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	<updated>2026-04-25T01:26:00Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Statistic&amp;diff=144386</id>
		<title>Statistic</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Statistic&amp;diff=144386"/>
		<updated>2021-02-10T17:20:31Z</updated>

		<summary type="html">&lt;p&gt;ARCON: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Statistics&#039;&#039;&#039; refer to a character&#039;s innate physical and mental abilities and aptitude. &lt;br /&gt;
 &lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
&lt;br /&gt;
=== Character Stats ===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s ten &#039;&#039;&#039;stats&#039;&#039;&#039;, or development statistics, are broken up into two categories: physical and mental. Discipline and Aura are unusual, in that they are each considered to be both physical and mental.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2CEE0; font-size:large&amp;quot; colspan=&amp;quot;2&amp;quot; | Physical&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2CEE0&amp;quot; | [[Strength]]&lt;br /&gt;
| style=&amp;quot;background:#FFF5FA&amp;quot; | Strength is a measure of physical prowess. It affects a character&#039;s Attack Strength (AS) with melee weapons as well as the amount of weight a character may carry (encumbrance) before suffering penalties. The Strength Bonus is added directly to a character&#039;s AS.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2CEE0&amp;quot; | [[Constitution]]&lt;br /&gt;
| style=&amp;quot;background:#FFF5FA&amp;quot; | Constitution is a measure of the physical durability of a character. It helps with disease, critical hits, and affects the maximum number of Health Points a player can receive. It also affects a number of other things including encumbrance and some maneuver checks. Constitution does not affect a character&#039;s stun and Health Point recovery rate.&lt;br /&gt;
&lt;br /&gt;
When the Constitution stat increases, it does not automatically increase a character&#039;s Health Point total, but will increase the character&#039;s Maximum Health Point total. (To actually increase your character&#039;s hit points, you must spend points on Physical Fitness.)&lt;br /&gt;
&lt;br /&gt;
To figure Maximum Health Point total, take the Base Health Point Total for the character&#039;s race and add their Constitution Bonus.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2CEE0&amp;quot; | [[Dexterity]]&lt;br /&gt;
| style=&amp;quot;background:#FFF5FA&amp;quot; |  A measurement of a person&#039;s hand-eye coordination and fine motor skills. This aids in actions requiring precision and deft manipulation, such as picking locks, picking pockets, skinning, and aiming ranged or targeted attacks.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2CEE0&amp;quot; | [[Agility]]&lt;br /&gt;
| style=&amp;quot;background:#FFF5FA&amp;quot; | A representation of a person&#039;s grace in motion and general nimbleness of body. Actions requiring balance, maneuverability, or quick reactions are based on this attribute. Agility directly affects a character&#039;s defensive strength (DS).&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#E0CEF2; font-size:large&amp;quot; colspan=&amp;quot;2&amp;quot; | Hybrid&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#E0CEF2&amp;quot; | [[Discipline]]&lt;br /&gt;
| style=&amp;quot;background:#FAF5FF&amp;quot; | Discipline is a measure of a character&#039;s force of will, determination and ability to focus on the task at hand. Discipline is used in a wide range of game systems, some of which include determining the total amount of experience that a character can gain before needing to rest, and attempts to resist mental or emotion-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#E0CEF2&amp;quot; | [[Aura]]&lt;br /&gt;
| style=&amp;quot;background:#FAF5FF&amp;quot; | A measure of a character&#039;s innate connection to the spiritual, mental, and elemental magic that is woven throughout the world of Elanthia. Elemental magic is strongly tied to Aura, and a character&#039;s spirit points (SP) are determined based on this stat.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#CEE0F2; font-size:large&amp;quot; colspan=&amp;quot;2&amp;quot; | Mental&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#CEE0F2&amp;quot; | [[Logic]]&lt;br /&gt;
| style=&amp;quot;background:#F5FAFF&amp;quot; | A person&#039;s capacity for critical and rational thought, reflecting their ability to reach logical conclusions based on available facts. Logic affects how much experience a character can gain before needing to rest, how quickly a character can absorb that experience, and the ability to activate magical items and scrolls.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#CEE0F2&amp;quot; | [[Intuition]]&lt;br /&gt;
| style=&amp;quot;background:#F5FAFF&amp;quot; | A person&#039;s innate or instinctive ability to sense things without conscious deduction or critical analysis. It is distinctively different from Logic in that it refers to the ability to make decisions or leap to conclusions with little or no overt supporting evidence, relying more upon subconscious &amp;quot;hunches.&amp;quot; Included in intuition would be what is commonly referred to as a &amp;quot;sixth sense&amp;quot;, prescience, perception, and luck.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#CEE0F2&amp;quot; | [[Wisdom]]&lt;br /&gt;
| style=&amp;quot;background:#F5FAFF&amp;quot; | A representation of a person&#039;s common sense, pragmatism, ability to draw upon past experiences to evaluate new challenges, and the ability to examine problems and issues from multiple perspectives. Wisdom also represents a person&#039;s conscious connection with spirituality. Spiritual magic is strongly tied to Wisdom.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#CEE0F2&amp;quot; | [[Influence]]&lt;br /&gt;
| style=&amp;quot;background:#F5FAFF&amp;quot; | A person&#039;s ability to influence others. Some aspects of Influence include leadership, inspiration, persuasion, intimidation, fear, presence, and personal charm or magnetism. Magic or abilities that affect the target&#039;s mind or emotions are typically more powerful for casters with a high Influence attribute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats and Stat Growth ===&lt;br /&gt;
&lt;br /&gt;
Statistics are assigned at [[character creation]].&lt;br /&gt;
&lt;br /&gt;
Statistics can only increase when your character reaches a new [[level]]. That doesn&#039;t mean they will go up every time you train, but that is possible. The rate at which statistics rise is based on [[race]], [[profession]], and variety of other factors.&lt;br /&gt;
&lt;br /&gt;
Players are given 640 points to allocate among their stats, with their profession&#039;s two [[prime requisite]]s getting an additional ten points (maximum 100), for a total of 660 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: When creating a character through the web interface, the prime requisite points are applied on the creation screen: you will see two of the stats start at 30 instead of 20. When creating a character in a client connection, all the stats start at 20 and the points will be applied after you set all of the stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|[[INFO]]}} command allows you to see your current stats. {{boldmono|INFO START}} will show how the stats were originally assigned at Level 0.&lt;br /&gt;
&lt;br /&gt;
=== Determining Training Points Based on Stats ===&lt;br /&gt;
&lt;br /&gt;
Training points are determined using the following equations:&lt;br /&gt;
&lt;br /&gt;
{{equation box|[[File:Ptp-formula.gif]]}}&lt;br /&gt;
&lt;br /&gt;
{{equation box|[[File:Mtp-formula.gif]]}}&lt;br /&gt;
&lt;br /&gt;
Note: [[Prime requisite]]s count double wherever they are in the training point equations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;alternating&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Profession !! Prime Requisites !! [[Mana]] Stat(s)&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Influence &amp;amp; Aura || Influence &amp;amp; Aura&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Wisdom &amp;amp; Intuition || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Empath || Wisdom &amp;amp; Influence || Wisdom &amp;amp; Influence&lt;br /&gt;
|-&lt;br /&gt;
| Monk || Strength &amp;amp; Agility || Logic &amp;amp; Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Paladin || Wisdom &amp;amp; Strength || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Dexterity &amp;amp; Intuition || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || Agility &amp;amp; Dexterity || Aura &amp;amp; Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || Aura &amp;amp; Wisdom || Aura &amp;amp; Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || Strength &amp;amp; Constitution || Aura &amp;amp; Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || Aura &amp;amp; Logic || Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced Information ==&lt;br /&gt;
&lt;br /&gt;
=== Raw Stat vs. Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each raw stat has a value from 20 to 100. To take a character&#039;s race into account, the raw stat is converted into a &#039;&#039;&#039;bonus&#039;&#039;&#039; by the following formula:&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|Bonus {{=}} &amp;amp;lfloor;(RawStat - 50)/2&amp;amp;rfloor; + RaceModifier}}}}&lt;br /&gt;
&lt;br /&gt;
==== Race Modifiers ====&lt;br /&gt;
&lt;br /&gt;
{{Table of Racial Modifiers}}&lt;br /&gt;
&lt;br /&gt;
=== Stat Growth Rate ===&lt;br /&gt;
&lt;br /&gt;
{{main|Statistic growth rate}}&lt;br /&gt;
&lt;br /&gt;
The following charts show the professional baseline values for Stat Growth Intervals along with the racial modifiers. To determine the Stat Growth Interval for any profession and racial combination, simply add the corresponding values from the two tables. The simple rule is that the higher the Stat Growth Interval, the faster the stat will increase. To determine when a stat will increase, apply the following formula:&lt;br /&gt;
&lt;br /&gt;
Divide the Current Value of Stat by the Stat Growth Interval and round down to the nearest integer. If your new level is evenly divisible by this value, then the stat will increase. Stats will not increase beyond 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Example&#039;&#039;&#039;: A 22nd level Dwarven Rogue with an 84 Constitution has a Stat Growth Interval of (Rogue: 20 + Dwarf: 5) = 25. 84/25 = 3.36, which rounds down to 3. Therefore, the Dwarf&#039;s Constitution stat will next increase at level 24, because level 24 is the next level after 22 that is evenly divisible by 3.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rates by Profession&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Bard]]&#039;&#039;&#039;    ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Cleric]]&#039;&#039;&#039;  ||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Empath]]&#039;&#039;&#039;  ||10||20||15||15||25||20||25||20||30||25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Monk]]&#039;&#039;&#039;  ||25||25||20||30||25||15||20||20||15||10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Paladin]]&#039;&#039;&#039; ||30||25||20||20||25||15||10||15||25||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Ranger]]&#039;&#039;&#039;  ||25||20||30||20||20||15||15||25||25||10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Rogue]]&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sorcerer]]&#039;&#039;&#039;||10||15||20||15||25||30||25||20||25||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Warrior]]&#039;&#039;&#039; ||30||25||25||25||20||15||10||20||15||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Wizard]]&#039;&#039;&#039;  ||10||15||25||15||20||30||25||25||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rate Racial Modifiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Race&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||0||-2||3||3||2||0||0||2||0||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | &#039;&#039;&#039;[[Burghal Gnome]]&#039;&#039;&#039;    ||-5||0||3||3||-3||-2||5||5||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | &#039;&#039;&#039;[[Dark Elf]]&#039;&#039;&#039;    ||0||-2||5||5||-2||0||0||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||5||5||-3||-5||3||0||0||0||3||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||-5||5||3||-5||5||0||0||0||3&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-2||0||0||0||3||0||2||0||0||3&lt;br /&gt;
|- align = center&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | &#039;&#039;&#039;[[Forest Gnome]]&#039;&#039;&#039;    ||-3||2||2||3||2||0||0||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||5||3||-2||-2||0||0||0||2||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | &#039;&#039;&#039;[[Half-Elf]]&#039;&#039;&#039;    ||2||0||2||2||-2||0||0||0||0||2&lt;br /&gt;
|- align = center&lt;br /&gt;
| style=&amp;quot;white-space: nowrap;&amp;quot; | &#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;    ||3||5||2||2||0||-2||-2||0||0||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-5||5||5||5||-2||0||-2||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||2||2||0||0||0||0||0||2||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||-3||-2||5||5||-5||3||0||0||0||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stat Usage ===&lt;br /&gt;
&lt;br /&gt;
Statistics and their bonuses are a factor in many formulas, with different stats influencing various [[verb|actions]], attributes and [[spell]]s, as well as a character&#039;s [[Attack Strength|AS]], [[Casting strength|CS]] and [[Defensive strength|DS]]. In addition, the raw values for the statistics also significantly influence how many [[training point]]s a character is allocated each level. &lt;br /&gt;
&lt;br /&gt;
Below is a summary of all the statistics. Here, each statistic is listed with its type, professions for which it is a prime statistic and the main systems affected by that particular statistic. &lt;br /&gt;
&lt;br /&gt;
{{What Stats Do Table}}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Statistic Bonuses (Non-enhanced) ===&lt;br /&gt;
&lt;br /&gt;
Each race has a maximum non-enhanced stat bonus when the stat reaches a value of 100.  This table displays those maximum values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: It is not possible without [[Enhancive item|enhancives]] for any race, at level 100, to have a 100 value in each stat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Max Racial Bonus Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=references /&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
*[[Statistic growth rate]]&lt;br /&gt;
*[[Character_creation#Stats|Statistics in Character Creation]]&lt;br /&gt;
*[http://www.play.net/gs4/info/stats.asp Stats, on Play.net]&lt;br /&gt;
*[https://github.com/Hymore246/GS4-Character-Planner Hymore&#039;s GemStone IV Character Planner (Beta)] - new as of March 2015&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Training_Spreadsheet Training Spreadsheet maintained by Kithus as of 2017]&lt;br /&gt;
*[http://www.nitefallz.com/ Gemstone IV Stat Cruncher] - helps determine optimal stat placement for maximum training points (WARNING: Nitefallz site has incorrect base growth intervals for Monks and Savants, and will be incorrect for those classes)&lt;br /&gt;
*[https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ Stat/TP Growth Calculator]&amp;lt;section end=references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Statistic}}&lt;br /&gt;
[[Category:Statistics]]  [[Category:New Player]] [[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>ARCON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=129161</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=129161"/>
		<updated>2020-03-11T02:11:54Z</updated>

		<summary type="html">&lt;p&gt;ARCON: /* Ensorcell Pricing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[CAST]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }}(must be done twice)&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by killing like level creatures. &lt;br /&gt;
&lt;br /&gt;
In order to permanently ensorcell an item, PREP 735 and CHANNEL at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  CHANNEL 735 at the item again within 30 seconds to make the Ensorcell attempt. Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when [[LOOK]]ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate [[CHANNEL (verb)|CHANNEL]] of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
:Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Ensorcell.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty (based on unlock tier) || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Greater Elemental Flares||None||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staves||-250||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon||-250||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Twin Weapons||-50/100/150||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Karma Armor||-200||Quilic&lt;br /&gt;
|-&lt;br /&gt;
|Mana-Infused Armor||-100/-100/-150/-200/-200/-200||Estlid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Sanctify (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 10,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 5,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 35,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
The amount of necrotic energy gained from a creature depends on the creature&#039;s level in relation to the sorcerer. No necrotic energy is gained from creatures a sorcerer cannot learn from. Additionally, training in [[Sorcerous Lore, Necromancy]] provides a bonus to the per kill units of energy earned ([[#Necromancy Lore Bonus Table|see table]]).&lt;br /&gt;
&lt;br /&gt;
Each same-level kill (SLK) will earn 10 energy units, with a + or - 1 unit per level difference up to -10 or +10. So, 0 to 20 base units is the range for each kill, not including lore bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Same-level kill (SLK) refers to killing a creature whose level is equal to the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Necrotic Energy Formula (per kill)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;{{boldmono|base &amp;amp;nbsp;&amp;amp;#61; 10 + (creature level - character level) }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;{{boldmono|total &amp;amp;#61; base + min(base, lore bonus) }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
#Energy gained from the creature is capped at +20 (10 base + 10 level difference).&lt;br /&gt;
#Energy gained from the lore bonus cannot exceed energy gained from killing the creature.&lt;br /&gt;
#Total energy gained including lore bonus is capped at +30.&lt;br /&gt;
&lt;br /&gt;
===Group Hunting===&lt;br /&gt;
&lt;br /&gt;
When group hunting, sorcerers will earn the full amount of necrotic energy they qualify for from that creature, or close to it, as long as they land a successful hit. &lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first &#039;necrotic energy-giving&#039; creature is killed after the [[Gift of Lumnis]] has begun.  The above maximum weekly message will only disappear once that first creature has been killed irrespective of any other type of experience gained.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To put creature kills in the same perspective as weeks, the amount of necrotic energy required for each successive tier is increased by 500 SLKs from the previous tier. Example: 1000, 1500, 2000, 2500, and 3000 SLKs from tier 1-5, respectively.  A complete ensorcellment from Tier 0 to Tier 5 requires the energy equivalent of 10,000 SLKs (100,000 energy units).&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 15,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 25,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 100,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive two benefits from Ensorcell:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits. For example, a sorcerer will receive the same bonus (6) with 78 or 104 lore ranks. The next bonus (7) is obtained at 105 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example 1&lt;br /&gt;
:A level 60 sorcerer with 55 Sorcerous Lore, Necromancy ranks (max bonus 5) would only gain a total 4 energy units (including the lore bonus) killing a level 52 creature. Two units from the [[#Necrotic Energy Formula (per kill)|level difference]] and two units from the capped lore bonus.&lt;br /&gt;
&lt;br /&gt;
Example 2&lt;br /&gt;
:A level 75 sorcerer with 55 lore ranks will gain 20 energy units when killing a level 80 creature. 15 units from the level difference and 5 units from the lore bonus.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy (hunt) until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above.&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
;Self-casting Ensorcell yields information on the present necrotic power.&lt;br /&gt;
&lt;br /&gt;
Empty:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense no build up of necrotic energy within you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Lowest tier&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense a weak build up of necrotic energy within you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Second tier:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense the build up of necrotic energy within you approaching the amount needed to permanently ensorcell an item for the first time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ready for the first permanent attempt (at tier 1)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense the build up of necrotic energy within you has reached the point necessary to permanently ensorcell an item for the first time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>ARCON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=BVShop:Temple_of_Tentacles&amp;diff=108525</id>
		<title>BVShop:Temple of Tentacles</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=BVShop:Temple_of_Tentacles&amp;diff=108525"/>
		<updated>2018-08-07T23:55:16Z</updated>

		<summary type="html">&lt;p&gt;ARCON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- __TOC__ --&amp;gt;&lt;br /&gt;
==Current Inventory==&lt;br /&gt;
&amp;lt;section begin=current /&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
==Temple of Tentacles== &amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Last revised: 8/19/17, Verified: 6/16/18&lt;br /&gt;
&lt;br /&gt;
{{Festshop|&lt;br /&gt;
|shopname=Temple of Tentacles&lt;br /&gt;
|look=a dark circular temple&lt;br /&gt;
|location=Lich #23729, Room 2, go circular temple&lt;br /&gt;
}}&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Temple of Tentacles&lt;br /&gt;
|desc=Blackened walls visibly wet with a strange fluid stretch in a full circle from the entrance of the shop.  Thick, tentacle-like appendages are hung from each like a curtain over each of the tunnels leading deeper into the temple.  Much like the walls, the floors are squishy and sticky with small sanguine colored pools strewn about.  A pair of black candles illuminate a rusted iron table in the center.&lt;br /&gt;
|exits = out}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the iron table you see:}}&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;[[Parasitic weapon]] unlock waivers}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a blue parasitic waiver || &amp;lt;pre{{log-inline}}&amp;gt;This waiver will take it from tier 0 to tier 1.&lt;br /&gt;
This waiver will ONLY work if your item isn&#039;t unlocked yet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a green parasitic waiver ||&amp;lt;pre{{log-inline}}&amp;gt;This waiver will take it from tier 1 to tier 2.&lt;br /&gt;
This waiver will ONLY work if your item is unlocked to Tier 1.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 35000&lt;br /&gt;
|-&lt;br /&gt;
| an ebon parasitic waiver ||&amp;lt;pre{{log-inline}}&amp;gt;This waiver will take it from tier 2 to tier 3.&lt;br /&gt;
This waiver will ONLY work if your item is unlocked to Tier 2.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 75000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===Silver-Hued Tunnel===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Temple of Tentacles&lt;br /&gt;
|desc=Blood-soaked prayer mats are lined up evenly facing a section of the wall marred with claw marks.  Resting atop four tentacle-like appendages is a pink lace-accented display, its glass top shattered.  Sunken into the floor next to each prayer mat is an uninviting cot.  A tentacle-wrapped squat dilapidated bookshelf filled with stained books and other trinkets off to one side catches your eye.  You also see a blood-stained sign.&lt;br /&gt;
|exits = out}}&lt;br /&gt;
{{sign|margin-right=35%&lt;br /&gt;
|sign=All gloves within the sack are Parasitic Weapons, completely locked, and four times enchanted.&lt;br /&gt;
  Listed below you will find the associated color with its weapon base.&lt;br /&gt;
    Pink - Composite Bow&lt;br /&gt;
    Coral - Short Bow&lt;br /&gt;
    Fuscia - Longbow&lt;br /&gt;
    Burgundy - Boots&lt;br /&gt;
    Puce - Gloves&lt;br /&gt;
    Maroon - Katar&lt;br /&gt;
    Sanguine - Runestaff&lt;br /&gt;
 All weapons cost 10000 bloodscrip and can be unlocked further through waivers found in the entrance of this shop, and the limited shop.}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the lace-accented display you see:}}&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;[[Parasitic Weapon]]s}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of maroon gloves || [[katar]]|| rowspan=7|10000&lt;br /&gt;
|-&lt;br /&gt;
| some puce armbands ||UAC gloves&lt;br /&gt;
|-&lt;br /&gt;
| some burgundy bracers ||UAC boots&lt;br /&gt;
|-&lt;br /&gt;
| a pair of pink gloves ||[[composite bow]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of coral gloves ||[[short bow]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of fuschia gloves ||[[long bow]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of sanguine gloves ||[[runestaff]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Behind the dilapidated bookshelf you see:}}&lt;br /&gt;
&lt;br /&gt;
a tight dirt passageway&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tight Dirt Passageway===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Deep Within Darkness&lt;br /&gt;
|desc=Aside from a single, flickering grey orb floating near the center of the convex dirt ceiling, this room is completely dark.  Smells of overturned earth and the putrid stench of death attack your senses within this cramped space, while a thick, pitch black fog billows and roils about unpredictably, at times completely obscuring the merchandise for sale.  A tight dirt passageway is scarely visible, barely arching out of the packed dirt ground.    You also see a set of nearly invisible curved spikes hammered into one wall in uneven patterns with some stuff on it, a bug-infested rotting black box and an obscured bloodstained sign.&lt;br /&gt;
|exits = none}}&lt;br /&gt;
{{sign|margin-right=30%&lt;br /&gt;
|sign=In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
Welcome to Deep Within Darkness!&lt;br /&gt;
&lt;br /&gt;
If you wish to be one with the shadows, peruse and select a garment from the spikes.&lt;br /&gt;
All waivers within the box will unlock the night shrouds in assorted ways.&lt;br /&gt;
&lt;br /&gt;
 The shrouds have one tier of fluff unlock:&lt;br /&gt;
   the threadbare cloth shroud waiver unlocks this fluff tier!&lt;br /&gt;
&lt;br /&gt;
 The shrouds also have three tiers of auction unlock:&lt;br /&gt;
   the periwinkle shroud waiver unlocks the auction tier from tier 0 to tier 1!&lt;br /&gt;
   the sage green shroud waiver unlocks the auction tier from tier 1 to tier 2!&lt;br /&gt;
   the raven-toned shroud waiver unlocks the auction tier from tier 2 to tier 3!&lt;br /&gt;
&lt;br /&gt;
What are the auction tiers, you ask?  Figure them out.&lt;br /&gt;
&lt;br /&gt;
 ALL SALES ARE FINAL!&lt;br /&gt;
  - The Sneaky Management}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the curved spikes you see:}}&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;[[Night Shroud Cloak]]s}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a lengthy olive-hued duster adorned with a solitary onyx||rowspan=8|cloak worn&amp;lt;br&amp;gt;functional|| rowspan=8|7500&lt;br /&gt;
|-&lt;br /&gt;
| a moth-eaten pumpkin orange cotton duster &lt;br /&gt;
|-&lt;br /&gt;
| a simple crimson-splotched silk cape &lt;br /&gt;
|-&lt;br /&gt;
| a grass-stained brocade cape with parallel-threaded accents &lt;br /&gt;
|-&lt;br /&gt;
| a soft ecru linen cloak with detailed bright red hemming &lt;br /&gt;
|-&lt;br /&gt;
| a long cream and ochre velvet cloak &lt;br /&gt;
|-&lt;br /&gt;
| a milky purple damask greatcloak with a tentacle-shaped clasp &lt;br /&gt;
|-&lt;br /&gt;
|a mithglin-buttoned billowing black greatcloak &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the rotting black box you see:}}&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;[[Night Shroud Cloak]] unlock waivers}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a threadbare cloth shroud waiver || &amp;lt;pre{{log-inline}}&amp;gt;This will unlock your night shroud to be more fluffy.&lt;br /&gt;
This waiver will take it from a locked to unlocked status.&lt;br /&gt;
This waiver will ONLY work if your item isn&#039;t unlocked yet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a faded periwinkle shroud waiver || &amp;lt;pre{{log-inline}}&amp;gt;This will unlock your night shroud to the first auction tier.&lt;br /&gt;
This waiver will take it from tier 0 to tier 1.&lt;br /&gt;
This waiver will ONLY work if your item isn&#039;t unlocked yet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| a sage green shroud waiver ||&amp;lt;pre{{log-inline}}&amp;gt;This will unlock your night shroud to the second auction tier.&lt;br /&gt;
This waiver will take it from tier 1 to tier 2.&lt;br /&gt;
This waiver will ONLY work if your item is unlocked to the first tier.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| a raven-toned shroud waiver || &amp;lt;pre{{log-inline}}&amp;gt;This will unlock your night shroud to the third auction tier.&lt;br /&gt;
This waiver will take it from tier 2 to tier 3.&lt;br /&gt;
This waiver will ONLY work if your item is unlocked to the second tier.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 75000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Green-Hued Tunnel===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Temple of Tentacles&lt;br /&gt;
|desc=A small, blackened altar sitting upon a circular rug takes up most of the ornate alcove.  In front of the altar is an ebon locker, its hinges rusted and twisted into odd angles.  Atop the altar is the burnt outline of a humanoid being, strange snake-like outlines can be seen on either side of it.&lt;br /&gt;
|exits = out}}&lt;br /&gt;
{{sign|margin-right=35%&lt;br /&gt;
|sign=All gloves within the sack are Parasitic Weapons, completely locked, and four times enchanted.&lt;br /&gt;
  Listed below you will find the associated color with its weapon base.&lt;br /&gt;
    Emerald - Lance&lt;br /&gt;
    Verdant Green - Jeddart-Axe&lt;br /&gt;
    Green - Spear&lt;br /&gt;
    Orange - Maul&lt;br /&gt;
    Vermilion - Two Handed Sword&lt;br /&gt;
 All weapons cost 10000 bloodscrip and can be unlocked further through waivers found in the entrance of this shop, and the limited shop.}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebon locker you see:}}&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;[[Parasitic weapon]]s}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of emerald gloves||[[lance]]|| rowspan=5|10000&lt;br /&gt;
|-&lt;br /&gt;
| a pair of verdant green gloves ||[[jeddart-axe]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of green gloves ||[[spear]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of vermilion gloves ||[[two-hand sword]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of orange gloves ||[[maul]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Purple-Hued Tunnel===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Temple of Tentacles&lt;br /&gt;
|desc=Thick, tentacle-like cords are draped down from blackened iron spikes along the wall.  The surface of each cord is littered with small suction cups that are drained of life.  Thrown haphazardly agains the wall is a large stitched sack, with a collection of assorted goods spilling out.&lt;br /&gt;
|exits = out}}&lt;br /&gt;
{{sign|margin-right=35%&lt;br /&gt;
|sign=All gloves within the sack are Parasitic Weapons, completely locked, and four times enchanted.&lt;br /&gt;
  Listed below you will find the associated color with its weapon base.&lt;br /&gt;
    Plum - Short Sword&lt;br /&gt;
    Mauve - Bastard Sword&lt;br /&gt;
    Indigo - Dagger&lt;br /&gt;
    Lavender - Falchion&lt;br /&gt;
    Teal - Morning Star&lt;br /&gt;
    Turquoise - Mace&lt;br /&gt;
 All weapons cost 10000 bloodscrip and can be unlocked further through waivers found in the entrance of this shop, and the limited shop.}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebon locker you see:}}&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;[[Parasitic weapon]]s}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of turquoise gloves || [[mace]]|| rowspan=6|10000&lt;br /&gt;
|-&lt;br /&gt;
| a pair of teal gloves ||[[morning star]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of lavender gloves ||[[falchion]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of indigo gloves ||[[dagger]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of mauve gloves ||[[bastard sword]]&lt;br /&gt;
|-&lt;br /&gt;
| a pair of plum gloves ||[[short sword]]&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&amp;lt;section end=current /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==Archived Inventory== --&amp;gt;&lt;br /&gt;
&amp;lt;section begin=archive /&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temple of Tentacles==&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;section end=archive /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Bloodriven Village Shops|T]]&lt;/div&gt;</summary>
		<author><name>ARCON</name></author>
	</entry>
</feed>