critical Hit extra damage flare activating from a [[Riposte]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Before an indistinct waern can recover, you smoothly segue from parry to riposte!&lt;br /&gt;
An indistinct waern wilts with frailty.&lt;br /&gt;
You swing a perfect drakar handaxe at an indistinct waern!&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
  AS: +370 vs DS: +227 with AvD: +33 + d100 roll: +35 = +211&lt;br /&gt;
   ... and hit for 74 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into lungs.&lt;br /&gt;
   The waern is stunned!&lt;br /&gt;
 ** Critical hit!  Your drakar handaxe strikes the waern a savage blow! **&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Awesome shot collapses a lung!&lt;br /&gt;
You lose your focus on an indistinct waern&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical Hit charge being consumed by a maneuver:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A dybbuk swings a length of rusted chain at you!&lt;br /&gt;
With extreme effort, you block the attack with your greatshield!&lt;br /&gt;
Your attention on a dybbuk is keen to spot its critical weaknesses.&lt;br /&gt;
You charge forward at a dybbuk with your drakar greatshield and attempt a shield charge!&lt;br /&gt;
[SMR result: 303 (Open d100: 177, Bonus: 53)]&lt;br /&gt;
Your size considerably hinders your attack!&lt;br /&gt;
You lunge forward with an awesome shield charge!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Massive blow to abdomen!&lt;br /&gt;
   The dybbuk is stunned!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Chest strike.  Opponent knocked down and stunned!&lt;br /&gt;
A dybbuk wilts with frailty.&lt;br /&gt;
Your attack exposes a vulnerability in a dybbuk&#039;s defenses!&lt;br /&gt;
You lose your focus on a dybbuk&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [[Critical Counter|Feat: Critical Counter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184711</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184711"/>
		<updated>2022-12-11T06:49:33Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; is a buff effect. When it is active, your next attack against a target has a chance to critically hit:&lt;br /&gt;
* Using an [[attack]] has a 10% chance to critically hit, rolling again for additional damage. This second hit is post-attack resolution. &lt;br /&gt;
* Using any other [[maneuver]] increases the open roll potential to 10%, and removes the negative roll chance. &lt;br /&gt;
** Any maneuver used this way costs 25% less stamina. &lt;br /&gt;
&lt;br /&gt;
The Critical Hit effect is consumed after maneuver activation. &lt;br /&gt;
&lt;br /&gt;
== Messaging ==		&lt;br /&gt;
Critical Hit activating from a [[Riposte]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Before an indistinct waern can recover, you smoothly segue from parry to riposte!&lt;br /&gt;
An indistinct waern wilts with frailty.&lt;br /&gt;
You swing a perfect drakar handaxe at an indistinct waern!&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
  AS: +370 vs DS: +227 with AvD: +33 + d100 roll: +35 = +211&lt;br /&gt;
   ... and hit for 74 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into lungs.&lt;br /&gt;
   The waern is stunned!&lt;br /&gt;
 ** Critical hit!  Your drakar handaxe strikes the waern a savage blow! **&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Awesome shot collapses a lung!&lt;br /&gt;
You lose your focus on an indistinct waern&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical Hit charge being consumed by a maneuver:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A dybbuk swings a length of rusted chain at you!&lt;br /&gt;
With extreme effort, you block the attack with your greatshield!&lt;br /&gt;
Your attention on a dybbuk is keen to spot its critical weaknesses.&lt;br /&gt;
You charge forward at a dybbuk with your drakar greatshield and attempt a shield charge!&lt;br /&gt;
[SMR result: 303 (Open d100: 177, Bonus: 53)]&lt;br /&gt;
Your size considerably hinders your attack!&lt;br /&gt;
You lunge forward with an awesome shield charge!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Massive blow to abdomen!&lt;br /&gt;
   The dybbuk is stunned!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Chest strike.  Opponent knocked down and stunned!&lt;br /&gt;
A dybbuk wilts with frailty.&lt;br /&gt;
Your attack exposes a vulnerability in a dybbuk&#039;s defenses!&lt;br /&gt;
You lose your focus on a dybbuk&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [[Critical Counter|Feat: Critical Counter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184710</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184710"/>
		<updated>2022-12-11T06:49:12Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; is a buff effect. When it is active, your next attack against a target has a chance to critically hit:&lt;br /&gt;
* Using an [[attack]] has a 10% chance to critically hit, rolling again for additional damage. This second hit is post-attack resolution. &lt;br /&gt;
* Using any other [[maneuver]] increases the open roll potential to 10%, and removes the negative roll chance. &lt;br /&gt;
** Any maneuver used this way costs 25% less stamina. &lt;br /&gt;
&lt;br /&gt;
The Critical Hit effect is consumed after maneuver activation. &lt;br /&gt;
&lt;br /&gt;
== Messaging ==		&lt;br /&gt;
&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; activating from a [[Riposte]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Before an indistinct waern can recover, you smoothly segue from parry to riposte!&lt;br /&gt;
An indistinct waern wilts with frailty.&lt;br /&gt;
You swing a perfect drakar handaxe at an indistinct waern!&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
  AS: +370 vs DS: +227 with AvD: +33 + d100 roll: +35 = +211&lt;br /&gt;
   ... and hit for 74 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into lungs.&lt;br /&gt;
   The waern is stunned!&lt;br /&gt;
 ** Critical hit!  Your drakar handaxe strikes the waern a savage blow! **&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Awesome shot collapses a lung!&lt;br /&gt;
You lose your focus on an indistinct waern&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; charge being consumed by a maneuver:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A dybbuk swings a length of rusted chain at you!&lt;br /&gt;
With extreme effort, you block the attack with your greatshield!&lt;br /&gt;
Your attention on a dybbuk is keen to spot its critical weaknesses.&lt;br /&gt;
You charge forward at a dybbuk with your drakar greatshield and attempt a shield charge!&lt;br /&gt;
[SMR result: 303 (Open d100: 177, Bonus: 53)]&lt;br /&gt;
Your size considerably hinders your attack!&lt;br /&gt;
You lunge forward with an awesome shield charge!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Massive blow to abdomen!&lt;br /&gt;
   The dybbuk is stunned!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Chest strike.  Opponent knocked down and stunned!&lt;br /&gt;
A dybbuk wilts with frailty.&lt;br /&gt;
Your attack exposes a vulnerability in a dybbuk&#039;s defenses!&lt;br /&gt;
You lose your focus on a dybbuk&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [[Critical Counter|Feat: Critical Counter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184709</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Critical_Hit&amp;diff=184709"/>
		<updated>2022-12-11T06:48:32Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; is a buff effect. When it is active, your next attack against a target has a chance to critically hit:&lt;br /&gt;
* Using an [[attack]] has a 10% chance to critically hit, rolling again for additional damage. This second hit is post-attack resolution. &lt;br /&gt;
* Using any other [[maneuver]] increases the open roll potential to 10%, and removes the negative roll chance. &lt;br /&gt;
** Any maneuver used this way costs 25% less stamina. &lt;br /&gt;
&lt;br /&gt;
The Critical Hit effect is consumed after maneuver activation. &lt;br /&gt;
&lt;br /&gt;
== Messaging ==		&lt;br /&gt;
&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; charge consumed by [[Riposte]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Before an indistinct waern can recover, you smoothly segue from parry to riposte!&lt;br /&gt;
An indistinct waern wilts with frailty.&lt;br /&gt;
You swing a perfect drakar handaxe at an indistinct waern!&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
  AS: +370 vs DS: +227 with AvD: +33 + d100 roll: +35 = +211&lt;br /&gt;
   ... and hit for 74 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into lungs.&lt;br /&gt;
   The waern is stunned!&lt;br /&gt;
 ** Critical hit!  Your drakar handaxe strikes the waern a savage blow! **&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct waern.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Awesome shot collapses a lung!&lt;br /&gt;
You lose your focus on an indistinct waern&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Hit&#039;&#039;&#039; charge being consumed by a maneuver:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A dybbuk swings a length of rusted chain at you!&lt;br /&gt;
With extreme effort, you block the attack with your greatshield!&lt;br /&gt;
Your attention on a dybbuk is keen to spot its critical weaknesses.&lt;br /&gt;
You charge forward at a dybbuk with your drakar greatshield and attempt a shield charge!&lt;br /&gt;
[SMR result: 303 (Open d100: 177, Bonus: 53)]&lt;br /&gt;
Your size considerably hinders your attack!&lt;br /&gt;
You lunge forward with an awesome shield charge!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Massive blow to abdomen!&lt;br /&gt;
   The dybbuk is stunned!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Chest strike.  Opponent knocked down and stunned!&lt;br /&gt;
A dybbuk wilts with frailty.&lt;br /&gt;
Your attack exposes a vulnerability in a dybbuk&#039;s defenses!&lt;br /&gt;
You lose your focus on a dybbuk&#039;s critical weaknesses.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [[Critical Counter|Feat: Critical Counter]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183553</id>
		<title>Ashen patrician vampire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183553"/>
		<updated>2022-12-03T01:38:18Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Other Information */&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 = 110 &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 =  Moonsedge&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;
| 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 =  Disarm Weapon&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 = ?&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;Sleek and sinuous, the patrician vampire cuts a lithe figure in fine court attire, her coat a tailor&#039;s masterwork adorned with glittering samite the color of moonglow.  For all her finery, there is something otherworldly about her features: they are too fine and unsullied by blemishes, and there is an ashen pallor to her skin that cannot wholly be concealed by powder and paint.  Thin white fangs peek from between her blanched lips, giving her the appearance of being on the edge of a knowing smirk.&amp;lt;/pre&amp;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;
&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;
Ashen patrician vampires appear to have the ability to survive fatal critical damage and escape into adjacent rooms by turning into a silvery mist.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You gesture at an ashen patrician vampire.&lt;br /&gt;
Dozens of long thorns suddenly grow out from the ground underneath an ashen patrician vampire!&lt;br /&gt;
[SMR result: 292 (Open d100: 51, Bonus: 122)]&lt;br /&gt;
Several of the thorns jab into the vampire!&lt;br /&gt;
   ... hits for 11 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Deft strike to the back cracks vertebrae!&lt;br /&gt;
   ... hits for 33 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   &#039;&#039;&#039;Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Aghast at the affront of her injury, an ashen patrician vampire&#039;s eyes narrow into black slits.  Her body erupts into silvery mist that violently churns westward!&#039;&#039;&#039;&lt;br /&gt;
   The patrician vampire is stunned!&lt;br /&gt;
   ... hits for 35 points of damage!&lt;br /&gt;
An earthy, sweet aroma clings to an ashen patrician vampire in a murky haze, accompanied by soot brown specks of leaf mold.&lt;br /&gt;
The vitality of nature bestows you with a burst of strength!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They also have a version of [[Sympathy]] that is based on the [[Standard success resolution system]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An ashen patrician vampire stares at Player, his eyes whirling into pits of hypnotic shadow.&lt;br /&gt;
[SSR result: 141 (Open d100: 93)]&lt;br /&gt;
Player&#039;s&#039;s eyes begin to glow, turning the hollows of his face into deep chasms of shadow.&lt;br /&gt;
&lt;br /&gt;
Player shifts his focus to you...&lt;br /&gt;
Player gestures while summoning the spirits of nature to his aid...&lt;br /&gt;
Player gestures at you.&lt;br /&gt;
&lt;br /&gt;
A faint buzzing sound begins then grows louder as a small dark cloud forms and begins to move about wildly!&lt;br /&gt;
The swarm masses furiously in front of you, obscuring your vision.&lt;br /&gt;
Roundtime changed to 8 seconds.&lt;br /&gt;
Roundtime: 14 sec.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183119</id>
		<title>Ashen patrician vampire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183119"/>
		<updated>2022-11-26T01:50:19Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 110 &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 =  Moonsedge&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;
| 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 =  Disarm Weapon&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 = ?&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;Sleek and sinuous, the patrician vampire cuts a lithe figure in fine court attire, her coat a tailor&#039;s masterwork adorned with glittering samite the color of moonglow.  For all her finery, there is something otherworldly about her features: they are too fine and unsullied by blemishes, and there is an ashen pallor to her skin that cannot wholly be concealed by powder and paint.  Thin white fangs peek from between her blanched lips, giving her the appearance of being on the edge of a knowing smirk.&amp;lt;/pre&amp;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;
&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;
Ashen patrician vampires appear to have the ability to survive fatal critical damage and escape into adjacent rooms by turning into a silvery mist.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You gesture at an ashen patrician vampire.&lt;br /&gt;
Dozens of long thorns suddenly grow out from the ground underneath an ashen patrician vampire!&lt;br /&gt;
[SMR result: 292 (Open d100: 51, Bonus: 122)]&lt;br /&gt;
Several of the thorns jab into the vampire!&lt;br /&gt;
   ... hits for 11 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Deft strike to the back cracks vertebrae!&lt;br /&gt;
   ... hits for 33 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   &#039;&#039;&#039;Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Aghast at the affront of her injury, an ashen patrician vampire&#039;s eyes narrow into black slits.  Her body erupts into silvery mist that violently churns westward!&#039;&#039;&#039;&lt;br /&gt;
   The patrician vampire is stunned!&lt;br /&gt;
   ... hits for 35 points of damage!&lt;br /&gt;
An earthy, sweet aroma clings to an ashen patrician vampire in a murky haze, accompanied by soot brown specks of leaf mold.&lt;br /&gt;
The vitality of nature bestows you with a burst of strength!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183117</id>
		<title>Ashen patrician vampire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183117"/>
		<updated>2022-11-26T00:51:23Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 110 &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 =  Moonsedge&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;
| 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 = ? &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 = ?&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;Sleek and sinuous, the patrician vampire cuts a lithe figure in fine court attire, her coat a tailor&#039;s masterwork adorned with glittering samite the color of moonglow.  For all her finery, there is something otherworldly about her features: they are too fine and unsullied by blemishes, and there is an ashen pallor to her skin that cannot wholly be concealed by powder and paint.  Thin white fangs peek from between her blanched lips, giving her the appearance of being on the edge of a knowing smirk.&amp;lt;/pre&amp;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;
&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;
Ashen patrician vampires appear to have the ability to survive fatal critical damage and escape into adjacent rooms by turning into a silvery mist.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You gesture at an ashen patrician vampire.&lt;br /&gt;
Dozens of long thorns suddenly grow out from the ground underneath an ashen patrician vampire!&lt;br /&gt;
[SMR result: 292 (Open d100: 51, Bonus: 122)]&lt;br /&gt;
Several of the thorns jab into the vampire!&lt;br /&gt;
   ... hits for 11 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Deft strike to the back cracks vertebrae!&lt;br /&gt;
   ... hits for 33 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   &#039;&#039;&#039;Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Aghast at the affront of her injury, an ashen patrician vampire&#039;s eyes narrow into black slits.  Her body erupts into silvery mist that violently churns westward!&#039;&#039;&#039;&lt;br /&gt;
   The patrician vampire is stunned!&lt;br /&gt;
   ... hits for 35 points of damage!&lt;br /&gt;
An earthy, sweet aroma clings to an ashen patrician vampire in a murky haze, accompanied by soot brown specks of leaf mold.&lt;br /&gt;
The vitality of nature bestows you with a burst of strength!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183116</id>
		<title>Ashen patrician vampire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=183116"/>
		<updated>2022-11-26T00:48:56Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: Created page with &amp;quot; {{stub}} {{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 r...&amp;quot;&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 = 110 &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 =  Moonsedge&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;
| 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 = ? &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 = ?&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;Sleek and sinuous, the patrician vampire cuts a lithe figure in fine court attire, her coat a tailor&#039;s masterwork adorned with glittering samite the color of moonglow.  For all her finery, there is something otherworldly about her features: they are too fine and unsullied by blemishes, and there is an ashen pallor to her skin that cannot wholly be concealed by powder and paint.  Thin white fangs peek from between her blanched lips, giving her the appearance of being on the edge of a knowing smirk.&amp;lt;/pre&amp;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;
&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;
Ashen patrician vampires appear to have the ability to survive fatal critical damage and escape into adjacent rooms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You gesture at an ashen patrician vampire.&lt;br /&gt;
Dozens of long thorns suddenly grow out from the ground underneath an ashen patrician vampire!&lt;br /&gt;
[SMR result: 292 (Open d100: 51, Bonus: 122)]&lt;br /&gt;
Several of the thorns jab into the vampire!&lt;br /&gt;
   ... hits for 11 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Deft strike to the back cracks vertebrae!&lt;br /&gt;
   ... hits for 33 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   &#039;&#039;&#039;Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Aghast at the affront of her injury, an ashen patrician vampire&#039;s eyes narrow into black slits.  Her body erupts into silvery mist that violently churns westward!&#039;&#039;&#039;&lt;br /&gt;
   The patrician vampire is stunned!&lt;br /&gt;
   ... hits for 35 points of damage!&lt;br /&gt;
An earthy, sweet aroma clings to an ashen patrician vampire in a murky haze, accompanied by soot brown specks of leaf mold.&lt;br /&gt;
The vitality of nature bestows you with a burst of strength!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaudy_phantasmic_conjurer&amp;diff=183115</id>
		<title>Gaudy phantasmic conjurer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaudy_phantasmic_conjurer&amp;diff=183115"/>
		<updated>2022-11-26T00:36:00Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: Created page with &amp;quot; {{stub}} {{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 r...&amp;quot;&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 = 109 &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 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 = 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 = Moonsedge &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 =  &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 = ? &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 = ?&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 pale, silver-blue aura wavers around the phantasmic conjurer&#039;s form, muting the hues of his brightly colored robes.  Though insubstantial, the garments&#039; hues are a loud clash of vibrant reds and strident greys.  On his head, he wears a jaunty cap adorned with a flagrant white plume.  The conjurer&#039;s ghostly form is uninjured save for a jagged line across his neck.&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;{{addmetext}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=183113</id>
		<title>Smouldering skeletal dreadsteed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=183113"/>
		<updated>2022-11-25T23:37:14Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 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 = Equine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Quadruped &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 = Moonsedge &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 =  &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 = ? &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 = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a flame-scarred dreadsteed skull&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clad in fatigued barding, the skeletal dreadsteed is an ossified vestige of a powerful steed.  Bits of dried flesh cling to the bones, but its ribcage is an open ruin that holds a twisting, nebulous orb of phantasmal blue flame.  More cerulean fire sprouts from its skull, neck, and hinquarters as an unearthly mane and tail.  Its bony hooves are shod in old steel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;{{addmetext}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Infernal_death_knight&amp;diff=183112</id>
		<title>Infernal death knight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Infernal_death_knight&amp;diff=183112"/>
		<updated>2022-11-25T21:15:37Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 104 &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 = Moonsedge &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 =  &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 = ? &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 = ?&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;Judging from her height, the death knight is a mummified remnant of a powerful warrior, though the flesh has mostly come free from her animated bones.  Now, her heavy armor is all that holds her skeletal form together.  Her neck ends in a jagged ruin, but over the shattered fragments of her spine hovers a bleached skull that is wreathed in azure flames.  Fires burn malevolently in the skull&#039;s empty sockets.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;{{addmetext}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=183111</id>
		<title>Horned basalt grotesque</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=183111"/>
		<updated>2022-11-25T21:15:08Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 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 = &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 = Moonsedge &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 =  &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 = ? &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 = ?&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;Huge and hulking, the basalt grotesque is an imposing figure cut from black basalt.  Roughly humanoid in shape though not in particulars, the grotesque has a bestial visage.  The carved musculature of its back joins with two great wings that span wider than it is tall.  From its head sprouts a quintet of rounded horns.  Its eyes, a burning green, match the hue of a viridian soulstone embedded into the rock of its broad chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;{{addmetext}}&amp;lt;/pre&amp;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;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
incant &#039;&#039;&#039;301&#039;&#039;&#039;&lt;br /&gt;
Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Prayer of Holding...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a horned basalt grotesque.&lt;br /&gt;
&#039;&#039;&#039;Your spell is deflected by the grotesque&#039;s barrier in a flash of red light!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
incant &#039;&#039;&#039;317&#039;&#039;&#039; channel&lt;br /&gt;
You bow your head in prayer, and a radiant light engulfs your body.&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a horned basalt grotesque.&lt;br /&gt;
&#039;&#039;&#039;The evanescent shield shrouding a horned basalt grotesque fades briefly.&#039;&#039;&#039;&lt;br /&gt;
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a horned basalt grotesque!&lt;br /&gt;
  CS: +491 - TD: +471 + CvA: +25 + d100: +35 == +80&lt;br /&gt;
  Warded off!&lt;br /&gt;
&lt;br /&gt;
A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
Icy stalagmites burst from the ground beneath you!&lt;br /&gt;
[SMR result: 105 (Open d100: 7)]&lt;br /&gt;
&lt;br /&gt;
A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
A wave of formless black ripples moves outward from a horned basalt grotesque.&lt;br /&gt;
You are buffeted by the formless black waves and are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 19 sec.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
&lt;br /&gt;
...departing in 10 mins...&lt;br /&gt;
The viridian soulstone embedded into a horned basalt grotesque&#039;s chest flares with a churn of emerald light!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flickering_mist-wreathed_banshee&amp;diff=183110</id>
		<title>Flickering mist-wreathed banshee</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flickering_mist-wreathed_banshee&amp;diff=183110"/>
		<updated>2022-11-25T21:14:34Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 102 &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 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 = 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 = Moonsedge &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 =  &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 = ? &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 = ?&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;Mists pirouette about the tattered hem of the mist-wreathed banshee&#039;s gown so that it is unclear where the garment ends and they begin.  Though there are the remnants of loveliness to her visage, the banshee&#039;s cheeks are sunken and her eyes are empty chasms of shadow.  Dark hair, wild and unkempt, swirls around her face as if constantly blown by a howling breeze.  The banshee&#039;s form is barely substantial and light filters grimly through her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;{{addmetext}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=183109</id>
		<title>Smouldering skeletal dreadsteed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=183109"/>
		<updated>2022-11-25T21:13:57Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &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 = 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 = Equine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Quadruped &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 = Moonsedge &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 =  &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 = ? &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 = ?&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;Clad in fatigued barding, the skeletal dreadsteed is an ossified vestige of a powerful steed.  Bits of dried flesh cling to the bones, but its ribcage is an open ruin that holds a twisting, nebulous orb of phantasmal blue flame.  More cerulean fire sprouts from its skull, neck, and hinquarters as an unearthly mane and tail.  Its bony hooves are shod in old steel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;{{addmetext}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176439</id>
		<title>Ta&#039;Vaalor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176439"/>
		<updated>2022-09-10T04:52:48Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Invasions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EN-tavaalor.png|thumb|right|Ta&#039;Vaalor map by Nihrvanah]]&lt;br /&gt;
&#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039; is a militaristic elven city-state in northeastern Elanith ruled by the [[House of Vaalor]]. It is one of the five major states that comprise the [[Elven Nations]].&lt;br /&gt;
&lt;br /&gt;
== History and Geography ==&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Ta&#039;Vaalor, the work of the great [[Aradhul Vaalor]], is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others.&amp;quot;|[[Meachreasim Illistim]]}}&lt;br /&gt;
&lt;br /&gt;
Ta&#039;Vaalor was founded 210 years after the establishment of the Elven Calendar (48,897 years before the Modern Era), when Aradhul Vaalor led his house to the shores of the [[Mistydeep River]]. The central walled fortress was built on an island, with the river serving as a natural moat. To the west lie wide grassy plains dotted with farmlands and orchards, and to the east the terrain is rougher with swamps and woodlands. With the slow decline of the Elven Empire, some of the outer settlements have been abandoned to the wilderness. In recent times, the city has had to occasionally fend off incursions of orcs, trolls, and undead.&lt;br /&gt;
&lt;br /&gt;
The city was made accessible to adventurers in 5101 with the the opening of the trail across the [[Dragonspine Mountains]]. It is separated from [[Ta&#039;Illistim]] and its environs by the [[Lake of Fear]]. A free ferry service (funded by King Qalinor of Ta&#039;Vaalor) crosses the lake every 15 minutes or so.  Passengers can bribe the ferry captain to speed the journey along at the price of 5,000 silvers worth of gems or notes, or 2,500 for citizens. Experienced adventurers may also take the more dangerous [[Aradhul Road]] between the two realms.&lt;br /&gt;
&lt;br /&gt;
As part of the [[Teleportation review (saved posts)|Teleportation Review]], the [[Chronomage]]s allow instantaneous travel between Ta&#039;Vaalor, Ta&#039;Illistim, and Cysaegir. The cost of a daily pass is 5,000 silvers for unlimited round trips. As teleportation directly into Ta&#039;Vaalor is prohibited by law, the Chronomages maintain a stone turret southwest of the city, just past Victory Bridge.&lt;br /&gt;
&lt;br /&gt;
[[Qalinor Falustro Vaalor]] is the current King of Ta&#039;Vaalor, succeeding [[Tyrnian]] in 5113.&lt;br /&gt;
&lt;br /&gt;
Among the city&#039;s other wandering residents are a [[Guardians of Sunfist|dwarven recruiter]], a sleek golden ferret, a [[light-robed erithian woman]], the Guard Captain, [[Death&#039;s Sting|a middle-aged blonde elven priestess]], a [[Council of Light|ragged old blind man]], a [[Order of Voln|robed erithian monk]], and a [[white-robed acolyte]].&lt;br /&gt;
&lt;br /&gt;
== Help for new arrivals ==&lt;br /&gt;
{{main|Ta&#039;Vaalor new-player jobs}}&lt;br /&gt;
:&#039;&#039;See also: [[A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Young [[Player character|adventurers]] can earn silvers by running errands for [[Sassion]].  Sassion can be found in the building inside the [[Vermilion Gate]].  Pass beyond the curtain inside.  She&#039;ll ask you to deliver messages to the guards at the four gates and to the guard at the southernmost end of Amaranth Court.  By the way, these guards do sometimes get thirsty while on duty - so if you happen to have a glass of water handy, they may well appreciate it. &lt;br /&gt;
&lt;br /&gt;
Young adventurers should also ask the various shop proprietors for a job.  Some of them are looking for various goods and oddities.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&lt;br /&gt;
From Phoenatos 26, 5109 until Koaratos 26, 5120, upon the decree of King Tyrnian, visitors to Ta&#039;Vaalor were required to hold a monthly permit to do business. Having a permit allowed one to trade in the town shops and enter the city gates at night without being subjected to a lengthy personal search. Permits were free to new adventurers and to citizens, but cost several thousand silvers otherwise.&lt;br /&gt;
&lt;br /&gt;
This decree has been rescinded by King Qalinor. Visitors are no longer required to carry papers to enter or do business within the walls of the fortress.&lt;br /&gt;
&lt;br /&gt;
== The Crimson Legion ==&lt;br /&gt;
&lt;br /&gt;
{{main|Crimson Legion}}&lt;br /&gt;
&lt;br /&gt;
Any [[Vaalor]] elf and full citizen of Ta&#039;Vaalor has the opportunity to join the [[Crimson Legion]], the official army of Ta&#039;Vaalor, as a reservist.&lt;br /&gt;
&lt;br /&gt;
== Invasions ==&lt;br /&gt;
&lt;br /&gt;
A general guide for [[invasion]]s was posted by GM Mazreth in January 2017 describing the level breakdowns/locations of creatures.&amp;lt;sup&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3409]&amp;lt;/sup&amp;gt;  Not all invasions are guaranteed to follow this guideline.&lt;br /&gt;
&lt;br /&gt;
The general guide for [[invasion]]s was amended by GM Valyrka in September 2021 after suggestions were made during the annual OOC meeting. &amp;lt;sup&amp;gt;[https://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/Announcements/view/1354]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
!Creature Level||Gate&lt;br /&gt;
|-&lt;br /&gt;
|Lowest Level||Victory&lt;br /&gt;
|-&lt;br /&gt;
|Second Lowest||Amaranth&lt;br /&gt;
|-&lt;br /&gt;
|Third Lowest||Vermilion&lt;br /&gt;
|-&lt;br /&gt;
|Highest Level||Annatto&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Town Defenses===&lt;br /&gt;
{{main|Ta&#039;Vaalor/Defenses}}&lt;br /&gt;
Players may also avoid direct combat by taking advantage of the town&#039;s built-in defenses.&lt;br /&gt;
&lt;br /&gt;
== Places of interest ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=450px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Public&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* King&#039;s Court: main gathering place for adventurers&lt;br /&gt;
* [[Wyvern Keep]]: government offices located at the north end of Amaranth Court.&lt;br /&gt;
* [[Justice|Hall of Justice]]&lt;br /&gt;
* [[Co-operative Houses of Elanthia|Dancing Dachre]]&lt;br /&gt;
* Inns: [[Malwith Inn]] and [[The Legendary Rest]]&lt;br /&gt;
* Bars: [[Helgreth&#039;s Tavern]] (Certain races excluded) &lt;br /&gt;
* Delivery Service&lt;br /&gt;
* [[Character feature|New Look Pavilion]]&lt;br /&gt;
* [[Hall of the Arkati]] ([[town cleric]])&lt;br /&gt;
* [[Order of Lorekeepers|Silverwood Manor]]&lt;br /&gt;
* [[Theatre Andaire]]&lt;br /&gt;
* [[Burghal Gnome Enclave]]  - beneath Ta&#039;Vaalor, {{boldmono|SEARCH}} the city streets to find entrances&lt;br /&gt;
* [[Meeting Hall Organization|Ta&#039;Vaalor Hall]]&lt;br /&gt;
* [[Movers|Glimaerseen Moving Company]]&lt;br /&gt;
* [[Travel guide|Travel Office]]&lt;br /&gt;
* [[Adventurer&#039;s Guild]]&lt;br /&gt;
* [[Ta&#039;Vaalor Historical Society]]&lt;br /&gt;
* [[Etesian Villa]]: Premium hall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Citizen Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Guardian Keep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Amaranth Barracks&lt;br /&gt;
* Annatto Barracks&lt;br /&gt;
* Vermillion Barracks&lt;br /&gt;
* Victory Barracks&lt;br /&gt;
* [[Mess Hall]]&lt;br /&gt;
* [[The Crimson Raven]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Officers Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; text-align: center;height:15px&amp;quot;|Entrance is granted solely when escorted by a GM[[NPC]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The Golden Hawk]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Profession Guilds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bard Guild#Ta&#039;Vaalor|Bard]]&lt;br /&gt;
* [[Empath Guild (Ta&#039;Vaalor)|Empath]]&lt;br /&gt;
* [[Cleric Guild (Ta&#039;Vaalor)|Cleric]]&lt;br /&gt;
* [[Rogue Guild (Ta&#039;Vaalor)|Rogue]]&lt;br /&gt;
* [[Sorcerer Guild (Ta&#039;Vaalor)|Sorcerer]]&lt;br /&gt;
* [[Warrior Guild (Ta&#039;Vaalor)|Warrior]]&lt;br /&gt;
* [[Wizard Guild (Ta&#039;Vaalor)|Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
{{main|:Category:Ta&#039;Vaalor Shops}}&lt;br /&gt;
{| &lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armor&#039;&#039;&#039;&lt;br /&gt;
*[[Ta&#039;Vaalor Armory]]&lt;br /&gt;
*[[Vonder&#039;s Archery Supply]]&lt;br /&gt;
*[[Ta&#039;Vaalor Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Supplies&#039;&#039;&#039;&lt;br /&gt;
*[[Clentaran&#039;s Clerical Supply]]&lt;br /&gt;
*[[Elantaran&#039;s Magic Supply]]&lt;br /&gt;
*[[Triage Station]]&lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Clothing and Jewelry&#039;&#039;&#039;&lt;br /&gt;
*[[Tmareantha&#039;s Jewels]]&lt;br /&gt;
*[[General Exchange]]&lt;br /&gt;
*The Ta&#039;Vaalor [[Ta&#039;Vaalor, Men&#039;s Clothier|Men&#039;s]] and [[Ta&#039;Vaalor, Women&#039;s Clothier|Women&#039;s]] Clothiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Drink&#039;&#039;&#039;&lt;br /&gt;
*[[Annatto Rations Shop]]&lt;br /&gt;
*[[Sweethen&#039;s Bakeshop]]&lt;br /&gt;
*[[Casu&#039;s Coffee]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
*[[Dyer&#039;s tent|Ta&#039;Vaalor Dye Wares]]&lt;br /&gt;
*[[Forging|Ta&#039;Vaalor Forging Supply Shop]]&lt;br /&gt;
*[[Shind&#039;s Lockpicks]]&lt;br /&gt;
*[[Ambra&#039;s Musicalities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional shops may be found nearby in [[Ravelin]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{{Ta&#039;Vaalor clickable map}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;240px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Catacombs (Ta&#039;Vaalor)|Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long neglected and often used a convenient dumping ground for trash and deceased paupers, the catacombs of Ta&#039;Vaalor have become overrun with filth and vermin. A strong stomach (and a spare pair of boots) is strongly recommended for any who would seek to explore the unhealthy depths of Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
Rumors: Normally deserted, the catacombs have seen a recent influx of travellers. This has prompted the locals to suspect that something sinister may be afoot deep underneath their grand city.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Briar Thicket]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Briars, brambles and filth mark the presence of nature&#039;s artist, the kobold. Taking the local brush usually inhabited by rabbits and squirrels, the place has become dug up and twisted with a style infathomable by many, loved by few. Take an extra bar of soap with you if you plan any excursions into the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Lost hundreds of years ago, the single most powerful gem ever known was rumored to have been transformed and hidden within the thicket in plain sight. Many wizards have gone mad searching for it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Ant Hill]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This was once a fine farm, worthy of feeding a good part of the fine nation of elves. But nature once again proved more challenging as it ushered in doom in the form of ants. Making their home right in the center, the farmers were probably the wiser by leaving for greener fields.&lt;br /&gt;
&lt;br /&gt;
Rumors: The secrets of many places are known to those that do not desire.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Yander&#039;s Farm]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Lazy fields, country living. Time seems to slow when you visit this well known barn. The ever-absent Yander keeps a fair stock of rolton and urgh but one wonders how he makes a living as he is rarely if ever seen tending them.&lt;br /&gt;
&lt;br /&gt;
Rumors: Some say the entire barn is simply an elaborate ruse to hide a secret laboratory where the infamous Yander works dark magics for ill purpose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Rambling Meadows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-4&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Hilltop: 22-23&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nature&#039;s grasp reaches out in the overgrown fields and meadows of this region. A farm long abandoned leaves little clue to the reasons for rapid exodus of the former inhabitants. Still, the local ogres probably had a hand in it, though it&#039;s less likely that they have the wits to remember doing so.&lt;br /&gt;
&lt;br /&gt;
Rumors: Certain weeds are sharper than others and care must be taken not to sit in unfriendly fields.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Glaise Cnoc Cemetery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Unlike many outlying cemetaries in Elanthia, the Glaise Cnoc cemetery has been well kept and maintained as a suitable resting ground for the brave soldier-folk of Ta&#039;Vaalor. Unfortunately, the restless spirits of many soldiers slain before their time lay within the cemetery gates and can often be seen wandering aimlessly within. Caution is thereby urged upon those who seek passage beyond the gates.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said that the spirits of those who cannot rest will not harm the living who still mourn for their dead. However, spirit wards are always useful, just in case.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Plains of Bone]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Little can be said of death that can calm the soul of one who has laid eyes upon the Plains of Bone. Where scattered bones end, sculpted begins at the spiral-shaped gate made of the remains of those long forgotten. Not for the weak of heart.&lt;br /&gt;
&lt;br /&gt;
Rumors: Diamonds, hidden within the skulls of the dead, is a doom cry that fools use as an excuse for their mad schemes to harvest the area. It is their souls that are most often harvested.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Toadwort]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Near Ta&#039;Vaalor&#039;s Annatto Gate lies an unlikely dream location for the horticulturist -- the Toadwort. Although the area contains most of the unpleasant hallmarks of a swamp, such as insects, fetid water and mud, it is also home to an impressive array of plant life, from swamp buttercups to jewelweeds to a variety of mangrove trees. The lush growth has attracted wildlife, as well, some of which can be dangerous if startled. The faint of heart will want to avoid the more sinister areas of the Toadwort, which are marked by corpses and mysterious bubbling liquids. Whether these previous visitors fell victim to foul play or unfortunate accident is not always apparent, and inquisitive explorers are advised to be on their guard.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Lone Stone Bier, The Capsized Dory&lt;br /&gt;
&lt;br /&gt;
Rumors: It&#039;s said that the swampy Toadwort used to boast a campsite for travelers, but where it is and whether it is still used is unknown. The undead may also have a foothold in this swampy area, but few have returned to tell about it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Neartofar Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 11-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Known not for its coniferous trees, lush terrain and varied wildlife... but rather the extremely dangerous and menacing stockade defended by ogres bent on destroying everything that moves. As you might expect, care should be taken when travelling in the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Dark, twisted things live beneath the surface, waiting for the opportunity to escape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Grasslands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 14-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The wind has a plenty of field to wave within the grasslands of Ta&#039;Vaalor. Here you may find open fields both wild and tended, sporting several known grass types as well and fields of barley, apple orchards and grape vineyards. Don&#039;t let nature&#039;s beauty fool you, the wild life nearby can be dangerous.&lt;br /&gt;
&lt;br /&gt;
Rumors: Under the right stars, when the moon shines full, a single tree will sprout apples of pure gold. At least, that&#039;s what the elf said when he sold the land to the most recent owner.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Lunule Weald]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-27&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A wide swath of land breaking from swamp to hills to thick woodlands makes up the sprawling territory of Lunule Weald. At the heart of the forest the ruins of a religious settlement may be observed, the rubble of which bears silent testament to the failed attempt at civilization, and the ensuing massacre at the monks&#039; own hands. Expedition reports from the holy site have been mostly incomprehensible, but frequently make note that the influence of insanity is far from subtle, and that the forest itself is protective of its secrets.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Within the root embrace of an ancient carved tree in Perish Glen is a shrine to the wild goddess Zelia. Those who seek her blessing may find it here, or find madness, if there is a difference.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said the village deep within Felwood Grove was settled by Zelian monks in their pursuit of freedom from religious persecution, though the marks of violent insanity liberally evidenced throughout the wounded woods declare the foray a failure.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Sorcerer&#039;s Isle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Fethayl Bog]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 44-48&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dank and deadly. Three words that only begin to describe the setting of place you WANT to forget. Submersed deep within the bog is a decrepit mausoleum which fuels a nasty population of undead. Travel here is not recommended. On a lighter note, adventurers have advised that if the legions of undead within the bog don&#039;t kill you, the smell probably will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rumors: Locals claim that secret cabal of wizards, sorcerers and necromancers designed and created the entire area to some ill purpose at a dark and mysterious gathering known only as &#039;Simucon&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 82-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Ta&#039;Vaalor]]}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Ta&#039;Vaalor Area (map)|Area maps]]&lt;br /&gt;
* [[:Category:Ta&#039;Vaalor Hunting Areas|Hunting areas]]&lt;br /&gt;
* [[A beginner&#039;s guide to Ta&#039;Vaalor]]&lt;br /&gt;
* [[Ta&#039;Vaalor summer 2009 update (storyline)]]&lt;br /&gt;
* [[Crimson Legion]]&lt;br /&gt;
* [[Ta&#039;Vaalor new-player jobs]]&lt;br /&gt;
* [[Ilynov Journal]]&lt;br /&gt;
* [[Customs of the Elves of House Vaalor]]&lt;br /&gt;
* [[Vaalorian Medals and Decorations]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view Ta&#039;Vaalor Officials folder]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Ta&#039;Vaalor%20Hunting%20Areas/view Ta&#039;Vaalor Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Elven city-states]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Ta&#039;Vaalor| ]]&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176438</id>
		<title>Ta&#039;Vaalor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176438"/>
		<updated>2022-09-10T04:52:32Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Invasions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EN-tavaalor.png|thumb|right|Ta&#039;Vaalor map by Nihrvanah]]&lt;br /&gt;
&#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039; is a militaristic elven city-state in northeastern Elanith ruled by the [[House of Vaalor]]. It is one of the five major states that comprise the [[Elven Nations]].&lt;br /&gt;
&lt;br /&gt;
== History and Geography ==&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Ta&#039;Vaalor, the work of the great [[Aradhul Vaalor]], is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others.&amp;quot;|[[Meachreasim Illistim]]}}&lt;br /&gt;
&lt;br /&gt;
Ta&#039;Vaalor was founded 210 years after the establishment of the Elven Calendar (48,897 years before the Modern Era), when Aradhul Vaalor led his house to the shores of the [[Mistydeep River]]. The central walled fortress was built on an island, with the river serving as a natural moat. To the west lie wide grassy plains dotted with farmlands and orchards, and to the east the terrain is rougher with swamps and woodlands. With the slow decline of the Elven Empire, some of the outer settlements have been abandoned to the wilderness. In recent times, the city has had to occasionally fend off incursions of orcs, trolls, and undead.&lt;br /&gt;
&lt;br /&gt;
The city was made accessible to adventurers in 5101 with the the opening of the trail across the [[Dragonspine Mountains]]. It is separated from [[Ta&#039;Illistim]] and its environs by the [[Lake of Fear]]. A free ferry service (funded by King Qalinor of Ta&#039;Vaalor) crosses the lake every 15 minutes or so.  Passengers can bribe the ferry captain to speed the journey along at the price of 5,000 silvers worth of gems or notes, or 2,500 for citizens. Experienced adventurers may also take the more dangerous [[Aradhul Road]] between the two realms.&lt;br /&gt;
&lt;br /&gt;
As part of the [[Teleportation review (saved posts)|Teleportation Review]], the [[Chronomage]]s allow instantaneous travel between Ta&#039;Vaalor, Ta&#039;Illistim, and Cysaegir. The cost of a daily pass is 5,000 silvers for unlimited round trips. As teleportation directly into Ta&#039;Vaalor is prohibited by law, the Chronomages maintain a stone turret southwest of the city, just past Victory Bridge.&lt;br /&gt;
&lt;br /&gt;
[[Qalinor Falustro Vaalor]] is the current King of Ta&#039;Vaalor, succeeding [[Tyrnian]] in 5113.&lt;br /&gt;
&lt;br /&gt;
Among the city&#039;s other wandering residents are a [[Guardians of Sunfist|dwarven recruiter]], a sleek golden ferret, a [[light-robed erithian woman]], the Guard Captain, [[Death&#039;s Sting|a middle-aged blonde elven priestess]], a [[Council of Light|ragged old blind man]], a [[Order of Voln|robed erithian monk]], and a [[white-robed acolyte]].&lt;br /&gt;
&lt;br /&gt;
== Help for new arrivals ==&lt;br /&gt;
{{main|Ta&#039;Vaalor new-player jobs}}&lt;br /&gt;
:&#039;&#039;See also: [[A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Young [[Player character|adventurers]] can earn silvers by running errands for [[Sassion]].  Sassion can be found in the building inside the [[Vermilion Gate]].  Pass beyond the curtain inside.  She&#039;ll ask you to deliver messages to the guards at the four gates and to the guard at the southernmost end of Amaranth Court.  By the way, these guards do sometimes get thirsty while on duty - so if you happen to have a glass of water handy, they may well appreciate it. &lt;br /&gt;
&lt;br /&gt;
Young adventurers should also ask the various shop proprietors for a job.  Some of them are looking for various goods and oddities.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&lt;br /&gt;
From Phoenatos 26, 5109 until Koaratos 26, 5120, upon the decree of King Tyrnian, visitors to Ta&#039;Vaalor were required to hold a monthly permit to do business. Having a permit allowed one to trade in the town shops and enter the city gates at night without being subjected to a lengthy personal search. Permits were free to new adventurers and to citizens, but cost several thousand silvers otherwise.&lt;br /&gt;
&lt;br /&gt;
This decree has been rescinded by King Qalinor. Visitors are no longer required to carry papers to enter or do business within the walls of the fortress.&lt;br /&gt;
&lt;br /&gt;
== The Crimson Legion ==&lt;br /&gt;
&lt;br /&gt;
{{main|Crimson Legion}}&lt;br /&gt;
&lt;br /&gt;
Any [[Vaalor]] elf and full citizen of Ta&#039;Vaalor has the opportunity to join the [[Crimson Legion]], the official army of Ta&#039;Vaalor, as a reservist.&lt;br /&gt;
&lt;br /&gt;
== Invasions ==&lt;br /&gt;
&lt;br /&gt;
A general guide for [[invasion]]s was posted by GM Mazreth in January 2017 describing the level breakdowns/locations of creatures.&amp;lt;sup&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3409]&amp;lt;/sup&amp;gt;  Not all invasions are guaranteed to follow this guideline.&lt;br /&gt;
&lt;br /&gt;
The general guide for [[invasion]]s was amended by GM Valyrka in September 2021 after suggestions were made during an annual OOC meeting. &amp;lt;sup&amp;gt;[https://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/Announcements/view/1354]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
!Creature Level||Gate&lt;br /&gt;
|-&lt;br /&gt;
|Lowest Level||Victory&lt;br /&gt;
|-&lt;br /&gt;
|Second Lowest||Amaranth&lt;br /&gt;
|-&lt;br /&gt;
|Third Lowest||Vermilion&lt;br /&gt;
|-&lt;br /&gt;
|Highest Level||Annatto&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Town Defenses===&lt;br /&gt;
{{main|Ta&#039;Vaalor/Defenses}}&lt;br /&gt;
Players may also avoid direct combat by taking advantage of the town&#039;s built-in defenses.&lt;br /&gt;
&lt;br /&gt;
== Places of interest ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=450px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Public&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* King&#039;s Court: main gathering place for adventurers&lt;br /&gt;
* [[Wyvern Keep]]: government offices located at the north end of Amaranth Court.&lt;br /&gt;
* [[Justice|Hall of Justice]]&lt;br /&gt;
* [[Co-operative Houses of Elanthia|Dancing Dachre]]&lt;br /&gt;
* Inns: [[Malwith Inn]] and [[The Legendary Rest]]&lt;br /&gt;
* Bars: [[Helgreth&#039;s Tavern]] (Certain races excluded) &lt;br /&gt;
* Delivery Service&lt;br /&gt;
* [[Character feature|New Look Pavilion]]&lt;br /&gt;
* [[Hall of the Arkati]] ([[town cleric]])&lt;br /&gt;
* [[Order of Lorekeepers|Silverwood Manor]]&lt;br /&gt;
* [[Theatre Andaire]]&lt;br /&gt;
* [[Burghal Gnome Enclave]]  - beneath Ta&#039;Vaalor, {{boldmono|SEARCH}} the city streets to find entrances&lt;br /&gt;
* [[Meeting Hall Organization|Ta&#039;Vaalor Hall]]&lt;br /&gt;
* [[Movers|Glimaerseen Moving Company]]&lt;br /&gt;
* [[Travel guide|Travel Office]]&lt;br /&gt;
* [[Adventurer&#039;s Guild]]&lt;br /&gt;
* [[Ta&#039;Vaalor Historical Society]]&lt;br /&gt;
* [[Etesian Villa]]: Premium hall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Citizen Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Guardian Keep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Amaranth Barracks&lt;br /&gt;
* Annatto Barracks&lt;br /&gt;
* Vermillion Barracks&lt;br /&gt;
* Victory Barracks&lt;br /&gt;
* [[Mess Hall]]&lt;br /&gt;
* [[The Crimson Raven]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Officers Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; text-align: center;height:15px&amp;quot;|Entrance is granted solely when escorted by a GM[[NPC]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The Golden Hawk]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Profession Guilds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bard Guild#Ta&#039;Vaalor|Bard]]&lt;br /&gt;
* [[Empath Guild (Ta&#039;Vaalor)|Empath]]&lt;br /&gt;
* [[Cleric Guild (Ta&#039;Vaalor)|Cleric]]&lt;br /&gt;
* [[Rogue Guild (Ta&#039;Vaalor)|Rogue]]&lt;br /&gt;
* [[Sorcerer Guild (Ta&#039;Vaalor)|Sorcerer]]&lt;br /&gt;
* [[Warrior Guild (Ta&#039;Vaalor)|Warrior]]&lt;br /&gt;
* [[Wizard Guild (Ta&#039;Vaalor)|Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
{{main|:Category:Ta&#039;Vaalor Shops}}&lt;br /&gt;
{| &lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armor&#039;&#039;&#039;&lt;br /&gt;
*[[Ta&#039;Vaalor Armory]]&lt;br /&gt;
*[[Vonder&#039;s Archery Supply]]&lt;br /&gt;
*[[Ta&#039;Vaalor Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Supplies&#039;&#039;&#039;&lt;br /&gt;
*[[Clentaran&#039;s Clerical Supply]]&lt;br /&gt;
*[[Elantaran&#039;s Magic Supply]]&lt;br /&gt;
*[[Triage Station]]&lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Clothing and Jewelry&#039;&#039;&#039;&lt;br /&gt;
*[[Tmareantha&#039;s Jewels]]&lt;br /&gt;
*[[General Exchange]]&lt;br /&gt;
*The Ta&#039;Vaalor [[Ta&#039;Vaalor, Men&#039;s Clothier|Men&#039;s]] and [[Ta&#039;Vaalor, Women&#039;s Clothier|Women&#039;s]] Clothiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Drink&#039;&#039;&#039;&lt;br /&gt;
*[[Annatto Rations Shop]]&lt;br /&gt;
*[[Sweethen&#039;s Bakeshop]]&lt;br /&gt;
*[[Casu&#039;s Coffee]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
*[[Dyer&#039;s tent|Ta&#039;Vaalor Dye Wares]]&lt;br /&gt;
*[[Forging|Ta&#039;Vaalor Forging Supply Shop]]&lt;br /&gt;
*[[Shind&#039;s Lockpicks]]&lt;br /&gt;
*[[Ambra&#039;s Musicalities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional shops may be found nearby in [[Ravelin]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{{Ta&#039;Vaalor clickable map}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;240px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Catacombs (Ta&#039;Vaalor)|Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long neglected and often used a convenient dumping ground for trash and deceased paupers, the catacombs of Ta&#039;Vaalor have become overrun with filth and vermin. A strong stomach (and a spare pair of boots) is strongly recommended for any who would seek to explore the unhealthy depths of Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
Rumors: Normally deserted, the catacombs have seen a recent influx of travellers. This has prompted the locals to suspect that something sinister may be afoot deep underneath their grand city.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Briar Thicket]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Briars, brambles and filth mark the presence of nature&#039;s artist, the kobold. Taking the local brush usually inhabited by rabbits and squirrels, the place has become dug up and twisted with a style infathomable by many, loved by few. Take an extra bar of soap with you if you plan any excursions into the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Lost hundreds of years ago, the single most powerful gem ever known was rumored to have been transformed and hidden within the thicket in plain sight. Many wizards have gone mad searching for it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Ant Hill]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This was once a fine farm, worthy of feeding a good part of the fine nation of elves. But nature once again proved more challenging as it ushered in doom in the form of ants. Making their home right in the center, the farmers were probably the wiser by leaving for greener fields.&lt;br /&gt;
&lt;br /&gt;
Rumors: The secrets of many places are known to those that do not desire.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Yander&#039;s Farm]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Lazy fields, country living. Time seems to slow when you visit this well known barn. The ever-absent Yander keeps a fair stock of rolton and urgh but one wonders how he makes a living as he is rarely if ever seen tending them.&lt;br /&gt;
&lt;br /&gt;
Rumors: Some say the entire barn is simply an elaborate ruse to hide a secret laboratory where the infamous Yander works dark magics for ill purpose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Rambling Meadows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-4&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Hilltop: 22-23&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nature&#039;s grasp reaches out in the overgrown fields and meadows of this region. A farm long abandoned leaves little clue to the reasons for rapid exodus of the former inhabitants. Still, the local ogres probably had a hand in it, though it&#039;s less likely that they have the wits to remember doing so.&lt;br /&gt;
&lt;br /&gt;
Rumors: Certain weeds are sharper than others and care must be taken not to sit in unfriendly fields.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Glaise Cnoc Cemetery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Unlike many outlying cemetaries in Elanthia, the Glaise Cnoc cemetery has been well kept and maintained as a suitable resting ground for the brave soldier-folk of Ta&#039;Vaalor. Unfortunately, the restless spirits of many soldiers slain before their time lay within the cemetery gates and can often be seen wandering aimlessly within. Caution is thereby urged upon those who seek passage beyond the gates.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said that the spirits of those who cannot rest will not harm the living who still mourn for their dead. However, spirit wards are always useful, just in case.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Plains of Bone]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Little can be said of death that can calm the soul of one who has laid eyes upon the Plains of Bone. Where scattered bones end, sculpted begins at the spiral-shaped gate made of the remains of those long forgotten. Not for the weak of heart.&lt;br /&gt;
&lt;br /&gt;
Rumors: Diamonds, hidden within the skulls of the dead, is a doom cry that fools use as an excuse for their mad schemes to harvest the area. It is their souls that are most often harvested.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Toadwort]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Near Ta&#039;Vaalor&#039;s Annatto Gate lies an unlikely dream location for the horticulturist -- the Toadwort. Although the area contains most of the unpleasant hallmarks of a swamp, such as insects, fetid water and mud, it is also home to an impressive array of plant life, from swamp buttercups to jewelweeds to a variety of mangrove trees. The lush growth has attracted wildlife, as well, some of which can be dangerous if startled. The faint of heart will want to avoid the more sinister areas of the Toadwort, which are marked by corpses and mysterious bubbling liquids. Whether these previous visitors fell victim to foul play or unfortunate accident is not always apparent, and inquisitive explorers are advised to be on their guard.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Lone Stone Bier, The Capsized Dory&lt;br /&gt;
&lt;br /&gt;
Rumors: It&#039;s said that the swampy Toadwort used to boast a campsite for travelers, but where it is and whether it is still used is unknown. The undead may also have a foothold in this swampy area, but few have returned to tell about it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Neartofar Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 11-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Known not for its coniferous trees, lush terrain and varied wildlife... but rather the extremely dangerous and menacing stockade defended by ogres bent on destroying everything that moves. As you might expect, care should be taken when travelling in the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Dark, twisted things live beneath the surface, waiting for the opportunity to escape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Grasslands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 14-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The wind has a plenty of field to wave within the grasslands of Ta&#039;Vaalor. Here you may find open fields both wild and tended, sporting several known grass types as well and fields of barley, apple orchards and grape vineyards. Don&#039;t let nature&#039;s beauty fool you, the wild life nearby can be dangerous.&lt;br /&gt;
&lt;br /&gt;
Rumors: Under the right stars, when the moon shines full, a single tree will sprout apples of pure gold. At least, that&#039;s what the elf said when he sold the land to the most recent owner.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Lunule Weald]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-27&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A wide swath of land breaking from swamp to hills to thick woodlands makes up the sprawling territory of Lunule Weald. At the heart of the forest the ruins of a religious settlement may be observed, the rubble of which bears silent testament to the failed attempt at civilization, and the ensuing massacre at the monks&#039; own hands. Expedition reports from the holy site have been mostly incomprehensible, but frequently make note that the influence of insanity is far from subtle, and that the forest itself is protective of its secrets.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Within the root embrace of an ancient carved tree in Perish Glen is a shrine to the wild goddess Zelia. Those who seek her blessing may find it here, or find madness, if there is a difference.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said the village deep within Felwood Grove was settled by Zelian monks in their pursuit of freedom from religious persecution, though the marks of violent insanity liberally evidenced throughout the wounded woods declare the foray a failure.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Sorcerer&#039;s Isle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Fethayl Bog]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 44-48&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dank and deadly. Three words that only begin to describe the setting of place you WANT to forget. Submersed deep within the bog is a decrepit mausoleum which fuels a nasty population of undead. Travel here is not recommended. On a lighter note, adventurers have advised that if the legions of undead within the bog don&#039;t kill you, the smell probably will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rumors: Locals claim that secret cabal of wizards, sorcerers and necromancers designed and created the entire area to some ill purpose at a dark and mysterious gathering known only as &#039;Simucon&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 82-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Ta&#039;Vaalor]]}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Ta&#039;Vaalor Area (map)|Area maps]]&lt;br /&gt;
* [[:Category:Ta&#039;Vaalor Hunting Areas|Hunting areas]]&lt;br /&gt;
* [[A beginner&#039;s guide to Ta&#039;Vaalor]]&lt;br /&gt;
* [[Ta&#039;Vaalor summer 2009 update (storyline)]]&lt;br /&gt;
* [[Crimson Legion]]&lt;br /&gt;
* [[Ta&#039;Vaalor new-player jobs]]&lt;br /&gt;
* [[Ilynov Journal]]&lt;br /&gt;
* [[Customs of the Elves of House Vaalor]]&lt;br /&gt;
* [[Vaalorian Medals and Decorations]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view Ta&#039;Vaalor Officials folder]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Ta&#039;Vaalor%20Hunting%20Areas/view Ta&#039;Vaalor Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Elven city-states]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Ta&#039;Vaalor| ]]&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176436</id>
		<title>Ta&#039;Vaalor/Defenses</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176436"/>
		<updated>2022-09-10T04:44:57Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Firing the Fire Drake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} Ta&#039;Vaalor uses [[town defense systems]] as detailed below. The [[Crimson Legion]] helps to defend [[Ta&#039;Vaalor]] as well.&lt;br /&gt;
&lt;br /&gt;
==Ballista==&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistainfo}} More information is available at [[Town defense systems#Ballistae|town defense systems]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistaoperation}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ballistae. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
===Ammunition===&lt;br /&gt;
{{#section:Town defense systems|ballistaammunition}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ammunition. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Fire Drake==&lt;br /&gt;
Access to the Drake can be found just inside Annatto Gate. Defenders can {{boldmono|SEARCH}} to discover a trapdoor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Vaalor, Annatto Wey - 3523] (u14100038)&lt;br /&gt;
A large stone building, with a small mithglin sign posted above its open doorway, stands near the elaborately carved Annatto Gate.  The building&#039;s pristine limestone facade is adorned with several crimson and gold pennants.  A young elven legionnaire stands at attention, guarding the entry and nodding respectfully to the few officers moving in and out of the building at the late hour.  Several city guardsmen carefully inspect travelers passing through the gates.  You also see a peak tiger and a wooden barrel.&lt;br /&gt;
Obvious paths: north, west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You make a careful search of the area and discover a flame-shaped trapdoor!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once on the other side of the trapdoor, defenders can make their way to the Orb Storage Room by traveling: se, se, se, se, climb ladder, climb rungs, down, go arch.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Orb Storage Room - 25635] (u14115003)&lt;br /&gt;
This room, occupying the base of the drake is built of heavy, rough-cut blocks of stone.  Overhead, a platform provides access to the mithril chamber.  The room is impeccably clean and illuminated with blue-tinged light cast by several small globes mounted to the walls.  You also see a concave pedestal, a mithril chamber, a large rack, the alchemist Tarlier and a ladder.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, access to the Drake is restricted to those with full or partial citizenship of Ta&#039;Vaalor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;go arch&lt;br /&gt;
You cannot enter.  This area is for citizens only.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the Fire Drake===&lt;br /&gt;
Once inside the Orb Storage Room, defenders must lower the pedestal so alchemist Tarlier can prepare an orb. You can lower the pedestal by {{boldmono|KICK}}ing it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;kick pedestal&lt;br /&gt;
You kick the lever on the pedestal which releases the gears to wind the pedestal back down to the floor.&lt;br /&gt;
&lt;br /&gt;
Tarlier grabs a glass orb from the rack and fills it with a bright orange liquid and mutters something while running his hand across the surface of the orb.  Placing it on the pedestal, he says, &amp;quot;Ready for....deployment.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Tarlier has loaded an orb onto the pedestal, it must be raised into position. To raise the pedestal, defenders must {{boldmono|TURN}} it into position. It takes two turns to fully prime the Drake, each turn producing 10 seconds of roundtime. This action can be performed by two defenders in order to speed up the process.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank on the pedestal and it travels about halfway up to the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank and the pedestal rises up into the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firing the Fire Drake===&lt;br /&gt;
After the pedestal has been loaded with an orb and raised into position, the Drake is ready to be fired. A defender must {{boldmono|CLIMB}} the {{boldmono|LADDER}} into the upper level of the Fire Drake and {{boldmono|PUSH}} the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You climb up a ladder.&lt;br /&gt;
[Fire Drake, Upper Level - 25634] (u14115004)&lt;br /&gt;
Rounded walls, obviously the interior of the drake&#039;s torso, enclose this space.  A sturdy platform that covers the majority of the chamber overlooks the room below.  You also see a rectangular window, a ladder and a striker.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While manning the Upper Levels, defenders can {{boldmono|PEER}} through the {{boldmono|WINDOW}} to watch the bridge below in order to time the firing of the Drake for maximum effect.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;peer window&lt;br /&gt;
Gazing into the window, you see...&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Vaalor, Annatto Bridge - 10494] (u14100040)&lt;br /&gt;
The limestone bridge stretches across the Mistydeep, the quiet trickle of the water as it tumbles past the bridge&#039;s massive supports barely carrying on the breeze.  Several city guardsmen stand at alert, examining passersby as they enter and exit the city.&lt;br /&gt;
Obvious paths: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teamwork===&lt;br /&gt;
Once the Drake has been fired, the pedestal can be lowered and reloaded. This defensive weapon is most efficient when operated by a group. While it&#039;s possible to be manned solo, it&#039;s better with two, and best with three (two defenders working the pedestal in the Orb Storage Room and one manning the {{boldmono|STRIKER}}.) Defenders in each location can see what the other is doing, facilitating teamwork and timing. While in the Orb Storage Room, you can see when the defender in the Upper Level pushes the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Aharil slams the striker forward into the mithril enclosure.&lt;br /&gt;
The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, the defender in the Upper Level can see when the pedestal is lowered and raised.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal about halfway up.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal into the mithril chamber.&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The pedestal retracts back down to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Town defense systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Vaalor]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176435</id>
		<title>Ta&#039;Vaalor/Defenses</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176435"/>
		<updated>2022-09-10T04:44:35Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Firing the Fire Drake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} Ta&#039;Vaalor uses [[town defense systems]] as detailed below. The [[Crimson Legion]] helps to defend [[Ta&#039;Vaalor]] as well.&lt;br /&gt;
&lt;br /&gt;
==Ballista==&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistainfo}} More information is available at [[Town defense systems#Ballistae|town defense systems]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistaoperation}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ballistae. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
===Ammunition===&lt;br /&gt;
{{#section:Town defense systems|ballistaammunition}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ammunition. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Fire Drake==&lt;br /&gt;
Access to the Drake can be found just inside Annatto Gate. Defenders can {{boldmono|SEARCH}} to discover a trapdoor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Vaalor, Annatto Wey - 3523] (u14100038)&lt;br /&gt;
A large stone building, with a small mithglin sign posted above its open doorway, stands near the elaborately carved Annatto Gate.  The building&#039;s pristine limestone facade is adorned with several crimson and gold pennants.  A young elven legionnaire stands at attention, guarding the entry and nodding respectfully to the few officers moving in and out of the building at the late hour.  Several city guardsmen carefully inspect travelers passing through the gates.  You also see a peak tiger and a wooden barrel.&lt;br /&gt;
Obvious paths: north, west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You make a careful search of the area and discover a flame-shaped trapdoor!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once on the other side of the trapdoor, defenders can make their way to the Orb Storage Room by traveling: se, se, se, se, climb ladder, climb rungs, down, go arch.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Orb Storage Room - 25635] (u14115003)&lt;br /&gt;
This room, occupying the base of the drake is built of heavy, rough-cut blocks of stone.  Overhead, a platform provides access to the mithril chamber.  The room is impeccably clean and illuminated with blue-tinged light cast by several small globes mounted to the walls.  You also see a concave pedestal, a mithril chamber, a large rack, the alchemist Tarlier and a ladder.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, access to the Drake is restricted to those with full or partial citizenship of Ta&#039;Vaalor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;go arch&lt;br /&gt;
You cannot enter.  This area is for citizens only.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the Fire Drake===&lt;br /&gt;
Once inside the Orb Storage Room, defenders must lower the pedestal so alchemist Tarlier can prepare an orb. You can lower the pedestal by {{boldmono|KICK}}ing it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;kick pedestal&lt;br /&gt;
You kick the lever on the pedestal which releases the gears to wind the pedestal back down to the floor.&lt;br /&gt;
&lt;br /&gt;
Tarlier grabs a glass orb from the rack and fills it with a bright orange liquid and mutters something while running his hand across the surface of the orb.  Placing it on the pedestal, he says, &amp;quot;Ready for....deployment.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Tarlier has loaded an orb onto the pedestal, it must be raised into position. To raise the pedestal, defenders must {{boldmono|TURN}} it into position. It takes two turns to fully prime the Drake, each turn producing 10 seconds of roundtime. This action can be performed by two defenders in order to speed up the process.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank on the pedestal and it travels about halfway up to the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank and the pedestal rises up into the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firing the Fire Drake===&lt;br /&gt;
After the pedestal has been loaded with an orb and raised into position, the Drake is ready to be fired. A defender must {{boldmono|CLIMB}} the {{boldmono|LADDER}} into the upper level of the Fire Drake and {{boldmono|PUSH}} the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You climb up a ladder.&lt;br /&gt;
[Fire Drake, Upper Level - 25634] (u14115004)&lt;br /&gt;
Rounded walls, obviously the interior of the drake&#039;s torso, enclose this space.  A sturdy platform that covers the majority of the chamber overlooks the room below.  You also see a rectangular window, a ladder and a striker.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While manning the Upper Levels, defenders can {{boldmono|PEER}} through the {{boldmono|WINDOW}} to watch the bridge below and time the firing of the Drake for maximum effect.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;peer window&lt;br /&gt;
Gazing into the window, you see...&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Vaalor, Annatto Bridge - 10494] (u14100040)&lt;br /&gt;
The limestone bridge stretches across the Mistydeep, the quiet trickle of the water as it tumbles past the bridge&#039;s massive supports barely carrying on the breeze.  Several city guardsmen stand at alert, examining passersby as they enter and exit the city.&lt;br /&gt;
Obvious paths: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teamwork===&lt;br /&gt;
Once the Drake has been fired, the pedestal can be lowered and reloaded. This defensive weapon is most efficient when operated by a group. While it&#039;s possible to be manned solo, it&#039;s better with two, and best with three (two defenders working the pedestal in the Orb Storage Room and one manning the {{boldmono|STRIKER}}.) Defenders in each location can see what the other is doing, facilitating teamwork and timing. While in the Orb Storage Room, you can see when the defender in the Upper Level pushes the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Aharil slams the striker forward into the mithril enclosure.&lt;br /&gt;
The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, the defender in the Upper Level can see when the pedestal is lowered and raised.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal about halfway up.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal into the mithril chamber.&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The pedestal retracts back down to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Town defense systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Vaalor]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176429</id>
		<title>Ta&#039;Vaalor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176429"/>
		<updated>2022-09-10T04:37:01Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* Invasions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EN-tavaalor.png|thumb|right|Ta&#039;Vaalor map by Nihrvanah]]&lt;br /&gt;
&#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039; is a militaristic elven city-state in northeastern Elanith ruled by the [[House of Vaalor]]. It is one of the five major states that comprise the [[Elven Nations]].&lt;br /&gt;
&lt;br /&gt;
== History and Geography ==&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Ta&#039;Vaalor, the work of the great [[Aradhul Vaalor]], is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others.&amp;quot;|[[Meachreasim Illistim]]}}&lt;br /&gt;
&lt;br /&gt;
Ta&#039;Vaalor was founded 210 years after the establishment of the Elven Calendar (48,897 years before the Modern Era), when Aradhul Vaalor led his house to the shores of the [[Mistydeep River]]. The central walled fortress was built on an island, with the river serving as a natural moat. To the west lie wide grassy plains dotted with farmlands and orchards, and to the east the terrain is rougher with swamps and woodlands. With the slow decline of the Elven Empire, some of the outer settlements have been abandoned to the wilderness. In recent times, the city has had to occasionally fend off incursions of orcs, trolls, and undead.&lt;br /&gt;
&lt;br /&gt;
The city was made accessible to adventurers in 5101 with the the opening of the trail across the [[Dragonspine Mountains]]. It is separated from [[Ta&#039;Illistim]] and its environs by the [[Lake of Fear]]. A free ferry service (funded by King Qalinor of Ta&#039;Vaalor) crosses the lake every 15 minutes or so.  Passengers can bribe the ferry captain to speed the journey along at the price of 5,000 silvers worth of gems or notes, or 2,500 for citizens. Experienced adventurers may also take the more dangerous [[Aradhul Road]] between the two realms.&lt;br /&gt;
&lt;br /&gt;
As part of the [[Teleportation review (saved posts)|Teleportation Review]], the [[Chronomage]]s allow instantaneous travel between Ta&#039;Vaalor, Ta&#039;Illistim, and Cysaegir. The cost of a daily pass is 5,000 silvers for unlimited round trips. As teleportation directly into Ta&#039;Vaalor is prohibited by law, the Chronomages maintain a stone turret southwest of the city, just past Victory Bridge.&lt;br /&gt;
&lt;br /&gt;
[[Qalinor Falustro Vaalor]] is the current King of Ta&#039;Vaalor, succeeding [[Tyrnian]] in 5113.&lt;br /&gt;
&lt;br /&gt;
Among the city&#039;s other wandering residents are a [[Guardians of Sunfist|dwarven recruiter]], a sleek golden ferret, a [[light-robed erithian woman]], the Guard Captain, [[Death&#039;s Sting|a middle-aged blonde elven priestess]], a [[Council of Light|ragged old blind man]], a [[Order of Voln|robed erithian monk]], and a [[white-robed acolyte]].&lt;br /&gt;
&lt;br /&gt;
== Help for new arrivals ==&lt;br /&gt;
{{main|Ta&#039;Vaalor new-player jobs}}&lt;br /&gt;
:&#039;&#039;See also: [[A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Young [[Player character|adventurers]] can earn silvers by running errands for [[Sassion]].  Sassion can be found in the building inside the [[Vermilion Gate]].  Pass beyond the curtain inside.  She&#039;ll ask you to deliver messages to the guards at the four gates and to the guard at the southernmost end of Amaranth Court.  By the way, these guards do sometimes get thirsty while on duty - so if you happen to have a glass of water handy, they may well appreciate it. &lt;br /&gt;
&lt;br /&gt;
Young adventurers should also ask the various shop proprietors for a job.  Some of them are looking for various goods and oddities.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&lt;br /&gt;
From Phoenatos 26, 5109 until Koaratos 26, 5120, upon the decree of King Tyrnian, visitors to Ta&#039;Vaalor were required to hold a monthly permit to do business. Having a permit allowed one to trade in the town shops and enter the city gates at night without being subjected to a lengthy personal search. Permits were free to new adventurers and to citizens, but cost several thousand silvers otherwise.&lt;br /&gt;
&lt;br /&gt;
This decree has been rescinded by King Qalinor. Visitors are no longer required to carry papers to enter or do business within the walls of the fortress.&lt;br /&gt;
&lt;br /&gt;
== The Crimson Legion ==&lt;br /&gt;
&lt;br /&gt;
{{main|Crimson Legion}}&lt;br /&gt;
&lt;br /&gt;
Any [[Vaalor]] elf and full citizen of Ta&#039;Vaalor has the opportunity to join the [[Crimson Legion]], the official army of Ta&#039;Vaalor, as a reservist.&lt;br /&gt;
&lt;br /&gt;
== Invasions ==&lt;br /&gt;
&lt;br /&gt;
A general guide for [[invasion]]s was posted by GM Mazreth in January 2017 describing the level breakdowns/locations of creatures.&amp;lt;sup&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3409]&amp;lt;/sup&amp;gt;  Not all invasions are guaranteed to follow this guideline.&lt;br /&gt;
&lt;br /&gt;
The general guide for [[invasion]]s was amended by GM Valyrka in September 2021 after suggestions made during an annual OOC meeting. &amp;lt;sup&amp;gt;[https://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/Announcements/view/1354]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
!Creature Level||Gate&lt;br /&gt;
|-&lt;br /&gt;
|Lowest Level||Victory&lt;br /&gt;
|-&lt;br /&gt;
|Second Lowest||Amaranth&lt;br /&gt;
|-&lt;br /&gt;
|Third Lowest||Vermilion&lt;br /&gt;
|-&lt;br /&gt;
|Highest Level||Annatto&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Town Defenses===&lt;br /&gt;
{{main|Ta&#039;Vaalor/Defenses}}&lt;br /&gt;
Players may also avoid direct combat by taking advantage of the town&#039;s built-in defenses.&lt;br /&gt;
&lt;br /&gt;
== Places of interest ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=450px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Public&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* King&#039;s Court: main gathering place for adventurers&lt;br /&gt;
* [[Wyvern Keep]]: government offices located at the north end of Amaranth Court.&lt;br /&gt;
* [[Justice|Hall of Justice]]&lt;br /&gt;
* [[Co-operative Houses of Elanthia|Dancing Dachre]]&lt;br /&gt;
* Inns: [[Malwith Inn]] and [[The Legendary Rest]]&lt;br /&gt;
* Bars: [[Helgreth&#039;s Tavern]] (Certain races excluded) &lt;br /&gt;
* Delivery Service&lt;br /&gt;
* [[Character feature|New Look Pavilion]]&lt;br /&gt;
* [[Hall of the Arkati]] ([[town cleric]])&lt;br /&gt;
* [[Order of Lorekeepers|Silverwood Manor]]&lt;br /&gt;
* [[Theatre Andaire]]&lt;br /&gt;
* [[Burghal Gnome Enclave]]  - beneath Ta&#039;Vaalor, {{boldmono|SEARCH}} the city streets to find entrances&lt;br /&gt;
* [[Meeting Hall Organization|Ta&#039;Vaalor Hall]]&lt;br /&gt;
* [[Movers|Glimaerseen Moving Company]]&lt;br /&gt;
* [[Travel guide|Travel Office]]&lt;br /&gt;
* [[Adventurer&#039;s Guild]]&lt;br /&gt;
* [[Ta&#039;Vaalor Historical Society]]&lt;br /&gt;
* [[Etesian Villa]]: Premium hall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Citizen Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Guardian Keep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Amaranth Barracks&lt;br /&gt;
* Annatto Barracks&lt;br /&gt;
* Vermillion Barracks&lt;br /&gt;
* Victory Barracks&lt;br /&gt;
* [[Mess Hall]]&lt;br /&gt;
* [[The Crimson Raven]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Officers Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; text-align: center;height:15px&amp;quot;|Entrance is granted solely when escorted by a GM[[NPC]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The Golden Hawk]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Profession Guilds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bard Guild#Ta&#039;Vaalor|Bard]]&lt;br /&gt;
* [[Empath Guild (Ta&#039;Vaalor)|Empath]]&lt;br /&gt;
* [[Cleric Guild (Ta&#039;Vaalor)|Cleric]]&lt;br /&gt;
* [[Rogue Guild (Ta&#039;Vaalor)|Rogue]]&lt;br /&gt;
* [[Sorcerer Guild (Ta&#039;Vaalor)|Sorcerer]]&lt;br /&gt;
* [[Warrior Guild (Ta&#039;Vaalor)|Warrior]]&lt;br /&gt;
* [[Wizard Guild (Ta&#039;Vaalor)|Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
{{main|:Category:Ta&#039;Vaalor Shops}}&lt;br /&gt;
{| &lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armor&#039;&#039;&#039;&lt;br /&gt;
*[[Ta&#039;Vaalor Armory]]&lt;br /&gt;
*[[Vonder&#039;s Archery Supply]]&lt;br /&gt;
*[[Ta&#039;Vaalor Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Supplies&#039;&#039;&#039;&lt;br /&gt;
*[[Clentaran&#039;s Clerical Supply]]&lt;br /&gt;
*[[Elantaran&#039;s Magic Supply]]&lt;br /&gt;
*[[Triage Station]]&lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Clothing and Jewelry&#039;&#039;&#039;&lt;br /&gt;
*[[Tmareantha&#039;s Jewels]]&lt;br /&gt;
*[[General Exchange]]&lt;br /&gt;
*The Ta&#039;Vaalor [[Ta&#039;Vaalor, Men&#039;s Clothier|Men&#039;s]] and [[Ta&#039;Vaalor, Women&#039;s Clothier|Women&#039;s]] Clothiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Drink&#039;&#039;&#039;&lt;br /&gt;
*[[Annatto Rations Shop]]&lt;br /&gt;
*[[Sweethen&#039;s Bakeshop]]&lt;br /&gt;
*[[Casu&#039;s Coffee]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
*[[Dyer&#039;s tent|Ta&#039;Vaalor Dye Wares]]&lt;br /&gt;
*[[Forging|Ta&#039;Vaalor Forging Supply Shop]]&lt;br /&gt;
*[[Shind&#039;s Lockpicks]]&lt;br /&gt;
*[[Ambra&#039;s Musicalities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional shops may be found nearby in [[Ravelin]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{{Ta&#039;Vaalor clickable map}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;240px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Catacombs (Ta&#039;Vaalor)|Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long neglected and often used a convenient dumping ground for trash and deceased paupers, the catacombs of Ta&#039;Vaalor have become overrun with filth and vermin. A strong stomach (and a spare pair of boots) is strongly recommended for any who would seek to explore the unhealthy depths of Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
Rumors: Normally deserted, the catacombs have seen a recent influx of travellers. This has prompted the locals to suspect that something sinister may be afoot deep underneath their grand city.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Briar Thicket]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Briars, brambles and filth mark the presence of nature&#039;s artist, the kobold. Taking the local brush usually inhabited by rabbits and squirrels, the place has become dug up and twisted with a style infathomable by many, loved by few. Take an extra bar of soap with you if you plan any excursions into the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Lost hundreds of years ago, the single most powerful gem ever known was rumored to have been transformed and hidden within the thicket in plain sight. Many wizards have gone mad searching for it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Ant Hill]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This was once a fine farm, worthy of feeding a good part of the fine nation of elves. But nature once again proved more challenging as it ushered in doom in the form of ants. Making their home right in the center, the farmers were probably the wiser by leaving for greener fields.&lt;br /&gt;
&lt;br /&gt;
Rumors: The secrets of many places are known to those that do not desire.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Yander&#039;s Farm]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Lazy fields, country living. Time seems to slow when you visit this well known barn. The ever-absent Yander keeps a fair stock of rolton and urgh but one wonders how he makes a living as he is rarely if ever seen tending them.&lt;br /&gt;
&lt;br /&gt;
Rumors: Some say the entire barn is simply an elaborate ruse to hide a secret laboratory where the infamous Yander works dark magics for ill purpose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Rambling Meadows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-4&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Hilltop: 22-23&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nature&#039;s grasp reaches out in the overgrown fields and meadows of this region. A farm long abandoned leaves little clue to the reasons for rapid exodus of the former inhabitants. Still, the local ogres probably had a hand in it, though it&#039;s less likely that they have the wits to remember doing so.&lt;br /&gt;
&lt;br /&gt;
Rumors: Certain weeds are sharper than others and care must be taken not to sit in unfriendly fields.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Glaise Cnoc Cemetery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Unlike many outlying cemetaries in Elanthia, the Glaise Cnoc cemetery has been well kept and maintained as a suitable resting ground for the brave soldier-folk of Ta&#039;Vaalor. Unfortunately, the restless spirits of many soldiers slain before their time lay within the cemetery gates and can often be seen wandering aimlessly within. Caution is thereby urged upon those who seek passage beyond the gates.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said that the spirits of those who cannot rest will not harm the living who still mourn for their dead. However, spirit wards are always useful, just in case.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Plains of Bone]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Little can be said of death that can calm the soul of one who has laid eyes upon the Plains of Bone. Where scattered bones end, sculpted begins at the spiral-shaped gate made of the remains of those long forgotten. Not for the weak of heart.&lt;br /&gt;
&lt;br /&gt;
Rumors: Diamonds, hidden within the skulls of the dead, is a doom cry that fools use as an excuse for their mad schemes to harvest the area. It is their souls that are most often harvested.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Toadwort]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Near Ta&#039;Vaalor&#039;s Annatto Gate lies an unlikely dream location for the horticulturist -- the Toadwort. Although the area contains most of the unpleasant hallmarks of a swamp, such as insects, fetid water and mud, it is also home to an impressive array of plant life, from swamp buttercups to jewelweeds to a variety of mangrove trees. The lush growth has attracted wildlife, as well, some of which can be dangerous if startled. The faint of heart will want to avoid the more sinister areas of the Toadwort, which are marked by corpses and mysterious bubbling liquids. Whether these previous visitors fell victim to foul play or unfortunate accident is not always apparent, and inquisitive explorers are advised to be on their guard.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Lone Stone Bier, The Capsized Dory&lt;br /&gt;
&lt;br /&gt;
Rumors: It&#039;s said that the swampy Toadwort used to boast a campsite for travelers, but where it is and whether it is still used is unknown. The undead may also have a foothold in this swampy area, but few have returned to tell about it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Neartofar Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 11-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Known not for its coniferous trees, lush terrain and varied wildlife... but rather the extremely dangerous and menacing stockade defended by ogres bent on destroying everything that moves. As you might expect, care should be taken when travelling in the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Dark, twisted things live beneath the surface, waiting for the opportunity to escape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Grasslands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 14-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The wind has a plenty of field to wave within the grasslands of Ta&#039;Vaalor. Here you may find open fields both wild and tended, sporting several known grass types as well and fields of barley, apple orchards and grape vineyards. Don&#039;t let nature&#039;s beauty fool you, the wild life nearby can be dangerous.&lt;br /&gt;
&lt;br /&gt;
Rumors: Under the right stars, when the moon shines full, a single tree will sprout apples of pure gold. At least, that&#039;s what the elf said when he sold the land to the most recent owner.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Lunule Weald]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-27&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A wide swath of land breaking from swamp to hills to thick woodlands makes up the sprawling territory of Lunule Weald. At the heart of the forest the ruins of a religious settlement may be observed, the rubble of which bears silent testament to the failed attempt at civilization, and the ensuing massacre at the monks&#039; own hands. Expedition reports from the holy site have been mostly incomprehensible, but frequently make note that the influence of insanity is far from subtle, and that the forest itself is protective of its secrets.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Within the root embrace of an ancient carved tree in Perish Glen is a shrine to the wild goddess Zelia. Those who seek her blessing may find it here, or find madness, if there is a difference.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said the village deep within Felwood Grove was settled by Zelian monks in their pursuit of freedom from religious persecution, though the marks of violent insanity liberally evidenced throughout the wounded woods declare the foray a failure.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Sorcerer&#039;s Isle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Fethayl Bog]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 44-48&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dank and deadly. Three words that only begin to describe the setting of place you WANT to forget. Submersed deep within the bog is a decrepit mausoleum which fuels a nasty population of undead. Travel here is not recommended. On a lighter note, adventurers have advised that if the legions of undead within the bog don&#039;t kill you, the smell probably will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rumors: Locals claim that secret cabal of wizards, sorcerers and necromancers designed and created the entire area to some ill purpose at a dark and mysterious gathering known only as &#039;Simucon&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 82-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Ta&#039;Vaalor]]}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Ta&#039;Vaalor Area (map)|Area maps]]&lt;br /&gt;
* [[:Category:Ta&#039;Vaalor Hunting Areas|Hunting areas]]&lt;br /&gt;
* [[A beginner&#039;s guide to Ta&#039;Vaalor]]&lt;br /&gt;
* [[Ta&#039;Vaalor summer 2009 update (storyline)]]&lt;br /&gt;
* [[Crimson Legion]]&lt;br /&gt;
* [[Ta&#039;Vaalor new-player jobs]]&lt;br /&gt;
* [[Ilynov Journal]]&lt;br /&gt;
* [[Customs of the Elves of House Vaalor]]&lt;br /&gt;
* [[Vaalorian Medals and Decorations]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view Ta&#039;Vaalor Officials folder]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Ta&#039;Vaalor%20Hunting%20Areas/view Ta&#039;Vaalor Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Elven city-states]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Ta&#039;Vaalor| ]]&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176422</id>
		<title>Ta&#039;Vaalor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor&amp;diff=176422"/>
		<updated>2022-09-10T04:26:42Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EN-tavaalor.png|thumb|right|Ta&#039;Vaalor map by Nihrvanah]]&lt;br /&gt;
&#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039; is a militaristic elven city-state in northeastern Elanith ruled by the [[House of Vaalor]]. It is one of the five major states that comprise the [[Elven Nations]].&lt;br /&gt;
&lt;br /&gt;
== History and Geography ==&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Ta&#039;Vaalor, the work of the great [[Aradhul Vaalor]], is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others.&amp;quot;|[[Meachreasim Illistim]]}}&lt;br /&gt;
&lt;br /&gt;
Ta&#039;Vaalor was founded 210 years after the establishment of the Elven Calendar (48,897 years before the Modern Era), when Aradhul Vaalor led his house to the shores of the [[Mistydeep River]]. The central walled fortress was built on an island, with the river serving as a natural moat. To the west lie wide grassy plains dotted with farmlands and orchards, and to the east the terrain is rougher with swamps and woodlands. With the slow decline of the Elven Empire, some of the outer settlements have been abandoned to the wilderness. In recent times, the city has had to occasionally fend off incursions of orcs, trolls, and undead.&lt;br /&gt;
&lt;br /&gt;
The city was made accessible to adventurers in 5101 with the the opening of the trail across the [[Dragonspine Mountains]]. It is separated from [[Ta&#039;Illistim]] and its environs by the [[Lake of Fear]]. A free ferry service (funded by King Qalinor of Ta&#039;Vaalor) crosses the lake every 15 minutes or so.  Passengers can bribe the ferry captain to speed the journey along at the price of 5,000 silvers worth of gems or notes, or 2,500 for citizens. Experienced adventurers may also take the more dangerous [[Aradhul Road]] between the two realms.&lt;br /&gt;
&lt;br /&gt;
As part of the [[Teleportation review (saved posts)|Teleportation Review]], the [[Chronomage]]s allow instantaneous travel between Ta&#039;Vaalor, Ta&#039;Illistim, and Cysaegir. The cost of a daily pass is 5,000 silvers for unlimited round trips. As teleportation directly into Ta&#039;Vaalor is prohibited by law, the Chronomages maintain a stone turret southwest of the city, just past Victory Bridge.&lt;br /&gt;
&lt;br /&gt;
[[Qalinor Falustro Vaalor]] is the current King of Ta&#039;Vaalor, succeeding [[Tyrnian]] in 5113.&lt;br /&gt;
&lt;br /&gt;
Among the city&#039;s other wandering residents are a [[Guardians of Sunfist|dwarven recruiter]], a sleek golden ferret, a [[light-robed erithian woman]], the Guard Captain, [[Death&#039;s Sting|a middle-aged blonde elven priestess]], a [[Council of Light|ragged old blind man]], a [[Order of Voln|robed erithian monk]], and a [[white-robed acolyte]].&lt;br /&gt;
&lt;br /&gt;
== Help for new arrivals ==&lt;br /&gt;
{{main|Ta&#039;Vaalor new-player jobs}}&lt;br /&gt;
:&#039;&#039;See also: [[A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Young [[Player character|adventurers]] can earn silvers by running errands for [[Sassion]].  Sassion can be found in the building inside the [[Vermilion Gate]].  Pass beyond the curtain inside.  She&#039;ll ask you to deliver messages to the guards at the four gates and to the guard at the southernmost end of Amaranth Court.  By the way, these guards do sometimes get thirsty while on duty - so if you happen to have a glass of water handy, they may well appreciate it. &lt;br /&gt;
&lt;br /&gt;
Young adventurers should also ask the various shop proprietors for a job.  Some of them are looking for various goods and oddities.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&lt;br /&gt;
From Phoenatos 26, 5109 until Koaratos 26, 5120, upon the decree of King Tyrnian, visitors to Ta&#039;Vaalor were required to hold a monthly permit to do business. Having a permit allowed one to trade in the town shops and enter the city gates at night without being subjected to a lengthy personal search. Permits were free to new adventurers and to citizens, but cost several thousand silvers otherwise.&lt;br /&gt;
&lt;br /&gt;
This decree has been rescinded by King Qalinor. Visitors are no longer required to carry papers to enter or do business within the walls of the fortress.&lt;br /&gt;
&lt;br /&gt;
== The Crimson Legion ==&lt;br /&gt;
&lt;br /&gt;
{{main|Crimson Legion}}&lt;br /&gt;
&lt;br /&gt;
Any [[Vaalor]] elf and full citizen of Ta&#039;Vaalor has the opportunity to join the [[Crimson Legion]], the official army of Ta&#039;Vaalor, as a reservist.&lt;br /&gt;
&lt;br /&gt;
== Invasions ==&lt;br /&gt;
&lt;br /&gt;
A general guide for [[invasion]]s was posted by GM Mazreth in January 2017 describing the level breakdowns/locations of creatures.&amp;lt;sup&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view/3409]&amp;lt;/sup&amp;gt;  Not all invasions are guaranteed to follow this guideline.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
!Creature Level||Gate&lt;br /&gt;
|-&lt;br /&gt;
|0-20ish||Victory&lt;br /&gt;
|-&lt;br /&gt;
|20-50||Annatto&lt;br /&gt;
|-&lt;br /&gt;
|50-70||Vermilion&lt;br /&gt;
|-&lt;br /&gt;
|70+||Amaranth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Town Defenses===&lt;br /&gt;
{{main|Ta&#039;Vaalor/Defenses}}&lt;br /&gt;
&lt;br /&gt;
== Places of interest ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=450px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Public&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* King&#039;s Court: main gathering place for adventurers&lt;br /&gt;
* [[Wyvern Keep]]: government offices located at the north end of Amaranth Court.&lt;br /&gt;
* [[Justice|Hall of Justice]]&lt;br /&gt;
* [[Co-operative Houses of Elanthia|Dancing Dachre]]&lt;br /&gt;
* Inns: [[Malwith Inn]] and [[The Legendary Rest]]&lt;br /&gt;
* Bars: [[Helgreth&#039;s Tavern]] (Certain races excluded) &lt;br /&gt;
* Delivery Service&lt;br /&gt;
* [[Character feature|New Look Pavilion]]&lt;br /&gt;
* [[Hall of the Arkati]] ([[town cleric]])&lt;br /&gt;
* [[Order of Lorekeepers|Silverwood Manor]]&lt;br /&gt;
* [[Theatre Andaire]]&lt;br /&gt;
* [[Burghal Gnome Enclave]]  - beneath Ta&#039;Vaalor, {{boldmono|SEARCH}} the city streets to find entrances&lt;br /&gt;
* [[Meeting Hall Organization|Ta&#039;Vaalor Hall]]&lt;br /&gt;
* [[Movers|Glimaerseen Moving Company]]&lt;br /&gt;
* [[Travel guide|Travel Office]]&lt;br /&gt;
* [[Adventurer&#039;s Guild]]&lt;br /&gt;
* [[Ta&#039;Vaalor Historical Society]]&lt;br /&gt;
* [[Etesian Villa]]: Premium hall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Citizen Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Guardian Keep]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Amaranth Barracks&lt;br /&gt;
* Annatto Barracks&lt;br /&gt;
* Vermillion Barracks&lt;br /&gt;
* Victory Barracks&lt;br /&gt;
* [[Mess Hall]]&lt;br /&gt;
* [[The Crimson Raven]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Legion Officers Only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; text-align: center;height:15px&amp;quot;|Entrance is granted solely when escorted by a GM[[NPC]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The Golden Hawk]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| width=500px style=&amp;quot;vertical-align: top; width: 20em; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot;|&#039;&#039;&#039;Profession Guilds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bard Guild#Ta&#039;Vaalor|Bard]]&lt;br /&gt;
* [[Empath Guild (Ta&#039;Vaalor)|Empath]]&lt;br /&gt;
* [[Cleric Guild (Ta&#039;Vaalor)|Cleric]]&lt;br /&gt;
* [[Rogue Guild (Ta&#039;Vaalor)|Rogue]]&lt;br /&gt;
* [[Sorcerer Guild (Ta&#039;Vaalor)|Sorcerer]]&lt;br /&gt;
* [[Warrior Guild (Ta&#039;Vaalor)|Warrior]]&lt;br /&gt;
* [[Wizard Guild (Ta&#039;Vaalor)|Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
{{main|:Category:Ta&#039;Vaalor Shops}}&lt;br /&gt;
{| &lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armor&#039;&#039;&#039;&lt;br /&gt;
*[[Ta&#039;Vaalor Armory]]&lt;br /&gt;
*[[Vonder&#039;s Archery Supply]]&lt;br /&gt;
*[[Ta&#039;Vaalor Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Supplies&#039;&#039;&#039;&lt;br /&gt;
*[[Clentaran&#039;s Clerical Supply]]&lt;br /&gt;
*[[Elantaran&#039;s Magic Supply]]&lt;br /&gt;
*[[Triage Station]]&lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 25em;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Clothing and Jewelry&#039;&#039;&#039;&lt;br /&gt;
*[[Tmareantha&#039;s Jewels]]&lt;br /&gt;
*[[General Exchange]]&lt;br /&gt;
*The Ta&#039;Vaalor [[Ta&#039;Vaalor, Men&#039;s Clothier|Men&#039;s]] and [[Ta&#039;Vaalor, Women&#039;s Clothier|Women&#039;s]] Clothiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food and Drink&#039;&#039;&#039;&lt;br /&gt;
*[[Annatto Rations Shop]]&lt;br /&gt;
*[[Sweethen&#039;s Bakeshop]]&lt;br /&gt;
*[[Casu&#039;s Coffee]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
*[[Dyer&#039;s tent|Ta&#039;Vaalor Dye Wares]]&lt;br /&gt;
*[[Forging|Ta&#039;Vaalor Forging Supply Shop]]&lt;br /&gt;
*[[Shind&#039;s Lockpicks]]&lt;br /&gt;
*[[Ambra&#039;s Musicalities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional shops may be found nearby in [[Ravelin]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{{Ta&#039;Vaalor clickable map}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;240px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Catacombs (Ta&#039;Vaalor)|Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long neglected and often used a convenient dumping ground for trash and deceased paupers, the catacombs of Ta&#039;Vaalor have become overrun with filth and vermin. A strong stomach (and a spare pair of boots) is strongly recommended for any who would seek to explore the unhealthy depths of Ta&#039;Vaalor.&lt;br /&gt;
&lt;br /&gt;
Rumors: Normally deserted, the catacombs have seen a recent influx of travellers. This has prompted the locals to suspect that something sinister may be afoot deep underneath their grand city.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Briar Thicket]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Briars, brambles and filth mark the presence of nature&#039;s artist, the kobold. Taking the local brush usually inhabited by rabbits and squirrels, the place has become dug up and twisted with a style infathomable by many, loved by few. Take an extra bar of soap with you if you plan any excursions into the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Lost hundreds of years ago, the single most powerful gem ever known was rumored to have been transformed and hidden within the thicket in plain sight. Many wizards have gone mad searching for it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Ant Hill]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This was once a fine farm, worthy of feeding a good part of the fine nation of elves. But nature once again proved more challenging as it ushered in doom in the form of ants. Making their home right in the center, the farmers were probably the wiser by leaving for greener fields.&lt;br /&gt;
&lt;br /&gt;
Rumors: The secrets of many places are known to those that do not desire.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Yander&#039;s Farm]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Lazy fields, country living. Time seems to slow when you visit this well known barn. The ever-absent Yander keeps a fair stock of rolton and urgh but one wonders how he makes a living as he is rarely if ever seen tending them.&lt;br /&gt;
&lt;br /&gt;
Rumors: Some say the entire barn is simply an elaborate ruse to hide a secret laboratory where the infamous Yander works dark magics for ill purpose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Rambling Meadows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-4&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&#039;&#039;Hilltop: 22-23&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nature&#039;s grasp reaches out in the overgrown fields and meadows of this region. A farm long abandoned leaves little clue to the reasons for rapid exodus of the former inhabitants. Still, the local ogres probably had a hand in it, though it&#039;s less likely that they have the wits to remember doing so.&lt;br /&gt;
&lt;br /&gt;
Rumors: Certain weeds are sharper than others and care must be taken not to sit in unfriendly fields.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Glaise Cnoc Cemetery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Unlike many outlying cemetaries in Elanthia, the Glaise Cnoc cemetery has been well kept and maintained as a suitable resting ground for the brave soldier-folk of Ta&#039;Vaalor. Unfortunately, the restless spirits of many soldiers slain before their time lay within the cemetery gates and can often be seen wandering aimlessly within. Caution is thereby urged upon those who seek passage beyond the gates.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said that the spirits of those who cannot rest will not harm the living who still mourn for their dead. However, spirit wards are always useful, just in case.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Plains of Bone]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Little can be said of death that can calm the soul of one who has laid eyes upon the Plains of Bone. Where scattered bones end, sculpted begins at the spiral-shaped gate made of the remains of those long forgotten. Not for the weak of heart.&lt;br /&gt;
&lt;br /&gt;
Rumors: Diamonds, hidden within the skulls of the dead, is a doom cry that fools use as an excuse for their mad schemes to harvest the area. It is their souls that are most often harvested.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Toadwort]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Near Ta&#039;Vaalor&#039;s Annatto Gate lies an unlikely dream location for the horticulturist -- the Toadwort. Although the area contains most of the unpleasant hallmarks of a swamp, such as insects, fetid water and mud, it is also home to an impressive array of plant life, from swamp buttercups to jewelweeds to a variety of mangrove trees. The lush growth has attracted wildlife, as well, some of which can be dangerous if startled. The faint of heart will want to avoid the more sinister areas of the Toadwort, which are marked by corpses and mysterious bubbling liquids. Whether these previous visitors fell victim to foul play or unfortunate accident is not always apparent, and inquisitive explorers are advised to be on their guard.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Lone Stone Bier, The Capsized Dory&lt;br /&gt;
&lt;br /&gt;
Rumors: It&#039;s said that the swampy Toadwort used to boast a campsite for travelers, but where it is and whether it is still used is unknown. The undead may also have a foothold in this swampy area, but few have returned to tell about it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Neartofar Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 11-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Known not for its coniferous trees, lush terrain and varied wildlife... but rather the extremely dangerous and menacing stockade defended by ogres bent on destroying everything that moves. As you might expect, care should be taken when travelling in the area.&lt;br /&gt;
&lt;br /&gt;
Rumors: Dark, twisted things live beneath the surface, waiting for the opportunity to escape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Grasslands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 14-20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The wind has a plenty of field to wave within the grasslands of Ta&#039;Vaalor. Here you may find open fields both wild and tended, sporting several known grass types as well and fields of barley, apple orchards and grape vineyards. Don&#039;t let nature&#039;s beauty fool you, the wild life nearby can be dangerous.&lt;br /&gt;
&lt;br /&gt;
Rumors: Under the right stars, when the moon shines full, a single tree will sprout apples of pure gold. At least, that&#039;s what the elf said when he sold the land to the most recent owner.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Lunule Weald]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-27&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A wide swath of land breaking from swamp to hills to thick woodlands makes up the sprawling territory of Lunule Weald. At the heart of the forest the ruins of a religious settlement may be observed, the rubble of which bears silent testament to the failed attempt at civilization, and the ensuing massacre at the monks&#039; own hands. Expedition reports from the holy site have been mostly incomprehensible, but frequently make note that the influence of insanity is far from subtle, and that the forest itself is protective of its secrets.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Within the root embrace of an ancient carved tree in Perish Glen is a shrine to the wild goddess Zelia. Those who seek her blessing may find it here, or find madness, if there is a difference.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said the village deep within Felwood Grove was settled by Zelian monks in their pursuit of freedom from religious persecution, though the marks of violent insanity liberally evidenced throughout the wounded woods declare the foray a failure.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Sorcerer&#039;s Isle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Fethayl Bog]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 44-48&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dank and deadly. Three words that only begin to describe the setting of place you WANT to forget. Submersed deep within the bog is a decrepit mausoleum which fuels a nasty population of undead. Travel here is not recommended. On a lighter note, adventurers have advised that if the legions of undead within the bog don&#039;t kill you, the smell probably will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rumors: Locals claim that secret cabal of wizards, sorcerers and necromancers designed and created the entire area to some ill purpose at a dark and mysterious gathering known only as &#039;Simucon&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Red Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 60-83&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 82-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Ta&#039;Vaalor]]}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Ta&#039;Vaalor Area (map)|Area maps]]&lt;br /&gt;
* [[:Category:Ta&#039;Vaalor Hunting Areas|Hunting areas]]&lt;br /&gt;
* [[A beginner&#039;s guide to Ta&#039;Vaalor]]&lt;br /&gt;
* [[Ta&#039;Vaalor summer 2009 update (storyline)]]&lt;br /&gt;
* [[Crimson Legion]]&lt;br /&gt;
* [[Ta&#039;Vaalor new-player jobs]]&lt;br /&gt;
* [[Ilynov Journal]]&lt;br /&gt;
* [[Customs of the Elves of House Vaalor]]&lt;br /&gt;
* [[Vaalorian Medals and Decorations]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Towns/Ta&#039;Vaalor/view Ta&#039;Vaalor Officials folder]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Ta&#039;Vaalor%20Hunting%20Areas/view Ta&#039;Vaalor Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Elven city-states]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Ta&#039;Vaalor| ]]&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176421</id>
		<title>Ta&#039;Vaalor/Defenses</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176421"/>
		<updated>2022-09-10T04:21:21Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} Ta&#039;Vaalor uses [[town defense systems]] as detailed below. The [[Crimson Legion]] helps to defend [[Ta&#039;Vaalor]] as well.&lt;br /&gt;
&lt;br /&gt;
==Ballista==&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistainfo}} More information is available at [[Town defense systems#Ballistae|town defense systems]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistaoperation}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ballistae. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
===Ammunition===&lt;br /&gt;
{{#section:Town defense systems|ballistaammunition}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ammunition. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Fire Drake==&lt;br /&gt;
Access to the Drake can be found just inside Annatto Gate. Defenders can {{boldmono|SEARCH}} to discover a trapdoor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Vaalor, Annatto Wey - 3523] (u14100038)&lt;br /&gt;
A large stone building, with a small mithglin sign posted above its open doorway, stands near the elaborately carved Annatto Gate.  The building&#039;s pristine limestone facade is adorned with several crimson and gold pennants.  A young elven legionnaire stands at attention, guarding the entry and nodding respectfully to the few officers moving in and out of the building at the late hour.  Several city guardsmen carefully inspect travelers passing through the gates.  You also see a peak tiger and a wooden barrel.&lt;br /&gt;
Obvious paths: north, west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You make a careful search of the area and discover a flame-shaped trapdoor!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once on the other side of the trapdoor, defenders can make their way to the Orb Storage Room by traveling: se, se, se, se, climb ladder, climb rungs, down, go arch.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Orb Storage Room - 25635] (u14115003)&lt;br /&gt;
This room, occupying the base of the drake is built of heavy, rough-cut blocks of stone.  Overhead, a platform provides access to the mithril chamber.  The room is impeccably clean and illuminated with blue-tinged light cast by several small globes mounted to the walls.  You also see a concave pedestal, a mithril chamber, a large rack, the alchemist Tarlier and a ladder.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, access to the Drake is restricted to those with full or partial citizenship of Ta&#039;Vaalor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;go arch&lt;br /&gt;
You cannot enter.  This area is for citizens only.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the Fire Drake===&lt;br /&gt;
Once inside the Orb Storage Room, defenders must lower the pedestal so alchemist Tarlier can prepare an orb. You can lower the pedestal by {{boldmono|KICK}}ing it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;kick pedestal&lt;br /&gt;
You kick the lever on the pedestal which releases the gears to wind the pedestal back down to the floor.&lt;br /&gt;
&lt;br /&gt;
Tarlier grabs a glass orb from the rack and fills it with a bright orange liquid and mutters something while running his hand across the surface of the orb.  Placing it on the pedestal, he says, &amp;quot;Ready for....deployment.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Tarlier has loaded an orb onto the pedestal, it must be raised into position. To raise the pedestal, defenders must {{boldmono|TURN}} it into position. It takes two turns to fully prime the Drake, each turn producing 10 seconds of roundtime. This action can be performed by two defenders in order to speed up the process.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank on the pedestal and it travels about halfway up to the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank and the pedestal rises up into the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firing the Fire Drake===&lt;br /&gt;
After the pedestal has been loaded with an orb and raised into position, the Drake is ready to be fired. A defender must {{boldmono|CLIMB}} the {{boldmono|LADDER}} into the upper level of the Fire Drake and {{boldmono|PUSH}} the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You climb up a ladder.&lt;br /&gt;
[Fire Drake, Upper Level - 25634] (u14115004)&lt;br /&gt;
Rounded walls, obviously the interior of the drake&#039;s torso, enclose this space.  A sturdy platform that covers the majority of the chamber overlooks the room below.  You also see a rectangular window, a ladder and a striker.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teamwork===&lt;br /&gt;
Once the Drake has been fired, the pedestal can be lowered and reloaded. This defensive weapon is most efficient when operated by a group. While it&#039;s possible to be manned solo, it&#039;s better with two, and best with three (two defenders working the pedestal in the Orb Storage Room and one manning the {{boldmono|STRIKER}}.) Defenders in each location can see what the other is doing, facilitating teamwork and timing. While in the Orb Storage Room, you can see when the defender in the Upper Level pushes the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Aharil slams the striker forward into the mithril enclosure.&lt;br /&gt;
The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, the defender in the Upper Level can see when the pedestal is lowered and raised.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal about halfway up.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal into the mithril chamber.&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The pedestal retracts back down to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Town defense systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Vaalor]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176355</id>
		<title>Ta&#039;Vaalor/Defenses</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176355"/>
		<updated>2022-09-10T02:11:02Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: /* The Fire Drake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} Ta&#039;Vaalor uses [[town defense systems]] as detailed below. The [[Crimson Legion]] helps to defend [[Ta&#039;Vaalor]] as well.&lt;br /&gt;
&lt;br /&gt;
==Ballista==&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistainfo}} More information is available at [[Town defense systems#Ballistae|town defense systems]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistaoperation}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ballistae. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
===Ammunition===&lt;br /&gt;
{{#section:Town defense systems|ballistaammunition}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ammunition. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Fire Drake==&lt;br /&gt;
Access to the Drake can be found just inside Annatto Gate. Defenders can {{boldmono|SEARCH}} to discover a trapdoor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Vaalor, Annatto Wey - 3523] (u14100038)&lt;br /&gt;
A large stone building, with a small mithglin sign posted above its open doorway, stands near the elaborately carved Annatto Gate.  The building&#039;s pristine limestone facade is adorned with several crimson and gold pennants.  A young elven legionnaire stands at attention, guarding the entry and nodding respectfully to the few officers moving in and out of the building at the late hour.  Several city guardsmen carefully inspect travelers passing through the gates.  You also see a peak tiger and a wooden barrel.&lt;br /&gt;
Obvious paths: north, west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You make a careful search of the area and discover a flame-shaped trapdoor!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once on the other side of the trapdoor, defenders can make their way to the Orb Storage Room by traveling: se, se, se, se, climb ladder, climb rungs, down, go arch.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Orb Storage Room - 25635] (u14115003)&lt;br /&gt;
This room, occupying the base of the drake is built of heavy, rough-cut blocks of stone.  Overhead, a platform provides access to the mithril chamber.  The room is impeccably clean and illuminated with blue-tinged light cast by several small globes mounted to the walls.  You also see a concave pedestal, a mithril chamber, a large rack, the alchemist Tarlier and a ladder.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the Fire Drake===&lt;br /&gt;
Once inside the Orb Storage Room, defenders must lower the pedestal so alchemist Tarlier can prepare an orb. You can lower the pedestal by {{boldmono|KICK}}ing it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;kick pedestal&lt;br /&gt;
You kick the lever on the pedestal which releases the gears to wind the pedestal back down to the floor.&lt;br /&gt;
&lt;br /&gt;
Tarlier grabs a glass orb from the rack and fills it with a bright orange liquid and mutters something while running his hand across the surface of the orb.  Placing it on the pedestal, he says, &amp;quot;Ready for....deployment.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Tarlier has loaded an orb onto the pedestal, it must be raised into position. To raise the pedestal, defenders must {{boldmono|TURN}} it into position. It takes two turns to fully prime the Drake, each turn producing 10 seconds of roundtime. This action can be performed by two defenders in order to speed up the process.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank on the pedestal and it travels about halfway up to the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank and the pedestal rises up into the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firing the Fire Drake===&lt;br /&gt;
After the pedestal has been loaded with an orb and raised into position, the Drake is ready to be fired. A defender must {{boldmono|CLIMB}} the {{boldmono|LADDER}} into the upper level of the Fire Drake and {{boldmono|PUSH}} the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You climb up a ladder.&lt;br /&gt;
[Fire Drake, Upper Level - 25634] (u14115004)&lt;br /&gt;
Rounded walls, obviously the interior of the drake&#039;s torso, enclose this space.  A sturdy platform that covers the majority of the chamber overlooks the room below.  You also see a rectangular window, a ladder and a striker.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teamwork===&lt;br /&gt;
Once the Drake has been fired, the pedestal can be lowered and reloaded. This defensive weapon is most efficient when operated by a group. While it&#039;s possible to be manned solo, it&#039;s better with two, and best with three (two defenders working the pedestal in the Orb Storage Room and one manning the {{boldmono|STRIKER}}.) Defenders in each location can see what the other is doing, facilitating teamwork and timing. While in the Orb Storage Room, you can see when the defender in the Upper Level pushes the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Aharil slams the striker forward into the mithril enclosure.&lt;br /&gt;
The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, the defender in the Upper Level can see when the pedestal is lowered and raised.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal about halfway up.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal into the mithril chamber.&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The pedestal retracts back down to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Town defense systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Vaalor]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176353</id>
		<title>Ta&#039;Vaalor/Defenses</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor/Defenses&amp;diff=176353"/>
		<updated>2022-09-10T02:09:17Z</updated>

		<summary type="html">&lt;p&gt;ACCOUNTKENN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} Ta&#039;Vaalor uses [[town defense systems]] as detailed below. The [[Crimson Legion]] helps to defend [[Ta&#039;Vaalor]] as well.&lt;br /&gt;
&lt;br /&gt;
==Ballista==&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistainfo}} More information is available at [[Town defense systems#Ballistae|town defense systems]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Town defense systems|ballistaoperation}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ballistae. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
===Ammunition===&lt;br /&gt;
{{#section:Town defense systems|ballistaammunition}}&lt;br /&gt;
&amp;lt;!-- Add information here about where to find ammunition. See Wehnimer&#039;s Landing/Defenses for more information. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Fire Drake==&lt;br /&gt;
Access to the Drake can be found just inside Annatto Gate. Defenders can {{boldmono|SEARCH}} to discover a trapdoor.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
You make a careful search of the area and discover a flame-shaped trapdoor!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once on the other side of the trapdoor, defenders can make their way to the Orb Storage Room by traveling: se, se, se, se, climb ladder, climb rungs, down, go arch.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Orb Storage Room - 25635] (u14115003)&lt;br /&gt;
This room, occupying the base of the drake is built of heavy, rough-cut blocks of stone.  Overhead, a platform provides access to the mithril chamber.  The room is impeccably clean and illuminated with blue-tinged light cast by several small globes mounted to the walls.  You also see a concave pedestal, a mithril chamber, a large rack, the alchemist Tarlier and a ladder.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the Fire Drake===&lt;br /&gt;
Once inside the Orb Storage Room, defenders must lower the pedestal so alchemist Tarlier can prepare an orb. You can lower the pedestal by {{boldmono|KICK}}ing it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;kick pedestal&lt;br /&gt;
You kick the lever on the pedestal which releases the gears to wind the pedestal back down to the floor.&lt;br /&gt;
&lt;br /&gt;
Tarlier grabs a glass orb from the rack and fills it with a bright orange liquid and mutters something while running his hand across the surface of the orb.  Placing it on the pedestal, he says, &amp;quot;Ready for....deployment.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Tarlier has loaded an orb onto the pedestal, it must be raised into position. To raise the pedestal, defenders must {{boldmono|TURN}} it into position. It takes two turns to fully prime the Drake, each turn producing 10 seconds of roundtime. This action can be performed by two defenders in order to speed up the process.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank on the pedestal and it travels about halfway up to the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;turn pedestal&lt;br /&gt;
You turn the crank and the pedestal rises up into the mithril chamber.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firing the Fire Drake===&lt;br /&gt;
After the pedestal has been loaded with an orb and raised into position, the Drake is ready to be fired. A defender must {{boldmono|CLIMB}} the {{boldmono|LADDER}} into the upper level of the Fire Drake and {{boldmono|PUSH}} the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You climb up a ladder.&lt;br /&gt;
[Fire Drake, Upper Level - 25634] (u14115004)&lt;br /&gt;
Rounded walls, obviously the interior of the drake&#039;s torso, enclose this space.  A sturdy platform that covers the majority of the chamber overlooks the room below.  You also see a rectangular window, a ladder and a striker.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teamwork===&lt;br /&gt;
Once the Drake has been fired, the pedestal can be lowered and reloaded. This defensive weapon is most efficient when operated by a group. While it&#039;s possible to be manned solo, it&#039;s better with two, and best with three (two defenders working the pedestal in the Orb Storage Room and one manning the {{boldmono|STRIKER}}.) Defenders in each location can see what the other is doing, facilitating teamwork and timing. While in the Orb Storage Room, you can see when the defender in the Upper Level pushes the {{boldmono|STRIKER}}.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Aharil slams the striker forward into the mithril enclosure.&lt;br /&gt;
The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, the defender in the Upper Level can see when the pedestal is lowered and raised.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal about halfway up.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Anarquendi cranks the pedestal into the mithril chamber.&lt;br /&gt;
&amp;gt;push strike&lt;br /&gt;
You slam the striker forward into the mithril enclosure with all your might.  The striker strikes the orb inside shattering it and igniting the mixture inside.  The mixture ignites into a massive conflagration that streams out a pipe in the chamber.  The whole area shakes with the explosive release.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The pedestal retracts back down to the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Town defense systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Vaalor]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>ACCOUNTKENN</name></author>
	</entry>
</feed>