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	<updated>2026-04-21T10:16:34Z</updated>
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		<id>https://gswiki.play.net/index.php?title=Spell_Book&amp;diff=239053</id>
		<title>Spell Book</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Book&amp;diff=239053"/>
		<updated>2025-05-30T07:53:52Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Spell Book&#039;&#039;&#039; can transfer spells from scrolls, storing individual spells for future use.  Additional pages can be added to the book to allow for more spells to be stored.&lt;br /&gt;
&lt;br /&gt;
At Tier 3, a chosen spell slot can be refreshed 1x/day.&lt;br /&gt;
&lt;br /&gt;
At Tier 4, the book allows for 1x/day use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&lt;br /&gt;
Spell Books are sold at the [[Rumor Woods]] shop [[RWShop:Tomeward Bound|Tomeword Bound]].&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Tier 1/OTS &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary=An OTS Spell Book is capable of holding spells, which are transferred to it from scrolls.  The book can hold up to six spells, which can be {{boldmono|INVOKEd}} as with scrolls. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
You analyze the dark leather grimoire and sense that the creator has provided the following information:&lt;br /&gt;
{{blue|OVERVIEW}}&lt;br /&gt;
&lt;br /&gt;
Hello there, intrepid player!  This dark leather grimoire is a Spell Book item.  These items allow you to transfer spells (and their charges) from scrolls to be stored within this grimoire&#039;s pages.&lt;br /&gt;
&lt;br /&gt;
{{blue|UNLOCKS}}&lt;br /&gt;
&lt;br /&gt;
Tier 1 - OTS.  You may TRANSFER spells into the grimoire, PONDER to select spells, and SCRATCH to remove them.&lt;br /&gt;
Tier 2 - The grimoire gives more information about the number of charges remaining.&lt;br /&gt;
Tier 3 - You may CLEAN the grimoire 1x/day to restore a selected spell slot (1 charge for non-war spells, 40 charges for war spells).&lt;br /&gt;
Tier 4 - You may STARE at the grimoire 1x/day to gain Fash&#039;lo&#039;nae&#039;s Knowledge (1750).&lt;br /&gt;
RP Verbs - Unlocks RP verbs (FLIP, SNAP, TOUCH, BRUSH, RUB, RAISE, and POINT).&lt;br /&gt;
&lt;br /&gt;
Currently this book is {{blue|Tier 1}} and has {{blue|1}} pages which contain up to 6 spells each.  You may &amp;quot;TURN grimoire&amp;quot; to go to the next page or &amp;quot;TURN grimoire TO #&amp;quot; to go to a specific page.&lt;br /&gt;
&lt;br /&gt;
 The RP verbs are: {{blue|Locked}}.&lt;br /&gt;
&lt;br /&gt;
{{blue|ALTERING}}&lt;br /&gt;
&lt;br /&gt;
This grimoire may be freely altered but should remain in relatively good repair (e.g. it cannot be in an unreadable state).&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the grimoire may be further lightened.&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|PONDER&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Select a spell.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|SCRATCH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Remove a spell.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|TRANSFER&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Add a spell to the grimoire from a scroll.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TURN {BOOK}&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TURN {BOOK} TO #&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Tier 2 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary=At Tier 2, the book displays the exact number of charges for each slot (up to 40 charges/slot). &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Tier 3 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= At Tier 3, a chosen spell slot can be refreshed 1x/day.  War spells will refresh fully up to 40 charges while non-war spells will refresh 1 charge. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|CLEAN&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Refresh a spell.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Tier 4 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary=The book may be used 1x/day to gain [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]]. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|STARE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Activate [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Fluff Verbs &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary=A separate certificate can be used to add a variety of fluff RP verb traps.  This fluff verb unlock is separate from any Tier unlocks. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|BRUSH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|FLIP&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POINT&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RAISE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RUB&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|SNAP&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TOUCH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Page Addon &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary=A separate certificate can be used to add additional pages to an existing Spell Book.  A Spell Book can have up to 5 pages.  Each page can hold up to 6 spells.  Page addons are separate from any Tier unlocks. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
To transfer a spell from a scroll, use {{boldmono|PONDER}} to first select the individual spell on a scroll and then use {{boldmono|TRANSFER}}, similar to a [[Sigil Staff]].&lt;br /&gt;
&lt;br /&gt;
(Delyorik:  I beg to differ from the above.  I find that using TRANSFER spellnumber GRIMOIRE works just fine.)&lt;br /&gt;
&lt;br /&gt;
Spell knowledge scrolls (written in vibrant ink) cannot be transferred to the book.  Only spells below level 20 may be transferred.  The spell must be findable on scrolls to be recharged.&lt;br /&gt;
&lt;br /&gt;
If the scroll has more charges than the book can hold, the book will transfer charges up to the maximum (40) and leave the remaining charges on the scroll.&lt;br /&gt;
&lt;br /&gt;
Transferring a spell off of a scrollwill reduce the value similar to how it is done with a [[Sigil Staff]].&lt;br /&gt;
&lt;br /&gt;
If the last charge of a spell is used up in the book, that spell slot will become empty and available for transferring another spell.  {{boldmono|SCRATCH}} can be used to remove a spell from the book, making that slot available for use again.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1359226197480964176 Discord release discussion thread]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Miscellaneous &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Book &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Rumor Woods &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2025 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber=4 &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock=Certificate &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=Must remain some type of book and in relatively good shape. &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=BRUSH &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
|verb2=CLEAN&lt;br /&gt;
|verb3=FLIP&lt;br /&gt;
|verb4=INVOKE&lt;br /&gt;
|verb5=POINT&lt;br /&gt;
|verb6=PONDER&lt;br /&gt;
|verb7=RAISE&lt;br /&gt;
|verb8=RUB&lt;br /&gt;
|verb9=SCRATCH&lt;br /&gt;
|verb10=SNAP&lt;br /&gt;
|verb11=STARE&lt;br /&gt;
|verb12=TOUCH&lt;br /&gt;
|verb13=TRANSFER&lt;br /&gt;
|verb14=TURN&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=219206</id>
		<title>Order of Voln</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=219206"/>
		<updated>2024-05-14T17:33:42Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Wehnimer&amp;#039;s Landing (Lich 18214), Icemule Trace, Solhaven (Lich 13197), and Ta&amp;#039;Vaalor Visions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Order of Voln&#039;&#039;&#039; is a [[society]] devoted to the release of [[undead]] from the torment they endure on [[Elanthia]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{main|The History of the Order of Voln}}&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
&lt;br /&gt;
To join the Order of Voln, an adventurer must first receive an invitation. This invitation may be extended to any adventurer, [[level]] 3 or higher, by the &#039;&#039;&#039;[[grizzled old warrior]]&#039;&#039;&#039; in [[Wehnimer&#039;s Landing]], the &#039;&#039;&#039;[[robed erithian monk]]&#039;&#039;&#039; in [[Ta&#039;Vaalor]], or by a Master (Rank 26 member) in the Order. Masters can extend an invitation with the command {{mono|[[INVITE]] &amp;lt;NAME&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
Once invited, prospective members must travel to an Order of Voln monastery, stow the items in their hands, and enter the pool of water. While relaxing in the pool, the prospective member will receive a series of messages. Once the message &amp;quot;&#039;&#039;you have been cleansed of all worldly pollutions&#039;&#039;&amp;quot; has been received, they will then be permitted to enter the monastery proper.&lt;br /&gt;
&lt;br /&gt;
Upon entering the monastery, prospective members must visit the Grandmaster. He will welcome and instruct the individual on the Order&#039;s mission, a bit of history and the responsibilities of membership.&lt;br /&gt;
&lt;br /&gt;
Finally, the Grandmaster will direct the prospective member to recite an oath to the [[Voln|Great Spirit Voln]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I pledge to aid and succor the Great Spirit Voln in his mission on Elanthia.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon correctly repeating this oath the character will then receive another welcome from the Grandmaster and additional instructions on how to proceed. The new member may then begin their journey along the Path to Enlightenment by visiting the first monk on the path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You cannot join the Order of Voln if you are currently a member of another [[society]], such as the [[Council of Light]] or the [[Guardians of Sunfist]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advancement ==&lt;br /&gt;
&lt;br /&gt;
Members receive a new usable [[#Symbols|symbol]] for each rank gained in the Order of Voln. To advance in rank, one must earn a certain amount of [[#Favor|favor]] (see section below), visit a monk on the Path to Enlightenment, and then complete a task. To check if one has enough favor to obtain the next rank, one can either visit a monk on the Path or enter the [[#Visions|vision]] room and [[PRAY]].&lt;br /&gt;
&lt;br /&gt;
If in River&#039;s Rest and eligible to step, one can visit the Voln Outpost and ask the monk present about &amp;quot;travel&amp;quot; and a free chronomage orb will be given for travel to Wehnimer&#039;s Landing (return trip included).&lt;br /&gt;
&lt;br /&gt;
The first rank and [[Symbol of Recognition]] are given without any task or favor requirement. The favor requirement increases for each additional step.&lt;br /&gt;
&lt;br /&gt;
Using symbols costs favor but does &#039;&#039;&#039;not&#039;&#039;&#039; slow down advancement, only the amount of favor cumulatively earned matters.&lt;br /&gt;
&lt;br /&gt;
== Favor ==&lt;br /&gt;
{{main|Favor}}&lt;br /&gt;
{{#section:Favor|intro}}&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
Members of the Order of Voln gain access to one new [[symbol]] per rank. Master&#039;s of the Order have access to a total of 26 symbols. Symbols are similar to [[spell]]s but are powered by favor instead of mana. The favor cost to activate symbols increases with a character&#039;s level. However, the amount of favor gained from releasing an undead also increases with level.&lt;br /&gt;
&lt;br /&gt;
The favor required to activate a symbol is character level-based. For example, the favor cost for one use of symbol of courage for a level 20 member is 29 units and increases to 218 units for a level 100 character. Although there is nearly a 7 fold increase in cost, this is offset by a higher percentage of favor gained by the 100 level character. A level 20 character releasing a level 20 creature will receive (20 &amp;amp;divide; 15) * 20 = 27 units of favor. A level 100 character releasing a level 100 undead receives (100 &amp;amp;divide; 15) * 100 = 667 units of favor.&lt;br /&gt;
&lt;br /&gt;
The relative cost column, in the table below, can be used to compare one symbol&#039;s cost to another. For example, Symbol of Return&#039;s favor cost is approximately 10x the cost of Symbol of Courage. Actual cost will vary based upon the character&#039;s level.&lt;br /&gt;
 &lt;br /&gt;
===Symbol Table===&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Each symbol has a dedicated page with more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Symbol&amp;lt;br&amp;gt;Name&lt;br /&gt;
!Arkati&lt;br /&gt;
!Thumbnail Description&lt;br /&gt;
!Relative&amp;lt;br&amp;gt;Cost Factor&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 20&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 40&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 100&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recognition]]&lt;br /&gt;
|&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Identifies other members of the Order and any [[undead]] present. No [[favor]] cost.&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Blessing]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bless weapons, including magical metal/enchanted weapons, and other combat gear used to strike undead. Enchant bonus bless is limited to member&#039;s (Voln rank * 2). Eg., Rank 10 member can bless maximum +20 (4x) enchanted gear.&lt;br /&gt;
||0.4x/2x&lt;br /&gt;
||&amp;lt;center&amp;gt;12 non-magic/58 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30 non-magic/146 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87 non-magic/435 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Thought]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmit thought message to all members within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;Fixed&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Diminishment]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Temporarily reduces a targeted undead creature&#039;s [[DS]], [[TD]], and [[CMAN]] defense by -1 per rank with a maximum penalty of -26. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Courage]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Attack Strength]] +1 per rank (Max bonus +26). Duration of 10 seconds per rank ([[stackable]]). Fear based attack protection.&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense/Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Protection]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Defensive Strength]] +1 per rank (Max bonus +26). Duration of 20 seconds per rank. Protection also adds a TD boost of 1/2 total ranks. (Max bonus +13) ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Submission]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Forces undead to offensive stance and lowers [[DS]] -1 per rank. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Strike]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Allows [[unarmed combat]] attacks to damage undead creatures without the normal requirement of blessed gear. This is a passive ability and has no favor cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Holiness]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct damage attack against undead using the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recall]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores spells after death. Must be invoked while dead. No benefit if member voluntarily [[DEPART (verb)|departs]].&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sleep]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass disabling attack used against both undead and living creatures. Uses the [[standard success resolution system]]. Player friendly.&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 2x&amp;lt;br&amp;gt;Max 10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 58&amp;lt;br&amp;gt;Max 286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 146&amp;lt;br&amp;gt;Max 728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 435&amp;lt;br&amp;gt;Max 2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Transcendence]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|For 30 seconds member will take damage as if in an [[Non-corporeal|incorporeal]] state.  3 minute cooldown period / 10 minutes if used in emergency.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Mana]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores 50 mana. Initially, no deed cost. 5 minute cooldown period.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sight]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Locate other members of the Order within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Retribution]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct attack against undead when member is deceased. When used while living (self-cast version) will reactively flare if struck by an undead creature. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;0.4x per attack&amp;lt;br&amp;gt;3x self-cast&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;12/86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30/219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87/653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Supremacy]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bonus of +1 per two Voln ranks to [[Attack strength|AS]]/[[CS]],[[CMAN]], [[UAF]] against undead creatures. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Restoration]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Returns up to half of a members [[Hitpoint|health point]] loss. Minimum +10/Maximum +50 HP recovery per use.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Need]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmits an image of the member&#039;s location to all other members within range. Can be used while dead.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Renewal]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediately restores 1 [[Spirit]] Point per use to the member. Hard cooldown period of 2 minutes in which the symbol cannot be reactivated.&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Disruption]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Casts an aura around user and group members. Any &#039;&#039;&#039;[[Non-corporeal|noncorporeal]]&#039;&#039;&#039; undead struck will sustain penalties to [[Attack strength|AS]]/[[DS]],[[CS]]/[[TD]],[[UDF]], [[CMAN]]. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Smite]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An [[unarmed combat]] attack, activated via the SMITE verb. Will temporarily pull a non-corporeal undead creature into corporealness. Will make corp undead more susceptible to damage. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Turning]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass attack causing states similar to fear effects with possible instant death result. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max 15x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max 429&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max 1092&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max 3261&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Preservation]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Lifekeep]]. Can be used whether living or dead, on yourself or on other characters.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Dreams]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member enters a sleep-state during which time there is increased recovery of [[Hitpoint|health]], [[Mana|mana]], [[Spirit|spirit]] and reduced [[stat]]s from [[Death&#039;s Sting]]. You are able to speak while this is active, but whispers or thought net activities will awaken you.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Return]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediate Teleportation of member or member&#039;s group (certain areas will only allow individual transport) to the nearest Voln outpost.&lt;br /&gt;
||&amp;lt;center&amp;gt;10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Seeking]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Teleportation of member or member&#039;s group from a voln outpost to an undead hunting area within the general vicinity. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Masters (rank 26 members) of the Order of Voln may enter the [[Master&#039;s hall]] which includes:&lt;br /&gt;
* Access to a scrying-type effect centered on a few rooms via the [[tapestry]] (in [[Wehnimer&#039;s Landing]])&lt;br /&gt;
&lt;br /&gt;
* Access to teleportation centered on a few rooms via the tapestry (in Wehnimer&#039;s Landing)&lt;br /&gt;
&lt;br /&gt;
* Access to a [[favor]]-measuring [[globe]] and the ability to trade a [[deed]] for favor via the globe&lt;br /&gt;
&lt;br /&gt;
== Visions ==&lt;br /&gt;
&lt;br /&gt;
By praying in the monastery meditation chambers in the Landing and Ta&#039;Vaalor, at the Altar in the Ice Garden of Voln in Icemule Trace, or in the Aegis Shrine of Fasthr&#039;s Lance on Liabo Esplanade in Solhaven, members will receive a vision indicating the percentage of favor they have acquired toward completion of the step. Visions are in 10% increments. There is also a vision if you pray after receiving but before completing a task to step.&lt;br /&gt;
&lt;br /&gt;
=== Wehnimer&#039;s Landing (Lich 18214), Icemule Trace (Lich 3369), Solhaven (Lich 13197), and Ta&#039;Vaalor Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&lt;br /&gt;
&amp;gt;PRAY&lt;br /&gt;
You kneel down and begin your prayers.&lt;br /&gt;
&lt;br /&gt;
Followed (approximately 45 seconds) by one of the following eleven visions.&lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a flower that has not yet begun to open. (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a baby eagle barely hatched from its egg. (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a butterfly drying its wings on a leaf. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of the headwaters of a mighty river. Here it has joined with several other streams and is growing quickly. (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a weaver on a loom, nearly half way in the creation of an intricate tapestry. (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a brief vision of twin bowls of wine. You reach out and empty the contents of one into the other filling it up. You have a sudden desire to fill up the empty bowl too. (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a hiker as he clears the peak of a hill and begins to descend the other side. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a lute, finely crafted, but missing a third of its strings. (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a rainbow forming as a thunder storm begins to abate. (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a path as it winds its way through a forest and to the edge of a clear pool. You have a sudden desire to jump in but cannot. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a pool of clear water. You dive in and swim to the bottom where you find a gold coin engraved with the image of Voln. An overwhelming feeling makes you realize that you are indeed ready to take the next step along the Path to Enlightenment. (100%)&lt;br /&gt;
&lt;br /&gt;
===River&#039;s Rest Visions===&lt;br /&gt;
&lt;br /&gt;
Praying in the garden in River&#039;s Rest (Lich #18374, the room with the large wooden door in the east wall) gives a different set of visions. &lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a monastery built of riverstone and timber and a messenger running to approach the nearest monk.   The messenger exclaims, &amp;quot;A call has gone out from Nydds.  The Order is needed in the South!  Make fast your preparations to begin.  Lord Voln calls!&amp;quot; (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a Grandmaster walking before an assembly of monks outfitted for war and travel.  He blesses each monk separately before saying, &amp;quot;Now is the time to heed Lord Voln&#039;s call.  Go forth, do good, and know Torre awaits your return.&amp;quot; (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks marching over a hill, under banners of blue and gold and black and white.  In the distance behind them, a great river stretches toward a brilliant shining sea and at its mouth, a turtle-egg shaped island. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of dust-covered monks sitting around campfires.  Traveling equipment lies around them, and you hear talk of Selanthia and Tamzyrr.  One subdued voice says, &amp;quot;It&#039;s not too late to turn back.&amp;quot; (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a single monk standing atop a hill at the edge of a road, gazing at a great stone city with a mountain peak looming behind it.  Merchant caravans pass her on the road, and another monk appears at her side saying, &amp;quot;The center of it all, and we must pass it, nearly halfway to Elstreth.&amp;quot; (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching, surrounded by dry heat and hot dust.  Word passes up and down the column of Chastonia reached and Aldora not far ahead.  One monk quips, &amp;quot;Lets hope the next half of this journey has better rations than the last.&amp;quot; (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks standing on the side of a road allowing caravans of merchants and refugees to pass them by.  Murmurs pass through the column of a battle at an Aldoran town known as Tyllan, and the monks gaze determinedly to the south. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a band of monks silhouetted against the radiant sky at sunset, and beyond them, columns of black smoke rise from unseen sources.  A voice whispers softly, &amp;quot;It&#039;s begun, we are nearly there!&amp;quot; (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching quickly down a road.  Several pointing ahead, others slinging shields onto their arms, and some beginning to chant spells through ragged breaths of exertion.  Someone shouts, &amp;quot;Rally!  We&#039;re almost there!&amp;quot; (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a great walled city and a host of undead moving swiftly towards it.  On the opposite side of the city, you see a column of monks under banners of blue and gold and black and white, racing to intercept the undead, their journey nearly complete. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of an undead host charging across a plain before the gates of a great walled city.  Directly before them stands a company of monks underneath flowing banners of blue and gold and black and white.  They gaze stoically toward the undead until a voice from high above upon the city wall shouts, &amp;quot;Are you Torre?  Have you arrived at last?&amp;quot;  Their eyes narrow with accompanying confident expressions, and a single monk quietly says, &amp;quot;Aye,&amp;quot; which is followed by the crushing sound of metal upon metal. (100%)&lt;br /&gt;
&lt;br /&gt;
== Society Titles ==&lt;br /&gt;
As a member of the Order of Voln, characters will have access to post-name titles, dependent on which steps they have completed.&lt;br /&gt;
*Steps 1–7: Postulate of the Order of Voln&lt;br /&gt;
*Steps 8–13: Novitiate of the Order of Voln&lt;br /&gt;
*Steps 14–17: Seminarian of the Order of Voln&lt;br /&gt;
*Steps 18–26: Transitional Diaconate of the Order of Voln&lt;br /&gt;
*Master: Master of the Order of Voln, Voln Master&lt;br /&gt;
 &lt;br /&gt;
== Resigning ==&lt;br /&gt;
Approach the Grandmaster and say, &amp;quot;I resign from the Order&amp;quot;. You will then be free to join another [[society]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Monk and UCS release storyline]]&lt;br /&gt;
*[[Old Voln symbols]] list&lt;br /&gt;
*[[River&#039;s Rest Voln expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[https://web.archive.org/web/20210803135845/https://sites.google.com/site/loresinging/voln-for-dummies Voln for Dummies]&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Order of Voln| ]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=219205</id>
		<title>Order of Voln</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=219205"/>
		<updated>2024-05-14T17:30:38Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Wehnimer&amp;#039;s Landing (Lich 18214), Icemule Trace, Solhaven, and Ta&amp;#039;Vaalor Visions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Order of Voln&#039;&#039;&#039; is a [[society]] devoted to the release of [[undead]] from the torment they endure on [[Elanthia]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{main|The History of the Order of Voln}}&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
&lt;br /&gt;
To join the Order of Voln, an adventurer must first receive an invitation. This invitation may be extended to any adventurer, [[level]] 3 or higher, by the &#039;&#039;&#039;[[grizzled old warrior]]&#039;&#039;&#039; in [[Wehnimer&#039;s Landing]], the &#039;&#039;&#039;[[robed erithian monk]]&#039;&#039;&#039; in [[Ta&#039;Vaalor]], or by a Master (Rank 26 member) in the Order. Masters can extend an invitation with the command {{mono|[[INVITE]] &amp;lt;NAME&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
Once invited, prospective members must travel to an Order of Voln monastery, stow the items in their hands, and enter the pool of water. While relaxing in the pool, the prospective member will receive a series of messages. Once the message &amp;quot;&#039;&#039;you have been cleansed of all worldly pollutions&#039;&#039;&amp;quot; has been received, they will then be permitted to enter the monastery proper.&lt;br /&gt;
&lt;br /&gt;
Upon entering the monastery, prospective members must visit the Grandmaster. He will welcome and instruct the individual on the Order&#039;s mission, a bit of history and the responsibilities of membership.&lt;br /&gt;
&lt;br /&gt;
Finally, the Grandmaster will direct the prospective member to recite an oath to the [[Voln|Great Spirit Voln]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I pledge to aid and succor the Great Spirit Voln in his mission on Elanthia.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon correctly repeating this oath the character will then receive another welcome from the Grandmaster and additional instructions on how to proceed. The new member may then begin their journey along the Path to Enlightenment by visiting the first monk on the path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You cannot join the Order of Voln if you are currently a member of another [[society]], such as the [[Council of Light]] or the [[Guardians of Sunfist]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advancement ==&lt;br /&gt;
&lt;br /&gt;
Members receive a new usable [[#Symbols|symbol]] for each rank gained in the Order of Voln. To advance in rank, one must earn a certain amount of [[#Favor|favor]] (see section below), visit a monk on the Path to Enlightenment, and then complete a task. To check if one has enough favor to obtain the next rank, one can either visit a monk on the Path or enter the [[#Visions|vision]] room and [[PRAY]].&lt;br /&gt;
&lt;br /&gt;
If in River&#039;s Rest and eligible to step, one can visit the Voln Outpost and ask the monk present about &amp;quot;travel&amp;quot; and a free chronomage orb will be given for travel to Wehnimer&#039;s Landing (return trip included).&lt;br /&gt;
&lt;br /&gt;
The first rank and [[Symbol of Recognition]] are given without any task or favor requirement. The favor requirement increases for each additional step.&lt;br /&gt;
&lt;br /&gt;
Using symbols costs favor but does &#039;&#039;&#039;not&#039;&#039;&#039; slow down advancement, only the amount of favor cumulatively earned matters.&lt;br /&gt;
&lt;br /&gt;
== Favor ==&lt;br /&gt;
{{main|Favor}}&lt;br /&gt;
{{#section:Favor|intro}}&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
Members of the Order of Voln gain access to one new [[symbol]] per rank. Master&#039;s of the Order have access to a total of 26 symbols. Symbols are similar to [[spell]]s but are powered by favor instead of mana. The favor cost to activate symbols increases with a character&#039;s level. However, the amount of favor gained from releasing an undead also increases with level.&lt;br /&gt;
&lt;br /&gt;
The favor required to activate a symbol is character level-based. For example, the favor cost for one use of symbol of courage for a level 20 member is 29 units and increases to 218 units for a level 100 character. Although there is nearly a 7 fold increase in cost, this is offset by a higher percentage of favor gained by the 100 level character. A level 20 character releasing a level 20 creature will receive (20 &amp;amp;divide; 15) * 20 = 27 units of favor. A level 100 character releasing a level 100 undead receives (100 &amp;amp;divide; 15) * 100 = 667 units of favor.&lt;br /&gt;
&lt;br /&gt;
The relative cost column, in the table below, can be used to compare one symbol&#039;s cost to another. For example, Symbol of Return&#039;s favor cost is approximately 10x the cost of Symbol of Courage. Actual cost will vary based upon the character&#039;s level.&lt;br /&gt;
 &lt;br /&gt;
===Symbol Table===&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Each symbol has a dedicated page with more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Symbol&amp;lt;br&amp;gt;Name&lt;br /&gt;
!Arkati&lt;br /&gt;
!Thumbnail Description&lt;br /&gt;
!Relative&amp;lt;br&amp;gt;Cost Factor&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 20&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 40&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 100&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recognition]]&lt;br /&gt;
|&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Identifies other members of the Order and any [[undead]] present. No [[favor]] cost.&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Blessing]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bless weapons, including magical metal/enchanted weapons, and other combat gear used to strike undead. Enchant bonus bless is limited to member&#039;s (Voln rank * 2). Eg., Rank 10 member can bless maximum +20 (4x) enchanted gear.&lt;br /&gt;
||0.4x/2x&lt;br /&gt;
||&amp;lt;center&amp;gt;12 non-magic/58 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30 non-magic/146 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87 non-magic/435 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Thought]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmit thought message to all members within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;Fixed&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Diminishment]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Temporarily reduces a targeted undead creature&#039;s [[DS]], [[TD]], and [[CMAN]] defense by -1 per rank with a maximum penalty of -26. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Courage]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Attack Strength]] +1 per rank (Max bonus +26). Duration of 10 seconds per rank ([[stackable]]). Fear based attack protection.&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense/Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Protection]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Defensive Strength]] +1 per rank (Max bonus +26). Duration of 20 seconds per rank. Protection also adds a TD boost of 1/2 total ranks. (Max bonus +13) ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Submission]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Forces undead to offensive stance and lowers [[DS]] -1 per rank. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Strike]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Allows [[unarmed combat]] attacks to damage undead creatures without the normal requirement of blessed gear. This is a passive ability and has no favor cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Holiness]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct damage attack against undead using the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recall]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores spells after death. Must be invoked while dead. No benefit if member voluntarily [[DEPART (verb)|departs]].&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sleep]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass disabling attack used against both undead and living creatures. Uses the [[standard success resolution system]]. Player friendly.&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 2x&amp;lt;br&amp;gt;Max 10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 58&amp;lt;br&amp;gt;Max 286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 146&amp;lt;br&amp;gt;Max 728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 435&amp;lt;br&amp;gt;Max 2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Transcendence]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|For 30 seconds member will take damage as if in an [[Non-corporeal|incorporeal]] state.  3 minute cooldown period / 10 minutes if used in emergency.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Mana]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores 50 mana. Initially, no deed cost. 5 minute cooldown period.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sight]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Locate other members of the Order within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Retribution]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct attack against undead when member is deceased. When used while living (self-cast version) will reactively flare if struck by an undead creature. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;0.4x per attack&amp;lt;br&amp;gt;3x self-cast&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;12/86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30/219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87/653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Supremacy]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bonus of +1 per two Voln ranks to [[Attack strength|AS]]/[[CS]],[[CMAN]], [[UAF]] against undead creatures. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Restoration]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Returns up to half of a members [[Hitpoint|health point]] loss. Minimum +10/Maximum +50 HP recovery per use.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Need]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmits an image of the member&#039;s location to all other members within range. Can be used while dead.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Renewal]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediately restores 1 [[Spirit]] Point per use to the member. Hard cooldown period of 2 minutes in which the symbol cannot be reactivated.&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Disruption]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Casts an aura around user and group members. Any &#039;&#039;&#039;[[Non-corporeal|noncorporeal]]&#039;&#039;&#039; undead struck will sustain penalties to [[Attack strength|AS]]/[[DS]],[[CS]]/[[TD]],[[UDF]], [[CMAN]]. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Smite]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An [[unarmed combat]] attack, activated via the SMITE verb. Will temporarily pull a non-corporeal undead creature into corporealness. Will make corp undead more susceptible to damage. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Turning]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass attack causing states similar to fear effects with possible instant death result. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max 15x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max 429&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max 1092&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max 3261&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Preservation]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Lifekeep]]. Can be used whether living or dead, on yourself or on other characters.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Dreams]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member enters a sleep-state during which time there is increased recovery of [[Hitpoint|health]], [[Mana|mana]], [[Spirit|spirit]] and reduced [[stat]]s from [[Death&#039;s Sting]]. You are able to speak while this is active, but whispers or thought net activities will awaken you.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Return]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediate Teleportation of member or member&#039;s group (certain areas will only allow individual transport) to the nearest Voln outpost.&lt;br /&gt;
||&amp;lt;center&amp;gt;10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Seeking]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Teleportation of member or member&#039;s group from a voln outpost to an undead hunting area within the general vicinity. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Masters (rank 26 members) of the Order of Voln may enter the [[Master&#039;s hall]] which includes:&lt;br /&gt;
* Access to a scrying-type effect centered on a few rooms via the [[tapestry]] (in [[Wehnimer&#039;s Landing]])&lt;br /&gt;
&lt;br /&gt;
* Access to teleportation centered on a few rooms via the tapestry (in Wehnimer&#039;s Landing)&lt;br /&gt;
&lt;br /&gt;
* Access to a [[favor]]-measuring [[globe]] and the ability to trade a [[deed]] for favor via the globe&lt;br /&gt;
&lt;br /&gt;
== Visions ==&lt;br /&gt;
&lt;br /&gt;
By praying in the monastery meditation chambers in the Landing and Ta&#039;Vaalor, at the Altar in the Ice Garden of Voln in Icemule Trace, or in the Aegis Shrine of Fasthr&#039;s Lance on Liabo Esplanade in Solhaven, members will receive a vision indicating the percentage of favor they have acquired toward completion of the step. Visions are in 10% increments. There is also a vision if you pray after receiving but before completing a task to step.&lt;br /&gt;
&lt;br /&gt;
=== Wehnimer&#039;s Landing (Lich 18214), Icemule Trace, Solhaven (Lich 13197), and Ta&#039;Vaalor Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&lt;br /&gt;
&amp;gt;PRAY&lt;br /&gt;
You kneel down and begin your prayers.&lt;br /&gt;
&lt;br /&gt;
Followed (approximately 45 seconds) by one of the following eleven visions.&lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a flower that has not yet begun to open. (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a baby eagle barely hatched from its egg. (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a butterfly drying its wings on a leaf. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of the headwaters of a mighty river. Here it has joined with several other streams and is growing quickly. (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a weaver on a loom, nearly half way in the creation of an intricate tapestry. (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a brief vision of twin bowls of wine. You reach out and empty the contents of one into the other filling it up. You have a sudden desire to fill up the empty bowl too. (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a hiker as he clears the peak of a hill and begins to descend the other side. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a lute, finely crafted, but missing a third of its strings. (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a rainbow forming as a thunder storm begins to abate. (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a path as it winds its way through a forest and to the edge of a clear pool. You have a sudden desire to jump in but cannot. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a pool of clear water. You dive in and swim to the bottom where you find a gold coin engraved with the image of Voln. An overwhelming feeling makes you realize that you are indeed ready to take the next step along the Path to Enlightenment. (100%)&lt;br /&gt;
&lt;br /&gt;
===River&#039;s Rest Visions===&lt;br /&gt;
&lt;br /&gt;
Praying in the garden in River&#039;s Rest (Lich #18374, the room with the large wooden door in the east wall) gives a different set of visions. &lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a monastery built of riverstone and timber and a messenger running to approach the nearest monk.   The messenger exclaims, &amp;quot;A call has gone out from Nydds.  The Order is needed in the South!  Make fast your preparations to begin.  Lord Voln calls!&amp;quot; (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a Grandmaster walking before an assembly of monks outfitted for war and travel.  He blesses each monk separately before saying, &amp;quot;Now is the time to heed Lord Voln&#039;s call.  Go forth, do good, and know Torre awaits your return.&amp;quot; (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks marching over a hill, under banners of blue and gold and black and white.  In the distance behind them, a great river stretches toward a brilliant shining sea and at its mouth, a turtle-egg shaped island. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of dust-covered monks sitting around campfires.  Traveling equipment lies around them, and you hear talk of Selanthia and Tamzyrr.  One subdued voice says, &amp;quot;It&#039;s not too late to turn back.&amp;quot; (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a single monk standing atop a hill at the edge of a road, gazing at a great stone city with a mountain peak looming behind it.  Merchant caravans pass her on the road, and another monk appears at her side saying, &amp;quot;The center of it all, and we must pass it, nearly halfway to Elstreth.&amp;quot; (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching, surrounded by dry heat and hot dust.  Word passes up and down the column of Chastonia reached and Aldora not far ahead.  One monk quips, &amp;quot;Lets hope the next half of this journey has better rations than the last.&amp;quot; (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks standing on the side of a road allowing caravans of merchants and refugees to pass them by.  Murmurs pass through the column of a battle at an Aldoran town known as Tyllan, and the monks gaze determinedly to the south. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a band of monks silhouetted against the radiant sky at sunset, and beyond them, columns of black smoke rise from unseen sources.  A voice whispers softly, &amp;quot;It&#039;s begun, we are nearly there!&amp;quot; (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching quickly down a road.  Several pointing ahead, others slinging shields onto their arms, and some beginning to chant spells through ragged breaths of exertion.  Someone shouts, &amp;quot;Rally!  We&#039;re almost there!&amp;quot; (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a great walled city and a host of undead moving swiftly towards it.  On the opposite side of the city, you see a column of monks under banners of blue and gold and black and white, racing to intercept the undead, their journey nearly complete. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of an undead host charging across a plain before the gates of a great walled city.  Directly before them stands a company of monks underneath flowing banners of blue and gold and black and white.  They gaze stoically toward the undead until a voice from high above upon the city wall shouts, &amp;quot;Are you Torre?  Have you arrived at last?&amp;quot;  Their eyes narrow with accompanying confident expressions, and a single monk quietly says, &amp;quot;Aye,&amp;quot; which is followed by the crushing sound of metal upon metal. (100%)&lt;br /&gt;
&lt;br /&gt;
== Society Titles ==&lt;br /&gt;
As a member of the Order of Voln, characters will have access to post-name titles, dependent on which steps they have completed.&lt;br /&gt;
*Steps 1–7: Postulate of the Order of Voln&lt;br /&gt;
*Steps 8–13: Novitiate of the Order of Voln&lt;br /&gt;
*Steps 14–17: Seminarian of the Order of Voln&lt;br /&gt;
*Steps 18–26: Transitional Diaconate of the Order of Voln&lt;br /&gt;
*Master: Master of the Order of Voln, Voln Master&lt;br /&gt;
 &lt;br /&gt;
== Resigning ==&lt;br /&gt;
Approach the Grandmaster and say, &amp;quot;I resign from the Order&amp;quot;. You will then be free to join another [[society]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Monk and UCS release storyline]]&lt;br /&gt;
*[[Old Voln symbols]] list&lt;br /&gt;
*[[River&#039;s Rest Voln expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[https://web.archive.org/web/20210803135845/https://sites.google.com/site/loresinging/voln-for-dummies Voln for Dummies]&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Order of Voln| ]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=219204</id>
		<title>Order of Voln</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=219204"/>
		<updated>2024-05-14T17:22:43Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Wehnimer&amp;#039;s Landing, Icemule Trace, Solhaven, and Ta&amp;#039;Vaalor Visions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Order of Voln&#039;&#039;&#039; is a [[society]] devoted to the release of [[undead]] from the torment they endure on [[Elanthia]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{main|The History of the Order of Voln}}&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
&lt;br /&gt;
To join the Order of Voln, an adventurer must first receive an invitation. This invitation may be extended to any adventurer, [[level]] 3 or higher, by the &#039;&#039;&#039;[[grizzled old warrior]]&#039;&#039;&#039; in [[Wehnimer&#039;s Landing]], the &#039;&#039;&#039;[[robed erithian monk]]&#039;&#039;&#039; in [[Ta&#039;Vaalor]], or by a Master (Rank 26 member) in the Order. Masters can extend an invitation with the command {{mono|[[INVITE]] &amp;lt;NAME&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
Once invited, prospective members must travel to an Order of Voln monastery, stow the items in their hands, and enter the pool of water. While relaxing in the pool, the prospective member will receive a series of messages. Once the message &amp;quot;&#039;&#039;you have been cleansed of all worldly pollutions&#039;&#039;&amp;quot; has been received, they will then be permitted to enter the monastery proper.&lt;br /&gt;
&lt;br /&gt;
Upon entering the monastery, prospective members must visit the Grandmaster. He will welcome and instruct the individual on the Order&#039;s mission, a bit of history and the responsibilities of membership.&lt;br /&gt;
&lt;br /&gt;
Finally, the Grandmaster will direct the prospective member to recite an oath to the [[Voln|Great Spirit Voln]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I pledge to aid and succor the Great Spirit Voln in his mission on Elanthia.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon correctly repeating this oath the character will then receive another welcome from the Grandmaster and additional instructions on how to proceed. The new member may then begin their journey along the Path to Enlightenment by visiting the first monk on the path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You cannot join the Order of Voln if you are currently a member of another [[society]], such as the [[Council of Light]] or the [[Guardians of Sunfist]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advancement ==&lt;br /&gt;
&lt;br /&gt;
Members receive a new usable [[#Symbols|symbol]] for each rank gained in the Order of Voln. To advance in rank, one must earn a certain amount of [[#Favor|favor]] (see section below), visit a monk on the Path to Enlightenment, and then complete a task. To check if one has enough favor to obtain the next rank, one can either visit a monk on the Path or enter the [[#Visions|vision]] room and [[PRAY]].&lt;br /&gt;
&lt;br /&gt;
If in River&#039;s Rest and eligible to step, one can visit the Voln Outpost and ask the monk present about &amp;quot;travel&amp;quot; and a free chronomage orb will be given for travel to Wehnimer&#039;s Landing (return trip included).&lt;br /&gt;
&lt;br /&gt;
The first rank and [[Symbol of Recognition]] are given without any task or favor requirement. The favor requirement increases for each additional step.&lt;br /&gt;
&lt;br /&gt;
Using symbols costs favor but does &#039;&#039;&#039;not&#039;&#039;&#039; slow down advancement, only the amount of favor cumulatively earned matters.&lt;br /&gt;
&lt;br /&gt;
== Favor ==&lt;br /&gt;
{{main|Favor}}&lt;br /&gt;
{{#section:Favor|intro}}&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
Members of the Order of Voln gain access to one new [[symbol]] per rank. Master&#039;s of the Order have access to a total of 26 symbols. Symbols are similar to [[spell]]s but are powered by favor instead of mana. The favor cost to activate symbols increases with a character&#039;s level. However, the amount of favor gained from releasing an undead also increases with level.&lt;br /&gt;
&lt;br /&gt;
The favor required to activate a symbol is character level-based. For example, the favor cost for one use of symbol of courage for a level 20 member is 29 units and increases to 218 units for a level 100 character. Although there is nearly a 7 fold increase in cost, this is offset by a higher percentage of favor gained by the 100 level character. A level 20 character releasing a level 20 creature will receive (20 &amp;amp;divide; 15) * 20 = 27 units of favor. A level 100 character releasing a level 100 undead receives (100 &amp;amp;divide; 15) * 100 = 667 units of favor.&lt;br /&gt;
&lt;br /&gt;
The relative cost column, in the table below, can be used to compare one symbol&#039;s cost to another. For example, Symbol of Return&#039;s favor cost is approximately 10x the cost of Symbol of Courage. Actual cost will vary based upon the character&#039;s level.&lt;br /&gt;
 &lt;br /&gt;
===Symbol Table===&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Each symbol has a dedicated page with more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Symbol&amp;lt;br&amp;gt;Name&lt;br /&gt;
!Arkati&lt;br /&gt;
!Thumbnail Description&lt;br /&gt;
!Relative&amp;lt;br&amp;gt;Cost Factor&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 20&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 40&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 100&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recognition]]&lt;br /&gt;
|&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Identifies other members of the Order and any [[undead]] present. No [[favor]] cost.&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Blessing]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bless weapons, including magical metal/enchanted weapons, and other combat gear used to strike undead. Enchant bonus bless is limited to member&#039;s (Voln rank * 2). Eg., Rank 10 member can bless maximum +20 (4x) enchanted gear.&lt;br /&gt;
||0.4x/2x&lt;br /&gt;
||&amp;lt;center&amp;gt;12 non-magic/58 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30 non-magic/146 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87 non-magic/435 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Thought]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmit thought message to all members within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;Fixed&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Diminishment]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Temporarily reduces a targeted undead creature&#039;s [[DS]], [[TD]], and [[CMAN]] defense by -1 per rank with a maximum penalty of -26. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Courage]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Attack Strength]] +1 per rank (Max bonus +26). Duration of 10 seconds per rank ([[stackable]]). Fear based attack protection.&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense/Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Protection]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Defensive Strength]] +1 per rank (Max bonus +26). Duration of 20 seconds per rank. Protection also adds a TD boost of 1/2 total ranks. (Max bonus +13) ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Submission]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Forces undead to offensive stance and lowers [[DS]] -1 per rank. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Strike]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Allows [[unarmed combat]] attacks to damage undead creatures without the normal requirement of blessed gear. This is a passive ability and has no favor cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Holiness]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct damage attack against undead using the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recall]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores spells after death. Must be invoked while dead. No benefit if member voluntarily [[DEPART (verb)|departs]].&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sleep]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass disabling attack used against both undead and living creatures. Uses the [[standard success resolution system]]. Player friendly.&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 2x&amp;lt;br&amp;gt;Max 10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 58&amp;lt;br&amp;gt;Max 286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 146&amp;lt;br&amp;gt;Max 728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 435&amp;lt;br&amp;gt;Max 2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Transcendence]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|For 30 seconds member will take damage as if in an [[Non-corporeal|incorporeal]] state.  3 minute cooldown period / 10 minutes if used in emergency.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Mana]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores 50 mana. Initially, no deed cost. 5 minute cooldown period.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sight]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Locate other members of the Order within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Retribution]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct attack against undead when member is deceased. When used while living (self-cast version) will reactively flare if struck by an undead creature. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;0.4x per attack&amp;lt;br&amp;gt;3x self-cast&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;12/86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30/219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87/653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Supremacy]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bonus of +1 per two Voln ranks to [[Attack strength|AS]]/[[CS]],[[CMAN]], [[UAF]] against undead creatures. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Restoration]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Returns up to half of a members [[Hitpoint|health point]] loss. Minimum +10/Maximum +50 HP recovery per use.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Need]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmits an image of the member&#039;s location to all other members within range. Can be used while dead.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Renewal]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediately restores 1 [[Spirit]] Point per use to the member. Hard cooldown period of 2 minutes in which the symbol cannot be reactivated.&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Disruption]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Casts an aura around user and group members. Any &#039;&#039;&#039;[[Non-corporeal|noncorporeal]]&#039;&#039;&#039; undead struck will sustain penalties to [[Attack strength|AS]]/[[DS]],[[CS]]/[[TD]],[[UDF]], [[CMAN]]. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Smite]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An [[unarmed combat]] attack, activated via the SMITE verb. Will temporarily pull a non-corporeal undead creature into corporealness. Will make corp undead more susceptible to damage. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Turning]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass attack causing states similar to fear effects with possible instant death result. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max 15x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max 429&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max 1092&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max 3261&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Preservation]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Lifekeep]]. Can be used whether living or dead, on yourself or on other characters.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Dreams]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member enters a sleep-state during which time there is increased recovery of [[Hitpoint|health]], [[Mana|mana]], [[Spirit|spirit]] and reduced [[stat]]s from [[Death&#039;s Sting]]. You are able to speak while this is active, but whispers or thought net activities will awaken you.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Return]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediate Teleportation of member or member&#039;s group (certain areas will only allow individual transport) to the nearest Voln outpost.&lt;br /&gt;
||&amp;lt;center&amp;gt;10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Seeking]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Teleportation of member or member&#039;s group from a voln outpost to an undead hunting area within the general vicinity. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Masters (rank 26 members) of the Order of Voln may enter the [[Master&#039;s hall]] which includes:&lt;br /&gt;
* Access to a scrying-type effect centered on a few rooms via the [[tapestry]] (in [[Wehnimer&#039;s Landing]])&lt;br /&gt;
&lt;br /&gt;
* Access to teleportation centered on a few rooms via the tapestry (in Wehnimer&#039;s Landing)&lt;br /&gt;
&lt;br /&gt;
* Access to a [[favor]]-measuring [[globe]] and the ability to trade a [[deed]] for favor via the globe&lt;br /&gt;
&lt;br /&gt;
== Visions ==&lt;br /&gt;
&lt;br /&gt;
By praying in the monastery meditation chambers in the Landing and Ta&#039;Vaalor, at the Altar in the Ice Garden of Voln in Icemule Trace, or in the Aegis Shrine of Fasthr&#039;s Lance on Liabo Esplanade in Solhaven, members will receive a vision indicating the percentage of favor they have acquired toward completion of the step. Visions are in 10% increments. There is also a vision if you pray after receiving but before completing a task to step.&lt;br /&gt;
&lt;br /&gt;
=== Wehnimer&#039;s Landing (Lich 18214), Icemule Trace, Solhaven, and Ta&#039;Vaalor Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&lt;br /&gt;
&amp;gt;PRAY&lt;br /&gt;
You kneel down and begin your prayers.&lt;br /&gt;
&lt;br /&gt;
Followed (approximately 45 seconds) by one of the following eleven visions.&lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a flower that has not yet begun to open. (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a baby eagle barely hatched from its egg. (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a butterfly drying its wings on a leaf. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of the headwaters of a mighty river. Here it has joined with several other streams and is growing quickly. (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a weaver on a loom, nearly half way in the creation of an intricate tapestry. (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a brief vision of twin bowls of wine. You reach out and empty the contents of one into the other filling it up. You have a sudden desire to fill up the empty bowl too. (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a hiker as he clears the peak of a hill and begins to descend the other side. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a lute, finely crafted, but missing a third of its strings. (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a rainbow forming as a thunder storm begins to abate. (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a path as it winds its way through a forest and to the edge of a clear pool. You have a sudden desire to jump in but cannot. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a pool of clear water. You dive in and swim to the bottom where you find a gold coin engraved with the image of Voln. An overwhelming feeling makes you realize that you are indeed ready to take the next step along the Path to Enlightenment. (100%)&lt;br /&gt;
&lt;br /&gt;
===River&#039;s Rest Visions===&lt;br /&gt;
&lt;br /&gt;
Praying in the garden in River&#039;s Rest (Lich #18374, the room with the large wooden door in the east wall) gives a different set of visions. &lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a monastery built of riverstone and timber and a messenger running to approach the nearest monk.   The messenger exclaims, &amp;quot;A call has gone out from Nydds.  The Order is needed in the South!  Make fast your preparations to begin.  Lord Voln calls!&amp;quot; (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a Grandmaster walking before an assembly of monks outfitted for war and travel.  He blesses each monk separately before saying, &amp;quot;Now is the time to heed Lord Voln&#039;s call.  Go forth, do good, and know Torre awaits your return.&amp;quot; (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks marching over a hill, under banners of blue and gold and black and white.  In the distance behind them, a great river stretches toward a brilliant shining sea and at its mouth, a turtle-egg shaped island. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of dust-covered monks sitting around campfires.  Traveling equipment lies around them, and you hear talk of Selanthia and Tamzyrr.  One subdued voice says, &amp;quot;It&#039;s not too late to turn back.&amp;quot; (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a single monk standing atop a hill at the edge of a road, gazing at a great stone city with a mountain peak looming behind it.  Merchant caravans pass her on the road, and another monk appears at her side saying, &amp;quot;The center of it all, and we must pass it, nearly halfway to Elstreth.&amp;quot; (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching, surrounded by dry heat and hot dust.  Word passes up and down the column of Chastonia reached and Aldora not far ahead.  One monk quips, &amp;quot;Lets hope the next half of this journey has better rations than the last.&amp;quot; (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks standing on the side of a road allowing caravans of merchants and refugees to pass them by.  Murmurs pass through the column of a battle at an Aldoran town known as Tyllan, and the monks gaze determinedly to the south. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a band of monks silhouetted against the radiant sky at sunset, and beyond them, columns of black smoke rise from unseen sources.  A voice whispers softly, &amp;quot;It&#039;s begun, we are nearly there!&amp;quot; (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching quickly down a road.  Several pointing ahead, others slinging shields onto their arms, and some beginning to chant spells through ragged breaths of exertion.  Someone shouts, &amp;quot;Rally!  We&#039;re almost there!&amp;quot; (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a great walled city and a host of undead moving swiftly towards it.  On the opposite side of the city, you see a column of monks under banners of blue and gold and black and white, racing to intercept the undead, their journey nearly complete. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of an undead host charging across a plain before the gates of a great walled city.  Directly before them stands a company of monks underneath flowing banners of blue and gold and black and white.  They gaze stoically toward the undead until a voice from high above upon the city wall shouts, &amp;quot;Are you Torre?  Have you arrived at last?&amp;quot;  Their eyes narrow with accompanying confident expressions, and a single monk quietly says, &amp;quot;Aye,&amp;quot; which is followed by the crushing sound of metal upon metal. (100%)&lt;br /&gt;
&lt;br /&gt;
== Society Titles ==&lt;br /&gt;
As a member of the Order of Voln, characters will have access to post-name titles, dependent on which steps they have completed.&lt;br /&gt;
*Steps 1–7: Postulate of the Order of Voln&lt;br /&gt;
*Steps 8–13: Novitiate of the Order of Voln&lt;br /&gt;
*Steps 14–17: Seminarian of the Order of Voln&lt;br /&gt;
*Steps 18–26: Transitional Diaconate of the Order of Voln&lt;br /&gt;
*Master: Master of the Order of Voln, Voln Master&lt;br /&gt;
 &lt;br /&gt;
== Resigning ==&lt;br /&gt;
Approach the Grandmaster and say, &amp;quot;I resign from the Order&amp;quot;. You will then be free to join another [[society]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Monk and UCS release storyline]]&lt;br /&gt;
*[[Old Voln symbols]] list&lt;br /&gt;
*[[River&#039;s Rest Voln expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[https://web.archive.org/web/20210803135845/https://sites.google.com/site/loresinging/voln-for-dummies Voln for Dummies]&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Order of Voln| ]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Firebird&amp;diff=218844</id>
		<title>The Firebird</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Firebird&amp;diff=218844"/>
		<updated>2024-05-07T14:15:34Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Firebird&#039;&#039;&#039; was introduced in 5115 (2015) as a merchant ship and place to battle [[Spirit Beast]]s.  These battles take place in [[Talondown Arena]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;The Firebird was lost and presumed destroyed in late 5121, please be sure to check [[Spirit Beasts]] for the most up-to-date information regarding that system (or just visit the Locations listed below for when it shows up)&#039;&#039;&#039;&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Firebird frequently travels from place to place, and may take off at any time, taking any passengers with it.  The ship will send three signals before it takes off, and transport spells and [[society]] abilities can be used to escape should the ship embark with passengers aboard. &lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==The Firebird Landing Locations==&lt;br /&gt;
*Icemule Trace - Outside North Gate NE&lt;br /&gt;
*Pinefar - One south, one southeast of Pinefar Preserve neighborhood (Lich #2771)&lt;br /&gt;
*River&#039;s Rest (Torre) - River Road, Drawbridge (Lich #10840)&lt;br /&gt;
*Solhaven - Outside Falcon&#039;s Nest (private home) (Lich #1536)&lt;br /&gt;
*Teras - Silver and Sapphire, one south of Terasian Seating Emporium (Lich #1865)&lt;br /&gt;
*Ta&#039;Vaalor - West end of Shimaraern Var, outside the locksmith shop (Lich #3502)&lt;br /&gt;
*Wehnimer&#039;s Landing - One east of North Gate, outside town (Lich #411)&lt;br /&gt;
*Sea of Fire - Kanchoco Cave side of the ramp (Lich #25144)&lt;br /&gt;
&lt;br /&gt;
==The Firebird&#039;s Present Locations==&lt;br /&gt;
&lt;br /&gt;
*Icemule Trace - One east of South Gate (Lich #3055) &#039;&#039;&#039;(open for spirit beast purchases)&#039;&#039;&#039;&lt;br /&gt;
*River&#039;s Rest - Not present at above location&lt;br /&gt;
*Solhaven - Not present at above location&lt;br /&gt;
*Wehnimer&#039;s Landing - One east of North Gate (Lich #411) (CLOSED)&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&#039;&#039;&#039;NOTE: The passage from Talondown Arena will lead back to the originating town portal if you did not enter from The Firebird.&lt;br /&gt;
[[Image:Firebird.png|750px]]&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;A gleaming fireleaf airship&lt;br /&gt;
&lt;br /&gt;
The hull of the airship is adorned in red brass and gold leaf, and ambient light flickers off of the filigree metal like tiny sparks of flame.  A massive phoenix figurehead stares defiantly out from the prow over a windowed lounge at the ship&#039;s fore.  Sharp tongues of fire are etched into the hull around a gangway in the port side.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/World%20Events,%20Festivals,%20and%20Storylines/The%20Firebird/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===Covenants Kept===&lt;br /&gt;
[[Arkati]] symbols - 35k each&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;
;White Room&lt;br /&gt;
On the white velvet you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a green-flecked seaglass Charl symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gold-dappled sapphire Tonis symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gilt-traced red spinel Cholen symbol&lt;br /&gt;
|-&lt;br /&gt;
| a hammered copper Eonak symbol&lt;br /&gt;
|-&lt;br /&gt;
| a silvery crystal Jastev symbol&lt;br /&gt;
|-&lt;br /&gt;
| a blood red ruby Oleani symbol&lt;br /&gt;
|-&lt;br /&gt;
| a riveted silver Kai symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gilded sunstone Phoen symbol&lt;br /&gt;
|-&lt;br /&gt;
| an unhewn jadeite Imaera symbol&lt;br /&gt;
|-&lt;br /&gt;
| an antiqued gold Lorminstra symbol&lt;br /&gt;
|-&lt;br /&gt;
| a silver-edged black opal Ronan symbol&lt;br /&gt;
|-&lt;br /&gt;
| a rainbow agate Lumnis symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gold and ivory Koar symbol&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
;Grey Room&lt;br /&gt;
On the grey velvet you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jagged mithril Huntress symbol&lt;br /&gt;
|-&lt;br /&gt;
| a shaded white jade Aeia symbol&lt;br /&gt;
|-&lt;br /&gt;
| a burnished golden Kuon symbol&lt;br /&gt;
|-&lt;br /&gt;
| a yellowed moonstone Zelia symbol&lt;br /&gt;
|-&lt;br /&gt;
| a murky amethyst Laethe symbol&lt;br /&gt;
|-&lt;br /&gt;
| a clouded garnet Voaris symbol&lt;br /&gt;
|-&lt;br /&gt;
| a speckled diopside Jaston symbol&lt;br /&gt;
|-&lt;br /&gt;
| a white-veined malachite Gosaena symbol&lt;br /&gt;
|-&lt;br /&gt;
| a wavy aquamarine Niima symbol&lt;br /&gt;
|-&lt;br /&gt;
| a pale blue tourmaline Leya symbol&lt;br /&gt;
|-&lt;br /&gt;
| a copper-traced turquoise Tilamaire symbol&lt;br /&gt;
|-&lt;br /&gt;
| a black-lacquered ora Voln symbol&lt;br /&gt;
|-&lt;br /&gt;
| a silver-traced emerald L&#039;Naere symbol&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
;Black Room&lt;br /&gt;
On the black velvet you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a cabochon honey beryl Fash&#039;lo&#039;nae symbol &lt;br /&gt;
|-&lt;br /&gt;
| a blackened steel Eorgina symbol&lt;br /&gt;
|-&lt;br /&gt;
| an occluded amber Sheru symbol&lt;br /&gt;
|-&lt;br /&gt;
| a sinuous chrysoberyl Luukos symbol&lt;br /&gt;
|-&lt;br /&gt;
| a red-lacquered vultite V&#039;tull symbol&lt;br /&gt;
|-&lt;br /&gt;
| a flawed alexandrite Mularos symbol&lt;br /&gt;
|-&lt;br /&gt;
| a variegated peridot Ivas symbol&lt;br /&gt;
|-&lt;br /&gt;
| a warped black stone Marlu symbol&lt;br /&gt;
|-&lt;br /&gt;
| an etched tiger&#039;s eye Andelas symbol&lt;br /&gt;
|-&lt;br /&gt;
| a scarlet-cored onyx Arachne symbol&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled bloodstone Amasalen symbol&lt;br /&gt;
|-&lt;br /&gt;
| a bleached bone Onar symbol&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Marks of the Beast===&lt;br /&gt;
;Blank Spirit Beast talismans - 25k each&lt;br /&gt;
In the flowstone bowl you see a small copper pendant, a small silver pendant, and a small brass pendant.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l pend&amp;lt;br&amp;gt;&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&lt;br /&gt;
On the widowwood rack you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=&amp;quot;darkgrey&amp;quot;&lt;br /&gt;
!Item ||Info||Price&lt;br /&gt;
|-&lt;br /&gt;
| a small crystal vial||blood vial, goes on syringe||1k&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver syringe||holds vial, use to collect blood||15k&lt;br /&gt;
|-&lt;br /&gt;
| a twisted glass flacon  (black)||clear enhancives||60k&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled glass flacon (violet)||insight||45k&lt;br /&gt;
|-&lt;br /&gt;
| a beveled glass flacon (indigo)||power||45k&lt;br /&gt;
|-&lt;br /&gt;
| a warped glass flacon (emerald)||defense||45k&lt;br /&gt;
|-&lt;br /&gt;
| a clouded glass flacon (gold)||speed||45k&lt;br /&gt;
|-&lt;br /&gt;
| an etched glass flacon (mauve)||accuracy||45k&lt;br /&gt;
|-&lt;br /&gt;
| a frosted glass flacon (crimson)||health||45k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As of 2020, there do not appear to be any flacons for sale in Marks of the Beats--only the three talismans, the vial, and the syringe.&lt;br /&gt;
&lt;br /&gt;
===Sold Souls===&lt;br /&gt;
Replacement beasts, 250k per&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
:&amp;gt;look at ampoule&lt;br /&gt;
:There is a spectral bobcat floating within a bas-relief bobcat ampoule.  POURing this ampoule on a suitable Spirit Beast talisman will replace the spirit within with the bobcat&#039;s essence, provided that the beast it is used upon is of like rarity.  &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the ebony stand you see:&lt;br /&gt;
;A bas-relief {beast} ampoule&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| aardvark||alleycat||bat||bobcat||capuchin monkey&lt;br /&gt;
|-&lt;br /&gt;
| chimera||cinder wasp||daggerbeak||fanged rodent||fenghai&lt;br /&gt;
|-&lt;br /&gt;
| fire elemental||fox||glacei||goblin||great tortoise&lt;br /&gt;
|-&lt;br /&gt;
| griffin||hawk||hound||hyena||jackal&lt;br /&gt;
|-&lt;br /&gt;
| kiramon||kobold||krolvin||krynch||lobster&lt;br /&gt;
|-&lt;br /&gt;
| manticore||mare||moulis sapling||pale crab||penguin&lt;br /&gt;
|-&lt;br /&gt;
| pirate||pony||rat||roa&#039;ter||rolton&lt;br /&gt;
|-&lt;br /&gt;
| seagull||seeker||shan||silverback orc||snapping turtle&lt;br /&gt;
|-&lt;br /&gt;
| snowy owl||stallion||striped snowcat||thrak||thyril&lt;br /&gt;
|-&lt;br /&gt;
| timber wolf||tsark||urgh||vereri||water elemental&lt;br /&gt;
|-&lt;br /&gt;
| whelk||wind wraith||wolfshade||wolverine||yeti&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;See [[Spirit Beast stats]] for beast-specific stats.&#039;&#039;&lt;br /&gt;
===Spheres and Steel===&lt;br /&gt;
&#039;&#039;Closed since mid-May 2015&#039;&#039;&lt;br /&gt;
*[[Fusion Shaman]] services are marked up&lt;br /&gt;
&lt;br /&gt;
[[Category: Festivals]] [[Category: Ships of Elanthia]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=MoonShard_pendant&amp;diff=214472</id>
		<title>MoonShard pendant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=MoonShard_pendant&amp;diff=214472"/>
		<updated>2024-02-20T01:28:38Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: Update regarding DR and moonshard parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{iteminfo&lt;br /&gt;
|type= Fluff&lt;br /&gt;
|type2= Feature altering&lt;br /&gt;
|itemclass= Accessory&lt;br /&gt;
|itemtype= Neckworn&lt;br /&gt;
|alter= No&lt;br /&gt;
|ld= No&lt;br /&gt;
|feature= Full Glamour&lt;br /&gt;
|releasevenue= Duskruin Arena&lt;br /&gt;
|loresong= Yes&lt;br /&gt;
|hide= RUB&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= SPIN&lt;br /&gt;
|verb2= TOSS&lt;br /&gt;
|verb3= &lt;br /&gt;
|verb4= &lt;br /&gt;
|verb5= COVER&lt;br /&gt;
|verb6= EXHALE&lt;br /&gt;
|verb7= FIDGET&lt;br /&gt;
|verb8= PROD&lt;br /&gt;
|verb9= RAISE&lt;br /&gt;
|verb10= RUB&lt;br /&gt;
|verb11= SHAKE&lt;br /&gt;
|verb12= LOOK&lt;br /&gt;
}}&lt;br /&gt;
Initially released during the April 2016 [[Duskruin Arena]], this pendant acts like a [[Glamour crystal|glamour crystal]] when used.  The pendant itself is useless without the accompanying [[Moon-Filled Pendant#Moon Shards|moon shards]] found only in the [[Duskruin Arena#Sewers|sewers]].  During the August 2016 run, a new feature was added with [[Moon-Filled Pendant#Bloodrunes|bloodrunes]] that add an additional description to the glamoured affect.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;This page contains collapsed sections. To view, click to &amp;lt;span class=&amp;quot;mw-customtoggle-classic mw-customtoggle-divine mw-customtoggle-arcane mw-customtoggle-mystic mw-customtoggle-legendary mw-customtoggle-divinecrystal mw-customtoggle-arcanecrystal&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;toggle all content&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
{{itemtiermulti &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|item= MoonShards&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;MoonShards&#039;&#039;&#039; were found in the sewers, and are required to complete the MoonShard pendant.  They need to be {{boldmono|[[BUNDLE]]}}d with appropriate matching MoonShards to create one of four miniature moons based on [[Liabo]], [[Lornon]], [[Tilaok]], and [[Makiri]]. They change to cluster, sphere, then a completed moon with each combination and are all a different color for the bundles.  The old dwarven archaeologist inside the Underground Temple in the Duskruin Arena exchanges [[bloodscrip]] for moonshard parts.&lt;br /&gt;
{{MoonShards}}&lt;br /&gt;
&lt;br /&gt;
Moonshard parts are no longer available in the DR sewers.&lt;br /&gt;
|analyze= You analyze your Liabo moon and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You have successfully combined all the items necessary to craft a miniature Liabo moon!  You can either keep this finished item, or you can use it in conjunction with the pendant found on the Duskruin grounds.&lt;br /&gt;
&lt;br /&gt;
Usage: SPIN and TOSS&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the moon may be further lightened.&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
: {| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! FIRST&lt;br /&gt;
! THIRD&lt;br /&gt;
|-&lt;br /&gt;
! SPIN&lt;br /&gt;
| You deftly balance the miniature &amp;lt;name&amp;gt; moon on the tip of your forefinger and with the opposite hand, spin it gently.  &amp;lt;Colored&amp;gt; sparks radiate outward for the duration of the sphere&#039;s rotations and dissipate as the ball ceases spinning and falls into your hand.|| Character deftly balances his miniature &amp;lt;name&amp;gt; moon on the tip of his forefinger and with his other hand, spins it gently.  &amp;lt;Colored&amp;gt; sparks radiate outward for the duration of the sphere&#039;s rotations and dissipate as the ball ceases spinning and falls into his hand.&lt;br /&gt;
|-&lt;br /&gt;
! TOSS&lt;br /&gt;
| You toss the miniature &amp;lt;name&amp;gt; moon into the air.  It hovers weightlessly for a moment, a tail of &amp;lt;colored&amp;gt; mist in its wake.  Slowly, it falls to your waiting hand.|| Character tosses his miniature &amp;lt;name&amp;gt; moon into the air.  It hovers weightlessly for a moment, a tail of &amp;lt;colored&amp;gt; mist in its wake.  Slowly, it falls to his waiting hand.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
{{itemtiermulti&lt;br /&gt;
|item= MoonShard Pendant&lt;br /&gt;
|itemsummary= Upon placing the four completed miniature moons into a &#039;&#039;&#039;four-ringed metal pendant&#039;&#039;&#039;, it will randomly transform into a moon-filled pendant with one of fifteen possible metals, and is a fully functioning [[glamour crystal]]. The metal dictates the color of the haze for the glamour, as well as the base and show description of the pendant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;{{boldmono|LOOK}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Long strands of silver and &amp;lt;metal&amp;gt; have been twisted together in a double rope pattern to create a sturdy, but elegant, neckchain.  Four unembellished rings situated side-by-side dangle from the centermost point of the metal strands.  All four rings contain a small glowing sphere that appears to spin slowly.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{MoonShard Colors}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|analyze= You analyze your white ora pendant and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This white ora pendant cannot be altered in any way.  It will hold miniature moons created from individual pieces found in Bloodriven Village, Duskruin.  You curently have 4 moons attached to your pendant.&lt;br /&gt;
&lt;br /&gt;
USAGE: COVER (turn feature off), EXHALE, FIDGET, PROD, RAISE, RUB, and SHAKE&lt;br /&gt;
&lt;br /&gt;
Since your pendant is unlocked, it can alter your LOOK description.  When worn, you can RUB the pendant to activate this ability, and PROD to change what others will see when they look at you.&lt;br /&gt;
&lt;br /&gt;
Through a ethereal white haze, you see a/an &amp;lt;race&amp;gt; Champion of &amp;lt;Duskruin/Deity&amp;gt; with &amp;lt;complexion&amp;gt; skin and &amp;lt;eye characteristic, if applicable&amp;gt; &amp;lt;eye color&amp;gt; eyes.&lt;br /&gt;
&lt;br /&gt;
Use PROD to toggle between &amp;quot;Duskruin&amp;quot; and &amp;lt;your attuned deity&amp;gt;.  Note that this pendant will not be accepted as alter fodder.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the pendant may be further lightened.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
: {| {{verbtable}} &lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! FIRST&lt;br /&gt;
! THIRD&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;| COVER&amp;lt;br&amp;gt;&#039;&#039;(Glamour not active)&lt;br /&gt;
|You sense that the pendant&#039;s magic is already subdued.  If you want to activate it again, RUB it.||N/A&lt;br /&gt;
|-&lt;br /&gt;
! COVER&amp;lt;br&amp;gt;&#039;&#039;(Glamour active)&lt;br /&gt;
|You cover all four encircled moons on your white ora pendant with your palm.  An ethereal white haze surrounding you fades.||Character covers her white ora pendant with her palm, and an ethereal white haze surrounding her form fades.&lt;br /&gt;
|-&lt;br /&gt;
! EXHALE&lt;br /&gt;
|Drawing the white ora pendant to your mouth, you blow against the quartet of miniature moons.  A soft whirring sound resonates through the air.||Drawing her white ora pendant to her mouth, Character blows against the pendant&#039;s encircled miniature moons.  A soft whirring sound resonates through the air. &lt;br /&gt;
|-&lt;br /&gt;
! FIDGET&lt;br /&gt;
|You fiddle distractedly with the miniature moons on your pendant, spinning each within its casing.||Character fiddles distractedly with some miniature moons on her pendant, spinning each within its casing. &lt;br /&gt;
|-&lt;br /&gt;
! PROD&lt;br /&gt;
|You adjust the casing surrounding each of the moons on your white ora pendant.  It is now aligned with the arena setting.||Character adjusts her white ora pendant and rearranges the placement of its moons. &lt;br /&gt;
|-&lt;br /&gt;
! RAISE&lt;br /&gt;
|Tugging lightly, you slide the moon-filled pendant back and forth along its chain.  A faint dark grey orb materializes above your head, spinning for a moment before the image fades.||Character tugs lightly against her moon-filled pendant, sliding it back and forth along its chain.  A faint dark grey orb materializes above her head and spins for a moment before the image fades. &lt;br /&gt;
|-&lt;br /&gt;
! RUB&amp;lt;br&amp;gt;&#039;&#039;(Glamour not active)&lt;br /&gt;
|Making sure to cover all four moons, you position your palm against your white ora pendant and quickly snap your hand back, causing each moon to spin within its casing.  An ethereal white haze radiates outward from beneath your hand and blankets you in its light.||Character positions her hand over her white ora pendant and quickly snaps her hand back, causing some moons to spin within their casing.  An ethereal white haze radiates outward from beneath her hand and blankets her in its light. &lt;br /&gt;
|-&lt;br /&gt;
! RUB&amp;lt;br&amp;gt;&#039;&#039;(Glamour active)&lt;br /&gt;
|The celestial moon pendant&#039;s effect is already activated.||N/A&lt;br /&gt;
|-&lt;br /&gt;
! SHAKE&lt;br /&gt;
|You grasp the pendant between your fingers and shake gently.  As four miniature moons begin to rotate within their encasing, your vision distorts briefly.||Character grasps her pendant between her fingers and shakes it gently.  As some miniature moons begin to rotate within their encasing, her pupils transform into white orbs and then return to normal.&lt;br /&gt;
|-&lt;br /&gt;
! LOOK&amp;lt;br&amp;gt;&#039;&#039;(Glamour active)&lt;br /&gt;
|Through an ethereal white haze, you see an elven Champion of Gosaena with pale as parchment skin and large, owlish gentian blue eyes.||Through an ethereal white haze, you see an elven Champion of Duskruin Arena with pale as parchment skin and large, owlish gentian blue eyes.&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Bloodforge===&lt;br /&gt;
In order to change the pendant&#039;s metal/haze, a visit to the [[Bloodforge]] is necessary.&lt;br /&gt;
&lt;br /&gt;
===Loresong===&lt;br /&gt;
: {| {{loresong}}&lt;br /&gt;
|- style=&amp;quot;background:maroon; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! Loresong&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| After the first few words of your song leave your mouth, your ears go deaf and your vision falls black.  Your lips continue to move, but you hear nothing at all, not even your own voice.&lt;br /&gt;
Scenery unfolds around you, and you find yourself standing at the base of the DragonSpine Mountains in front of a thin section of the Locksmehr River.  The water has a faint tinge of red, and you notice something protruding from its bank.  You kneel down and scoop up an oily stone, gazing curiously at its crimson-laced porous surface.  In an unfamiliar gravelly voice, you murmur, &amp;quot;The Gods have answered, and they now share with us this gift from the blood ravine.&amp;quot;&lt;br /&gt;
Your breathing slows and your muscles tighten to a point of paralysis.  Time seems to speed up as if hundreds of years were passing before your eyes while you remain unable to move.  The moons rise and fall in the sky, and hundreds of men and women visit the water&#039;s edge only to leave with sacks full of the red flint-like substance.  With a blink, time slows and you feel your breathing return to normal as your muscles relax.&lt;br /&gt;
You glance down to see a dried river bed, and your hand is empty, no longer holding the treasured ur-barath stone.&lt;br /&gt;
| After finishing her song&#039;s verse, BARD drops to her knees, gazing down.  She reaches toward the floor and scoops at the air, contemplating her empty hand.  She stares intently, a distant look in her eyes.&lt;br /&gt;
|-&lt;br /&gt;
| You continue to sing, but you remain unable to hear your own words.  Your surroundings are unfamiliar.&lt;br /&gt;
Three participants clothed in ripped cloth and bloodied armor stand before you, their heads bowed in respect.  Hundreds of spectators cheer eagerly as they await your confirmation of the triumphant combatants.  You glance down and take note of three silver and kelyn pendants in your hand, each filled with four miniature moons.  You silently approach the trio, and in a methodical and practiced production, drape a pendant around each participant&#039;s neck.  The winners fall to their knees as you recite, &amp;quot;Your physical prowess has proven you worthy of this gift from our Gods.  Wear it with pride in remembrance of this day...the day you became a true Champion!&amp;quot;  The rest of your words are drowned out by the cheering crowds who follow the victors out of the arena and toward a great temple.&lt;br /&gt;
Black clouds of dust obscure your vision, and all sounds cease.  You feel incredibly disoriented.&lt;br /&gt;
| BARD maintains her lifeless gaze.  An unfamiliar, gravelly voice escapes her lips as she speaks, &amp;quot;Your physical prowess has proven you worthy of this gift from our Gods.  Wear it with pride in remembrance of this day...the day you became a true Champion!&amp;quot;  A distant chorus of cheers, origin unknown, drowns out any further speech.&lt;br /&gt;
|-&lt;br /&gt;
| Words spill across your lips as they&#039;ve done many times before, but you are still unable to hear your own voice.&lt;br /&gt;
A deep ominous rumble echoes in the distance.  The ground begins to tremble and shake violently.  A heavy downpour soaks the terrain.  Suddenly, waves of mud and debris slide across the ground and engulfs the arena.  The ground splits open and swallows the surrounding buildings including the sacred temple, suffocating them in a dark ocean of dust and rubble.&lt;br /&gt;
Tiny particles in the air force you to blink rapidly, but you are unable to see.  You shut your eyes tight and rub them with clenched fists, sandy grit scraping across your cornea.  You scream out in pain, but are unable to hear your own cries.  Darkness surrounds you.&lt;br /&gt;
| BARD begins to sweat profusely.  Her knees tremble and buckle beneath her as she struggles to maintain her balance.  She reaches toward her face and claws at her eyes in obvious pain.  She opens her mouth as if to scream, but nothing comes out.&lt;br /&gt;
|-&lt;br /&gt;
| As the sting in your eyes dissipates, you open your eyes to see an area - empty, overgrown, and with little sign of life.  You struggle to bring yourself back to the present.&lt;br /&gt;
Standing before the devastated lands, time once again hastens and your body becomes immobilized.  Bandits flood the area, structures rise from the ground, smoke billows into the sky -- signs that life has returned to the once ruined land at the blood ravine.  Laying atop a small dirt mound, a tiny chunk of ur-barath lies in wait.  You try to reach toward the stone, but are still unable to move.  With your last bit of energy, you open your mouth and speak, in the same unfamiliar and gravelly voice, &amp;quot;Bloodriven...&amp;quot;&lt;br /&gt;
With a weak gasp for air, you collapse onto the ground, exhausted.&lt;br /&gt;
| BARD turns her head from side to side, her eyes darting rapidly back and forth as she watches something unfold.  In the unfamiliar gravelly voice, he says, &amp;quot;Bloodriven...&amp;quot; before collapsing onto the floor.&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Bloodrunes===&lt;br /&gt;
&#039;&#039;&#039;Bloodrunes&#039;&#039;&#039; can be used in conjunction with the Moon-filled Pendant in order alter the appearance of the illusion. Creating a bloodrune is done by using a [[Bloodrune#Flat Etched Stone | flat etched stone]], which is found in the [[Bloodriven Sewers | Sewers]], and then carving an ur-barath totem with a chisel. When a bloodrune is in use, it adds an additional line to the pendant&#039;s {{boldmono|SHOW}} description.  &lt;br /&gt;
&lt;br /&gt;
Bloodrunes, while in stone form, can be {{boldmono|TURN}}ed to prevent them from being sold to the archaeologist NPC. {{boldmono|MARK }}does not work with this item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;big&amp;gt;{{boldmono|LOOK}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Long strands of silver and &amp;lt;metal&amp;gt; have been twisted together in a double rope pattern to create a sturdy, but elegant, neckchain.  Four unembellished rings situated side-by-side dangle from the centermost point of the metal strands.  All four rings contain a small glowing sphere that appears to spin slowly.  &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;A bloodrune rests atop the four moons, secured by a luminescent, crimson-hued thread.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Bloodrune#Classic | Classic]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Classic bloodrunes are the most common tier available.  When added, the bloodrune adds an additional line to the glamour illusion of the pendant.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-classic&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: A(n) &amp;lt;rune&amp;gt; look washes over (his/her) face. [&amp;lt;span class=&amp;quot;mw-customtoggle-classic&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Bloodrune|classic}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Bloodrune#Divine | Divine]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Divine bloodrunes are the second most common tier able to be found in the sewers. Similar to the classic tier, they add a line to the MoonShard pendant&#039;s original glamour effect, and align with specific deities.  A [[Blood-infused crystal#Divine | blood-infused crystal]] can be used to slightly alter the rune on divine bloodrunes, changing the moonshard pendant&#039;s base glamour from saying &#039;&#039;&#039;Champion of &amp;lt;Deity&amp;gt;&#039;&#039;&#039; to either &#039;&#039;&#039;Betrayer&#039;&#039;&#039; or &#039;&#039;&#039;Zealot&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-divine&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: Interspersed within the dim aura are miniature &amp;lt;item&amp;gt; that float around (him/her). [&amp;lt;span class=&amp;quot;mw-customtoggle-divine&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Bloodrune|divine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Bloodrune#Arcane | Arcane]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Arcane bloodrunes are the third tier available, and were initially introduced during the August 2017 Duskruin run. Unlike the classic or divine, arcane bloodrunes change the entire glamour affect of the MoonShard pendant instead of adding a line at the end of it.  [[Blood-infused crystal#Arcane | Blood-infused crystals]] can be used to change the location in the pendant&#039;s glamour from &#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; to what is the location associated with the rune on the crystal.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-arcane&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: Varies based on rune. [&amp;lt;span class=&amp;quot;mw-customtoggle-arcane&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Bloodrune|arcane}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Bloodrune#Mystic | Mystic]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Mystic bloodrunes are the final tier of more widely available bloodrunes. Similar to arcane bloodrunes, they were released in August 2017 and change the entire glamour effect of the MoonShard pendant. However, mystic bloodrunes have 4-5 versions that shift when worn.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-mystic&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: Varies based on rune. [&amp;lt;span class=&amp;quot;mw-customtoggle-mystic&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Bloodrune|mystic}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Bloodrune#Legendary | Legendary]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Legendary bloodrunes are the final tier of bloodrunes and are limited to a release of 1 per instance. Similar to arcane and mystic tiers, they change the glamour projected by a moonshard pendant. Additionally, they work with corresponding cloaks that are released during the same run but in alternate methods, such as the Treasure Trove.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendary&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: Varies based on rune. [&amp;lt;span class=&amp;quot;mw-customtoggle-legendary&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Bloodrune|legendary}}&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===[[Blood-infused crystal | Blood-Infused Crystals]]===&lt;br /&gt;
Blood-infused crystals can be used to augment [[bloodrune]]s, which in turn can change how the MoonShard pendant&#039;s glamour appears.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Blood-infused crystal#Divine | Divine]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Divine blood-infused crystals can be used to carve [[Bloodrune#Divine | divine]] bloodrunes only.  Once carved and added to a MoonShard pendant, the bloodrune changes the base glamour of the pendant.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-divinecrystal&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: Slightly alters base glamour. [&amp;lt;span class=&amp;quot;mw-customtoggle-divinecrystal&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Blood-infused crystal|divine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;h4&amp;gt;[[Blood-infused crystal#Arcane | Arcane]]&amp;lt;/h4&amp;gt;&lt;br /&gt;
: Arcane blood-infused crystals can be used to carve [[Bloodrune#Arcane | arcane]] bloodrunes only.  Once carved and added to a MoonShard pendant, the bloodrune changes the location shown in the pendant&#039;s glamour from &#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; to the location associated with the rune on the crystal.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-arcanecrystal&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; padding-left: 2em; text-align: left;&amp;quot; | &#039;&#039;&#039;Effect: Changes location in glamour based on crystal rune. [&amp;lt;span class=&amp;quot;mw-customtoggle-arcanecrystal&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Expand&amp;lt;/span&amp;gt;]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Blood-infused crystal|arcane}}&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===[[Legendary Bloodrune Cloak]]===&lt;br /&gt;
&#039;&#039;&#039;Legendary Bloodrune Cloaks&#039;&#039;&#039; were first released back in February 2018 to enhance MoonShard pendants equipped with the corresponding [[Bloodrune#Legendary|legendary bloodrune]] found in [[Duskruin Arena]].&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Policy 7 Warning===&lt;br /&gt;
&#039;&#039;&#039;Posted by Wyrom 2016 Jul 1:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Seems I have to post about a POLICY 7 issue that has come up.&lt;br /&gt;
&lt;br /&gt;
It seems a few of the pendants that went out may have caused a bug that would leave the moon you tried to place inside it still in your hand. If this happened to you, please place an ASSIST and let us know, as well as turn over any moons that didn&#039;t physically go into the pendant. As of right now, we know there is one pendant that could still be completed. It&#039;s unclear as of right now if anyone used a buggy Makiri moon to complete a pendant. If you did, please tell us.&lt;br /&gt;
&lt;br /&gt;
This also means people should be very leery of purchasing a Makiri moon from another player, should you be wishing to complete that final pendant that is out there. If you have the final Makiri moon and would like to confirm with me how legitimate it is, please email me (using the link to the left). If the golvern segment hasn&#039;t been combined, that would also be helpful to let me know.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Bloodrune]]&lt;br /&gt;
* [[Blood-infused crystal|Blood-Infused Crystal]]&lt;br /&gt;
* [[Legendary Bloodrune Cloak]]&lt;br /&gt;
* [[Bloodrune Holder]]&lt;br /&gt;
* [[Duskruin Arena]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Turning&amp;diff=212246</id>
		<title>Symbol of Turning</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Turning&amp;diff=212246"/>
		<updated>2024-01-09T06:28:39Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Wehnimer&amp;#039;s Landing Task */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 22&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Turning&#039;&#039;&#039;, governed by Lord [[Phoen]], is obtained at the twenty second step of the [[Order of Voln]]. This [[symbol]] can be used as either a single target or mass attack against [[undead]] creatures. This symbol uses the [[standard success resolution system]] to determine success or failure. There are several possible outcomes, from benign to instant death, that may occur depending on the level of success.  The untargeted version uses the standard AoE Targeting system and will hit a maximum of 10 targets.&lt;br /&gt;
  &lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
* {{boldmono|SYMBOL OF TURNING}} (by itself for the mass attack version)&lt;br /&gt;
* {{boldmono|SYMBOL OF TURNING &amp;lt;target&amp;gt;}} (for the single target version)&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of turning&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
&lt;br /&gt;
A [[wraith]] backs away from the pattern for a few moments.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target flees:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of turning&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
&lt;br /&gt;
A wraith backs itself south.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Instant kill:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of turning&amp;lt;br&amp;gt;&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
&lt;br /&gt;
A wraith lets out a blood curdling scream!&lt;br /&gt;
&lt;br /&gt;
You hear a sound like a weeping child as a white glow separates itself from the wraith&#039;s body as it rises, disappearing into the heavens.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Living creature:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of turning goblin&lt;br /&gt;
You draw a glowing pattern in the air before a goblin.&lt;br /&gt;
&lt;br /&gt;
A goblin does not seem to be affected.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Symbol of Turning has a base cost which is dependent on the member&#039;s level (not member&#039;s rank). See [[Favor#Symbol Use Favor Cost|Table]] for specific examples.&lt;br /&gt;
&lt;br /&gt;
The base cost, for either the targeted or untargeted (mass attack) version, applies when there is one undead creature in the room. The mass attack version (untargeted) has an escalating cost that increases when more than one undead are present. There is no favor cost for living creatures. Favor cost for this symbol is capped at 8 undead creatures regardless of the number actually affected.&lt;br /&gt;
&lt;br /&gt;
==[[Favor]] Cost Table==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Undead&amp;lt;br&amp;gt;Creatures&lt;br /&gt;
!Favor Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Base&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 3.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 4.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;8 or more&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 5&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Cost example for a level 40 member (Base Cost = 219) with 4 creatures present.&lt;br /&gt;
&lt;br /&gt;
*Formula with 4 undead from the above table:&lt;br /&gt;
: Base Cost &amp;amp;times; 3&lt;br /&gt;
*81 &amp;amp;times; 3 = 657 favor&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Turning ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;2100 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 35) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;2100 + ((15 &amp;amp;times; 15 &amp;amp;times; 35) &amp;amp;divide; 3) = 4725 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;2100 + ((20 &amp;amp;times; 20 &amp;amp;times; 35) &amp;amp;divide; 3) = 6766 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*[[Undead]] are vulnerable to all that is holy.&lt;br /&gt;
*[[Phoen]] has taught us how to use this holy power to turn the undead, repelling or potential destroying them.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
&lt;br /&gt;
This task is straightforward. Drop a [[blue crystal]], blue crystals contain the spell [[Spirit Strike (117)]], into the lava at the volcano in Danjirland.&lt;br /&gt;
*Obtain a blue crystal (the bound blue crystals from BOOST work for this)&lt;br /&gt;
*From the North Gate: {{boldmono|SW, S, S, S, S, S, SW, S, SE, S, SE, S, S, S, SW, S, S, SE, SE, SE, SE, SE, E, E, NE, E, E, E, Go Trail, N, NE, E, SE, E, NE, N, NE, N, N, N, Go Trunk, NW, NE, U, N, U, U, W, W, NW, NW, Go Gash, D, D, D, D, N, NE, E}} (Lich ID 4131)&lt;br /&gt;
*Drop crystal in lava&lt;br /&gt;
*Return to monk to receive symbol (Lich ID 18191)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
* First, purchase a votive from the cleric shop. (Lich Room: 10372)&lt;br /&gt;
* Second, return to monk&#039;s location and {{boldmono|LIGHT VOTICE WITH FIRE}}. (Lich Room: 25950)&lt;br /&gt;
* Third, go to the Wraithenmist, Fishing Dock in Ta&#039;Illistim (Lich Room: 1830), then {{boldmono|WAVE VOTIVE}}&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Monk_Guide&amp;diff=210408</id>
		<title>Comprehensive Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Monk_Guide&amp;diff=210408"/>
		<updated>2023-11-20T10:32:10Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Combat Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| &lt;br /&gt;
| name = Comprehensive Monk Guide&lt;br /&gt;
| type = [[Square]]&lt;br /&gt;
|prime = [[Agility]], [[Strength]]&lt;br /&gt;
|mana = [[Wisdom]], [[Logic]]&lt;br /&gt;
| circles = [[Minor Mental]], [[Minor Spiritual]]&lt;br /&gt;
| TWCcost = 2/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 10/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 8/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 5/3 | CMranks = 2&lt;br /&gt;
  | OHEcost = 2/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 5/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 2/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 2/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3/2 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 5/2 | MOCranks = 2&lt;br /&gt;
  | PFcost = 2/0 | PFranks = 3&lt;br /&gt;
  | DODcost = 1/1 | DODranks = 3&lt;br /&gt;
  | AScost = 0/6 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/7 | MIUranks = 1&lt;br /&gt;
  | SAcost = 5/20 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/6 | HPranks = 1&lt;br /&gt;
  | EMCcost = 0/15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/8 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/8 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/38 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/40 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/12 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/35 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/12 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 3/4 | DTranks = 2&lt;br /&gt;
  | PLcost = 3/3 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/2 | PERranks = 2&lt;br /&gt;
  | CLIcost = 1/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 1/2 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/2 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide was originally created by Kithus and has been expanded upon by members of the Gemstone community from discussions via various forums, Discord chats and direct player input on GSWiki.  Any and all contributions from the community are welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Last Updated:  8/1/2020&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#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]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||10||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||10||5||-10||10||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||10||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||15||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||10||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||15||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||10||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What the UAF==&lt;br /&gt;
Most monks are going to make use of Unarmed Combat (UAC).  There are two factors that determine success with a UAC attack, Unarmed Factor (UAF) and Multiplier Modifier (MM).  A monk&#039;s stats, specifically [[Strength]] and [[Agility]], only have an impact on UAF.  The UAF formula makes use of truncated STR bonus / 2 and truncated AGI bonus / 2.  With that in mind the races provide the following total UAF increase, in descending order:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Race!!STR Mod!!AGI Mod!!UAF Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Krolvin]]||+10||+5||+7&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||0||+15||+7&lt;br /&gt;
|-&lt;br /&gt;
|[[Giantman]]||+15||-5||+5&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Elf]]||0||+10||+5&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]]||+10||-5||+3&lt;br /&gt;
|-&lt;br /&gt;
|[[Aelotoi]]||-5||+10||+3&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]]||+5||0||+2&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Elf]]||0||+5||+2&lt;br /&gt;
|-&lt;br /&gt;
|[[Sylvan]]||0||+5||+2&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Gnome]]||-10||+10||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Erithian]]||-5||0||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||-15||+10||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal Gnome]]||-15||+10||-2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AgiDex==&lt;br /&gt;
While a majority of monks make use of UAC, others have found a build utilizing Two-Handed Weapons or Polearms quite viable.  For those builds one important factor is AgiDex, or the sum of the bonuses of a character&#039;s [[Dexterity]] and [[Agility]].   This combined total helps reduce the Roundtime of a physical attack by a specified amount:&lt;br /&gt;
{{agidex roundtime reduction}}&lt;br /&gt;
&lt;br /&gt;
Pairing that table with the stat table above we can break it down to see each races theoretical maximum AgiDex, before enhancives:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!5 RT Reduction!!4 RT Reduction!!3 RT Reduction&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||[[Aelotoi]]||[[Erithian]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||[[Dark elf]]||[[Human]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||[[Forest gnome]]||[[Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Half-elf]]||[[Giantman]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Sylvankind]]||&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Half-Krolvin]]||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is important because weapons have a minimum RT, and a base RT. By taking the base RT and subtracting the AgiDex bonus we can find the unencumbered swing RT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength bonus adds directly to melee AS. Any weapon using monk is going to want a decent Strength stat and will want to pair that with a decent AgiDex possibility.  The table below shows the [[Strength]] stats of races compared to their AgiDex capability:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!5 RT Reduction!!STR Mod!! !!4 RT Reduction!!STR Mod!! !!3 RT Reduction!!STR Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||-15|| ||[[Aelotoi]]||-5|| ||[[Erithian]]||-5&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||-15|| ||[[Dark elf]]||0|| ||[[Human]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||0|| ||[[Forest gnome]]||-10|| ||[[Dwarf]]||10&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Half-elf]]||0|| ||[[Giantman]]||15&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Sylvankind]]||0&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Half-krolvin]]||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Racial Factors===&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic, a major monk weakness.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent monk.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a Half-Krolvin for that sweet UAF boost!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Monks do not wear armor.&lt;br /&gt;
*[[Shield Use]] Monks do not use shields.&lt;br /&gt;
*[[Brawling]] Raises UAF.&lt;br /&gt;
* Weapon Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Allows the monk to parry with both hands for extra DS.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 UAF and Melee AS per rank and access to combat maneuvers.&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces penalties from force-on-force and allows for mstrike.&lt;br /&gt;
*[[Ambush]] Assists in aiming physical attacks.&lt;br /&gt;
*[[Physical Fitness]] HP growth, Stamina, Maneuver defense&lt;br /&gt;
*[[Dodge]] Generates evasion DS, a monk&#039;s primary defense.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Allows the use of and improves durations from scrolls.&lt;br /&gt;
*[[Magic Item Use]] Allows the use of and improves the durations from magic items.&lt;br /&gt;
*[[Harness Power]] 3 mana per training up to your level, 1 per after that.&lt;br /&gt;
*[[Spell Aiming]] Weapon training for bolts, which monks also do not use.&lt;br /&gt;
*Mana Control  Allows the sharing of mana and improves your own mana regen.   As the mental/spirit square monks have somewhat cheaper access to those two.&lt;br /&gt;
*[[Spell Research]] Learn spells and make those you already know better.&lt;br /&gt;
*Lores  Incremental improvements to specific spells related to that lore.&lt;br /&gt;
&lt;br /&gt;
==Meditate Damage Reduction==&lt;br /&gt;
Monks have the ability to MEDITATE on a specific damage type to receive resistance to that damage type for the next 4 hours and 10 minutes, or until they meditate on a different damage type.  The amount of resistance is 10%, plus a 2%  per a Seed 1 summation of Mental Lore, Transformation.  The following damage types may be resisted:&lt;br /&gt;
&lt;br /&gt;
*ACID&lt;br /&gt;
*COLD&lt;br /&gt;
*CRUSH&lt;br /&gt;
*DISINTEGRATION&lt;br /&gt;
*DISRUPTION&lt;br /&gt;
*ELECTRICAL&lt;br /&gt;
*GRAPPLE&lt;br /&gt;
*FIRE&lt;br /&gt;
*IMPACT&lt;br /&gt;
*PLASMA&lt;br /&gt;
*PUNCTURE&lt;br /&gt;
*SLASH&lt;br /&gt;
*STEAM&lt;br /&gt;
*UNBALANCE&lt;br /&gt;
*VACUUM&lt;br /&gt;
&lt;br /&gt;
==General Overview of Minor Mental Spells==&lt;br /&gt;
Monks are the most magical square.  That means they do not really have their own spell list but are expected to train in spells.  Fortunately no one else is really using the Minor Mental list right now.&lt;br /&gt;
&lt;br /&gt;
===Buffing Spells===&lt;br /&gt;
*[[Iron Skin (1202)]] Makes the caster&#039;s skin like armor.  Monks gain a bonus to the AsG provided based on their monk levels.&lt;br /&gt;
*[[Foresight (1204)]] Generic DS bonus.&lt;br /&gt;
*[[Mindward (1208)]] Mental TD bonus.&lt;br /&gt;
*[[Dragonclaw (1209)]] UAF bonus and able to hit magical creatures with UAC.&lt;br /&gt;
*[[Brace (1214)]] Ability to PARRY physical attacks with bare hands.&lt;br /&gt;
*[[Blink (1215)]] Give a chance for a second opportunity to avoid a physical or bolt attack that would have hit.&lt;br /&gt;
*[[Premonition (1220)]] Generic scaling DS bonus.&lt;br /&gt;
&lt;br /&gt;
===Group Focus Spells===&lt;br /&gt;
Focus spells provide a bonus with no set duration to the monk&#039;s group but each monk many only run one focus spell at a time.  &lt;br /&gt;
*[[Mind Over Body (1213)]] Reduces stamina costs of abilities.&lt;br /&gt;
*[[Focus Barrier (1216)]] Large group DS boost.&lt;br /&gt;
&lt;br /&gt;
===Attack Spells===&lt;br /&gt;
The minor mental list has several attack spells but only a few of them apply to a monk.&lt;br /&gt;
*[[Powersink (1203)]] Increases the time it takes for a target to prepare a spell.&lt;br /&gt;
*[[Force Projection (1207)]] Attempt to knock down a single target and inflict RT.&lt;br /&gt;
*[[Thought Lash (1210)]] Warding attack with a high chance of knockdown, causes negative crit padding on the target for 30 seconds.&lt;br /&gt;
*[[Confusion (1211)]] Warding attack that gives a target a chance to not attack or attack allies.&lt;br /&gt;
*[[Mental Dispel (1218)]] Dispel a single spell from target.&lt;br /&gt;
*[[Vertigo (1219)]] Warding spell that causes RT and knockdowns.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Spells===&lt;br /&gt;
*[[Soothing Word (1201)]] Removes negative emotion effects from a target (i.e. rage, fear, calm)&lt;br /&gt;
*[[Provoke (1235)]] Increase the spawn rate of creatures in an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lores==&lt;br /&gt;
Even though monks are a square they do get some benefits from lores.  The primary benefits to a monk are found in Mental lores, specifically [[Mental Lore, Transformation]] or [[Mental Lore, Telepathy]].  While other spiritual and mental lores provide some benefit they are not generally worth spending points on.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Transformation lore provides the following benefits:&lt;br /&gt;
*[[Iron Skin (1202)]] Increases the AsG of Iron Skin by 1 every 5 * Seed 1 summation ranks.&lt;br /&gt;
*[[Dragonclaw (1209)]] Increases the UAF bonus by a Seed 1 summation.&lt;br /&gt;
*[[Brace (1214)]] Increases the chance to disarm an attacker by 2% per Seed 3 summation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Telepathy lore provides the following benefits:&lt;br /&gt;
*[[Soothing Word (1201)]] 25 ranks grants the ability to remove [[sheer fear]] from a target and provide immunity to it for 30 seconds.&lt;br /&gt;
*[[Confusion (1211)]] Improves the chances for the target to perform a more favorable action every 20 skill.&lt;br /&gt;
*[[Mind Over Body (1213)]] Increase the stamina cost reduction by 5% per skill/10 on a Seed 3 summation.&lt;br /&gt;
*[[Provoke (1235)]] Increases the generation rate for sentient creatures in the area by 1 per 15 ranks.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY monk:&lt;br /&gt;
*2x [[Dodging]] (3/3)&lt;br /&gt;
*2x [[Physical Fitness]] (6/0)&lt;br /&gt;
*2x [[Combat Maneuvers]] (15/9)&lt;br /&gt;
*1x [[Perception]] (0/2)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (10/30)&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
&lt;br /&gt;
==Unarmed Monk==&lt;br /&gt;
For the most part, when it comes to monks, everybody is kung-fu fighting.  All the cool kids are, in fact, as fast as lightning, due to [[Burst of Swiftness]].  In all seriousness the release a monks prompted a whole new combat system to be created and they are designed to take advantage of it.  While it could be argued that rogues are the best UAC users, monks make a pretty strong case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unarmed Monk Core Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|6/0&lt;br /&gt;
|[[Physical Fitness]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|15/9&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|6/3&lt;br /&gt;
|[[Brawling]]&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|-&lt;br /&gt;
|.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[Two Weapon Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|.33x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|31/20&lt;br /&gt;
|Total&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unarmed Monk Discreet Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;# Ranks&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|56&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|To learn 120 and 1235, plus one rank to gain some extra points of TD and DS from spells.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| 2/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| By level 100, train this as needed to make climb checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|50 &lt;br /&gt;
| 2/0 &lt;br /&gt;
|[[Swimming]] &lt;br /&gt;
|By level 100, train this as needed to make swim checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional Additional Training===&lt;br /&gt;
&lt;br /&gt;
A list of the most common skills to use your additional training points on.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3x&lt;br /&gt;
|4/4&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|Monks gain roughly .75 offensive DS per dodge rank, making the difference between 2x and 3x at cap an amazing 75 DS.  This is a huge buff to survivability.&lt;br /&gt;
|-&lt;br /&gt;
|55 ranks&lt;br /&gt;
|5/2&lt;br /&gt;
|[[Multi Opponent Combat]]&lt;br /&gt;
|UAC mstrike is impressive and gains the benefit of an extra free jab on fresh targets.&lt;br /&gt;
|-&lt;br /&gt;
|30 ranks&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|Useful, especially at higher levels, to target attacks at critical spots once the critter is tiered up.&lt;br /&gt;
|-&lt;br /&gt;
|5-75 ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Transformation]]&lt;br /&gt;
|Increases the AsG of [[Iron Skin (1202)]] at 5, 15, 30, 50, and 75 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|6-30 Ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Telepathy]]&lt;br /&gt;
|Increases the stamina reduction of [[Mind Over Body (1213)]] by 5% each at 6, 15, and 30 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Mental Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|For scroll reading.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|For magic items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spell Training===&lt;br /&gt;
Monk spell training is best done in bursts.  It can be good to pick up multiple ranks of spells, even at the cost of letting core skills slide a bit, to reach a specific spell.  &lt;br /&gt;
&lt;br /&gt;
*Minor Mental to 1220 and Minor Spiritual to 103 - By early 30s&lt;br /&gt;
*Minor Spiritual to 120 - By 60s&lt;br /&gt;
*Minor Mental to 1235 - By cap&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With the addition of PSM3 this section is outdated. Perfect Self is now granted through FEATs and does not require and ranks in Surge or Burst.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a square, monks have access to a large variety of combat maneuvers.  There are more useful maneuvers than any monk will ever have the points to train in.  There is one monk only maneuver that stands above everything else and should typically be the first taken by any monk.  That maneuver is [[Perfect Self]], which provides +2 per rank to every single stat, up to +10 total.  Unfortunately, this maneuver requires 3 ranks in both [[Surge of Strength]] and [[Burst of Swiftness]] as prerequisites.  They are both good maneuvers on their own right and the benefits of Perfect Self would make them worth it even if they were not.&lt;br /&gt;
&lt;br /&gt;
Perfect Self cannot be maximized before level 30, due to the cap on points for a single skill per level.  A monk that is 2x in combat maneuvers will find that there are more CM points available than can be spent on Perfect Self and its prerequisites.  Those points are best spent in a few key areas, as are the next few after maximizing Perfect Self.  &lt;br /&gt;
&lt;br /&gt;
The other &amp;quot;must have&amp;quot; maneuvers for an unarmed monk are:&lt;br /&gt;
*[[Punch Mastery]]/[[Grapple Mastery]]/[[Kick Mastery]]:  These skills increase the monk&#039;s MM with the requisite skill by 5 per rank over 3 ranks.  As the unarmed monk&#039;s primary attacks one or all of these should be trained.&lt;br /&gt;
*[[Combat Mobility]]:  This simple, two rank maneuver will provide a 50/100% chance to stand up automatically when attacked while not stunned but knocked over.&lt;br /&gt;
*[[Evade Mastery]]:  Improves the chance to outright dodge an attack for someone wearing robes by 9% per rank, up to 27% total.&lt;br /&gt;
*[[Rolling Krynch Stance]]:  Allows the monk to carry over their attack tier from one foe to another if done in quick succession.  &lt;br /&gt;
&lt;br /&gt;
From there it is personal preference but other greats include:&lt;br /&gt;
*[[Combat Focus]]:  A generic +2 TD per rank to help cover a monk&#039;s greatest weakness&lt;br /&gt;
*[[Ki Focus]]:  Gives a 33/66/100% chance to automatically tier up on the next UAC attack used.&lt;br /&gt;
*[[Inner Harmony]]:  Shake off negative status effects every 30 seconds, rank 3 should be the goal to immediately remove a status upon switching into this stance from Krynch.&lt;br /&gt;
*[[Feint]]:  Make something flinch to open them up to a bigger attack.&lt;br /&gt;
&lt;br /&gt;
For those that do not want to think about it:&lt;br /&gt;
:[[Surge of Strength|Surge of Strength]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Burst of Swiftness|Burst of Swiftness]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Perfect Self|Perfect Self]] - 5 Ranks (&#039;&#039;&#039;30 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Punch Mastery|Punch Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Kick Mastery|Kick Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Grapple Mastery|Grapple Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Rolling Krynch Stance|Rolling Krynch Stance]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Mobility|Combat Mobility]] - 2 Ranks (&#039;&#039;&#039;15 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Evade Mastery|Evade Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Focus|Combat Focus]] - 3 Ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:Total Points - &#039;&#039;&#039;201&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UAC Tips and Tricks===&lt;br /&gt;
&lt;br /&gt;
====Tiering Up====&lt;br /&gt;
When first attacking a target, assuming Krynch Stance is not in effect, the attack will start at decent positioning. At decent positioning, UAC attacks are at their weakest in both damage and crit potential. Tiering up simply requires hitting a target and following up appropriately. Masteries will occasionally (up to 15% of the time) cause an automatic tier up with that specific attack form. Jab also has an improved chance to tier up. Most often an opening to a specific attack type will allow for an increase of tier. Specifically &amp;quot;strike leaves foe vulnerable to a followup X attack&amp;quot;. After receiving this message, simply perform the specified attack. That will tier the target up to good, and then excellent positioning. Each tier increases the damage and crit potential of UAC attacks against the target. &lt;br /&gt;
&lt;br /&gt;
The first attack at decent positioning:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You attempt to punch a krag yeti!&lt;br /&gt;
:You have decent positioning against a krag yeti.&lt;br /&gt;
:  UAF: 434 vs UDF: 348 = 1.247 * MM: 122 + d100: 26 = 178&lt;br /&gt;
:  ... and hit for 28 points of damage!&lt;br /&gt;
:  Low punch bruises the inside of the krag yeti&#039;s right knee, but barely causes a limp.&lt;br /&gt;
:  The krag yeti starts to favor its wounded leg!&lt;br /&gt;
: &#039;&#039;&#039; Strike leaves foe vulnerable to a followup punch attack!&#039;&#039;&#039;&lt;br /&gt;
:Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then at good positioning, note the lower UDF, Higher MM and much better overall damage and crit:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You attempt to punch a krag yeti!&lt;br /&gt;
:&#039;&#039;&#039;You have good positioning against a krag yeti.&#039;&#039;&#039;&lt;br /&gt;
:  UAF: 434 vs UDF: 323 = 1.343 * MM: 122 + d100: 60 = 223&lt;br /&gt;
:  ... and hit for 57 points of damage!&lt;br /&gt;
:  Rotating backhand cleanly snaps tibia!&lt;br /&gt;
:   A krag yeti collapses to the ground and grasps its mangled right leg!&lt;br /&gt;
:&amp;lt;BR&amp;gt;&lt;br /&gt;
:  The krag yeti is stunned!&lt;br /&gt;
:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Spirit Barrier (102)]]====&lt;br /&gt;
&lt;br /&gt;
As a Monk, it is typically not hard to hit things, even if they are in stance defensive. [[Spirit Barrier (102)]] lowers UAF and increases DS. Often this trade off is worth it for a monk.  In the first example below the monk has  Spirit Barrier on.  For the second it is turned off. Despite the difference in UAF, neither have any trouble hitting a like-level creature.  As such it is often appropriate to take advantage of the increase DS.&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;jab&lt;br /&gt;
:You attempt to jab a krag yeti!&lt;br /&gt;
:You have decent positioning against a krag yeti.&lt;br /&gt;
:  UAF: 439 vs UDF: 410 = 1.070 * MM: 99 + d100: 84 = 190&lt;br /&gt;
:  ... and hit for 5 points of damage!&lt;br /&gt;
:  Low jab glances off the right thigh.&lt;br /&gt;
:Roundtime: 2 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:A krag yeti tries to ensnare you!&lt;br /&gt;
:  AS: +373 vs DS: +439 with AvD: +38 + d100 roll: +41 = +13&lt;br /&gt;
:   A clean miss.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:&amp;gt;stop 102&lt;br /&gt;
:With a moment&#039;s concentration, you terminate the Spirit Barrier spell.&lt;br /&gt;
:The air calms down around you.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:&amp;gt;jab&lt;br /&gt;
:You attempt to jab a krag yeti!&lt;br /&gt;
:You have decent positioning against a krag yeti.&lt;br /&gt;
:  UAF: 468 vs UDF: 410 = 1.141 * MM: 107 + d100: 94 = 216&lt;br /&gt;
:  ... and hit for 9 points of damage!&lt;br /&gt;
:  Solid blow to upper left arm.&lt;br /&gt;
:Roundtime: 2 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:A krag yeti tries to ensnare you!&lt;br /&gt;
:  AS: +373 vs DS: +410 with AvD: +38 + d100 roll: +1 = +2&lt;br /&gt;
:   A clean miss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rolling Krynch Stance In Action ====&lt;br /&gt;
&lt;br /&gt;
When [[Rolling Krynch Stance]] is active the monk will position themselves in order to apply momentum from a previous unarmed strike against one foe to their next unarmed strike against a different foe.  Thus providing a chance to immediately raise their attack tier against the second foe.  Essentially it is a chance for a free tier up to good or excellent on subsequent creatures after killing one. There is a message to show that the bonus was received, highlighted in the example below. Note that this attack was made just after killing another creature at an excellent positioning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:You attempt to punch a krag dweller!&lt;br /&gt;
:&#039;&#039;&#039;You exploit the momentum of your previous strike to make a stronger attack against a krag dweller!&#039;&#039;&#039; &lt;br /&gt;
:You have excellent positioning against a krag dweller.  &amp;lt;span style=&amp;quot;color:#FF0000&amp;gt; &amp;lt; ---- Start at excellent positioning &amp;lt;/span&amp;gt;&lt;br /&gt;
:  UAF: 439 vs UDF: 368 = 1.192 * MM: 91 + d100: 36 = 144&lt;br /&gt;
:  ... and hit for 34 points of damage!&lt;br /&gt;
:  Well executed strike to the krag dweller&#039;s left leg fractures the fibula.&lt;br /&gt;
:  The krag dweller is knocked to the ground!&lt;br /&gt;
:Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapon Monk==&lt;br /&gt;
Monks are built from the ground up to use Unarmed Combat, just like Wizards were built from the ground up to use bolts.  Obviously some wizards buck the trend and swing around a big weapon instead and some monks do as well.  While many minor mental spells will provide no real benefit to a Two-Handed monk, the excellent combat maneuver selection and cheap Dodge training make it a surprisingly effective build.  Not to mention the one-two strike of Force Wave followed by a katana to the face.  Note that Polearms are a possibility but they will cost an additional 3/0 TPs per level to train in, making points even tighter.&lt;br /&gt;
&lt;br /&gt;
===Two-Handed Monk Core Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3x&lt;br /&gt;
|7/7&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|6/0&lt;br /&gt;
|[[Physical Fitness]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|15/9&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|15/6&lt;br /&gt;
|[[Two-Handed Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|-&lt;br /&gt;
|.33x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|43/26&lt;br /&gt;
|Total&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-Handed Monk Discreet Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;# Ranks&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|56&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|To learn 120 and 1235, plus one rank to gain some extra points of TD and DS from spells.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| 2/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| By level 100, train this as needed to make climb checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|50 &lt;br /&gt;
| 2/0 &lt;br /&gt;
|[[Swimming]] &lt;br /&gt;
|By level 100, train this as needed to make swim checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optional Additional Training===&lt;br /&gt;
&lt;br /&gt;
A list of the most common skills to use your additional training points on.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|55 ranks&lt;br /&gt;
|5/2&lt;br /&gt;
|[[Multi Opponent Combat]]&lt;br /&gt;
|Swing a big weapon around at multiple things or several times at one thing&lt;br /&gt;
|-&lt;br /&gt;
|30 ranks&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|The only thing better than a big hit is a big hit in the right spot.&lt;br /&gt;
|-&lt;br /&gt;
|5-75 ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Transformation]]&lt;br /&gt;
|Increases the AsG of [[Iron Skin (1202)]] at 5, 15, 30, 50, and 75 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|6-30 Ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Telepathy]]&lt;br /&gt;
|Increases the stamina reduction of [[Mind Over Body (1213)]] by 5% each at 6, 15, and 30 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Mental Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|For scroll reading.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|For magic items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spell Training===&lt;br /&gt;
Monk spell training is best done in bursts.  It can be good to pick up multiple ranks of spells, even at the cost of letting core skills slide a bit, to reach a specific spell.  &lt;br /&gt;
&lt;br /&gt;
*Minor Mental to 1220 and Minor Spiritual to 103 - By early 30s&lt;br /&gt;
*Minor Spiritual to 120 - By 60s&lt;br /&gt;
*Minor Mental to 1235 - By cap&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With the addition of PSM3 this section is outdated. Perfect Self is now granted through FEATs and does not require and ranks in Surge or Burst.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a square, monks have access to a large variety of combat maneuvers.  There are more useful maneuvers than any monk will ever have the points to train in.  There is one monk only maneuver that stands above everything else and should typically be the first taken by any monk.  That maneuver is [[Perfect Self]], which provides +2 per rank to every single stat, up to +10 total.  Unfortunately, this maneuver requires 3 ranks in both [[Surge of Strength]] and [[Burst of Swiftness]] as prerequisites.  They are both good maneuvers on their own right and the benefits of Perfect Self would make them worth it even if they were not.&lt;br /&gt;
&lt;br /&gt;
Perfect Self cannot be maximized before level 30, due to the cap on points for a single skill per level.  A monk that is 2x in combat maneuvers will find that there are more CM points available than can be spent on Perfect Self and its prerequisites.  Those points are best spent in a few key areas, as are the next few after maximizing Perfect Self.&lt;br /&gt;
&lt;br /&gt;
The other &amp;quot;must haves&amp;quot; for a Two-Handed Monk are:&lt;br /&gt;
*[[Combat Mobility]]:  This simple, two rank maneuver will provide a 50/100% chance to stand up automatically when attacked while not stunned but knocked over.&lt;br /&gt;
*[[Evade Mastery]]:  Improves the chance to outright dodge an attack for someone wearing robes by 9% per rank, up to 27% total.&lt;br /&gt;
*[[Slippery Mind]]:  This is evade mastery but for warding spells, and a martial stance, granting a robe wearer 27% chance at rank 3 of outright avoiding a warding spell.  Since THW Monks are not using Krynch, they get to use this.&lt;br /&gt;
&lt;br /&gt;
From there it is personal preference but other greats include:&lt;br /&gt;
*[[Combat Focus]]:  A generic +2 TD per rank to help cover a monk&#039;s greatest weakness&lt;br /&gt;
*[[Inner Harmony]]:  Shake off negative status effects every 30 seconds, rank 3 should be the goal to immediately remove a status upon switching into this stance from Slippery Mind.&lt;br /&gt;
*[[Feint]]:  Make something flinch to open them up to a bigger attack.&lt;br /&gt;
*[[Disarm Weapon]]:  As a THW monk actually uses a weapon this can be beneficial both offensively and defensively.&lt;br /&gt;
*[[Internal Power]]:  Recover health points and heal minor wounds at higher ranks.&lt;br /&gt;
&lt;br /&gt;
For those that do not want to think about it:&lt;br /&gt;
:[[Surge of Strength|Surge of Strength]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Burst of Swiftness|Burst of Swiftness]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Perfect Self|Perfect Self]] - 5 Ranks (&#039;&#039;&#039;30 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Mobility|Combat Mobility]] - 2 Ranks (&#039;&#039;&#039;15 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Evade Mastery|Evade Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Slippery Mind|Slipper Mind]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Focus|Combat Focus]] - 3 Ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Disarm Weapon|Disarm Weapon]] - 5 Ranks (&#039;&#039;&#039;30 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Feint|Feint]] - 4 Ranks (&#039;&#039;&#039;17 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Inner Harmony|Inner Harmony]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Cunning Defense|Cunning Defense]] - 1 Rank (&#039;&#039;&#039;2 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:Total Points - &#039;&#039;&#039;202&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which can be great for Archer rangers who have little use for stamina, leaving stamina free&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times and is a nice alternative to 1040.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br.&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Symbol of blessing allows for easy hunting of undead.  The ability to UAC without needing a bless can be helpful but gloves and boots will not add their bonuses unless they are blessed.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the ability to strike undead without needing a bless, UAC monks have a very easy time.   Two-Handed Monks will need to have a blessable weapon.  Undead are typically pretty easy targets to hunt relative to other critters at like levels, so a lot of time is typically spent hunting them.&lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Flimbo&#039;s Monk Guide]]:  This guide has a lot of useful insights and a colorful sense of humor.  Some of the combat snippets here were borrowed from Flimbo&#039;s guide.  &lt;br /&gt;
*[[Unarmed_combat_system|Unarmed Combat]]:  All the information about the UAC system.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Player_run_shop&amp;diff=208504</id>
		<title>Player run shop</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Player_run_shop&amp;diff=208504"/>
		<updated>2023-10-09T13:48:44Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* How to Buy a Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Playershop.jpg|right]]&lt;br /&gt;
Originally titled as &amp;quot;Trade Shops,&amp;quot; player run shops were introduced during HSN 2004.  The [[Wehnimer&#039;s Landing]] shopping districts opened on 7/25/2004, and additional towns were quickly added thereafter.  &lt;br /&gt;
&lt;br /&gt;
==Searching the Shops==&lt;br /&gt;
This site can be searched for wares:&lt;br /&gt;
* [https://ps.lichproject.org Lich playershops]&lt;br /&gt;
&lt;br /&gt;
This website is updated by players using a [[The Lich|lich]] script called &#039;&#039;update-playershops&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Citizendata was the previous data collection script used for many years.  As of 7/16/14 it has been replaced with update-playershops.  As of January 2015, please update your update-playershops script to make sure it is uploaded to the correct place (Tillmen changed providers).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the game, a character may also search shops now, and even make purchases from afar:&lt;br /&gt;
&lt;br /&gt;
If the in-game shop number is known, it can be easily used to browse the shop&#039;s merchandise.&lt;br /&gt;
&lt;br /&gt;
For example, to browse the merchandise in shop number 1 in Icemule:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP BROWSE ICEMULE 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shop numbers sometimes change, but are easy to discover by reviewing a town&#039;s shop directory.&lt;br /&gt;
&lt;br /&gt;
For example, to browse a listing of shops in Icemule Trace:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP DIRECTORY ICEMULE&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After finding the shop you wish to browse, then the shop merchandise can be viewed:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP BROWSE ICEMULE {shop#}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, you may inspect any item in the shop by its item number:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP INSPECT {item#}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And lastly, make your purchase, using the item number:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP PURCHASE {item#}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make your purchase from a distance, without actually traveling to the shop:&lt;br /&gt;
# get inside of a town (most towns work, it doesn&#039;t have to be the town where a shop is located)&lt;br /&gt;
# empty your left hand&lt;br /&gt;
# get a note in your right hand for &amp;quot;5000 extra plus the purchase price&amp;quot;&lt;br /&gt;
# {{boldmono|[[BOOST]] RUNNER}} (alternately, at the [[SimuCoin]] Store, purchase a Locker Runner Contract ([https://store.play.net/store/purchaseitem/143?gameCode=GS 30 days] or [https://store.play.net/store/purchaseitem/144?gameCode=GS 60 items]), which gives you a fixed amount of Urchin Runner Access)&lt;br /&gt;
# {{boldmono|SHOP PURCHASE}} {item#}&lt;br /&gt;
# you should receive your item instantly&lt;br /&gt;
&lt;br /&gt;
==How to Buy a Shop==&lt;br /&gt;
&#039;&#039;&#039;This is currently in flux&lt;br /&gt;
*Full or partial [[citizenship]] in the town is required.&lt;br /&gt;
*A [[Premium subscription]] is required to maintain a three room shop, a [[basic subscription|basic subscriber]] may have a one room shop.  &lt;br /&gt;
*A subscribed account may only own one shop.  Accounts owning multiple shops before this change have been grandfathered in.&lt;br /&gt;
*The shop permit release system is under discussion, TBD by the end of June, shops can still be dealt through the player market.&lt;br /&gt;
*To transfer a shop, the buyer and seller need to visit the shop together and the seller should offer partnership in the shop.  Once the partnership is established, the shop ownership can be transferred to the new owner.  &lt;br /&gt;
*Any customized room name (e.g. [Dan&#039;s Den of Deed Fodder]) will be lost upon transfer, but other customizations, such as furniture and exterior look, will be maintained.&lt;br /&gt;
*Once a shop is transferred, the owner can go to the local [[Player Shop Furniture]] merchant to choose furniture and decor, including a sign, door, roof and interior items.  Interior items consist of display cases, tables, and other furniture decor for each room of the shop.  When purchasing furniture, indicate which room of your shop it should go.  The Shop Furniture merchant will indicate what piece it replaces.  While inventory containers, signs, and decorative items can be purchased anywhere, large building materials such as facades, roofs, walls, floors, and ceilings can only be bought locally, due to the difficulty of transport.&lt;br /&gt;
&lt;br /&gt;
;The following information applies to the original system.  Since shops are not currently repossessed, no deeds come up for sale.  Shops are only available on the secondary market.&lt;br /&gt;
* SHOP DEED is currently disabled.  Use SHOP TRANSFER to move a shop to a partner who&#039;s a citizen in the same town.&lt;br /&gt;
* A shop deed (one room for standard, up to three rooms for premium) must be purchased from the NPC at the local permit office, found in the permanent structure that sells shop decor within the player shop area of each town.  A one-room deed costs 100k, a two-room deed costs 150k, and a three-room deed costs 200k.  Deeds can only be purchased when there is an available space in the shop area, but the shopkeeper does not limit his selling of deeds to the number of open spaces.  Someone else may use their deed to claim that slot before you use your new deed, leaving you without a shop.&lt;br /&gt;
* An available slot must be claimed by standing in the room you want your shop in, holding your shop deed or shop permit in your right hand, and using {{boldmono|SHOP CLAIM}}.&lt;br /&gt;
:&#039;&#039;&#039;River&#039;s Rest claiming messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;shop claim&lt;br /&gt;
As you hold up your permit, a shifty-looking human notices.  He gives a shrill whistle, alerting several of his seedier-looking friends to come help him erect your new shop.  Two of the group are wearing eyepatches, one wears a brass dancing turtle medallion, and one almost looks to have some krolvin in her heritage, judging by the cast of her features, but they do work swiftly and, in a surprisingly short amount of time, the shop is up and the group has vanished toward the bank with your permit to claim the construction fee.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Town||Location||Lich#&lt;br /&gt;
|-&lt;br /&gt;
|[[Teras]]&lt;br /&gt;
|Company Store, Permit Office&lt;br /&gt;
|14797&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]&lt;br /&gt;
|Henty&#039;s Depot, Permit Office&lt;br /&gt;
|6358&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]&lt;br /&gt;
|Turpin&#039;s Merchant Supplies&lt;br /&gt;
|16040&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]]&lt;br /&gt;
|Icemule, Trade Alley&lt;br /&gt;
|2477&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]]&lt;br /&gt;
|Warehouse, Permit Office&lt;br /&gt;
|9024&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]]&lt;br /&gt;
|Cort&#039;s Emporium, Permits&lt;br /&gt;
|16872&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]&lt;br /&gt;
|Repository, Permit Office&lt;br /&gt;
|7435&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]]&lt;br /&gt;
|Permit Office&lt;br /&gt;
|10475&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]]&lt;br /&gt;
|Isle Designs, Permit Office&lt;br /&gt;
|16498&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How Shops Work==&lt;br /&gt;
===Tax===&lt;br /&gt;
A 3% sales tax is automatically deducted from your sale price on each purchase. No more than 1,000,000 silvers in tax will be deducted from any one item.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Shop inventories are limited by two factors: counter space and room size.  Each room is able to hold up to 25 different items (each item can be a stack of identical items up to 50, loresinging to an item before posting will negate this, however, Elemental Detection (405) can be cast on an item without affecting its stackability).  Each container is unique and holds a different amount.  The Shop furniture merchant will provide information on the containers.  A shop owner can set up multiple containers such that the total meets or exceeds the 25 item per room limit.  A shop may have up to three rooms, though this is limited to one on a non-premium account.  A three-room shop can have a maximum of 75 items for sale at a time. &lt;br /&gt;
&lt;br /&gt;
Inventory in shops is available while in the shop via the {{boldmono|SHOP INVENTORY}} command, while outside of a shop via a shop manifest (available from the shopping district warehouse for 50,000 silvers), or via [https://ps.lichproject.org Lich Playershops] (though not in real-time).&lt;br /&gt;
&lt;br /&gt;
===Partnership===&lt;br /&gt;
Only the shop owner can manage partnerships. A shop can have up to 4 partners.  Each partner can sell items in the shop and access their own profits.  The shop owner does not have any access to the partners&#039; profits, nor does the partners&#039; balance count toward rent.  The shop owner has the ability to disband the partnership at any time.  If this happens, the partners&#039; items will be available in closed boxes at the Shop Permit Authority for pick-up, including any profits due.&lt;br /&gt;
&lt;br /&gt;
As of November 2017, a shop partner can use {{boldmono|SHOP DEPOSIT}} to deposit silvers into the main (owner&#039;s) shop account to help pay for rent.  This is a one way transaction and, thus, partners cannot withdraw from the main shop account.&lt;br /&gt;
&lt;br /&gt;
If an owner fails to check in personally for 90 days, the shop may be taken over irretrievably by the shop partner/s, as follows, from {{boldmono|SHOP POLICY}}:&lt;br /&gt;
&lt;br /&gt;
If a shop owner fails to check into their shop for 90 days the partner can take over the shop by means of an {{boldmono|[[ASSIST]]}}. If more than one partner is on the shop, all partners will need to give consent to a single partner. If an agreement cannot be made, the shop will be evicted. If the original owner returns, they cannot reclaim the shop from the new owner without their consent. This will be handled in a case by case situation and is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
A shop partner is not subject to the same citizenship requirements as a shop owner.  Shop partners do not have to be citizens of the town where the shop is located.&lt;br /&gt;
&lt;br /&gt;
====Adding a Partner====&lt;br /&gt;
To offer partnership to someone, the candidate must be in the same room with the owner. The owner uses {{boldmono|SHOP PARTNER &amp;lt;NAME&amp;gt;}} to initiate the partnership. The candidate must AGREE within about 1 minute or else the offer will pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;SHOP PARTNER JOHN&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop owner (Jane) sees: You offer John partnership in your shop.&lt;br /&gt;
Shop partner candidate (John) sees: Jane offers you partnership in her shop.  You have one minute to AGREE to the partnership.  If you don&#039;t agree, simply do nothing and the offer will pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;AGREE&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop owner (Jane) sees: John has agreed to become a partner!&lt;br /&gt;
Shop partner candidate (John) sees: You are now a partner in Jane&#039;s shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;If partner candidate fails to AGREE within one minute:&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop owner (Jane) sees: Your offer of a partnership with John has expired.&lt;br /&gt;
SHop partner candidate (John) sees: Jane&#039;s offer of a partnership has expired.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the partner is added, SHOP INFO will show a list of partners:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;SHOP INFO&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop Owner: Jane&lt;br /&gt;
Shop partners:&lt;br /&gt;
  John&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Removing a Partner====&lt;br /&gt;
To remove a partner, the owner uses {{boldmono|SHOP PARTNER &amp;lt;NAME&amp;gt; CLEAR}}. The partner does not have to be logged in to the game.&lt;br /&gt;
&lt;br /&gt;
The shop partner can PULL all their items from the shop inventory before the partnership is removed. However, if there were any of the partner&#039;s items in the shop inventory at the time the partnership dissolves, then the partner&#039;s items will be available in closed boxes at the Shop Permit Authority for pick-up, including any profits due.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;SHOP PARTNER JOHN CLEAR&amp;lt;/b&amp;gt;&lt;br /&gt;
The shop owner (Jane) sees: John is no longer a shop partner.&lt;br /&gt;
The shop partner (John) sees: Jane has removed you as a partner in her shop.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ban===&lt;br /&gt;
Up to 15 people can be banned from a shop.&lt;br /&gt;
&lt;br /&gt;
===Haggle===&lt;br /&gt;
Shops can offer a discount towards particular races or professions. Race always takes precedence if its value is not 100%. To see current bias, issue the {{boldmono|SHOP HAGGLE ALL}} command.&lt;br /&gt;
&lt;br /&gt;
===Rent===&lt;br /&gt;
Shops maintain their own bank accounts, from which rent is collected monthly.  Rent must come from the shop owner&#039;s balance at the cost of 10,000 silvers per room, and must be available on the 1st of every month.  Each partner in a shop maintains separate books, and rent is only drawn from the primary shop owner&#039;s account.  Failure to pay the shop maintenance for 90 days will result in repossession of the shop.&lt;br /&gt;
&lt;br /&gt;
===Visitation===&lt;br /&gt;
Each shop must be visited regularly by its owner or partner(s).  Failure to visit for 90 days will result in the loss of the shop.  Note: A &amp;quot;visit&amp;quot; requires passing through the portal (either alone or as the leader of a group) into the shop and then using one of the {{boldmono|SHOP}} verb options (such as {{boldmono|SHOP INFO}}) while inside the shop to check on its status.&lt;br /&gt;
&lt;br /&gt;
However, although a partner&#039;s visit counts as much toward keeping a shop open as a visit from the shop&#039;s owner, if an owner fails to check in personally for 90 days, the shop may be taken over irretrievably by the shop partner/s, as follows, from {{boldmono|SHOP POLICY}}:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
If a shop owner fails to check into their shop for 90 days the partner can take over the shop by means of an {{boldmono|ASSIST}}. If more than one partner is on the shop, all partners will need to give consent to a single partner. If an agreement cannot be made, the shop will be evicted. If the original owner returns, they cannot reclaim the shop from the new owner without their consent. This will be handled in a case by case situation and is not a guarantee.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repossession===&lt;br /&gt;
In the event that a shop is reclaimed by the Shop Permit Authority, the inventory will be held by the permit clerk (in a box identified by name on the floor of the Shop Permit Authority office) for a maximum of 90 days, after which it will be permanently lost.  A note for the shop balance will also be in the box.&lt;br /&gt;
&lt;br /&gt;
===Room Extension===&lt;br /&gt;
You can buy a one room or two room extension from the local permit authority.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask authority for two room extension&lt;br /&gt;
The authority says, &amp;quot;The current price for a 2 room extension is 150000 silvers.  We accept coins and bank notes.  Just ask me about it again within the next minute if you&#039;re still interested.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The authority accepts your silvers, jingling them together once before tucking them safely away.&lt;br /&gt;
&lt;br /&gt;
The authority says, &amp;quot;If you lose that permit before you make use of it, you&#039;re out of luck.  Just read the permit for more instructions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read permit&lt;br /&gt;
Shop Permit Issued to XXXXX&lt;br /&gt;
&lt;br /&gt;
 Authority Valued At 150000 silvers&lt;br /&gt;
&lt;br /&gt;
 Valid only for a 2 room extension to an existing shop in Wehnimer&#039;s Landing.&lt;br /&gt;
 This permit can be transferred to another party.&lt;br /&gt;
&lt;br /&gt;
 Stand in your shop you wish to improve and and use {{boldmono|SHOP EXTEND PERMIT}} &amp;lt;direction&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shop extend permit east&lt;br /&gt;
Your shop permit allows you to extend your shop.  You now have a new room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shop extend permit north&lt;br /&gt;
Your shop permit allows you to extend your shop.  You now have a new room.&lt;br /&gt;
With no further need for your shop permit, you throw it away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHOP (verb)==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
    &amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;SHOP POLICY *****VERY IMPORTANT!!  READ THIS NOW!!*****&amp;lt;/span&amp;gt;&lt;br /&gt;
    SHOP CLAIM will set up a shop in the room you&#039;re in.&lt;br /&gt;
    SHOP EXTEND allows you to add rooms to your shop or rearrange their connections.&lt;br /&gt;
    SHOP INFO lets you check general information while in your shop.&lt;br /&gt;
    SHOP PARTNER lets you give others access to your shop for selling items.&lt;br /&gt;
    SHOP TRANSFER allows you to transfer ownership to one of your partners.&lt;br /&gt;
    SHOP BAN lets you restrict others from entering your shop.&lt;br /&gt;
    SHOP SIGN allows you to place a sign in your shop to describe your wares.&lt;br /&gt;
    SHOP SELL will let you sell items in your shop.&lt;br /&gt;
    SHOP PRICE will let you reprice an item already for sale.&lt;br /&gt;
    SHOP INVENTORY will display a list of items and prices in your current room.&lt;br /&gt;
    SHOP SALES will report out the last five items purchased from your shop.&lt;br /&gt;
    SHOP WITHDRAW will turn money earned in your shop into a bank note.&lt;br /&gt;
    SHOP DEPOSIT will allow you to add silvers to the shop&#039;s account.&lt;br /&gt;
    SHOP HAGGLE lets you adjust bias towards any race or profession.&lt;br /&gt;
    SHOP ARRANGE lets you select how you want your room to look.&lt;br /&gt;
    SHOP ROOF toggles the visibility of your shop&#039;s roof.&lt;br /&gt;
    SHOP DOWNSIZE allows the shop owner to remove extra shop rooms.&lt;br /&gt;
    SHOP LOTTERY temporary command used to potentially win a shop.&lt;br /&gt;
&lt;br /&gt;
    SHOP DIRECTORY displays the shops which are open for business in the specified town.&lt;br /&gt;
    SHOP BROWSE displays the inventory for sale in the specified town&#039;s shop.&lt;br /&gt;
    SHOP INSPECT displays information about a specific inventory item.&lt;br /&gt;
    SHOP PURCHASE will send a runner to negotiate the purchase of a specific inventory item.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shop Decorations==&lt;br /&gt;
&lt;br /&gt;
===How to Buy Shop Furniture===&lt;br /&gt;
You can specify which room you want your furniture to go in with MAIN or the direction of the room from your main room.&lt;br /&gt;
:Example: ORDER 1 FOR NORTH would order the 1st item for your northern room.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The merchant nods and says, &amp;quot;So you wish to purchase a dark green rubber tree plant for 5000 silver?  This will replace an iron candelabra in XXXXX&#039;s General Store (north of your main room).&amp;quot;&lt;br /&gt;
The merchant continues, &amp;quot;If this is correct, just BUY in the next 60 seconds.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add or replace a second container in the same room, append SWAP to your order command.&lt;br /&gt;
:Example: ORDER 1 FOR MAIN SWAP&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The merchant nods and says, &amp;quot;So you wish to purchase a glaes-covered wicker display case for 20000 silver?  This will replace a narrow glass-topped table in XXXXX&#039;s Outfitting.&amp;quot;&lt;br /&gt;
The merchant continues, &amp;quot;If this is correct, just BUY in the next 60 seconds.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
*Make sure to double check which item is being replaced BEFORE you buy!&lt;br /&gt;
*Each shop room can only hold a maximum of 25 items, regardless of the individual container sizes. This does not apply to items that BUNDLE e.g., skins, deepening and lightening notes.&lt;br /&gt;
*A purchased sign will apply to all signs in your shop.&lt;br /&gt;
*Large items such as &#039;&#039;&#039;shop facade, ceiling, floors, roof and walls&#039;&#039;&#039; cannot be delivered to another town.&lt;br /&gt;
*If newly purchased furniture does not appear immediately in your shop, use the SHOP ARRANGE NEXT command. For shop signs use SHOP SIGN CLEAR then re-add your sign info using SHOP SIGN &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Off-the-Shelf Upgrades===&lt;br /&gt;
&lt;br /&gt;
* If you would like to personalize your shop and the way it looks, you can find a list of [[Player_run_shop/decorations|decorations]] here.&lt;br /&gt;
&lt;br /&gt;
==Shop Alterations==&lt;br /&gt;
&lt;br /&gt;
===Disclaimer===&lt;br /&gt;
&lt;br /&gt;
The information shared below is intended to help facilitate player shop alteration planning.&lt;br /&gt;
&lt;br /&gt;
Shop alterations are a special merchant service.  They are sometimes provided at festivals or calendared events to alter one facet of a shop.  They can also be redeemed as a prize for winning the monthly Premium Contest.  Rarely, full shop alterations are provided via raffle.&lt;br /&gt;
&lt;br /&gt;
===Shop Name===&lt;br /&gt;
&lt;br /&gt;
The [Room Name] of your shop can be altered.  If your shop has more than one room, each room can have a different room name.  The main room name is referenced in the outside description of your shop when you look at it.&lt;br /&gt;
&lt;br /&gt;
While shop names are flexible and can be creative, they cannot imply that the shop is anything other than what it is.  For example, its name cannot state that the shop is an inn, a museum, a tavern, or anything else other than a shop.&lt;br /&gt;
&lt;br /&gt;
The maximum character limit for a shop name or a room name is 31.&lt;br /&gt;
&lt;br /&gt;
Altering a shop&#039;s room name typically includes altering all room names of the shop as a single service.&lt;br /&gt;
&lt;br /&gt;
===Shop Facade===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Facade:&#039;&#039;&#039;  Capable of having a long within a specific framework.&lt;br /&gt;
&lt;br /&gt;
The shop exterior can be altered but must fit within a very specific framework.  The exterior is comprised of two parts, the facade itself and the decoration (which is often a roof), each of which may only be a 15/15/15.  The facade half is required; the decoration half is optional.  This appears in the format of:&lt;br /&gt;
:[a/an article] [adjective] [noun] with [article] [adjective] [noun]&lt;br /&gt;
Examples of how this can be phrased include:&lt;br /&gt;
*[a bright,green brick,shop] with [rose bushes,framing the,door]&lt;br /&gt;
*[an expansive,vermilion silk,tent] with [flanking carved,limestone,wyverns]&lt;br /&gt;
*[a broad roughly,hewn haorbeam,doorway] with [silvery,mithril rune,inlay]&lt;br /&gt;
&lt;br /&gt;
The shop exterior must fit into the local surroundings.  For example, a grass hut is perfect for Mist Harbor but not in Icemule Trace.  There are building codes for each town, so make sure to tour the local shops and what exteriors are available in your town first to have a better idea of what those building codes are.  Zul Logoth shop exteriors can only be doors or similar types of entryways.  Ta&#039;Vaalor shops have to be some sort of tent or pavilion.&lt;br /&gt;
&lt;br /&gt;
Shop exterior facades and their nouns must be appropriate for a shop and cannot suggest that the shop is something that it is not.  Mansions, towers, castles, and other buildings that are not clearly identified as shops are not allowed.  Inns, restaurants, tea houses, and pubs are also not allowed, since the player shop system does not support bedrooms or full service for food or drink.  Wagons and other forms of transportation are not allowed because the player shop system cannot support the shop being moved.&lt;br /&gt;
&lt;br /&gt;
Shop exterior decorations do not have to be an actual roof, even though this is the most common decoration available off the shelf.  They can also be any sort of additional decorative feature that sets the shop apart from others.&lt;br /&gt;
&lt;br /&gt;
Altering a shop&#039;s exterior typically includes altering both the facade and the decoration as a single service.&lt;br /&gt;
&lt;br /&gt;
===Shop Interior Objects===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ceiling:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Wall:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Floor:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Wall Hanging:&#039;&#039;&#039; Capable of having a long AND a show. &lt;br /&gt;
:&#039;&#039;&#039;Rug:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Container #1:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Container #2:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Sign:&#039;&#039;&#039; Capable of having a 15/15/15 only.&lt;br /&gt;
&lt;br /&gt;
The essence of each item must remain the same.  A wall hanging must be something appropriate for the wall; it cannot be turned into a bathtub.&lt;br /&gt;
&lt;br /&gt;
Some room arrangements look weird depending on how the object is altered. It is recommended to look at the various room arrangement options and how they display for a better idea of what to expect when planning interior alterations. For some room arrangement configurations, the long description is not visible in the room itself even though it is present on the object.&lt;br /&gt;
&lt;br /&gt;
Containers will need to be located inside the shop prior to the alteration work being done.  They should be the type of container you want.  Some containers allow for storage ON them, such as a table, while others allow for storage IN them, such as chests.  The altered container must make sense for how items are stored on or inside.  Container alterations change the description only.  They do not change how items are displayed (ON vs IN), and they do not change the total capacity of each individual container.&lt;br /&gt;
&lt;br /&gt;
When altering a sign, the same alteration will be applied to the sign in ALL shop rooms.  All other shop interior objects are altered separately for each room and do not have to be the same from one room to the next.&lt;br /&gt;
&lt;br /&gt;
Altering one item in one room is typically one service.  Altering one sign, impacting all shop signs, is typically one service.&lt;br /&gt;
&lt;br /&gt;
===Custom Shop Interior Description===&lt;br /&gt;
&lt;br /&gt;
Very rarely, full shop remodels are made available which include alterations of the shop name, the shop exterior, all objects inside the shop, plus the option for custom written room descriptions for the interior.  This new description is saved as a special custom template when cycling through options via {{boldmono|SHOP ARRANGE}}, allowing it to be turned off or back on again at will.&lt;br /&gt;
&lt;br /&gt;
Custom room descriptions are entirely custom written and do not have to follow the standard template format.&lt;br /&gt;
&lt;br /&gt;
They must reference all objects present in the room: ceiling, wall, floor, wall hanging, rug, and both containers.  When identifying those objects, you can identify if you want only the object noun (the last 15 of a 15/15/15), the object adjective + noun (the second and last 15/15 of a 15/15/15), or the full object description (the full 15/15/15).  For room descriptions, this full object description will also include the object&#039;s long if it has one.&lt;br /&gt;
&lt;br /&gt;
Custom room descriptions must be no longer than 511 characters, although there is some slight wiggle room due to how imbedded links work when referencing the various objects in the room.&lt;br /&gt;
&lt;br /&gt;
For the purpose of a custom room description, if your shop has &amp;quot;some,fancy,walls&amp;quot; as the base object with &amp;quot;some super duper incredibly fancy walls covered with ridiculously decorated murals&amp;quot; as the object&#039;s long, the custom room description actually uses the same minimal character count on the back end.  It doesn&#039;t matter if they are displayed in the room as just &amp;quot;walls&amp;quot;, &amp;quot;fancy walls&amp;quot;, or as the entire &amp;quot;some super duper incredibly fancy walls covered with ridiculously decorated murals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Custom shop interior descriptions are very rare.  They are not typically offered as a standalone single item shop service.&lt;br /&gt;
&lt;br /&gt;
===Additional Notes===&lt;br /&gt;
&lt;br /&gt;
All alterations must follow all {{boldmono|ALTER}} rules.  This is especially true with regard to rarer materials.  Rare materials can sometimes be used as trim and must be supplied.  For example, if eahnor is provided, it can be used to trim a mirror but not to make an entire wall out of eahnor.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
In the late 2000s, the shop system broke.  Despite the efforts of several GMs, no one was able to fix it to its intended level of functionality or expand upon the mechanics.  In [[Prime]], shops did not get repossessed, rent was not collected, and character owners were not required to visit their shops on a regular basis.  Thus, shops were only available by purchasing one from another player.&lt;br /&gt;
&lt;br /&gt;
In May 2017, GM Retser completed work on the system, and [[/saved posts#The Fixing (2017)|some shops were released via the {{boldmono|SHOP LOTTERY}} system]].  As of July 2023, more shops are being made available again via the SHOP LOTTERY system.&lt;br /&gt;
&lt;br /&gt;
(Sidenote:  Shops won via the 2023 SHOP LOTTERY system are having rent collected.  Premium members who win shops automatically have three room shops, so that&#039;s 30k per month in rent.)&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[https://ps.lichproject.org Lich playershops]&lt;br /&gt;
*[http://www.virilneus.com/shops/ Virilneus&#039; playershops]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?91325-New-playershops-data-collection-script New data collection script thread]&lt;br /&gt;
*[https://web.archive.org/web/20111215091544/http://www.nilandia.com/mechanics/shops.htm Nilandia&#039;s shop info]&lt;br /&gt;
*[https://web.archive.org/web/20101009201032/http://www.mularos.com/PRSRef.html Tierus&#039; PRS Furniture listing]&lt;br /&gt;
&lt;br /&gt;
[[category:Towns]][[category:Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Player_run_shop&amp;diff=207170</id>
		<title>Player run shop</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Player_run_shop&amp;diff=207170"/>
		<updated>2023-09-18T11:34:06Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Playershop.jpg|right]]&lt;br /&gt;
Originally titled as &amp;quot;Trade Shops,&amp;quot; player run shops were introduced during HSN 2004.  The [[Wehnimer&#039;s Landing]] shopping districts opened on 7/25/2004, and additional towns were quickly added thereafter.  &lt;br /&gt;
&lt;br /&gt;
==Searching the Shops==&lt;br /&gt;
The following two sites can be searched for wares:&lt;br /&gt;
* [https://ps.lichproject.org Lich playershops]&lt;br /&gt;
* [http://www.virilneus.com/shops/ Virilneus&#039; playershops]&lt;br /&gt;
Both of these websites are updated by players using a [[The Lich|lich]] script called &#039;&#039;update-playershops&#039;&#039;. While they are not necessarily updated frequently, they provide good search options with details about the wares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Citizendata was the previous data collection script used for many years.  As of 7/16/14 it has been replaced with update-playershops.  As of January 2015, please update your update-playershops script to make sure it is uploaded to the correct place (Tillmen changed providers).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the game, a character may also search shops now, and even make purchases from afar:&lt;br /&gt;
&lt;br /&gt;
If the in-game shop number is known, it can be easily used to browse the shop&#039;s merchandise.&lt;br /&gt;
&lt;br /&gt;
For example, to browse the merchandise in shop number 1 in Icemule:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP BROWSE ICEMULE 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shop numbers sometimes change, but are easy to discover by reviewing a town&#039;s shop directory.&lt;br /&gt;
&lt;br /&gt;
For example, to browse a listing of shops in Icemule Trace:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP DIRECTORY ICEMULE&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After finding the shop you wish to browse, then the shop merchandise can be viewed:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP BROWSE ICEMULE {shop#}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, you may inspect any item in the shop by its item number:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP INSPECT {item#}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And lastly, make your purchase, using the item number:&lt;br /&gt;
&amp;lt;pre{{log-inline}}&amp;gt;  SHOP PURCHASE {item#}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make your purchase from a distance, without actually traveling to the shop:&lt;br /&gt;
# get inside of a town (most towns work, it doesn&#039;t have to be the town where a shop is located)&lt;br /&gt;
# empty your left hand&lt;br /&gt;
# get a note in your right hand for &amp;quot;5000 extra plus the purchase price&amp;quot;&lt;br /&gt;
# {{boldmono|[[BOOST]] RUNNER}} (alternately, at the [[SimuCoin]] Store, purchase a Locker Runner Contract ([https://store.play.net/store/purchaseitem/143?gameCode=GS 30 days] or [https://store.play.net/store/purchaseitem/144?gameCode=GS 60 items]), which gives you a fixed amount of Urchin Runner Access)&lt;br /&gt;
# {{boldmono|SHOP PURCHASE}} {item#}&lt;br /&gt;
# you should receive your item instantly&lt;br /&gt;
&lt;br /&gt;
==How to Buy a Shop==&lt;br /&gt;
&#039;&#039;&#039;This is currently in flux&lt;br /&gt;
*Full or partial [[citizenship]] in the town is required.&lt;br /&gt;
*A [[Premium subscription]] is required to maintain a three room shop, a [[basic subscription|basic subscriber]] may have a one room shop.  &lt;br /&gt;
*A subscribed account may only own one shop.  Accounts owning multiple shops before this change have been grandfathered in.&lt;br /&gt;
*The shop permit release system is under discussion, TBD by the end of June, shops can still be dealt through the player market.&lt;br /&gt;
*To transfer a shop, the buyer and seller need to visit the shop together and the seller should offer partnership in the shop.  Once the partnership is established, the shop ownership can be transferred to the new owner.  &lt;br /&gt;
*Any customized room name (e.g. [Dan&#039;s Den of Deed Fodder]) will be lost upon transfer, but other customizations, such as furniture and exterior look, will be maintained.&lt;br /&gt;
*Once a shop is transferred, the owner can go to the local [[Player Shop Furniture]] merchant to choose furniture and decor, including a sign, door, roof and interior items.  Interior items consist of display cases, tables, and other furniture decor for each room of the shop.  When purchasing furniture, indicate which room of your shop it should go.  The Shop Furniture merchant will indicate what piece it replaces.  While inventory containers, signs, and decorative items can be purchased anywhere, large building materials such as facades, roofs, walls, floors, and ceilings can only be bought locally, due to the difficulty of transport.&lt;br /&gt;
&lt;br /&gt;
;The following information applies to the original system.  Since shops are not currently repossessed, no deeds come up for sale.  Shops are only available on the secondary market.&lt;br /&gt;
* A shop deed (one room for standard, up to three rooms for premium) must be purchased from the NPC at the local permit office, found in the permanent structure that sells shop decor within the player shop area of each town.  A one-room deed costs 100k, a two-room deed costs 150k, and a three-room deed costs 200k.  Deeds can only be purchased when there is an available space in the shop area, but the shopkeeper does not limit his selling of deeds to the number of open spaces.  Someone else may use their deed to claim that slot before you use your new deed, leaving you without a shop.&lt;br /&gt;
* An available slot must be claimed by standing in the room you want your shop in, holding your shop deed or shop permit in your right hand, and using {{boldmono|SHOP CLAIM}}.&lt;br /&gt;
:&#039;&#039;&#039;River&#039;s Rest claiming messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;shop claim&lt;br /&gt;
As you hold up your permit, a shifty-looking human notices.  He gives a shrill whistle, alerting several of his seedier-looking friends to come help him erect your new shop.  Two of the group are wearing eyepatches, one wears a brass dancing turtle medallion, and one almost looks to have some krolvin in her heritage, judging by the cast of her features, but they do work swiftly and, in a surprisingly short amount of time, the shop is up and the group has vanished toward the bank with your permit to claim the construction fee.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Town||Location||Lich#&lt;br /&gt;
|-&lt;br /&gt;
|[[Teras]]&lt;br /&gt;
|Company Store, Permit Office&lt;br /&gt;
|14797&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]&lt;br /&gt;
|Henty&#039;s Depot, Permit Office&lt;br /&gt;
|6358&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]&lt;br /&gt;
|Turpin&#039;s Merchant Supplies&lt;br /&gt;
|16040&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]]&lt;br /&gt;
|Icemule, Trade Alley&lt;br /&gt;
|2477&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]]&lt;br /&gt;
|Warehouse, Permit Office&lt;br /&gt;
|9024&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]]&lt;br /&gt;
|Cort&#039;s Emporium, Permits&lt;br /&gt;
|16872&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]&lt;br /&gt;
|Repository, Permit Office&lt;br /&gt;
|7435&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]]&lt;br /&gt;
|Permit Office&lt;br /&gt;
|10475&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]]&lt;br /&gt;
|Isle Designs, Permit Office&lt;br /&gt;
|16498&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How Shops Work==&lt;br /&gt;
===Tax===&lt;br /&gt;
A 3% sales tax is automatically deducted from your sale price on each purchase. No more than 1,000,000 silvers in tax will be deducted from any one item.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Shop inventories are limited by two factors: counter space and room size.  Each room is able to hold up to 25 different items (each item can be a stack of identical items up to 50, loresinging to an item before posting will negate this, however, Elemental Detection (405) can be cast on an item without affecting its stackability).  Each container is unique and holds a different amount.  The Shop furniture merchant will provide information on the containers.  A shop owner can set up multiple containers such that the total meets or exceeds the 25 item per room limit.  A shop may have up to three rooms, though this is limited to one on a non-premium account.  A three-room shop can have a maximum of 75 items for sale at a time. &lt;br /&gt;
&lt;br /&gt;
Inventory in shops is available while in the shop via the {{boldmono|SHOP INVENTORY}} command, while outside of a shop via a shop manifest (available from the shopping district warehouse for 50,000 silvers), or via [https://ps.lichproject.org Lich Playershops] (though not in real-time).&lt;br /&gt;
&lt;br /&gt;
===Partnership===&lt;br /&gt;
Only the shop owner can manage partnerships. A shop can have up to 4 partners.  Each partner can sell items in the shop and access their own profits.  The shop owner does not have any access to the partners&#039; profits, nor does the partners&#039; balance count toward rent.  The shop owner has the ability to disband the partnership at any time.  If this happens, the partners&#039; items will be available in closed boxes at the Shop Permit Authority for pick-up, including any profits due.&lt;br /&gt;
&lt;br /&gt;
As of November 2017, a shop partner can use {{boldmono|SHOP DEPOSIT}} to deposit silvers into the main (owner&#039;s) shop account to help pay for rent.  This is a one way transaction and, thus, partners cannot withdraw from the main shop account.&lt;br /&gt;
&lt;br /&gt;
If an owner fails to check in personally for 90 days, the shop may be taken over irretrievably by the shop partner/s, as follows, from {{boldmono|SHOP POLICY}}:&lt;br /&gt;
&lt;br /&gt;
If a shop owner fails to check into their shop for 90 days the partner can take over the shop by means of an {{boldmono|[[ASSIST]]}}. If more than one partner is on the shop, all partners will need to give consent to a single partner. If an agreement cannot be made, the shop will be evicted. If the original owner returns, they cannot reclaim the shop from the new owner without their consent. This will be handled in a case by case situation and is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
A shop partner is not subject to the same citizenship requirements as a shop owner.  Shop partners do not have to be citizens of the town where the shop is located.&lt;br /&gt;
&lt;br /&gt;
====Adding a Partner====&lt;br /&gt;
To offer partnership to someone, the candidate must be in the same room with the owner. The owner uses {{boldmono|SHOP PARTNER &amp;lt;NAME&amp;gt;}} to initiate the partnership. The candidate must AGREE within about 1 minute or else the offer will pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;SHOP PARTNER JOHN&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop owner (Jane) sees: You offer John partnership in your shop.&lt;br /&gt;
Shop partner candidate (John) sees: Jane offers you partnership in her shop.  You have one minute to AGREE to the partnership.  If you don&#039;t agree, simply do nothing and the offer will pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;AGREE&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop owner (Jane) sees: John has agreed to become a partner!&lt;br /&gt;
Shop partner candidate (John) sees: You are now a partner in Jane&#039;s shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;If partner candidate fails to AGREE within one minute:&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop owner (Jane) sees: Your offer of a partnership with John has expired.&lt;br /&gt;
SHop partner candidate (John) sees: Jane&#039;s offer of a partnership has expired.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the partner is added, SHOP INFO will show a list of partners:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;SHOP INFO&amp;lt;/b&amp;gt;&lt;br /&gt;
Shop Owner: Jane&lt;br /&gt;
Shop partners:&lt;br /&gt;
  John&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Removing a Partner====&lt;br /&gt;
To remove a partner, the owner uses {{boldmono|SHOP PARTNER &amp;lt;NAME&amp;gt; CLEAR}}. The partner does not have to be logged in to the game.&lt;br /&gt;
&lt;br /&gt;
The shop partner can PULL all their items from the shop inventory before the partnership is removed. However, if there were any of the partner&#039;s items in the shop inventory at the time the partnership dissolves, then the partner&#039;s items will be available in closed boxes at the Shop Permit Authority for pick-up, including any profits due.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;gt;SHOP PARTNER JOHN CLEAR&amp;lt;/b&amp;gt;&lt;br /&gt;
The shop owner (Jane) sees: John is no longer a shop partner.&lt;br /&gt;
The shop partner (John) sees: Jane has removed you as a partner in her shop.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ban===&lt;br /&gt;
Up to 15 people can be banned from a shop.&lt;br /&gt;
&lt;br /&gt;
===Haggle===&lt;br /&gt;
Shops can offer a discount towards particular races or professions. Race always takes precedence if its value is not 100%. To see current bias, issue the {{boldmono|SHOP HAGGLE ALL}} command.&lt;br /&gt;
&lt;br /&gt;
===Rent===&lt;br /&gt;
Shops maintain their own bank accounts, from which rent is collected monthly.  Rent must come from the shop owner&#039;s balance at the cost of 10,000 silvers per room, and must be available on the 1st of every month.  Each partner in a shop maintains separate books, and rent is only drawn from the primary shop owner&#039;s account.  Failure to pay the shop maintenance for 90 days will result in repossession of the shop.&lt;br /&gt;
&lt;br /&gt;
===Visitation===&lt;br /&gt;
Each shop must be visited regularly by its owner or partner(s).  Failure to visit for 90 days will result in the loss of the shop.  Note: A &amp;quot;visit&amp;quot; requires passing through the portal (either alone or as the leader of a group) into the shop and then using one of the {{boldmono|SHOP}} verb options (such as {{boldmono|SHOP INFO}}) while inside the shop to check on its status.&lt;br /&gt;
&lt;br /&gt;
However, although a partner&#039;s visit counts as much toward keeping a shop open as a visit from the shop&#039;s owner, if an owner fails to check in personally for 90 days, the shop may be taken over irretrievably by the shop partner/s, as follows, from {{boldmono|SHOP POLICY}}:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
If a shop owner fails to check into their shop for 90 days the partner can take over the shop by means of an {{boldmono|ASSIST}}. If more than one partner is on the shop, all partners will need to give consent to a single partner. If an agreement cannot be made, the shop will be evicted. If the original owner returns, they cannot reclaim the shop from the new owner without their consent. This will be handled in a case by case situation and is not a guarantee.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repossession===&lt;br /&gt;
In the event that a shop is reclaimed by the Shop Permit Authority, the inventory will be held by the permit clerk (in a box identified by name on the floor of the Shop Permit Authority office) for a maximum of 90 days, after which it will be permanently lost.  A note for the shop balance will also be in the box.&lt;br /&gt;
&lt;br /&gt;
===Room Extension===&lt;br /&gt;
You can buy a one room or two room extension from the local permit authority.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask authority for two room extension&lt;br /&gt;
The authority says, &amp;quot;The current price for a 2 room extension is 150000 silvers.  We accept coins and bank notes.  Just ask me about it again within the next minute if you&#039;re still interested.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The authority accepts your silvers, jingling them together once before tucking them safely away.&lt;br /&gt;
&lt;br /&gt;
The authority says, &amp;quot;If you lose that permit before you make use of it, you&#039;re out of luck.  Just read the permit for more instructions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read permit&lt;br /&gt;
Shop Permit Issued to XXXXX&lt;br /&gt;
&lt;br /&gt;
 Authority Valued At 150000 silvers&lt;br /&gt;
&lt;br /&gt;
 Valid only for a 2 room extension to an existing shop in Wehnimer&#039;s Landing.&lt;br /&gt;
 This permit can be transferred to another party.&lt;br /&gt;
&lt;br /&gt;
 Stand in your shop you wish to improve and and use {{boldmono|SHOP EXTEND PERMIT}} &amp;lt;direction&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shop extend permit east&lt;br /&gt;
Your shop permit allows you to extend your shop.  You now have a new room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shop extend permit north&lt;br /&gt;
Your shop permit allows you to extend your shop.  You now have a new room.&lt;br /&gt;
With no further need for your shop permit, you throw it away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHOP (verb)==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
    &amp;lt;span style=&amp;quot;color:Red;&amp;quot;&amp;gt;SHOP POLICY *****VERY IMPORTANT!!  READ THIS NOW!!*****&amp;lt;/span&amp;gt;&lt;br /&gt;
    SHOP CLAIM will set up a shop in the room you&#039;re in.&lt;br /&gt;
    SHOP EXTEND allows you to add rooms to your shop or rearrange their connections.&lt;br /&gt;
    SHOP INFO lets you check general information while in your shop.&lt;br /&gt;
    SHOP PARTNER lets you give others access to your shop for selling items.&lt;br /&gt;
    SHOP TRANSFER allows you to transfer ownership to one of your partners.&lt;br /&gt;
    SHOP BAN lets you restrict others from entering your shop.&lt;br /&gt;
    SHOP SIGN allows you to place a sign in your shop to describe your wares.&lt;br /&gt;
    SHOP SELL will let you sell items in your shop.&lt;br /&gt;
    SHOP PRICE will let you reprice an item already for sale.&lt;br /&gt;
    SHOP INVENTORY will display a list of items and prices in your current room.&lt;br /&gt;
    SHOP SALES will report out the last five items purchased from your shop.&lt;br /&gt;
    SHOP WITHDRAW will turn money earned in your shop into a bank note.&lt;br /&gt;
    SHOP DEPOSIT will allow you to add silvers to the shop&#039;s account.&lt;br /&gt;
    SHOP HAGGLE lets you adjust bias towards any race or profession.&lt;br /&gt;
    SHOP ARRANGE lets you select how you want your room to look.&lt;br /&gt;
    SHOP ROOF toggles the visibility of your shop&#039;s roof.&lt;br /&gt;
    SHOP DOWNSIZE allows the shop owner to remove extra shop rooms.&lt;br /&gt;
    SHOP LOTTERY temporary command used to potentially win a shop.&lt;br /&gt;
&lt;br /&gt;
    SHOP DIRECTORY displays the shops which are open for business in the specified town.&lt;br /&gt;
    SHOP BROWSE displays the inventory for sale in the specified town&#039;s shop.&lt;br /&gt;
    SHOP INSPECT displays information about a specific inventory item.&lt;br /&gt;
    SHOP PURCHASE will send a runner to negotiate the purchase of a specific inventory item.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shop Alterations==&lt;br /&gt;
&lt;br /&gt;
The information shared below is intended to help facilitate player shop alteration planning.&lt;br /&gt;
&lt;br /&gt;
Shop alterations are a special merchant service.  They are sometimes provided at festivals or calendared events to alter one facet of a shop.  They can also be redeemed as a prize for winning the monthly Premium Contest.  Rarely, full shop alterations are provided via raffle.&lt;br /&gt;
&lt;br /&gt;
===Shop Name===&lt;br /&gt;
&lt;br /&gt;
The [Room Name] of your shop can be altered.  If your shop has more than one room, each room can have a different room name.  The main room name is referenced in the outside description of your shop when you look at it.&lt;br /&gt;
&lt;br /&gt;
While shop names are flexible and can be creative, they cannot imply that the shop is anything other than what it is.  For example, its name cannot state that the shop is an inn, a museum, a tavern, or anything else other than a shop.&lt;br /&gt;
&lt;br /&gt;
The maximum character limit for a shop name or a room name is 31.&lt;br /&gt;
&lt;br /&gt;
Altering a shop&#039;s room name typically includes altering all room names of the shop as a single service.&lt;br /&gt;
&lt;br /&gt;
===Shop Facade===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Facade:&#039;&#039;&#039;  Capable of having a long within a specific framework.&lt;br /&gt;
&lt;br /&gt;
The shop exterior can be altered but must fit within a very specific framework.  The exterior is comprised of two parts, the facade itself and the decoration (which is often a roof), each of which may only be a 15/15/15.  The facade half is required; the decoration half is optional.  This appears in the format of:&lt;br /&gt;
:[a/an article] [adjective] [noun] with [article] [adjective] [noun]&lt;br /&gt;
Examples of how this can be phrased include:&lt;br /&gt;
*[a bright,green brick,shop] with [rose bushes,framing the,door]&lt;br /&gt;
*[an expansive,vermilion silk,tent] with [flanking carved,limestone,wyverns]&lt;br /&gt;
*[a broad roughly,hewn haorbeam,doorway] with [silvery,mithril rune,inlay]&lt;br /&gt;
&lt;br /&gt;
The shop exterior must fit into the local surroundings.  For example, a grass hut is perfect for Mist Harbor but not in Icemule Trace.  There are building codes for each town, so make sure to tour the local shops and what exteriors are available in your town first to have a better idea of what those building codes are.  Zul Logoth shop exteriors can only be doors or similar types of entryways.  Ta&#039;Vaalor shops have to be some sort of tent or pavilion.&lt;br /&gt;
&lt;br /&gt;
Shop exterior facades and their nouns must be appropriate for a shop and cannot suggest that the shop is something that it is not.  Mansions, towers, castles, and other buildings that are not clearly identified as shops are not allowed.  Inns, restaurants, tea houses, and pubs are also not allowed, since the player shop system does not support bedrooms or full service for food or drink.  Wagons and other forms of transportation are not allowed because the player shop system cannot support the shop being moved.&lt;br /&gt;
&lt;br /&gt;
Shop exterior decorations do not have to be an actual roof, even though this is the most common decoration available off the shelf.  They can also be any sort of additional decorative feature that sets the shop apart from others.&lt;br /&gt;
&lt;br /&gt;
Altering a shop&#039;s exterior typically includes altering both the facade and the decoration as a single service.&lt;br /&gt;
&lt;br /&gt;
===Shop Interior Objects===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ceiling:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Wall:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Floor:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Wall Hanging:&#039;&#039;&#039; Capable of having a long AND a show. &lt;br /&gt;
:&#039;&#039;&#039;Rug:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Container #1:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Container #2:&#039;&#039;&#039; Capable of having a long AND a show.&lt;br /&gt;
:&#039;&#039;&#039;Sign:&#039;&#039;&#039; Capable of having a 15/15/15 only.&lt;br /&gt;
&lt;br /&gt;
The essence of each item must remain the same.  A wall hanging must be something appropriate for the wall; it cannot be turned into a bathtub.&lt;br /&gt;
&lt;br /&gt;
Some room arrangements look weird depending on how the object is altered. It is recommended to look at the various room arrangement options and how they display for a better idea of what to expect when planning interior alterations. For some room arrangement configurations, the long description is not visible in the room itself even though it is present on the object.&lt;br /&gt;
&lt;br /&gt;
Containers will need to be located inside the shop prior to the alteration work being done.  They should be the type of container you want.  Some containers allow for storage ON them, such as a table, while others allow for storage IN them, such as chests.  The altered container must make sense for how items are stored on or inside.  Container alterations change the description only.  They do not change how items are displayed (ON vs IN), and they do not change the total capacity of each individual container.&lt;br /&gt;
&lt;br /&gt;
When altering a sign, the same alteration will be applied to the sign in ALL shop rooms.  All other shop interior objects are altered separately for each room and do not have to be the same from one room to the next.&lt;br /&gt;
&lt;br /&gt;
Altering one item in one room is typically one service.  Altering one sign, impacting all shop signs, is typically one service.&lt;br /&gt;
&lt;br /&gt;
===Custom Shop Interior Description===&lt;br /&gt;
&lt;br /&gt;
Very rarely, full shop remodels are made available which include alterations of the shop name, the shop exterior, all objects inside the shop, plus the option for custom written room descriptions for the interior.  This new description is saved as a special custom template when cycling through options via {{boldmono|SHOP ARRANGE}}, allowing it to be turned off or back on again at will.&lt;br /&gt;
&lt;br /&gt;
Custom room descriptions are entirely custom written and do not have to follow the standard template format.&lt;br /&gt;
&lt;br /&gt;
They must reference all objects present in the room: ceiling, wall, floor, wall hanging, rug, and both containers.  When identifying those objects, you can identify if you want only the object noun (the last 15 of a 15/15/15), the object adjective + noun (the second and last 15/15 of a 15/15/15), or the full object description (the full 15/15/15).  For room descriptions, this full object description will also include the object&#039;s long if it has one.&lt;br /&gt;
&lt;br /&gt;
Custom room descriptions must be no longer than 511 characters, although there is some slight wiggle room due to how imbedded links work when referencing the various objects in the room.&lt;br /&gt;
&lt;br /&gt;
For the purpose of a custom room description, if your shop has &amp;quot;some,fancy,walls&amp;quot; as the base object with &amp;quot;some super duper incredibly fancy walls covered with ridiculously decorated murals&amp;quot; as the object&#039;s long, the custom room description actually uses the same minimal character count on the back end.  It doesn&#039;t matter if they are displayed in the room as just &amp;quot;walls&amp;quot;, &amp;quot;fancy walls&amp;quot;, or as the entire &amp;quot;some super duper incredibly fancy walls covered with ridiculously decorated murals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Custom shop interior descriptions are very rare.  They are not typically offered as a standalone single item shop service.&lt;br /&gt;
&lt;br /&gt;
===Additional Notes===&lt;br /&gt;
&lt;br /&gt;
All alterations must follow all {{boldmono|ALTER}} rules.  This is especially true with regard to rarer materials.  Rare materials can sometimes be used as trim and must be supplied.  For example, if eahnor is provided, it can be used to trim a mirror but not to make an entire wall out of eahnor.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
In the late 2000s, the shop system broke.  Despite the efforts of several GMs, no one was able to fix it to its intended level of functionality or expand upon the mechanics.  In [[Prime]], shops did not get repossessed, rent was not collected, and character owners were not required to visit their shops on a regular basis.  Thus, shops were only available by purchasing one from another player.&lt;br /&gt;
&lt;br /&gt;
In May 2017, GM Retser completed work on the system, and [[/saved posts#The Fixing (2017)|some shops were released via the {{boldmono|SHOP LOTTERY}} system]].  As of July 2023, more shops are being made available again via the SHOP LOTTERY system.&lt;br /&gt;
&lt;br /&gt;
(Sidenote:  Shops won via the 2023 SHOP LOTTERY system are having rent collected.  Premium members who win shops automatically have three room shops, so that&#039;s 30k per month in rent.)&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Player-Run%20Shops/view Officials folder]&lt;br /&gt;
*[https://ps.lichproject.org Lich playershops]&lt;br /&gt;
*[http://www.virilneus.com/shops/ Virilneus&#039; playershops]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?91325-New-playershops-data-collection-script New data collection script thread]&lt;br /&gt;
*[https://web.archive.org/web/20111215091544/http://www.nilandia.com/mechanics/shops.htm Nilandia&#039;s shop info]&lt;br /&gt;
*[https://web.archive.org/web/20101009201032/http://www.mularos.com/PRSRef.html Tierus&#039; PRS Furniture listing]&lt;br /&gt;
&lt;br /&gt;
[[category:Towns]][[category:Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_transport_items&amp;diff=202605</id>
		<title>Legendary transport items</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_transport_items&amp;diff=202605"/>
		<updated>2023-07-04T08:12:11Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;center&amp;gt;Multiple location transportation items &amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
* a burnished mithril ring inset with a flawless star emerald - 5 settable locations (From [[Solstice Dreams]])&lt;br /&gt;
* a kelyn-banded coraesine staff (5 settable locations)&amp;lt;br&amp;gt;  Show: The coraesine staff glints and reflects the light around you as you gaze upon its remarkable craftsmanship. The head of the staff is of solid silver with gold inlays and has been fashioned to resemble the head of a hawk. Closer inspection reveals some mysterious runes running along the handle from the head to the base.&lt;br /&gt;
* a polished steel band - 3 settable locations (From [[Solstice Dreams]])&lt;br /&gt;
* a star sapphire ring - 12 settable locations&lt;br /&gt;
* a viper-shaped ring - 7 settable locations&lt;br /&gt;
* an elegant veil iron seal inset with a caliginous ruby spider - 10 settable locations&lt;br /&gt;
* gleaming golden ring inset with three tiny gemstones - 3 settable locations&lt;br /&gt;
&lt;br /&gt;
===Verbs===&lt;br /&gt;
&lt;br /&gt;
====tap====&lt;br /&gt;
&lt;br /&gt;
Shows the current stored locations&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
1 Ta&#039;Illistim, Hanging Gardens&amp;lt;br&amp;gt;&lt;br /&gt;
2 Ta&#039;Illistim, BriarStone Court&amp;lt;br&amp;gt;&lt;br /&gt;
3 Wraithenmist, Narrow Trail&amp;lt;br&amp;gt;&lt;br /&gt;
4 Wooded Hillside, Trail&amp;lt;br&amp;gt;&lt;br /&gt;
5 Wehnimer&#039;s, Outside Gate&amp;lt;br&amp;gt;&lt;br /&gt;
6 Hearthstone, Courtyard&amp;lt;br&amp;gt;&lt;br /&gt;
7 Upper Dragonsclaw, Boulder&amp;lt;br&amp;gt;&lt;br /&gt;
8 Wehnimer&#039;s, Bay&#039;s Watch West&amp;lt;br&amp;gt;&lt;br /&gt;
9 Town Square, Garden Niche&amp;lt;br&amp;gt;&lt;br /&gt;
10 Hearthstone, Front Porch&amp;lt;br&amp;gt;&lt;br /&gt;
11 Thanatoph, Stone Valley&amp;lt;br&amp;gt;&lt;br /&gt;
12 Locksmehr River, South Dock&lt;br /&gt;
&lt;br /&gt;
====push and pull====&lt;br /&gt;
&lt;br /&gt;
Sets which location the ring is currently set to.&lt;br /&gt;
&lt;br /&gt;
The ring begins to glow and gradually, a fiery sigil appears on its surface, depicting the numeral 3. It flickers a few moments, then disappears.&lt;br /&gt;
&lt;br /&gt;
====rub====&lt;br /&gt;
&lt;br /&gt;
Used to activate ring&lt;br /&gt;
&lt;br /&gt;
Suddenly, your ring spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.&lt;br /&gt;
&lt;br /&gt;
*Third person view from originating room: (person) rubs his ring and fog billows from it in a thick cloud, quickly obscuring his form from sight. As the murk clears, you see (person) is no longer there.&lt;br /&gt;
&lt;br /&gt;
*Third person view from destination room: A blanket of fog begins to fill the room. As it clears, (person) is suddenly standing in front of you.&lt;br /&gt;
&lt;br /&gt;
====peer====&lt;br /&gt;
&lt;br /&gt;
shows you a description of the room that the ring is currently set to, including everything inside&lt;br /&gt;
&lt;br /&gt;
*First person: &amp;lt;br&amp;gt;&lt;br /&gt;
:You stare intently at your ring. A fog begins to creep into the periphery of your vision, gradually obscuring your surroundings. Then, the details of another location overlay the haze, showing you...&amp;lt;br&amp;gt;&lt;br /&gt;
:[ROOM DESCRIPTION]&lt;br /&gt;
&lt;br /&gt;
====turn====&lt;br /&gt;
&lt;br /&gt;
Sets the ring to a room.  Overrides the setting that&#039;s already there if it&#039;s not empty.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn my ring&lt;br /&gt;
The ring begins to glow faintly, then the phosphorescence fades away.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Iasha white ora weapons&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Third tier Iasha white ora weapons can teleport a cleric or paladin to their deities temple or a predetermined spot if your deity has no temple nearby.  See the [[Iasha white ora weapons]] page for more information&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Ring of misty black essence&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
a unique unnavable teleportation item.&lt;br /&gt;
&lt;br /&gt;
===Verbs===&lt;br /&gt;
&lt;br /&gt;
====go essence====&lt;br /&gt;
&lt;br /&gt;
go essence to travel to where the ring is set:&lt;br /&gt;
&lt;br /&gt;
*First person:  &lt;br /&gt;
&lt;br /&gt;
:You step into the essence and are swallowed whole as it enlarges to envelop you.&lt;br /&gt;
:You find yourself falling...&lt;br /&gt;
&lt;br /&gt;
:falling...&lt;br /&gt;
&lt;br /&gt;
:You are in a deep black void...cold...bleak...&lt;br /&gt;
&lt;br /&gt;
:falling...&lt;br /&gt;
&lt;br /&gt;
:You cannot breath...you will surely suffocate...&lt;br /&gt;
&lt;br /&gt;
:Suddenly, just as you begin to give up all hope, you see a pinpoint of light below you which grows rapidly as you hurl toward it.&lt;br /&gt;
&lt;br /&gt;
:To your horror, you are falling with horrendous speed and will surely be crushed as you emerge from the hole.&lt;br /&gt;
&lt;br /&gt;
:The pinpoint of light expands suddenly and envelopes you, and you find yourself dropped onto solid ground.&lt;br /&gt;
&lt;br /&gt;
:You waver a bit as the experience is disorienting, but you manage to remain standing.&lt;br /&gt;
&lt;br /&gt;
*Third person view from originating room: (Person) steps toward a ring of misty black essence and suddenly falls through it, disappearing.&lt;br /&gt;
&lt;br /&gt;
*Third person view from destination room:  A ring of misty black essence appears overhead and (person) falls out of it onto the ground. He seems a bit unsteady.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a decent chance of collapsing and incurring roundtime after using the ring.&lt;br /&gt;
&lt;br /&gt;
*First person:  You are so disoriented by the experience, you collapse.&lt;br /&gt;
&lt;br /&gt;
====poke essence====&lt;br /&gt;
&lt;br /&gt;
poke essence to set the ring to your current room.&lt;br /&gt;
&lt;br /&gt;
*First person: You push your hand through a ring of misty black essence.&lt;br /&gt;
&lt;br /&gt;
*Third person in room where it was previously set will see: A ring of misty black essence momentarily appears before you with a hand sticking through it.&lt;br /&gt;
&lt;br /&gt;
====look in essence====&lt;br /&gt;
&lt;br /&gt;
Use this to see the room where the ring is set to&lt;br /&gt;
&lt;br /&gt;
*First person:  &lt;br /&gt;
&lt;br /&gt;
:You plunge your head into the essence and look around...&amp;lt;br&amp;gt;&lt;br /&gt;
:[ROOM DESCRIPTION]&lt;br /&gt;
&lt;br /&gt;
*Third person view from originating room: (Person) sticks his head inside a ring of misty black essence.&lt;br /&gt;
&lt;br /&gt;
*Third person view from destination room: Suddenly a black hole appears and you see (Person)&#039;s head stick through it for a brief moment and look around.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Shadowdeath Vambraces&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Anchors and teleports you to one place like a gold ring, only with unique messaging.  Uses charges that are also used to power other abilities. See [[Shadowdeath vambraces saved post|Shadowdeath vambraces]] for more information.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Ghule cloaks&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Two intrarealm teleportation cloaks were raffled off by Ghule at the Ebon Gate 2005 festival.  They work like gold rings, but are unnavable.  The original containers could be both lightened and deepened.  Furthermore, they have all of the normal Ghule cloak scripts and will work with Ghule&#039;s whips/hats/fangs/claws for extra zests.&lt;br /&gt;
&lt;br /&gt;
* SHAKE clears the location&lt;br /&gt;
* WAVE is used to both set a new location and to teleport&lt;br /&gt;
&lt;br /&gt;
===Verbs=== &lt;br /&gt;
&lt;br /&gt;
====pull====&lt;br /&gt;
*First person: You pull the hood of your slate blue wool burnoose over your head, casting a shadow across your features.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra pulls the hood of a deeply hooded slate blue wool burnoose over her head, casting a shadow across her features.&lt;br /&gt;
&lt;br /&gt;
====push==== &lt;br /&gt;
*First person: You push the hood of your slate blue wool burnoose off of your head, revealing your features.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra pushes the hood of a deeply hooded slate blue wool burnoose off of her head, revealing her features.&lt;br /&gt;
&lt;br /&gt;
====spin====&lt;br /&gt;
*First person: You spin around smartly, sending the folds of your slate blue wool burnoose billowing around you in a wide arc.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra spins around smartly, sending the folds of slate blue wool burnoose billowing around her in a wide arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====shake====&lt;br /&gt;
*First person: You give your burnoose a good shake, sending its folds rippling around your body.  A slight shiver runs down your spine.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra shakes out a deeply hooded slate blue wool burnoose, sending its folds rippling around her body.&lt;br /&gt;
&lt;br /&gt;
====wave====&lt;br /&gt;
Setting new location (old location must be cleared):&amp;lt;br&amp;gt;&lt;br /&gt;
*A shiver runs down your spine as the burnoose settles back around your shoulders.&lt;br /&gt;
&lt;br /&gt;
Teleporting (one hand must be free):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Leaving:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*First person: Basra catches the edge of her slate blue wool burnoose with one arm and sweeps it out in front of her until all that is left revealed are her eyes. The burnoose ripples mysteriously as it moves.&lt;br /&gt;
&lt;br /&gt;
*Third person: With a wide sweep of her arm, Basra flings the edge of her burnoose back down to her side and she vanishes in a cloud of midnight-hue smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Arriving:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Third person: Basra suddenly materializes besides you in a cloud of midnight-hued smoke.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Sinuous silver caduceus capped with a smooth pale blue crystal&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
1x/day teleportation to your premium home or locker if you do not own a home.  Peer to see where it will take you.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Summoning Rings&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Works a bit like a reverse gold ring.  Use it to summon the last person to wear and turn the ring to wherever you are - no matter where the other person happens to be at that moment.  See [[Summoning rings]] for more information.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Unnavable gold rings&amp;lt;/center&amp;gt;==&lt;br /&gt;
*a polished gold ring&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
These rings are like normal gold rings, only they will never be taken by the navigators.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Legendary Items]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_transport_items&amp;diff=202604</id>
		<title>Legendary transport items</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_transport_items&amp;diff=202604"/>
		<updated>2023-07-04T08:11:19Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Verbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;center&amp;gt;Multiple location transportation items &amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
* a burnished mithril ring inset with a flawless star emerald - 5 settable locations (From [[Solstice Dreams]])&lt;br /&gt;
* a kelyn-banded coraesine staff (5 settable locations)&amp;lt;br&amp;gt;  Show: The coraesine staff glints and reflects the light around you as you gaze upon its remarkable craftsmanship. The head of the staff is of solid silver with gold inlays and has been fashioned to resemble the head of a hawk. Closer inspection reveals some mysterious runes running along the handle from the head to the base.&lt;br /&gt;
* a polished steel band - 3 settable locations (From [[Solstice Dreams]])&lt;br /&gt;
* a star sapphire ring - 12 settable locations&lt;br /&gt;
* a viper-shaped ring - 7 settable locations&lt;br /&gt;
* an elegant veil iron seal inset with a caliginous ruby spider - 10 settable locations&lt;br /&gt;
* gleaming golden ring inset with three tiny gemstones - 3 settable locations&lt;br /&gt;
&lt;br /&gt;
===Verbs===&lt;br /&gt;
&lt;br /&gt;
====tap====&lt;br /&gt;
&lt;br /&gt;
Shows the current stored locations&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
1 Ta&#039;Illistim, Hanging Gardens&amp;lt;br&amp;gt;&lt;br /&gt;
2 Ta&#039;Illistim, BriarStone Court&amp;lt;br&amp;gt;&lt;br /&gt;
3 Wraithenmist, Narrow Trail&amp;lt;br&amp;gt;&lt;br /&gt;
4 Wooded Hillside, Trail&amp;lt;br&amp;gt;&lt;br /&gt;
5 Wehnimer&#039;s, Outside Gate&amp;lt;br&amp;gt;&lt;br /&gt;
6 Hearthstone, Courtyard&amp;lt;br&amp;gt;&lt;br /&gt;
7 Upper Dragonsclaw, Boulder&amp;lt;br&amp;gt;&lt;br /&gt;
8 Wehnimer&#039;s, Bay&#039;s Watch West&amp;lt;br&amp;gt;&lt;br /&gt;
9 Town Square, Garden Niche&amp;lt;br&amp;gt;&lt;br /&gt;
10 Hearthstone, Front Porch&amp;lt;br&amp;gt;&lt;br /&gt;
11 Thanatoph, Stone Valley&amp;lt;br&amp;gt;&lt;br /&gt;
12 Locksmehr River, South Dock&lt;br /&gt;
&lt;br /&gt;
====push and pull====&lt;br /&gt;
&lt;br /&gt;
Sets which location the ring is currently set to.&lt;br /&gt;
&lt;br /&gt;
The ring begins to glow and gradually, a fiery sigil appears on its surface, depicting the numeral 3. It flickers a few moments, then disappears.&lt;br /&gt;
&lt;br /&gt;
====rub====&lt;br /&gt;
&lt;br /&gt;
Used to activate ring&lt;br /&gt;
&lt;br /&gt;
Suddenly, your ring spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.&lt;br /&gt;
&lt;br /&gt;
*Third person view from originating room: (person) rubs his ring and fog billows from it in a thick cloud, quickly obscuring his form from sight. As the murk clears, you see (person) is no longer there.&lt;br /&gt;
&lt;br /&gt;
*Third person view from destination room: A blanket of fog begins to fill the room. As it clears, (person) is suddenly standing in front of you.&lt;br /&gt;
&lt;br /&gt;
====peer====&lt;br /&gt;
&lt;br /&gt;
shows you a description of the room that the ring is currently set to, including everything inside&lt;br /&gt;
&lt;br /&gt;
*First person: &amp;lt;br&amp;gt;&lt;br /&gt;
:You stare intently at your ring. A fog begins to creep into the periphery of your vision, gradually obscuring your surroundings. Then, the details of another location overlay the haze, showing you...&amp;lt;br&amp;gt;&lt;br /&gt;
:[ROOM DESCRIPTION]&lt;br /&gt;
&lt;br /&gt;
====turn====&lt;br /&gt;
&amp;gt;turn my ring&lt;br /&gt;
The ring begins to glow faintly, then the phosphorescence fades away.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Iasha white ora weapons&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Third tier Iasha white ora weapons can teleport a cleric or paladin to their deities temple or a predetermined spot if your deity has no temple nearby.  See the [[Iasha white ora weapons]] page for more information&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Ring of misty black essence&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
a unique unnavable teleportation item.&lt;br /&gt;
&lt;br /&gt;
===Verbs===&lt;br /&gt;
&lt;br /&gt;
====go essence====&lt;br /&gt;
&lt;br /&gt;
go essence to travel to where the ring is set:&lt;br /&gt;
&lt;br /&gt;
*First person:  &lt;br /&gt;
&lt;br /&gt;
:You step into the essence and are swallowed whole as it enlarges to envelop you.&lt;br /&gt;
:You find yourself falling...&lt;br /&gt;
&lt;br /&gt;
:falling...&lt;br /&gt;
&lt;br /&gt;
:You are in a deep black void...cold...bleak...&lt;br /&gt;
&lt;br /&gt;
:falling...&lt;br /&gt;
&lt;br /&gt;
:You cannot breath...you will surely suffocate...&lt;br /&gt;
&lt;br /&gt;
:Suddenly, just as you begin to give up all hope, you see a pinpoint of light below you which grows rapidly as you hurl toward it.&lt;br /&gt;
&lt;br /&gt;
:To your horror, you are falling with horrendous speed and will surely be crushed as you emerge from the hole.&lt;br /&gt;
&lt;br /&gt;
:The pinpoint of light expands suddenly and envelopes you, and you find yourself dropped onto solid ground.&lt;br /&gt;
&lt;br /&gt;
:You waver a bit as the experience is disorienting, but you manage to remain standing.&lt;br /&gt;
&lt;br /&gt;
*Third person view from originating room: (Person) steps toward a ring of misty black essence and suddenly falls through it, disappearing.&lt;br /&gt;
&lt;br /&gt;
*Third person view from destination room:  A ring of misty black essence appears overhead and (person) falls out of it onto the ground. He seems a bit unsteady.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a decent chance of collapsing and incurring roundtime after using the ring.&lt;br /&gt;
&lt;br /&gt;
*First person:  You are so disoriented by the experience, you collapse.&lt;br /&gt;
&lt;br /&gt;
====poke essence====&lt;br /&gt;
&lt;br /&gt;
poke essence to set the ring to your current room.&lt;br /&gt;
&lt;br /&gt;
*First person: You push your hand through a ring of misty black essence.&lt;br /&gt;
&lt;br /&gt;
*Third person in room where it was previously set will see: A ring of misty black essence momentarily appears before you with a hand sticking through it.&lt;br /&gt;
&lt;br /&gt;
====look in essence====&lt;br /&gt;
&lt;br /&gt;
Use this to see the room where the ring is set to&lt;br /&gt;
&lt;br /&gt;
*First person:  &lt;br /&gt;
&lt;br /&gt;
:You plunge your head into the essence and look around...&amp;lt;br&amp;gt;&lt;br /&gt;
:[ROOM DESCRIPTION]&lt;br /&gt;
&lt;br /&gt;
*Third person view from originating room: (Person) sticks his head inside a ring of misty black essence.&lt;br /&gt;
&lt;br /&gt;
*Third person view from destination room: Suddenly a black hole appears and you see (Person)&#039;s head stick through it for a brief moment and look around.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Shadowdeath Vambraces&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Anchors and teleports you to one place like a gold ring, only with unique messaging.  Uses charges that are also used to power other abilities. See [[Shadowdeath vambraces saved post|Shadowdeath vambraces]] for more information.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Ghule cloaks&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Two intrarealm teleportation cloaks were raffled off by Ghule at the Ebon Gate 2005 festival.  They work like gold rings, but are unnavable.  The original containers could be both lightened and deepened.  Furthermore, they have all of the normal Ghule cloak scripts and will work with Ghule&#039;s whips/hats/fangs/claws for extra zests.&lt;br /&gt;
&lt;br /&gt;
* SHAKE clears the location&lt;br /&gt;
* WAVE is used to both set a new location and to teleport&lt;br /&gt;
&lt;br /&gt;
===Verbs=== &lt;br /&gt;
&lt;br /&gt;
====pull====&lt;br /&gt;
*First person: You pull the hood of your slate blue wool burnoose over your head, casting a shadow across your features.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra pulls the hood of a deeply hooded slate blue wool burnoose over her head, casting a shadow across her features.&lt;br /&gt;
&lt;br /&gt;
====push==== &lt;br /&gt;
*First person: You push the hood of your slate blue wool burnoose off of your head, revealing your features.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra pushes the hood of a deeply hooded slate blue wool burnoose off of her head, revealing her features.&lt;br /&gt;
&lt;br /&gt;
====spin====&lt;br /&gt;
*First person: You spin around smartly, sending the folds of your slate blue wool burnoose billowing around you in a wide arc.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra spins around smartly, sending the folds of slate blue wool burnoose billowing around her in a wide arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====shake====&lt;br /&gt;
*First person: You give your burnoose a good shake, sending its folds rippling around your body.  A slight shiver runs down your spine.&lt;br /&gt;
&lt;br /&gt;
*Third person: Basra shakes out a deeply hooded slate blue wool burnoose, sending its folds rippling around her body.&lt;br /&gt;
&lt;br /&gt;
====wave====&lt;br /&gt;
Setting new location (old location must be cleared):&amp;lt;br&amp;gt;&lt;br /&gt;
*A shiver runs down your spine as the burnoose settles back around your shoulders.&lt;br /&gt;
&lt;br /&gt;
Teleporting (one hand must be free):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Leaving:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*First person: Basra catches the edge of her slate blue wool burnoose with one arm and sweeps it out in front of her until all that is left revealed are her eyes. The burnoose ripples mysteriously as it moves.&lt;br /&gt;
&lt;br /&gt;
*Third person: With a wide sweep of her arm, Basra flings the edge of her burnoose back down to her side and she vanishes in a cloud of midnight-hue smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Arriving:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Third person: Basra suddenly materializes besides you in a cloud of midnight-hued smoke.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Sinuous silver caduceus capped with a smooth pale blue crystal&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
1x/day teleportation to your premium home or locker if you do not own a home.  Peer to see where it will take you.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Summoning Rings&amp;lt;/center&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
Works a bit like a reverse gold ring.  Use it to summon the last person to wear and turn the ring to wherever you are - no matter where the other person happens to be at that moment.  See [[Summoning rings]] for more information.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;center&amp;gt;Unnavable gold rings&amp;lt;/center&amp;gt;==&lt;br /&gt;
*a polished gold ring&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
These rings are like normal gold rings, only they will never be taken by the navigators.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Legendary Items]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Skill_migration&amp;diff=200494</id>
		<title>Skill migration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Skill_migration&amp;diff=200494"/>
		<updated>2023-06-20T04:30:21Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* New Character Migration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill migration is the system that allows characters to change what [[Skill|skills]] they train in over time. It is not intended to allow characters to easily change their hunting style or other major skills, but instead to allow changes to secondary and tertiary skills. For major changes to a character&#039;s build, either use of [[FIXSKILLS]] or a surfeit of patience is strongly recommended. To see the current status of a character&#039;s skill migration, use [[SKILLS (verb)|SKILLS BASE]].&lt;br /&gt;
&lt;br /&gt;
==Migrating Points==&lt;br /&gt;
Skill migrations are tracked over a 30-day period. Throughout that 30-day period, a character begins unlearning skills at a somewhat reasonable rate, which soon tapers off. Skill points are slowly untrained on a migration [[pulse]], which happens once every 30 seconds. Since a character only migrates points on a migration pulse, no points are migrated when the character is not logged in.&lt;br /&gt;
&lt;br /&gt;
===Migration Rate===&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Speed||Points Migrated||Points per Pulse||Points per Minute||Points per Hour||Time to Migrate 1 TP||Time at Rate||Total time&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Fast||0 - 60||0.010||0.020||1.2||50 minutes||50 hours&amp;lt;br/&amp;gt;(to migrate 60 TP)||50 hours&amp;lt;br/&amp;gt;(to migrate a total of 60 TP)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Slow||60 - 80||0.002||0.004||0.24||4 hours, 10 minutes||83 hours, 20 minutes&amp;lt;br/&amp;gt;(to migrate 20 TP)||133 hours, 20 minutes&amp;lt;br /&amp;gt;(to migrate a total of 80 TP)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Very Slow||80+||0.001||0.002||0.12||8 hours, 20 minutes||n/a||133.333... + 8.333...  &amp;amp;times; &#039;&#039;&#039;P&#039;&#039;&#039; hours&amp;lt;br /&amp;gt;(to migrate a total of &#039;&#039;&#039;P&#039;&#039;&#039; + 80 TP)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===An Uncomplicated Example===&lt;br /&gt;
Suppose a level 100 cleric had yet to untrain any skills, and wanted to go from 100 ranks of Magic Item Use to 50 ranks. This would involve untraining 50 ranks of MIU, a skill that costs 0 Physical Training Points (PTP) and 2 Mental Training Points (MTP) to train. She would then be untraining a total of 0 PTP and 100 MTP.&lt;br /&gt;
&lt;br /&gt;
The first 60 MTP being untrained would progress at a rate of 0.010 MTP per 30 second pulse, or 0.020 MTP per minute. After the first pulse, the cleric would be considered to have to 99 ranks of MIU, not 100. She would have 0.010 new MTP available, which isn&#039;t very useful. &lt;br /&gt;
&lt;br /&gt;
50 minutes from the beginning of migration, one full MTP would untrain and be available to use in another skill. After another 50 minutes pass (1 hour and 40 minutes in total) another MTP would have migrated away. The cleric has now migrated 2 MTP, the cost of 1 full rank of MIU. The next pulse would then take points away from the next remaining rank of Magic Item Use, and the cleric would be down to 98 ranks of the skill.&lt;br /&gt;
&lt;br /&gt;
After a total of 50 hours have passed, the cleric would have migrated 60 MTP. She&#039;ll be down to 70 ranks of MIU. At this point, migration slows down dramatically from 0.010 MTP per pulse to 0.002 MTP per pulse. It now takes five times longer to migrate a training point. After 8 hours and 20 minutes in-game, the cleric will have migrated 2 more of her MTPs, and would be down to 69 ranks of MIU. &lt;br /&gt;
&lt;br /&gt;
75 more in-game hours later, and 18 more MTP will migrate. This brings her to a total of 20 MTP at the slower rate. 133 hours and 20 minutes have passed in total. The cleric is down to 60 ranks of MIU, with 10 ranks more to reach the goal of 50 ranks. Since she&#039;s passed the 80 TP threshold, her migration rate slows down once more, halving to 0.001 MTP per pulse.&lt;br /&gt;
&lt;br /&gt;
It now takes 8 hours and 20 minutes to migrate a single training point, or 166 hours and 40 minutes to migrate the remaining 20 MTP. In total, it will take 300 hours in-game to untrain the 50 Magic Item Use ranks, with more than half of that time spent on the last 10 ranks.&lt;br /&gt;
&lt;br /&gt;
If the cleric has been logging in and out during the migration, it&#039;s possible that more than 30 days might pass in the process. If that happens, the number of points migrated resets to 0, and the migration rate immediately jumps back up to 0.010 MTP per pulse. It stays there until another 60 points have been migrated.&lt;br /&gt;
&lt;br /&gt;
===Gift of Oleani===&lt;br /&gt;
{{#section:Gift of Oleani|GoO}}&lt;br /&gt;
&lt;br /&gt;
==Untraining Skills==&lt;br /&gt;
As points are migrated away, characters gradually lose skills. The moment a the first iota of a training point is migrated away from a skill, the character loses 1 effective rank in that skill. Internally and in SKILLS BASE, however, fractional skills are tracked.&lt;br /&gt;
&lt;br /&gt;
===Fractional Skills Example===&lt;br /&gt;
Say a warrior has 5 ranks in Harness Power, a skill that costs 0/10 to train. When she begins untraining the skill, she&#039;ll almost immediately fall to 4 effective ranks and lose the appropriate amount of maximum mana. After enough migration pulses, she&#039;ll have untrained 1 mental training point, which is 10% of the cost of Harness Power. In SKILLS BASE, then she will show 4.900 ranks of the skill, or 4 ranks and 90% left of the fifth rank.&lt;br /&gt;
&lt;br /&gt;
==Converted Training Points and Migration==&lt;br /&gt;
Points are migrated away from a skill based on the cost of that skill, not the training points invested. If a Wizard has spent 64 physical points triple-train Spell Research, a 0/32 skill, he will only have to migrate 32 mental points, not 64 physical points. Each mental point will then immediately turn back into 2 physical points, unless the Wizard has somehow rebalanced his skill training in the meantime.&lt;br /&gt;
&lt;br /&gt;
==Multiple Skills and Mixed Training Points==&lt;br /&gt;
More research is required into how migrating points away from multiple skills is handled. The same for skills that cost both PTP and MTP. &lt;br /&gt;
*Working theory: Points move equally from each skill. Within each skill, points are migrated away proportional to the ratio of PTP to MTP.  If a character is on 0.010 migration and is untraining both a 3/4 and a 0/3, she will migrate 0.005 points from each. That would be 0.005*3/7 PTP and 0.005*4/7 MTP from the first skill, and 0.005 MTP from the second skill.&lt;br /&gt;
*Backup theory: Points move proportional to the cost of the skill. If a character is on 0.010 migration and is untraining both a 3/4 skill and a 0/3 skill, she will migrate 0.003 PTP and 0.004 MTP from the first skill, and 0.003 MTP from the second skill.&lt;br /&gt;
&lt;br /&gt;
==Training New Skills==&lt;br /&gt;
The number of training points listed under SKILLS is not the number of training points a character actually has available to spend immediately, but the number of points the character will have available to spend once all migration is complete. Therefore, if a character is migrating training points, this may be considered a pool of both &amp;quot;Available Training Points&amp;quot; and &amp;quot;Unmigrated Training Points&amp;quot;. Available Points are points that were either never invested in a skill or points that were invested in a skill but have since migrated away. Unmigrated Points are training points that are invested in a skill that is being untrained but have not yet been migrated away.&lt;br /&gt;
&lt;br /&gt;
When a character in migration uses [[GOALS (verb)|GOALS]] to train new skills, points will be taken from the &amp;quot;Available Points&amp;quot; pool to buy the new skills, starting with the cheapest affordable skill, and working to the most expensive. This continues until the number of available points is insufficient to buy another skill. All remaining skills yet to be trained will then display &amp;quot;ASAP&amp;quot; for remaining time in SKILLS BASE.&lt;br /&gt;
&lt;br /&gt;
The Available Points pool will then refill, very slowly. Points will accumulate there from two sources: they will transfer over from the Unmigrated Points pool at the given migration rate, and they will appear normally as they are earned from gaining experience towards the next level. The moment there are enough Available Points to cover the cost of an &amp;quot;ASAP&amp;quot; skill in the character&#039;s GOALS, the points will be spent, and the character will have access to the skill. This means the cheapest skills will always be trained first.&lt;br /&gt;
&lt;br /&gt;
==New Character Migration==&lt;br /&gt;
New characters are an exception to the rule. These characters can migrate skill points almost instantly. Until a character reaches level 20, the character&#039;s skill points are migrated not instantaneously, but at an incredibly fast rate. (It appears to be around 350 training points per migration pulse, but I&#039;ve seen higher and lower rates; further testing is required.)&lt;br /&gt;
&lt;br /&gt;
In addition, when a character has almost reached level 20, they will be required to confirm that their skills are set to their desired values. The character will not be able to earn any additional experience until they have given this confirmation.  The final reminder is issued once the character has less than 1000 experience points remaining until level 20.&lt;br /&gt;
&lt;br /&gt;
At this point, a one week time period begins during which to enter{{boldmono| SKILLS CONFIRM}}; if{{mono| SKILLS CONFIRM }}is not entered during this time period, the character will be transported to the &amp;quot;&#039;&#039;&#039;End of Fast Migration Limbo&#039;&#039;&#039;&amp;quot; and he/she will not be permitted to leave this room until the{{mono| SKILLS CONFIRM }}confirmation is completed.&lt;br /&gt;
&lt;br /&gt;
As an addendum to the previous statement, you can be unceremoniously swept into that Limbo room.  But once you&#039;ve completed the SKILLS CONFIRM, you should be able to either type OUT or GO OUT and be put back into the game.  The room itself isn&#039;t all that clear on that point since there&#039;s no actual room description when you type LOOK.&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
&lt;br /&gt;
;What does ASAP mean?&lt;br /&gt;
&lt;br /&gt;
It means &#039;As Soon As Possible,&#039; in other words as soon as you have training points available either from gaining new points due to gaining experience or gaining a training point back from reducing a skill via the skill migrator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;How does the migrator determine what skill to raise first?&lt;br /&gt;
&lt;br /&gt;
Skills with the lowest training point cost will always increase before those with more expensive requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why isn&#039;t the migrator instantaneous?&lt;br /&gt;
&lt;br /&gt;
The skill migrator was never meant to be a way to make dramatic changes to your character from one day to the next, rather it was meant to provide you with a way to tweak and fix your character&#039;s training.  It also allows the developers to provide means for players to adapt when significant changes are made that invalidate a previously viable training path or significantly change the way a given training path is &#039;played.&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Why are you using online time rather than &#039;real&#039; time?&lt;br /&gt;
&lt;br /&gt;
The migrator system empowers you to correct minor flaws in your past training.  It is not meant to allow you to make dramatic changes to your character, such as going from a lockpicker to an enchanter by setting some goals and logging out for six months.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be a lockpicker, then you should train to be a lockpicker.  If your character is currently a lockpicker, but you really wanted to be an enchanter and you have exceeded the initial grace periods for migration, then you are going to have to commit yourself to migrating your skills at the normal rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;What if my character is unviable because I am migrating 160 ranks in edged weapons to 160 ranks in ranged weapons?&lt;br /&gt;
&lt;br /&gt;
Unfortunately, you are trying to use the system in a manner contrary to its intended purpose.  Consequently, it is not going to be easy to do and it is going to require a lot of time and sacrifice on your part.&lt;br /&gt;
&lt;br /&gt;
Before GemStone IV&#039;s release, the only way you could change your ranks was by rerolling your character.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Training point]]&lt;br /&gt;
*[[Fixskills]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dual_Weapon_Displayer&amp;diff=192587</id>
		<title>Dual Weapon Displayer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dual_Weapon_Displayer&amp;diff=192587"/>
		<updated>2023-03-27T10:49:50Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dual Weapon Displayers&#039;&#039;&#039; can be worn in the shoulder, waist, or belt slots. Inserted weapons will be shown in the displayer&#039;s long description.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Locked&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= You analyze your indigo leather sheath and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This item is a dual weapon displayer.  It cannot have a long description.  It isn&#039;t unlocked&amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! WEAR&amp;lt;br&amp;gt;(belt-worn)&lt;br /&gt;
| You wind the restraining straps of the sheath around your belt several times before buckling it on securely.&lt;br /&gt;
| XXX winds the restraining straps of the sheath around his belt several times before buckling it on securely.&lt;br /&gt;
|-&lt;br /&gt;
! PUT&amp;lt;br&amp;gt;(weapon, first)&lt;br /&gt;
| You carefully hang your knife from your sheath.&lt;br /&gt;
| XXX carefully hangs his knife from his sheath.&lt;br /&gt;
|-&lt;br /&gt;
! PUT&amp;lt;br&amp;gt;(weapon, second)&lt;br /&gt;
| You carefully hang your handaxe from your sheath.  It rattles against the knife hanging from it, and you carefully adjust them.&lt;br /&gt;
| XXX carefully hangs his handaxe from his sheath.  It rattles against the knife hanging from it, and he carefully adjusts them.&lt;br /&gt;
|-&lt;br /&gt;
! GET&amp;lt;br&amp;gt;(weapon)&lt;br /&gt;
| You deftly remove the mithril knife from your sheath.&lt;br /&gt;
| XXX deftly removes the mithril knife from his sheath.&lt;br /&gt;
|-&lt;br /&gt;
! PROD&lt;br /&gt;
| You idly prod at your sheath.&lt;br /&gt;
| XXX idly prods at his sheath.&lt;br /&gt;
|-&lt;br /&gt;
! PULL&lt;br /&gt;
| You idly pull at your sheath.&lt;br /&gt;
| XXX idly pulls at his sheath.&lt;br /&gt;
|-&lt;br /&gt;
! TURN&amp;lt;br&amp;gt;(empty)&lt;br /&gt;
| You place your hand on the indigo leather sheath.  You inspect it meticulously for any flaws or imperfections.&lt;br /&gt;
| XXX places his hand on the indigo leather sheath.  He inspects it meticulously for any flaws or imperfections.&lt;br /&gt;
|-&lt;br /&gt;
! TURN&amp;lt;br&amp;gt;(one weapon)&lt;br /&gt;
| Reaching toward your indigo leather sheath, you place your right hand on the handaxe.  You sweep the handaxe from the sheath, inspect it, then quickly return it and angle it for a quick draw.&lt;br /&gt;
| Reaching toward his indigo leather sheath, XXX places his right hand on the handaxe.  He sweeps the handaxe from the sheath, inspects it, then quickly returns it and angles it for a quick draw.&lt;br /&gt;
|-&lt;br /&gt;
! TURN&amp;lt;br&amp;gt;(two weapons)&lt;br /&gt;
| Reaching toward your indigo leather sheath, you place your hands on the mithril knife and imflass handaxe, pulling them forward to make sure they are loose and ready to draw.&lt;br /&gt;
| Reaching toward his indigo leather sheath, XXX places his hands on the knife and imflass handaxe pulling them forward to make sure they are loose and ready to draw.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&amp;lt;br&amp;gt;(empty)&lt;br /&gt;
| You tug the empty sheath strapped to your belt.&lt;br /&gt;
| XXX tugs the empty sheath strapped to his belt.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&amp;lt;br&amp;gt;(one weapon)&lt;br /&gt;
| You draw your handaxe with a flourish and wave it wildly around your head!  You quickly return it to the sheath.&lt;br /&gt;
| XXX draws his handaxe with a flourish and waves it wildly around his head! He quickly returns it to his sheath.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&amp;lt;br&amp;gt;(two weapons)&lt;br /&gt;
| You draw your knife and handaxe and clang them together overhead momentarily before sliding them back into the sheath.&lt;br /&gt;
| XXX draws his knife and handaxe and clangs them together overhead momentarily before sliding them back into his sheath.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Unlocked&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= You analyze your leather baldric and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
{{blue|This item is a dual weapon displayer.  It cannot have a long description.  It is unlocked.}}&amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PROD &lt;br /&gt;
(one weapon)&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You place your hand on the maul secured to your leather baldric, and drum your fingers.  You survey the area with a hint of malice in your eyes.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX  places her hand on the maul secured to her leather baldric, and drums her fingers.  She surveys the area with a hint of malice in her eyes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PROD &lt;br /&gt;
(two weapons)&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You place your hands on both the maul and maul secured to your leather baldric, and drum your fingers.  You survey the area with a hint of malice in your eyes.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX places her hands on both the maul and maul secured to her leather baldric, and drums her fingers.  She surveys the area with a hint of malice in her eyes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PROD &lt;br /&gt;
(empty)&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You place your hand on the leather baldric, drumming your fingers.  You survey the area with a hint of malice in your eyes.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX places her hand on the leather baldric, drumming her fingers.  She surveys the area with a hint of malice in her eyes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PUSH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; With a sudden cross-body motion toward your baldric, you sheathe your maul and maul.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a sudden cross-body motion toward her baldric, XXX sheathes her maul and maul.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PULL&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; With a sudden cross-body motion, you draw both the maul and the maul from your baldric.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a sudden cross-body motion, XXX draws both the maul and the maul from her baldric&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Notes===&lt;br /&gt;
*The description of this item will change as you put equipment in it. It adds the full 15/15/15 [[Base description|base description]] of any weapon to the [[Long_description|long description]] of the weapon displayer. Long descriptions on the weapons will not be displayed.&lt;br /&gt;
** a silver-traced indigo leather sheath with a sigil-carved imflass handaxe hanging from it&lt;br /&gt;
** a silver-traced indigo leather sheath with a sigil-carved imflass handaxe and a serrated mithril knife hanging from it&lt;br /&gt;
*The custom {{boldmono|[[GET_(verb)|GET]]}} messaging will override any that may be on the weapon.&lt;br /&gt;
*Your right hand must be free for several of the verb traps.&lt;br /&gt;
*You cannot remove the weapon displayer while there are weapons being stored in it.&lt;br /&gt;
===Examples===&lt;br /&gt;
* an alum-studded leather frog (belt-worn)&lt;br /&gt;
* a skull-buckled leather baldric (shoulder-worn)&lt;br /&gt;
* an iron-buckled leather baldric (shoulder-worn)&lt;br /&gt;
* a laje-buckled leather swordbelt (waist-worn)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Fluff&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass=Container&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype=Belt-worn sheath&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=Shoulder-worn sheath&lt;br /&gt;
|itemtype3=Waist-worn sheath&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter=Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= Yes&amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= 2&amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= Merchant&amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=No long description.&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=TrMShop:The_Label_Maker/2017&amp;diff=181409</id>
		<title>TrMShop:The Label Maker/2017</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=TrMShop:The_Label_Maker/2017&amp;diff=181409"/>
		<updated>2022-10-23T11:00:43Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Label Maker&#039;&#039;&#039; is a wagon currently located on [[Four Winds Isle]] in [[Mist Harbor]] allowing you to purchase labels, quill, and label storage boxes. You can find the wagon on Wisteria Lane (Lich #3656).&lt;br /&gt;
&lt;br /&gt;
Each piece of paper will add one to the inventory of your label storage box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A wooden plank wagon with a bright white roof.&lt;br /&gt;
&lt;br /&gt;
[The Label Maker]&lt;br /&gt;
The small space is surrounded by the wooden plank walls of the wagon and taken up by several surfaces that display wares for sale.  A solid oak counter resides near the entry door, while a set of oak shelves sits beside a curtain that leads further into the shop.  Hanging on the walls are some assorted signs with bold writing, and between them a tall cabinet rests against the wall near a pair of flickering torches.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
[The Label Maker, Back Room]&lt;br /&gt;
Surrounded by wooden plank walls, this small back room is nearly bare save for a circular wooden table and a plush purple armchair.  A worn pale cream carpet covers the wood plank flooring, and the matching walls are interrupted only by a hanging curtain that leads to the front room.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inventory===&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;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ On the oak counter you see:&lt;br /&gt;
| a darkly stained bone stylus||align=&amp;quot;center&amp;quot;|2000&lt;br /&gt;
|-&lt;br /&gt;
| a thin strip of white paper||align=&amp;quot;center&amp;quot; rowspan=&amp;quot;15&amp;quot; valign=&amp;quot;top&amp;quot;|5000&lt;br /&gt;
|-&lt;br /&gt;
| a tiny strip of gold vellum&lt;br /&gt;
|-&lt;br /&gt;
| a thin strip of faded parchment&lt;br /&gt;
|-&lt;br /&gt;
| a cream and gold tag&lt;br /&gt;
|-&lt;br /&gt;
| a silver and pale green label&lt;br /&gt;
|-&lt;br /&gt;
| a pale parchment label&lt;br /&gt;
|-&lt;br /&gt;
| a faded paper label&lt;br /&gt;
|-&lt;br /&gt;
| an antique strip of parchment&lt;br /&gt;
|-&lt;br /&gt;
| a crisp strip of paper&lt;br /&gt;
|-&lt;br /&gt;
| a rectangular strip of rice paper&lt;br /&gt;
|-&lt;br /&gt;
| a darkly stained vellum label&lt;br /&gt;
|-&lt;br /&gt;
| a pale grey strip of vellum&lt;br /&gt;
|-&lt;br /&gt;
| a shiny strip of silver parchment&lt;br /&gt;
|-&lt;br /&gt;
| an earth-toned strip of vellum&lt;br /&gt;
|-&lt;br /&gt;
| a small square paper tag&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ In the tall cabinet you see:&lt;br /&gt;
| a jar of thick solvent||rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot;|10k&lt;br /&gt;
|-&lt;br /&gt;
| a jar of saffron solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of gold-flecked solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of rose pink solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of shiny silver solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of sparkly gold solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of opaque black solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of blood red solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of pale blue solvent&lt;br /&gt;
|-&lt;br /&gt;
| a jar of clear solvent&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ On the low oak shelf you see:&lt;br /&gt;
| a slim faenor case||rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;|50k&lt;br /&gt;
|-&lt;br /&gt;
| a small burnished gold case&lt;br /&gt;
|-&lt;br /&gt;
| a tiny polished platinum case&lt;br /&gt;
|-&lt;br /&gt;
| a tarnished brass case&lt;br /&gt;
|-&lt;br /&gt;
| an elaborately etched silver case&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ On the middle oak shelf you see:&lt;br /&gt;
| a slim pale leather portfolio||rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;|50k&lt;br /&gt;
|-&lt;br /&gt;
| a thick black parchment folio&lt;br /&gt;
|-&lt;br /&gt;
| a brass-edged dark leather portfolio&lt;br /&gt;
|-&lt;br /&gt;
| a faded gold parchment envelope&lt;br /&gt;
|-&lt;br /&gt;
| a crisp pale paper envelope&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ On the high oak shelf you see:&lt;br /&gt;
| a lacquered tigerwood box||rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;|50k&lt;br /&gt;
|-&lt;br /&gt;
| a fine-grained pearwood box&lt;br /&gt;
|-&lt;br /&gt;
| a dented tin box&lt;br /&gt;
|-&lt;br /&gt;
| an intricately carved oak box&lt;br /&gt;
|-&lt;br /&gt;
| a small dark ebonwood box&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NPC Shops]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Necrotic_ring&amp;diff=179782</id>
		<title>Necrotic ring</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Necrotic_ring&amp;diff=179782"/>
		<updated>2022-10-05T11:31:20Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__&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;
The necrotic ring is &#039;&#039;&#039;a smooth bone ring pierced by tiny crystal shards&#039;&#039;&#039;. It was released at [[Ebon Gate 2019]], as a prize from the Arena of the Abyss.  The ring is charged by defeating undead in the Arena and may randomly reanimate slain foe throughout the year, if charges remain.  The number of charges can be determined through [[Analyze]] or [[Loresinging|loresinging]].  Additional features were added at [[Ebon Gate 2020]], including the ability to spawn undead [[boss creatures]] and another to provide a chance for the ring owner to receive a boost to their attacks and defenses for a limited time.&lt;br /&gt;
&lt;br /&gt;
Additional charges can be procured either from the  the lithe dark-skinned abyran&#039;ra at the Arena of the Abyss entrance (28549). Just ASK (1 per 25 soul shards), or with &#039;&#039;&#039;sticky ichor green substance&#039;&#039;&#039;, which is purchased at Ebon Gate festival.&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your smooth bone ring and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
The smooth bone ring is a prize from the Arena of the Abyss (Ebon Gate event at Caligos Isle).  When worn, it has a chance to summon an undead creature from a recently slain creature.&lt;br /&gt;
&lt;br /&gt;
                   Attuned: XXXX&lt;br /&gt;
                   Charges: 2403 (OFF, PROD to toggle)&lt;br /&gt;
              Lich&#039;s Curse: 5% (ON, TAP to toggle)&lt;br /&gt;
           Voln&#039;s Blessing: 0%&lt;br /&gt;
              Appearance: OFF (COVER to toggle)&lt;br /&gt;
Unstable Manifestation: bracelet (TURN to toggle)&lt;br /&gt;
&lt;br /&gt;
Lich&#039;s Curse is a % chance for the undead the ring spawns to be a boss creature.  Voln&#039;s Blessing is a % chance for the ring owner to receive +15 AS/DS and +10 CS/TD for 30 seconds when they kill the undead the ring spawned.&lt;br /&gt;
&lt;br /&gt;
The ring cannot be altered in any way!&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the ring may be further lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Show==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Across the surface of the ring, spots of ochre and brown stains radiate from tiny crystalline structures embedded in the bone.  Ichor green motes and shadows lurk within the crystals, living inclusions that alternately lighten and darken the calcification along the ring&#039;s edges.  A faint pulse, deep and bone-jarring, accompanies the flickering, beating like a necrotic heart.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Style&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
!CLENCH&lt;br /&gt;
| Pain lances through your hand, its source the smooth bone ring that rests against your exposed bone. To combat the pulsating feeling, you clench your hand into a tight fist and grit your teeth.&lt;br /&gt;
| XXXXX grits her teeth as she fashions her hand into a fist, her smooth bone ring standing out prominently against her exposed bone knuckles.&lt;br /&gt;
|-&lt;br /&gt;
!COVER (show or hide unique feature)&lt;br /&gt;
| You cover a smooth bone ring pierced by tiny crystal shards that rests upon your partially rotted hand, hiding it from sight.&amp;lt;br&amp;gt;You uncover a smooth bone ring pierced by tiny crystal shards that rests upon your partially rotted hand, revealing it for all to see.&lt;br /&gt;
| XXXX uncovers a smooth bone ring pierced by tiny crystal shards that rests upon her partially rotted hand and reveals it for all to see.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In feature line: Gangrenous flesh lays open to expose the blackened bone of her ring finger where a smooth bone ring pierced by tiny crystal shards rests.  Sickly green necrosis spreads to the back of her hand and wrist, while blistering sores ooze along her arm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;XXXXX covers a smooth bone ring pierced by tiny crystal shards that rests upon her partially rotted hand and hides it from sight.&lt;br /&gt;
|-&lt;br /&gt;
!PROD (turn on and off)&lt;br /&gt;
| You prod your smooth bone ring, prompting it to respond with a sharp pain.&amp;lt;br&amp;gt;You prod your smooth bone ring, prompting it to respond with a cold stillness.&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
!PULL&lt;br /&gt;
| Shifting it slightly, you pull a smooth bone ring pierced by tiny crystal shards away from a newly exposed nerve against your knuckle.&lt;br /&gt;
| Shifting it slightly, XXXXX pulls a smooth bone ring pierced by tiny crystal shards further up her finger and away from the exposed bone of her knuckle.&lt;br /&gt;
|-&lt;br /&gt;
!REMOVE&lt;br /&gt;
|Though the pain blinds you as you remove a smooth bone ring pierced by tiny crystal shards, your finger miraculously returns to its previous unblemished state.&lt;br /&gt;
|Pain darkens XXXXX&#039;s expression as she pulls a smooth bone ring pierced by tiny crystal shards free of her finger.&lt;br /&gt;
|-&lt;br /&gt;
!TAP (turn Lich&#039;s Curse on and off)&lt;br /&gt;
| You tap your smooth bone ring, prompting it to respond with a sharp pain.&amp;lt;br&amp;gt;You tap your smooth bone ring, prompting it to respond with a cold stillness.&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
!TOUCH&lt;br /&gt;
| Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a faint pulse of pain.&lt;br /&gt;
| Using her thumb, XXXXX touches the underside of a smooth bone ring pierced by tiny crystal shards that rests on her finger and shifts it around.&lt;br /&gt;
|-&lt;br /&gt;
!TWIST&lt;br /&gt;
| Wringing your hands, you cause gangrenous rot to transfer from your smooth bone ring-sheathed finger to the opposite hand.&lt;br /&gt;
| Wringing her hands, XXXXX causes gangrenous rot to transfer from around her smooth bone ring-sheathed finger to the opposite hand.&lt;br /&gt;
|-&lt;br /&gt;
!WAVE&lt;br /&gt;
|You wave your hand through the air, your smooth bone ring flashing in the ambient light.  Moments later, the air is laden with the heavy, putrescent scent of decay.&lt;br /&gt;
| Ambient light flashes off of a smooth bone ring pierced by tiny crystal shards upon XXXXX&#039;s hand as she waves.  Moments later, the air is laden with a heavy, putrescent scent of decay.&lt;br /&gt;
|-&lt;br /&gt;
!WEAR&lt;br /&gt;
|Grimacing with pain, you slowly slip a smooth bone ring pierced by tiny crystal shards onto your finger, and the flesh surrounding it immediately begins to rot.&lt;br /&gt;
|Grimacing with pain, XXXXX slowly slips a smooth bone ring pierced by tiny crystal shards onto her finger, and the flesh surrounding it immediately begins to rot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Accessory&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Ring&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= No&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= Yes&amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=Feature line&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Ebon Gate 2019&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= Yes&amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=CLENCH &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= COVER&lt;br /&gt;
|verb3= PROD&lt;br /&gt;
|verb4= PULL&lt;br /&gt;
|verb5=REMOVE&lt;br /&gt;
|verb6=TAP&lt;br /&gt;
|verb7=TOUCH&lt;br /&gt;
|verb8=TWIST&lt;br /&gt;
|verb9=WAVE&lt;br /&gt;
|verb10=WEAR&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white; &amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|CHARGES&lt;br /&gt;
! style=&amp;quot;width:43em&amp;quot;|MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
|0-999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a dull ache of pain.&lt;br /&gt;
|-&lt;br /&gt;
|1000-2999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel an irritating sting of pain.&lt;br /&gt;
|-&lt;br /&gt;
|3000-4999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a pulsating stab of pain.&lt;br /&gt;
|-&lt;br /&gt;
|5000-7499&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a throbbing stab of pain.&lt;br /&gt;
|-&lt;br /&gt;
|7500-9999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a cripping stab of pain.&lt;br /&gt;
|-&lt;br /&gt;
|10,000 - ?&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel an excruciating stab of pain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===In Action===&lt;br /&gt;
After death, the creature may randomly be reanimated into a &#039;&#039;ghostly&#039;&#039; version of itself.  The resulting undead is still a foe, and will attack the adventurer all over again.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You loose a ghastly, keening wail!&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at an Ithzir champion.&lt;br /&gt;
  CS: +494 - TD: +400 + CvA: -10 + d100: +45 == +129&lt;br /&gt;
  Warding failed!&lt;br /&gt;
  An Ithzir champion reels under the force of the sonic vibrations!&lt;br /&gt;
  Sound waves disrupt for 53 damage!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   The Ithzir champion&#039;s eye explodes shattering the skull into a thousand pieces.&lt;br /&gt;
&lt;br /&gt;
Excruciating pain lances through your hand as the smooth bone ring on your disfigured finger is awakened!  Necrotic energy, in the form of an ichor green haze, erupts from your ring and encircles an Ithzir champion, strangling its lifeless remains until a ghostly Ithzir champion is squeezed into existence!&lt;br /&gt;
&lt;br /&gt;
The champion&#039;s face hardens in concentration, and she starts moving faster than seems possible.&lt;br /&gt;
A ghostly Ithzir champion&#039;s eyes narrow in focus as she attacks.&lt;br /&gt;
A ghostly Ithzir champion swings a jagged steel flamberge at you!&lt;br /&gt;
  AS: +450 vs DS: +590 with AvD: +42 + 60 + d40 roll: +7 = -31&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loresong===&lt;br /&gt;
{| {{loresong}}&lt;br /&gt;
|- style=&amp;quot;background:maroon; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:30em&amp;quot;|Loresong&lt;br /&gt;
! style=&amp;quot;width:30em&amp;quot;|Reaction&lt;br /&gt;
|-&lt;br /&gt;
|This is a small item, under a pound.  In your best estimation, it&#039;s worth about 1,000,000 silvers.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|You sense a faint aura of magic surrounding the ring.  From the pitch of the vibration you determine that the purpose of the ring is as a piece of jewelry.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Powerful magic pulses from the smooth bone ring.  When worn, it has a chance to summon an undead creature from a recently slain creature.  It has NNN charges.  It is currently attuned to XXXXXX.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipsing your mind&#039;s eye with shadows and the faint flicker of burning candles, the history of a smooth bone ring pierced by tiny crystal shards comes to you slowly.  Vague outlines in the murk solidify into drawn chalk designs upon a smooth stone floor, the arcane twists and curves illuminated by thirteen fitfully burning votives.  Steady and rhythmic, the repeated words of a chant punctuate the air, though their meaning and the source is unclear.  Gradually, a sanguine ribbon of light rises out of the haze of candlelight and takes its time expanding.  It grows in size and shape to form a hazy portal and, at the moment of its completion, a demonic being steps forth from its depths.  Screeching into the cold stone of the summoning chamber, the grotesque monstrosity begins to move, but the vision grows fuzzy and fades away.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As if waking from a nearly forgotten dream, the cold ring in your hand begins to vibrate, and instantly a vision forms within your mind.  Chaos reigns supreme in an enclosed chamber as a demonic being bashes at the arcane bindings of the summoning circle that traps it in place.  Robed figures rush forward to redraw chalk lines, while others raise their hands and begin to chant in an effort to fortify the bindings.  Two figures are untouched by the turmoil around them, their eyes locked across the distance that separates them.  Framed in the haze of the portal, an ophidian-eyed woman plunges her spear into the heart of the demonic beast, a smooth bone ring pierced by tiny crystal shards flashing on her hand in the candlelight.  Beyond, amid the tumultuous activities of his followers, a violet-eyed man watches.  Without breaking eye contact, she steps back into the portal and with a wave of her hand, closes it.  The chamber and your mind&#039;s eye are thrown into darkness.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As your voice touches upon a smooth bone ring pierced by tiny crystal shards, a vision unfolds within your mind&#039;s eye.  A tortured landscape of shifting sands stretches before you, while above, the burned atmosphere is rife with sanguine light and a thin blanket of grey, tumbling clouds.  Enormous bones, the remains of some forgotten beast, create shadows ahead, their edges shimmering from the heat and arid climate.  Confidence, hunger, and a fierce determination fill you as you prowl toward the shadows with purposeful intent.  You stop upon the edge of the pooling darkness, your eyes scanning its depth, and with a sudden, blindingly fast movement, you stab with your spear into the darkness.  Writhing in agony, a serpentine beast formed of tentacles, mist, and talons falls to the ground at your feet.  Before its death throes can finish, you place your hand upon its muck-covered chest and intone a few short words.  A smooth bone ring pierced by tiny crystal shards that rests on your finger ripples with necrotic energy and draws the last visages of life out of the demon beneath your touch.  As the light fades from the orbs of its many eyes, you see your own ophidian-like eyes reflected in their depths.  Like the snuffing of a candle, the vision disappears.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|A vision unfolds within your mind&#039;s eye as your voice touches upon a smooth bone ring pierced by tiny crystal shards.  The arid air fills your mouth with the taste of dust and salt as you sit perched in the sand upon the half-buried skull of some enormous, forgotten beast.  You pull the tentacle off a dead demon at your feet and bring it to your lips, the inky blood nourishing you for the moment.  As you feast, your gaze falls upon five mirrors resting upon the ground.  Though they face the sky, the reflection in each is not that of a bruised, angry red sky, but instead of a man with violet eyes.  You begin to realize that you are watching him at various times, though you are unable to determine their relation to your own time.  In one image, he obsessively combs through texts for some obscure piece of knowledge, and in another, he commissions a ship, while in a third, he stands over a map of an ocean while conferring with scraps of parchment.  In each, you notice a rough sketch yourself and come to realize he is searching for you.  Slowly, the vision fades.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As the song of a smooth bone ring pierced by tiny crystal shards entwines with your own, a vision blossoms within your mind&#039;s eye.  You find yourself seated, your elbows propped upon your knees, and your eyes focused upon mirrors laying in the dark sand.  Twilight begins to darken the sanguine sky as you watch a violet-eyed man draw the lines of a summoning circle upon the deck of a ship.  You feel a small smile creep across your face, the sensation of it almost as alien as the land in which you find yourself.  You wave your hand over the small mirrors, their centers immediately darkening to black, and gaze over your shoulder.  An army of skeletons in tattered robes, some humanoid, some not, stands motionless under your gaze.  Running your thumb against the underside of a smooth bone ring pierced by tiny crystal shards on your finger, they suddenly lurch into motion and begin to march as your vision fades.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Anticipation seeps from a smooth bone ring pierced by tiny crystal shards in your hand as your voice touches upon it, and soon your mind&#039;s eye is filled with the vision of a tortured landscape beneath a hazy, sanguine sky.  A ripple appears in the air before you, its edges widening with every breath you take of acrid air.  Thunder, not born of the world you stand in, fills the air with its ominous warning just as the ripple abruptly expands to create a portal that leads to the deck of a ship at sea.  Flicking your fingers, a smooth bone ring pierced by tiny crystal shards resting against the bony appendage, you order an army of skeletons through and watch as they collide with arcane magics of a summoning circle.  The magical resistance that they face is short-lived, and between one heartbeat and the next, they shred the barrier and swarm the crew.  Waiting for you, a violet-eyed man stands at the forecastle, and as you move to cross the distance that separates you, a blinding flash of lightning explodes the floorboards.  Water, salty and bitter, rushes against your dry skin, and with but a blink, you find that the vision has evaporated.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As your voice touches upon a smooth bone ring pierced by tiny crystal shards, a high-pitched ringing sound fills your ears, the noise effectively muting all other sounds.  Your lungs begin to burn with the need for air, but before you risk taking a breath, you open your eyes and are immediately greeted with the sting of saltwater.  Above your position within the water, moonlight illuminates the shattered remains of a boat, its possessions, and the lifeless forms of the two armies that battled on its decks as they plummet towards you and the bottom of the ocean.  In a state of panic, you splay your fingers wide, a smooth bone ring pierced by tiny crystal shards on your finger flashing in the silvery light, and begin to draw energy from the dead as they pass you.  Ethereal spirits rise out of the corpses and surge towards you, their tortured screams lost in the water.  Your ring pulses with an energy that eases the burning in your lungs as it absorbs each one.  You swim towards the surface with frantic movements, your attention split between capturing souls and maneuvering through the debris that sinks past you.  A lancing pain nearly blinds you as a dark shape moves through the water by your left side, and its teeth are the last thing you see before your vision darkens.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Tumbling and turning, water rushes in around your vision as you sing to a smooth bone ring pierced by tiny crystal shards, though your attempt to garners no new information.  You begin to feel the weight of it sucking you down, but just as quickly as the sensation was upon you, it has left.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Pay Event Souvenirs]]&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arena_of_the_Abyss&amp;diff=179781</id>
		<title>Arena of the Abyss</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arena_of_the_Abyss&amp;diff=179781"/>
		<updated>2022-10-05T11:05:51Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Newly opened in 2019, Caligos has its own arena, run by demons. The arena entrance (Lich Room# 28549) can be accessed via green portal from the hazy chamber near the fishing area, or by rowing a gondola from the pier in the next room. The rowing is a bit of a puzzle. The entrance fee is 100 redeemed seashells (maybe soul shards). PAY 100 when standing in the entrance and the abyran&#039;ra will escort you to the arena grounds. You do not need a games pass to enter the arena.&lt;br /&gt;
&lt;br /&gt;
Once inside, you can BEG the spirits to speed through the announcements if you wish, then face five undead creatures one at a time. To avoid death, you can SURRENDER, but you will also surrender your prize. Once you have defeated all five, you will be removed from the arena and awarded a prize. Prizes include breakable hearts similar to other breakable items found in digging- usually containing a few silvers or a gem, [[Fusion Shaman]] tokens, yellow [[Roleplaying award]] orbs and rarely a [[Necrotic ring|necrotic ring]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ebon Gate Festival]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=All_Hands&amp;diff=176814</id>
		<title>All Hands</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=All_Hands&amp;diff=176814"/>
		<updated>2022-09-14T08:35:50Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|the = a&lt;br /&gt;
|itemtype = ship&lt;br /&gt;
|town = Kraken&#039;s Fall&lt;br /&gt;
|1 = Located in a tall oak warehouse on South Arm Road in Kraken&#039;s Fall, this is where you can customize your ship&#039;s crew quarters and purchase courier birds.&lt;br /&gt;
|roomname = All Hands 28993&lt;br /&gt;
|desc = Large pillars stretch toward the ceiling and support enormous oak beams, as well as an exposed rafter ceiling.  Along the eastern and western edges, and closets to the various windows, planking stations are arranged where oak, mahogany, and maple boards are refined for use in ship flooring.  The central aisle is flanked by various collapsed hammocks in a wide variety of shapes, colors, and materials, while at its center sits an oak-paneled counter with hurricane lanterns suspended over it.  You also see a wooden plank sign and a crew merchant.&lt;br /&gt;
|inventory = &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Crew Quarters style changes&lt;br /&gt;
&lt;br /&gt;
1: Countless hammocks, fashioned from lengths of sailcloth, are strung from the ceiling in this cramped space. Makeshift tables have been pieced together from old barrels and warped planks, each set with mismatched tin cups and water pitchers. A basket of fruit hangs from a post near the door, along with a community toothbrush.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2: Rows of bunks fitted with feather stuffed mattresses fill the cabin, while hammocks of sailcloth crowd the spaces between. Hanging above a wash basin, a silvered glass mirror reflects the view from a small porthole. A calico kitten snores quietly in one of the top bunks, a tiny mouse curled up beneath its chin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3: A dice game lies forgotten on the floor, along with an overturned tankard of ale, the foamy brew seeping into the oaken planks. Hammocks are strung from the low ceiling, while mattresses stuffed with feathers and straw are spread around the cabin, some occupied with bedbugs. A tarnished silver lantern flickers above a small desk occupying one corner.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4: Hammocks fashioned from sailcloth and strung on lengths of braided rope sway from the low deckhead of this cramped cabin. Likewise, the oaken table tops are strung from cables overhead, allowing sea chests and foot lockers to be stored underneath, as well as provide makeshift seating. A tarnished silver mirror is fixed to the bulkhead above a small wash basin replete with shaving supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5: Row after row of canvas hammocks threaded through hemp ropes sway from the low deckheads, while tightly stacked bunks line the walls. Sea chests and metal footlockers are secured through staples set into the deck to ensure that they stay in place during the worst of storms. A weathered driftwood writing desk sits in one corner next to a small wash basin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Courier Birds&lt;br /&gt;
&lt;br /&gt;
  1: a sleek brown sparrow&lt;br /&gt;
&lt;br /&gt;
  2: a large grey albatross&lt;br /&gt;
&lt;br /&gt;
  3: a white-winged silvery gull&lt;br /&gt;
&lt;br /&gt;
  4: a scaly-necked pigeon&lt;br /&gt;
&lt;br /&gt;
  5: a small black-suited toucan&lt;br /&gt;
&lt;br /&gt;
  6: a vibrant red parrot&lt;br /&gt;
&lt;br /&gt;
  7: a dark raven&lt;br /&gt;
&lt;br /&gt;
  8: a black crow&lt;br /&gt;
&lt;br /&gt;
  9: a crested sea eagle&lt;br /&gt;
&lt;br /&gt;
  10: an orange-beaked pelican&lt;br /&gt;
&lt;br /&gt;
  11: a black-plumed frigatebird&lt;br /&gt;
&lt;br /&gt;
  12: a snow petrel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zeni==&lt;br /&gt;
Outfitted in simple linen trousers and a black tunic, Zeni appears to be middle aged.  Accenting both of his eyes are a collection of long wrinkles from a life under the sun.&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lean_To&amp;diff=176813</id>
		<title>Lean To</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lean_To&amp;diff=176813"/>
		<updated>2022-09-14T08:34:58Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|the = a&lt;br /&gt;
|itemtype = ship&lt;br /&gt;
|town = Kraken&#039;s Fall&lt;br /&gt;
|1 = Located in a a broad wooden warehouse on Deadeye&#039;s Road in Kraken&#039;s Fall, this is where you can upgrade your ship&#039;s cargo hold.&lt;br /&gt;
|roomname = Lean To 29006&lt;br /&gt;
|desc = Barred doors and high walls prevent passage deeper into the warehouse, which lends the entry a cramped feeling as the floor space is narrow and the ceiling is low.  A small wooden desk with a high-backed wooden chair behind it sits to one side of the entry, while large placards display the various types of work the shop offers for a ship&#039;s cargo hold.  Despite the small size, or perhaps because of it, the shop&#039;s single lantern provides a bright and cheery illumination.  You also see a cargo hold merchant.&lt;br /&gt;
|inventory = &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Ship&#039;s Cargo Hold and Upgrade&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Swabbing_Starts&amp;diff=176812</id>
		<title>Swabbing Starts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Swabbing_Starts&amp;diff=176812"/>
		<updated>2022-09-14T08:33:03Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: Added Lich room notations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|the = a&lt;br /&gt;
|itemtype = ship&lt;br /&gt;
|town = Kraken&#039;s Fall&lt;br /&gt;
|1 = Located in a glaes-windowed stucco storefront on Siphon Street in Kraken&#039;s Fall, this is where you can customize your ship&#039;s hull (main room 29018) and gangplank (SE room 29019).&lt;br /&gt;
|roomname = Swabbing Starts&lt;br /&gt;
|desc = Starlight slips in through the glaes windows that dominate the southern section of the shop, the silvery light shining off of the polished planks that are on display.  Signs over each grouping denote the types of wood and dyes available for purchase, while others denote which are for upper decks and which are for interior use.  A wide oak counter edged in brass railings sits upon a slate blue rug, while a sign above proclaims, &amp;quot;Order Here&amp;quot; in bold, blocky letters.  You also see a wooden plank sign and a hull merchant.&lt;br /&gt;
|inventory = &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Ship&#039;s Hull Customizations and Upgrades, Ship&#039;s Gangplank Customizations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reputation tier: 0&amp;lt;br&amp;gt;&lt;br /&gt;
1. wood&amp;lt;br&amp;gt;&lt;br /&gt;
2. oak&amp;lt;br&amp;gt;&lt;br /&gt;
3. pine&amp;lt;br&amp;gt;&lt;br /&gt;
4. maple&amp;lt;br&amp;gt;&lt;br /&gt;
5. driftwood&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 1&amp;lt;br&amp;gt;&lt;br /&gt;
1. cypress&amp;lt;br&amp;gt;&lt;br /&gt;
2. birch&amp;lt;br&amp;gt;&lt;br /&gt;
3. balsa&amp;lt;br&amp;gt;&lt;br /&gt;
4. ash&amp;lt;br&amp;gt;&lt;br /&gt;
5. haon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1. fel&amp;lt;br&amp;gt;&lt;br /&gt;
2. tanik&amp;lt;br&amp;gt;&lt;br /&gt;
3. modwir&amp;lt;br&amp;gt;&lt;br /&gt;
4. maoral&amp;lt;br&amp;gt;&lt;br /&gt;
5. hickory&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 3&amp;lt;br&amp;gt;&lt;br /&gt;
1. hazelwood&amp;lt;br&amp;gt;&lt;br /&gt;
2. elm&amp;lt;br&amp;gt;&lt;br /&gt;
3. alder&amp;lt;br&amp;gt;&lt;br /&gt;
4. walnut&amp;lt;br&amp;gt;&lt;br /&gt;
5. spruce&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 4&amp;lt;br&amp;gt;&lt;br /&gt;
1. willow&amp;lt;br&amp;gt;&lt;br /&gt;
2. cherry&amp;lt;br&amp;gt;&lt;br /&gt;
3. cedar&amp;lt;br&amp;gt;&lt;br /&gt;
4. mistwood&amp;lt;br&amp;gt;&lt;br /&gt;
5. cocobolo&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 5&amp;lt;br&amp;gt;&lt;br /&gt;
1. mahogany&amp;lt;br&amp;gt;&lt;br /&gt;
2. teak&amp;lt;br&amp;gt;&lt;br /&gt;
3. rosewood&amp;lt;br&amp;gt;&lt;br /&gt;
4. ironwood&amp;lt;br&amp;gt;&lt;br /&gt;
5. zebrawood&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reputation tier: 0&amp;lt;br&amp;gt;&lt;br /&gt;
1. yellow&amp;lt;br&amp;gt;&lt;br /&gt;
2. indigo&amp;lt;br&amp;gt;&lt;br /&gt;
3. ivory&amp;lt;br&amp;gt;&lt;br /&gt;
4. violet&amp;lt;br&amp;gt;&lt;br /&gt;
5. pink&amp;lt;br&amp;gt;&lt;br /&gt;
6. red&amp;lt;br&amp;gt;&lt;br /&gt;
7. tan&amp;lt;br&amp;gt;   &lt;br /&gt;
8. white&amp;lt;br&amp;gt;&lt;br /&gt;
9. green&amp;lt;br&amp;gt;&lt;br /&gt;
10. black&amp;lt;br&amp;gt;&lt;br /&gt;
11. blue&amp;lt;br&amp;gt;&lt;br /&gt;
12. orange&amp;lt;br&amp;gt;&lt;br /&gt;
13. purple&amp;lt;br&amp;gt;&lt;br /&gt;
14. grey&amp;lt;br&amp;gt;&lt;br /&gt;
15. brown&amp;lt;br&amp;gt;&lt;br /&gt;
16. magenta&amp;lt;br&amp;gt;&lt;br /&gt;
17. blush&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 1&amp;lt;br&amp;gt;&lt;br /&gt;
1. burgundy&amp;lt;br&amp;gt;&lt;br /&gt;
2. aquamarine&amp;lt;br&amp;gt;&lt;br /&gt;
3. gold&amp;lt;br&amp;gt;&lt;br /&gt;
4. dark green&amp;lt;br&amp;gt;&lt;br /&gt;
5. golden brown&amp;lt;br&amp;gt;&lt;br /&gt;
6. plum&amp;lt;br&amp;gt;&lt;br /&gt;
7. silver&amp;lt;br&amp;gt;&lt;br /&gt;
8. taupe&amp;lt;br&amp;gt;&lt;br /&gt;
9. umber&amp;lt;br&amp;gt;&lt;br /&gt;
10. off-white&amp;lt;br&amp;gt;&lt;br /&gt;
11. emerald&amp;lt;br&amp;gt;&lt;br /&gt;
12. charcoal&amp;lt;br&amp;gt;&lt;br /&gt;
13. dark russet&amp;lt;br&amp;gt;&lt;br /&gt;
14. cerulean&amp;lt;br&amp;gt;&lt;br /&gt;
15. apricot&amp;lt;br&amp;gt;&lt;br /&gt;
16. ochre&amp;lt;br&amp;gt;&lt;br /&gt;
17. blood red&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1. ebon&amp;lt;br&amp;gt;&lt;br /&gt;
2. crimson&amp;lt;br&amp;gt;&lt;br /&gt;
3. golden&amp;lt;br&amp;gt;&lt;br /&gt;
4. inky blue&amp;lt;br&amp;gt;&lt;br /&gt;
5. ecru&amp;lt;br&amp;gt;&lt;br /&gt;
6. alabaster&amp;lt;br&amp;gt;&lt;br /&gt;
7. russet&amp;lt;br&amp;gt;&lt;br /&gt;
8. cherry red&amp;lt;br&amp;gt;&lt;br /&gt;
9. cobalt&amp;lt;br&amp;gt;&lt;br /&gt;
10. dark sienna&amp;lt;br&amp;gt;&lt;br /&gt;
11. fiery coral&amp;lt;br&amp;gt;&lt;br /&gt;
12. glossy white&amp;lt;br&amp;gt;&lt;br /&gt;
13. auburn&amp;lt;br&amp;gt;&lt;br /&gt;
14. bone white&amp;lt;br&amp;gt;&lt;br /&gt;
15. shiny black&amp;lt;br&amp;gt;&lt;br /&gt;
16. mint green&amp;lt;br&amp;gt;&lt;br /&gt;
17. terracotta&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 3&amp;lt;br&amp;gt;&lt;br /&gt;
1. niveous&amp;lt;br&amp;gt;&lt;br /&gt;
2. pale ivory&amp;lt;br&amp;gt;&lt;br /&gt;
3. matte black&amp;lt;br&amp;gt;&lt;br /&gt;
4. honey-hued&amp;lt;br&amp;gt;&lt;br /&gt;
5. vert&amp;lt;br&amp;gt;&lt;br /&gt;
6. cream-colored&amp;lt;br&amp;gt;&lt;br /&gt;
7. sable&amp;lt;br&amp;gt;&lt;br /&gt;
8. argent&amp;lt;br&amp;gt;&lt;br /&gt;
9. azure&amp;lt;br&amp;gt;&lt;br /&gt;
10. snowy white&amp;lt;br&amp;gt;&lt;br /&gt;
11. turquoise&amp;lt;br&amp;gt;&lt;br /&gt;
12. misty grey&amp;lt;br&amp;gt;&lt;br /&gt;
13. olivine&amp;lt;br&amp;gt;&lt;br /&gt;
14. sapphire blue&amp;lt;br&amp;gt;&lt;br /&gt;
15. pitch black&amp;lt;br&amp;gt;&lt;br /&gt;
16. obsidian&amp;lt;br&amp;gt;&lt;br /&gt;
17. sanguine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 4&amp;lt;br&amp;gt;&lt;br /&gt;
1. murky black&amp;lt;br&amp;gt;&lt;br /&gt;
2. pale blond&amp;lt;br&amp;gt;&lt;br /&gt;
3. pearly white&amp;lt;br&amp;gt;&lt;br /&gt;
4. peacock blue&amp;lt;br&amp;gt;&lt;br /&gt;
5. pale rose&amp;lt;br&amp;gt;&lt;br /&gt;
6. reddish-gold&amp;lt;br&amp;gt;&lt;br /&gt;
7. smoky grey&amp;lt;br&amp;gt;&lt;br /&gt;
8. stark white&amp;lt;br&amp;gt;&lt;br /&gt;
9. sea blue&amp;lt;br&amp;gt;&lt;br /&gt;
10. ashen&amp;lt;br&amp;gt;&lt;br /&gt;
11. cloudy grey&amp;lt;br&amp;gt;&lt;br /&gt;
12. jet black&amp;lt;br&amp;gt;&lt;br /&gt;
13. dark silver&amp;lt;br&amp;gt;&lt;br /&gt;
14. lapis blue&amp;lt;br&amp;gt;&lt;br /&gt;
15. viridian&amp;lt;br&amp;gt;&lt;br /&gt;
16. sand-hued&amp;lt;br&amp;gt;&lt;br /&gt;
17. raven-hued&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 5&amp;lt;br&amp;gt;&lt;br /&gt;
1. smoky amber&amp;lt;br&amp;gt;&lt;br /&gt;
2. storm grey&amp;lt;br&amp;gt;&lt;br /&gt;
3. rose gold&amp;lt;br&amp;gt;&lt;br /&gt;
4. milky white&amp;lt;br&amp;gt;&lt;br /&gt;
5. stone grey&amp;lt;br&amp;gt;&lt;br /&gt;
6. vanilla-hued&amp;lt;br&amp;gt;&lt;br /&gt;
7. alizarin&amp;lt;br&amp;gt;&lt;br /&gt;
8. silver-hued&amp;lt;br&amp;gt;&lt;br /&gt;
9. flint grey&amp;lt;br&amp;gt;&lt;br /&gt;
10. bright white&amp;lt;br&amp;gt;&lt;br /&gt;
11. kohl black&amp;lt;br&amp;gt;&lt;br /&gt;
12. virescent&amp;lt;br&amp;gt;&lt;br /&gt;
13. smoke-hued&amp;lt;br&amp;gt;&lt;br /&gt;
14. shadowy black&amp;lt;br&amp;gt;&lt;br /&gt;
15. wine-hued&amp;lt;br&amp;gt;&lt;br /&gt;
16. winter white&amp;lt;br&amp;gt;&lt;br /&gt;
17. vermillion&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Poel==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You see a thick-necked man with a face the color of walnuts. From his barrel of a chest a spray of pale curls pokes out his frayed, open collar.  He is speckled in fine sawdust, a sort of ship pollen on this source of new vessels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lenny==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Tall and muscular, Lenny looks like he could lift a boat by himself.  He is wearing a crisp, white tunic with thin leather cords draped down the front of his chest.  He is also wearing a pair of uncomfortably tight tan shorts.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Yardarm%27s_Skirt&amp;diff=176811</id>
		<title>Yardarm&#039;s Skirt</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Yardarm%27s_Skirt&amp;diff=176811"/>
		<updated>2022-09-14T08:30:00Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: Added the Lich room for this location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|the = a&lt;br /&gt;
|itemtype = ship&lt;br /&gt;
|town = Kraken&#039;s Fall&lt;br /&gt;
|1 = Located in a bright white shop on Deadeye&#039;s Road in Kraken&#039;s Fall, this is where you can customize your ship&#039;s sails.&lt;br /&gt;
|roomname = Yardarm&#039;s Skirt (29031)&lt;br /&gt;
|desc = Exposed rafters are draped with long lengths of heavily dyed sailcloth in a variety of colors, the depth and grade of the dye highlighted by the plethora of frosted globes that provide illumination for the small shop.  Undyed bolts are neatly stacked along the western wall, while the eastern wall houses a floor-to-ceiling shelving unit laden with casks of various colored dyes.  A long white-washed counter, pristine and clean, separates the shop from an archway in the northern wall.  You also see a wooden plank sign and a sail merchant.&lt;br /&gt;
|inventory = &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; Ship&#039;s Sail Customizations and Upgrades&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sloops: Sail Customizations==&lt;br /&gt;
&#039;&#039;&#039;Fabrics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 0&amp;lt;br&amp;gt;&lt;br /&gt;
1. cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 1&amp;lt;br&amp;gt;&lt;br /&gt;
1. canvas&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1. flax&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 3&amp;lt;br&amp;gt;&lt;br /&gt;
1. papyrus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 4&amp;lt;br&amp;gt;&lt;br /&gt;
1. linen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 5&amp;lt;br&amp;gt;&lt;br /&gt;
1. hemp&amp;lt;br&amp;gt;&lt;br /&gt;
2. flyrsilk&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reputation tier: 0&amp;lt;br&amp;gt;&lt;br /&gt;
1. white&amp;lt;br&amp;gt;&lt;br /&gt;
2. cream-colored&amp;lt;br&amp;gt;&lt;br /&gt;
3. ecru&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 1&amp;lt;br&amp;gt;&lt;br /&gt;
1. snowy white&amp;lt;br&amp;gt;&lt;br /&gt;
2. pearly white&amp;lt;br&amp;gt;&lt;br /&gt;
3. alabaster&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1. ivory&amp;lt;br&amp;gt;&lt;br /&gt;
2. smoke-hued&amp;lt;br&amp;gt;&lt;br /&gt;
3. argent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 3&amp;lt;br&amp;gt;&lt;br /&gt;
1. bone white&amp;lt;br&amp;gt;&lt;br /&gt;
2. bright white&amp;lt;br&amp;gt;&lt;br /&gt;
3. sand-hued&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 4&amp;lt;br&amp;gt;&lt;br /&gt;
1. vanilla-hued&amp;lt;br&amp;gt;&lt;br /&gt;
2. cloudy white&amp;lt;br&amp;gt;&lt;br /&gt;
3. winter white&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reputation tier: 5&amp;lt;br&amp;gt;&lt;br /&gt;
1. ashen&amp;lt;br&amp;gt;&lt;br /&gt;
2. storm grey&amp;lt;br&amp;gt;&lt;br /&gt;
3. taupe&amp;lt;br&amp;gt;&lt;br /&gt;
4. misty grey&amp;lt;br&amp;gt;&lt;br /&gt;
5. steel-hued&amp;lt;br&amp;gt;&lt;br /&gt;
6. sun-bleached&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pliny==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Draped in a plain robe, Pliny seems to be in average shape.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Open_Sea_Adventures&amp;diff=175845</id>
		<title>Open Sea Adventures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Open_Sea_Adventures&amp;diff=175845"/>
		<updated>2022-09-07T07:16:28Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Restocking and Fixing Your Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Open Sea Adventures&#039;&#039;&#039; is a new expansion to the game that was released in [[Prime]] on September 3, 2020. Set sail on the [[Great Western Sea]] and launch into a brand new adventure on the [[Tenebrous Cauldron]] and [[Great Western Sea]] - complete with dynamic weather messaging and a multitude of rooms. Get started by visiting port town [[Kraken&#039;s Fall]] to purchase one of 6 ships: sloop, brigantine, carrack, frigate, galleon, or man o’ war. Gather your friends and set sail, braving the perils of the vast seas, as you work to raise your reputation and notoriety. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Dark Pirates with your life and your crew&#039;s life on the line. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler?&lt;br /&gt;
&lt;br /&gt;
==System Overview==&lt;br /&gt;
&lt;br /&gt;
* Explore the newly-accessible ocean and experience dynamic weather messaging.&lt;br /&gt;
* Buy your own ship and travel in style.&lt;br /&gt;
* Gain reputation to access better ships and cosmetic upgrades.&lt;br /&gt;
* Gain notoriety and unlock special [[title system|titles]] - both temporary and permanent.&lt;br /&gt;
* Test your mettle in ship versus ship combat. Fire your cannons, repair your ship, or flee from your enemies!&lt;br /&gt;
* All new ship boarding. Fight waves of enemies aboard your ship as you attempt to come out victorious. Defeat them all, take their treasure, and raze their ship!&lt;br /&gt;
* Lost at sea? Lose your crew and your morale? There is a new rescue system to help you get back to port should you face total defeat on the high seas.&lt;br /&gt;
&lt;br /&gt;
===The Ocean===&lt;br /&gt;
&lt;br /&gt;
The ocean is massive in scale. Players can use ships to travel between several towns west of the DragonSpine:&lt;br /&gt;
&lt;br /&gt;
* [[Kraken&#039;s Fall]]&lt;br /&gt;
* [[Teras Isle]]&lt;br /&gt;
* [[Solhaven]]&lt;br /&gt;
* [[Wehnimer&#039;s Landing]] &lt;br /&gt;
* [[River&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
A collection of various Open Sea Adventures maps can be found [[/maps | here]].&lt;br /&gt;
&lt;br /&gt;
===Reputation, Notoriety===&lt;br /&gt;
&lt;br /&gt;
Reputation and notoriety are gained with Kraken&#039;s Fall by hunting down pirates or performing tasks at the [[Sea Hag&#039;s Roost]] such as culling pirates, hunting captains, or sinking ships. &#039;&#039;Reputation&#039;&#039; unlocks more cosmetic options and the ability to purchase the larger ships (but does not result in a price reduction). &#039;&#039;Notoriety&#039;&#039; tracks your total infamy on the seas with &amp;quot;all time&amp;quot; notoriety ({{boldmono|OSA INFO}}) and a 30-day notoriety tracking leadboard which is mostly for bragging rights but also unlocks possible [[title]]s. Your total pirate kills are also tracked with more tracking planned for future release phases.&lt;br /&gt;
&lt;br /&gt;
Your Reputation starts out at Neutral and increases by performing the following tasks:&lt;br /&gt;
* Turning in Salvaged Crates&lt;br /&gt;
* Killing Pirates&lt;br /&gt;
* RAZEing ships&lt;br /&gt;
* Turning in completed tasks&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#00004C; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
|Reputation Rank || Reputation Required&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 0&lt;br /&gt;
|-&lt;br /&gt;
| Friendly || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Amiable || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Revered || 4500&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || 7000&lt;br /&gt;
|-&lt;br /&gt;
| Ally    || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Death and Total Failure===&lt;br /&gt;
&lt;br /&gt;
Should you experience the unique [[Death%27s_Sting#Hunting_Ground_Specific_Death_Messaging|death messaging]] by [[death|dying]] on the sea or falling overboard - where you will eventually drown, you will be lucky enough to either be rescued by good sailors or by greedy pirate. What happens next depends on which group finds you and returns you to Kraken&#039;s Fall. Pirates will ransom your freedom while the town will charge you for the rescue services provided. The death/rescue event takes 4.2 minutes. If your ship is sunk, you must repair it.  All fees must be paid on a ship before you can launch it again.&lt;br /&gt;
&lt;br /&gt;
===New Verbs===&lt;br /&gt;
&lt;br /&gt;
* {{boldmono|[[OSA (verb)|OSA]]}} displays information related to the system as well as fines, roles, current task, and other help.&lt;br /&gt;
* {{boldmono|[[SHIP (verb)|SHIP]]}} displays customizations and upgrades of owned ship, allows you to scuttle your ship to end your jouney, and provides information on the systems, processes, and commands related to managing and using your ship.&lt;br /&gt;
* {{boldmono|[[REPUTATION (verb)|REPUTATION]]}} displays information on your reputation with the town of Kraken&#039;s Fall as well as with [[Reim]].&lt;br /&gt;
&lt;br /&gt;
==Ships==&lt;br /&gt;
&lt;br /&gt;
To buy a ship, you need to visit [[Chip n&#039; Dwight&#039;s]] on Deadeye&#039;s Road in Kraken&#039;s Fall.  When first starting on your career as a captain, you will only have access to the sloop.  To earn access to the larger ships, you will need to earn reputation with the town of Kraken&#039;s Fall.  You can do so by performing tasks or hunting down pirate ships out on our beloved ocean, the [[Tenebrous Cauldron]], or on the [[Great Western Sea]].  This may be done on other people&#039;s ships, not just your own. Ships are a one-time purchase and can never be re-sold or transferred. Increasing your reputation does not decrease the cost of the ships.&lt;br /&gt;
&lt;br /&gt;
{{OSA_Ships}}&lt;br /&gt;
&lt;br /&gt;
====Naming====&lt;br /&gt;
&lt;br /&gt;
Your ship will have a random name, assigned when you purchase it. This can be changed (re-randomized) for a fee by talking to the ship name registrar within the [[Inking Den]]&#039;s Office of Petitions.  A partial, yet growing list of potential [[ship name]]s is available to view or contribute to based on your own ships.&lt;br /&gt;
&lt;br /&gt;
===Ship Upgrading and Cosmetics===&lt;br /&gt;
&lt;br /&gt;
You can upgrade your ship by visiting one of the many merchants around Kraken&#039;s Fall. Each merchant has a specialty in a service they can provide. Functional upgrades offer mechanical gains to make your ship stronger.  Cosmetic upgrades allow you to customize and personalize your ship&#039;s appearance to suit your character.&lt;br /&gt;
&lt;br /&gt;
====Functional Upgrades====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#00004C; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Upgrade Item !!Location !!More Information&lt;br /&gt;
|-&lt;br /&gt;
|Sails ||[[Yardarm&#039;s Skirt]] on Deadeye&#039;s Road ||Upgrading your sails will make your ship sail faster.&lt;br /&gt;
|-&lt;br /&gt;
|Hull Strength ||[[Swabbing Starts]] on Siphon Street ||Upgrading your hull strength will make your ship able to withstand more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Cannons||[[Maritime Defenses]] on South Arm Road ||Upgrading your cannons increases the total number of cannons on your ship.&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Hold ||[[Lean To]] on Deadeye&#039;s Road ||Increases the hold&#039;s storage capacity of wood and cannon balls.  Each level of upgrade also adds 20lbs to cargo bin capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Courier Birds ||[[All Hands]] on South Arm Road||Allows remote task redemption and acquisition.  (Ask merchant about BIRD BOAT TYPE)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cosmetic Upgrades====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#00004C; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
|Upgrade Item ||Shop Location ||Upgrade Type&lt;br /&gt;
|-&lt;br /&gt;
|Cannons ||[[Maritime Defenses]] on South Arm Road||article, material &lt;br /&gt;
|-&lt;br /&gt;
|Captain&#039;s Quarters ||[[Sailor&#039;s Solace]] on Siphon Street|| chair (material, type, long), table (color, material), bed (color, material, long), wall (material), style, map (color, material), trash (color, material)&lt;br /&gt;
|-&lt;br /&gt;
|Crew Quarters ||[[All Hands]] on South Arm Road||style&lt;br /&gt;
|-&lt;br /&gt;
|Figureheads ||[[Bowsprit&#039;s Maiden]] on Cranial Crawl||type, color, material &lt;br /&gt;
|-&lt;br /&gt;
|Flags ||[[Vexillology Visions]] on South Arm Road||color, material &lt;br /&gt;
|-&lt;br /&gt;
|Gangplank ||[[Swabbing Starts]] on Siphon Street||color, material &lt;br /&gt;
|-&lt;br /&gt;
|Hulls ||[[Swabbing Starts]] on Siphon Street||color, material &lt;br /&gt;
|-&lt;br /&gt;
|Mess Hall||[[Grub, Gruel, and Grog]] on South Arm Road||food (five types), furniture (color, material)&lt;br /&gt;
|-&lt;br /&gt;
|Sails ||[[Yardarm&#039;s Skirt]] on Deadeye&#039;s Road||color, material &lt;br /&gt;
|-&lt;br /&gt;
|Wheels ||[[Fighting the Helm]] on Deadeye&#039;s Road||color, material &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship Combat===&lt;br /&gt;
&lt;br /&gt;
While sailing, you have a random chance to be attacked by an enemy ship from these types: general/mixed (these have dark ships), ethereal (undead), or krolvin. The enemy ship is private and spawned specifically for you and your crew. Once engaged, you can follow the above outlined combat for general boarding. Once boarded, creatures spawn in waves for everyone on board at the level of those gathered. These match the level of those in each room, so separate if you need to. You can spread out onto both ships, but your ship can be hit by cannon fire or arrows while boarded. (This appears to do damage only to the characters while boarded, not the ship.)&lt;br /&gt;
&lt;br /&gt;
Ethereal (undead) pirates require blessed magic metal or, if using ranged, magical woods or magical metal arrowheads.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#00004C; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
|Enemy Ship Size ||Enemy Count&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Sloop ||15-20&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Brigantine ||30-40&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|Carrack ||35-45&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;|Galleon ||50-60&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;|Frigate ||60-80&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;|Man O&#039;War ||90-120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you manage to deplete the enemy ship of units, a boss (Ethereal Captain, Krolvin Captain, or Pirate Captain) will spawn that must be defeated. If you defeat the boss, you can {{boldmono|SEARCH}} the treasure pile on their ship for boxes. You may also want to take their supply crate to restock your own ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Salvage crates&amp;lt;/b&amp;gt; can be gained from searching the treasure pile or, if you sink a ship without boarding, one may appear in the water. The salvage crate will be bound to you and your crew when picked up. These can be brought to the handler and turned in for a loot chest based on the tier of the salvage.  The loot crates will have an assortment of items, including gems of varying rarities, Kraken&#039;s Fall bank notes of varying amounts, and a chance at an item. Upon handing off the salvage crate, the handler will award any crew members present in the same room with Notoriety and Reputation in addition to the rewards aforementioned. (You &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be present in the same room.)&lt;br /&gt;
&lt;br /&gt;
If you want a task before going out, go to the Sea Hag&#039;s Roost, Tavern and {{boldmono|GET BOARD}}. Once you have a task, you can use {{boldmono|OSA TASK}} for details and help or to abandon it. To turn in the task, return to the Sea Hag and {{boldmono|TURN BOARD}}.&lt;br /&gt;
&lt;br /&gt;
===Ship Repairing &amp;amp; Fees===&lt;br /&gt;
&lt;br /&gt;
As you sail your ship, it may incur damage that must be repaired.  To repair your ship after it is destroyed or damaged, you will need to visit the boatswain.  You can find him at the [[Academy of the Bos&#039;n]] on Deadeye&#039;s Road. You may also find yourself with fines due to services provided by the town while out on the open sea or trapped in a back alley.  You will need to pay these off at the local debt collector.  Having debts in either form will prevent you from launching your ship again. Maximum ship fees for a scuttled or destroyed ship are listed in the Summary of Ship Statistics table.&lt;br /&gt;
&lt;br /&gt;
While in combat, you&#039;ll see messaging that a cannon ball hit your ship in different spots. It is imperative that you repair the damage done (see ship commands below) or your ship will sink.&lt;br /&gt;
&lt;br /&gt;
===Ship Roles===&lt;br /&gt;
&lt;br /&gt;
Ship roles will provide you with bonuses, beginning at the adept rank, as you level them up.  You will need to declare your role before taking part in a journey.  The bonuses can range from more damage when firing a cannon to faster interaction with navigation.  To declare your role, you will need to visit the NPC in Kraken&#039;s Fall.  You {{boldmono|ASK OFFICIAL ABOUT DECLARE &amp;lt;role&amp;gt;}} in exchange for 10,000 silver.  He is located in the Town Hall, the [[Inking Den]], in the Office of Employment. Each role has some specialties that pertain to its title.  You can look at the {{boldmono|OSA ROLE}} command to see your status.&lt;br /&gt;
&lt;br /&gt;
Role Experience can be earned performing the following tasks:&lt;br /&gt;
* Steering the ship&lt;br /&gt;
* Firing the cannons&lt;br /&gt;
* Loading the cannons&lt;br /&gt;
* Repairing the ship&lt;br /&gt;
* Razing an enemy ship&lt;br /&gt;
* Turning in salvaged crates&lt;br /&gt;
* Turning in a completed task board&lt;br /&gt;
&lt;br /&gt;
The Role Ranks are Rookie, Novice, Adept, Veteran, Master.  Each Role Rank earned provides a Role Bonus starting from the Novice rank (nothing is earned as a Rookie).  The Role Bonuses earned at each rank stack with ones earned at the lower rank.  Role Experience required increases each rank up to a maximum of 3000.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#00004C; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
| Ship Role || Role Rank || Role EXP || Role Bonus&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Boatswain&lt;br /&gt;
| Novice  || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| Adept   || 500 || Provides a small bonus to each repair.  Provides a very small chance to not consume repair materials.&lt;br /&gt;
|-&lt;br /&gt;
| Veteran || 1500 ||  Provides a medium bonus to each repair. Provides a small chance to not consume repair materials. Able to retrieve wood from the supply pile faster. Able to make repairs faster and see the health of each room of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| Master  || 3000 ||   Provides a large bonus to each repair.  Provides a medium chance to not consume repair materials.  Able to retrieve wood from the supply pile much faster.  Able to make repairs much faster and see the health of each room of the ship.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Captain&lt;br /&gt;
| Novice  || 100 || - &lt;br /&gt;
|-&lt;br /&gt;
| Adept   || 500 || Provides a small bonus to pushing the capstan.&lt;br /&gt;
|-&lt;br /&gt;
| Veteran || 1500 || Provides a small bonus to damage and accuracy with cannons. Provides a small bonus to each repair. Able to turn the wheel faster.&lt;br /&gt;
|-&lt;br /&gt;
| Master  || 3000 || Provides a small bonus to pushing the capstan and see the health of each room of the ship. Provides a medium bonus to cannon damage and accuracy. Provides a medium bonus to repaired damage. Able to fix the ship, load the cannons, and turn the wheel faster.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Cannoneer&lt;br /&gt;
| Novice  || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| Adept   || 500 || Provides a small bonus to cannon damage  &lt;br /&gt;
|-&lt;br /&gt;
| Veteran || 1500 || Provides a medium bonus to cannon damage and a small bonus to accuracy. Able to retrieve cannon balls from the supply pile faster. Able to shoot a cannon faster. Able to load the cannon balls slightly faster. Has a chance to fire the cannon twice.&lt;br /&gt;
|-&lt;br /&gt;
| Master  || 3000 || Provides a large bonus to cannon damage and a medium bonus to accuracy. Able to retrieve cannon balls from the supply pile much faster. Able to shoot a cannon much faster. Able to load the cannon balls faster. Has a chance to fire the cannon twice.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Navigator&lt;br /&gt;
| Novice  || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| Adept   || 500 || Able to manipulate the sails slightly faster. Able to steer the ship slightly faster.&lt;br /&gt;
|-&lt;br /&gt;
| Veteran || 1500 || Able to manipulate the sails, wheel and capstan slightly faster. Able to still see the map while in a storm. Able to JUMP from the CROW&#039;S NEST to one of the following locations: helm, bow, deck, pier, and dock. Able to TURN the WHEEL at SHIP during the boarding engagement to speed up the process.&lt;br /&gt;
|-&lt;br /&gt;
| Master  || 3000 || Able to manipulate the sails, capstan, and steer the ship much faster. Able to JUMP from the CROW&#039;S NEST to one of the following locations: helm, bow, deck, pier, and dock. Able to still see the map while in a storm. Provides a large bonus to pushing the capstan. Able to TURN the WHEEL at SHIP during the boarding engagement to speed up the process.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Swashbuckler&lt;br /&gt;
| Novice  || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| Adept   || 500 || Provides a small bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages.&lt;br /&gt;
|-&lt;br /&gt;
| Veteran || 1500 || Provides a small bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages. Able to JUMP from the CROW&#039;S NEST to one of the following locations: helm, bow, deck, port, dock and enemy ship when boarded. Provides a small bonus to damage with cannons&lt;br /&gt;
|-&lt;br /&gt;
| Master  || 3000 || Provides a medium bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages. Able to JUMP from the CROW&#039;S NEST to one of the following locations: helm, bow, deck, port, dock and enemy ship when boarded. Provides a medium bonus to damage and accuracy with cannons. Able to shoot the cannons faster. Has a chance to fire the cannon twice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ship &amp;amp; Sailing Basics===&lt;br /&gt;
&lt;br /&gt;
====Setting Sail====&lt;br /&gt;
To launch your ship, you will need to find the dock handler outside the pier on Deadeye&#039;s Road.  You can {{boldmono|RETRIEVE}}, {{boldmono|STORE}}, or {{boldmono|STOCK}} your ship here. Retrieving will find an empty spot along the pier and launch your ship for you to use. If you are taking a quick break between voyages, avoid the retrieval fee by leaving your ship at the pier. Just remember that all ships are stored after two hours docked or four hours stationary on the ocean for system efficiency. After you have successfully retrieved your ship, you can find it out on the pier. The handler will tell you which space on the pier your ship occupies. &lt;br /&gt;
&lt;br /&gt;
The absolute minimum the sloop is stocked with on retrieval is 25 of each material; the retrieval fee covers half of your supplies and the ability to launch your ship. If you want more, you can {{boldmono|STOCK}} your ship with {{boldmono|WOOD}} or {{boldmono|CANNON}} balls, and it will fill up your cargo supplies for your adventure. Cannon balls are 100 silvers each and wood is 100 silvers a plank. You can avoid this extra fee if you would like to immediately board an enemy ship and take over some of their supplies.&lt;br /&gt;
&lt;br /&gt;
Once you reach your ship, you can {{boldmono|GO SHIP}} (sloop, brigantine, etc.) to have the gangplank deployed.  Once on your ship, you can either {{boldmono|PULL GANGPLANK}} or {{boldmono|PUSH GANGPLANK}} to deploy or retract it.  It is best to familiarize yourself with the layout of your ship prior to {{boldmono|DEPART}}ing on your journey.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|RETRIEVE}}&lt;br /&gt;
#{{boldmono|STOCK}}&lt;br /&gt;
#{{boldmono|PUSH GANGPLANK}} deploys your gangplank and {{boldmono|PULL GANGPLANK}} retracts it.  You cannot deploy your gangplank into the middle of the ocean.  You can only deploy it at a port or when engaged with another ship and in boarding range.&lt;br /&gt;
#{{boldmono|DEPART}} can be used when you are ready to start your voyage from a port.&lt;br /&gt;
&lt;br /&gt;
====Sailing and Steering Your Ship====&lt;br /&gt;
&lt;br /&gt;
Use the map located in the Captain&#039;s Quarters to gain your bearing based on the nautical map name. Each 50 room block has its own unique identifier and the [[#The Ocean|ocean map]] will give you an idea as to which block you&#039;re in. At this time, there is no bias in what type of enemy you get based upon where you are in the map, so sail freely!&lt;br /&gt;
&lt;br /&gt;
There is messaging when the ship moves that indicates the state of the sails of your ship. This messaging was added to help players identify if they forgot to handle their sails.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#00004C; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
|+Sail Messaging on Movement&lt;br /&gt;
|-&lt;br /&gt;
|No Sails||The man o&#039; war drifts slowly north, its sails fully raised.&lt;br /&gt;
|-&lt;br /&gt;
|Other Sails||The man o&#039; war cuts through the ocean, heading north.&lt;br /&gt;
|-&lt;br /&gt;
|Full Sails||The man o&#039; war cuts through the ocean, heading north at full speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have have {{boldmono|TURNed}} your wheel in a direction, you will no longer be able to turn it in that same direction again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;turn wheel port&lt;br /&gt;
You grab hold of the maple wheel and do your best to steer the ship toward the bustling port.&lt;br /&gt;
&lt;br /&gt;
turn wheel port&lt;br /&gt;
The maple wheel is already turned that way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PUSH CAPSTAN}} to raise the anchor.  You can {{boldmono|KICK}} the capstan to deploy it again.&lt;br /&gt;
#{{boldmono|LOWER SAIL}} to get more wind and {{boldmono|RAISE}} sails to get less.  This will impact how fast you can sail.  If you are sailing a larger ship you will need to manipulate all the sails.&lt;br /&gt;
#{{boldmono|TURN WHEEL &amp;lt;DIRECTION&amp;gt;}} will allow you to steer your ship.  After you steer your ship you will need to wait for the wind to carry it into the next area. {{boldmono|TURN WHEEL SHIP}} will start navigating for a boarding process. {{boldmono|TURN WHEEL PORT}} will sail you to safety if you&#039;re at a port.&lt;br /&gt;
#{{boldmono|LOOK MAP}} in the Captain&#039;s Quarters will allow you to see where you are on the ocean.&lt;br /&gt;
&lt;br /&gt;
====Stormy Weather====&lt;br /&gt;
&lt;br /&gt;
{{boldmono|ASK HANDLER ABOUT WEATHER}} before going out to get an idea of which oceans to steer clear of or toward! Each area of the Tenebrous Cauldron and the Great Western Sea may have different weather, and the areas are listed below. Storms can have the following effects:&lt;br /&gt;
&lt;br /&gt;
#Crew members have a chance to experience some maneuvers if they&#039;re out on the deck during a storm.&lt;br /&gt;
#The storm can cause your ship to misbehave, including steering your ship in a different direction and increasing the time it takes to reach a new area.&lt;br /&gt;
#Enemy ships are more dangerous. You will face ships potentially out of your league and more difficult ships more often.&lt;br /&gt;
&lt;br /&gt;
The Tenebrous Cauldron has four areas: North Blue, South Blue, West Blue, East Blue.&lt;br /&gt;
&lt;br /&gt;
The Great Western Sea has ten areas: Obsidian Trench, Obsidian Sea, Sea of Lazuli, Solhaven Bay, South of Cobalt Depths, Darkstone Bay, Cobalt Depths, Kestrel Sea, South of Sea of Lazuli, South Kestral Sea.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The dock handler says, &amp;quot;Based on recent weather reports, here is what the ocean is lookin&#039; like as of right now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Tenebrous Cauldron:&lt;br /&gt;
North Blue: Light winds with partial clouds&lt;br /&gt;
South Blue: Light winds with partial clouds&lt;br /&gt;
West Blue: Heavy winds and rain with dark skies&lt;br /&gt;
East Blue: Light winds with partial clouds&lt;br /&gt;
&lt;br /&gt;
The Great Western Sea&lt;br /&gt;
Obsidian Trench: Heavy winds and rain with dark skies&lt;br /&gt;
Obsidian Sea: Calm seas and blue skies&lt;br /&gt;
Sea Of Lazuli: Light winds with partial clouds&lt;br /&gt;
Solhaven Bay: Calm seas and blue skies&lt;br /&gt;
South of Cobalt Depths: Calm seas and blue skies&lt;br /&gt;
Darkstone Bay: Light winds with partial clouds&lt;br /&gt;
Cobalt Depths: Light winds with partial clouds&lt;br /&gt;
Kestral Sea: Heavy winds and rain with dark skies&lt;br /&gt;
South of Sea of Lazuli: Light winds with partial clouds&lt;br /&gt;
South Kestral Sea: Calm seas and blue skies&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Engaging in Battles====&lt;br /&gt;
&lt;br /&gt;
Cannon balls should be taken onto the deck of your ship to load the cannons. You can only {{boldmono|FIRE}} your cannon if you are engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|GET CANNON BALL}} from your cargo hold then move to your cannon and {{boldmono|LOAD}} it. You are limited to loading your cannons to the total number of cannons per side. Cannon balls are temporary and will self-destruct if not used.&lt;br /&gt;
#{{boldmono|LOAD CANNON}}&lt;br /&gt;
#{{boldmono|FIRE CANNON}} - you can only fire if you&#039;re engaged with an enemy ship prior to boarding.&lt;br /&gt;
&lt;br /&gt;
====Boarding a Ship====&lt;br /&gt;
&lt;br /&gt;
Once you are within range of the enemy ship, you will be able to board. You will receive messaging about the ship being almost in boarding range and then receive this message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The sides of the &amp;lt;other ship&amp;gt; collide against your &amp;lt;ship&amp;gt;!  Several ropes with claw-shaped hooks on the end find purchase into the railing of your &amp;lt;ship&amp;gt;.  Battle cries sound off as those on the &amp;lt;other ship&amp;gt; prepare to board!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are ambush traps possible. The number of ambushes that can occur depend on size of your ship and are randomized between 1 and the maximum number possible. You will not receive an ambush trap when leaving a room.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ Ambush Traps&lt;br /&gt;
|-&lt;br /&gt;
!Ship!!Max Possible&lt;br /&gt;
|-&lt;br /&gt;
|Sloop ||1&lt;br /&gt;
|-&lt;br /&gt;
|Brigantine ||2&lt;br /&gt;
|-&lt;br /&gt;
|Carrack ||3&lt;br /&gt;
|-&lt;br /&gt;
|Galleon ||4&lt;br /&gt;
|-&lt;br /&gt;
|Frigate ||4&lt;br /&gt;
|-&lt;br /&gt;
|Man o&#039;war ||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See flag information below for more information on pirate spawn rate.&lt;br /&gt;
&lt;br /&gt;
Once you have razed the ship, you will no longer be able to empty the Captain&#039;s Quarters and you will get the following message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The battle-marred brigantine rapidly descends beneath the cold, dark waters. Your reputation with Kraken&#039;s Fall just got better. You gain some experience! You gain some fame! You gain role experience! You have earned some notoriety.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PUSH GANGPLANK}}&lt;br /&gt;
#{{boldmono|GO GANGPLANK}}&lt;br /&gt;
#{{boldmono|LISTEN}} while on the enemy ship to see how many of the enemy are left.&lt;br /&gt;
#{{boldmono|SEARCH}} the treasure pile after you&#039;ve defeated the boss.&lt;br /&gt;
#{{boldmono|RAZE}} to destroy the ship.&lt;br /&gt;
&lt;br /&gt;
====Ship Flag Settings====&lt;br /&gt;
You can now use {{boldmono|SHIP FLAG}} on your ship. If you&#039;re not the captain, this only displays which flag the captain is flying. This flag is for mechanical use only. The command has a 15 minute cooldown per use. You are at &amp;quot;Neutral&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
* White Flag lowers your encounter rate to 20% chance. White flag provides 5 minute encounter immunity after sinking an enemy ship.  This also decreases creature spawn rate.&lt;br /&gt;
* No Flag keeps your encounter rate at 30% chance. No Flag provides 4 minute encounter immunity after sinking an enemy ship.&lt;br /&gt;
* Black flag raises your encounter rate to 40% chance. Black Flag provides 3 minute encounter immunity after sinking an enemy ship.  This also increases creature spawn rate.&lt;br /&gt;
&lt;br /&gt;
====Restocking and Fixing Your Ship====&lt;br /&gt;
&lt;br /&gt;
Below deck in the cargo hold, you can find wood and cannon balls. It is a good idea to restock your wood and cannon balls to full prior to starting your journey.  Your ship will have a half-supply of wood planks and cannon balls when retrieved from storage.  The wood is used to {{boldmono|FIX}} rooms that have taken damage from cannon fire. {{boldmono|ASSESS}} from any room on your ship to get a readout of damage in that room. Boatswains (veteran rank and above) and Captains (master rank) can get a readout of all damage to each room of the ship. Your ship&#039;s health is a formula of the hull strength by a multiplier.  As it takes damage, it detracts from a total health pool. Repair any damage received before taking too much and sinking.&lt;br /&gt;
&lt;br /&gt;
You can store things in the cargo bin on the ship; this is the only place that is safe from the janitor.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|ASSESS}} while used on your ship will give you a readout of any damage in that specific room.&lt;br /&gt;
#{{boldmono|GET WOOD}} from your Cargo Hold then move to where your ship took damage to repair it.&lt;br /&gt;
#{{boldmono|FIX}}&lt;br /&gt;
&lt;br /&gt;
If you have a supply crate, you can {{boldmono|PUT CRATE ON WOOD}} or {{boldmono|PUT CRATE ON BALLS}} to restock them.  You can {{boldmono|LOOK WOOD}} or {{boldmono|LOOK BALLS}} to check supplies.&lt;br /&gt;
&lt;br /&gt;
====Interacting with the Ocean====&lt;br /&gt;
&lt;br /&gt;
If you are thrown from the ship, you can climb back up onto the ship you fell off of even if the anchor is up.&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|LOOK OCEAN}} will let you glance out from your ships deck to see where you are on the Tenebrous Cauldron.  You can use {{boldmono|PEER}} in directions to glance ahead.  The crow&#039;s nest will allow you to peer a little farther. &lt;br /&gt;
*{{boldmono|WATCH OCEAN}} will let you keep an up to date glance at the ocean room as your ship sails.  This information will go to the familiar window.&lt;br /&gt;
*{{boldmono|JUMP}} can be used on the main deck of the ship to jump into the ocean.  You&#039;ll want to drop your anchor before doing this!&lt;br /&gt;
*{{boldmono|CONSIDER}} will let you check the status of the weather on the ocean.&lt;br /&gt;
*{{boldmono|PEER}} will let you look at the ocean in the directions provided. If you are in the crow&#039;s nest you will be able to peer an extra room out.&lt;br /&gt;
&lt;br /&gt;
If you have an item with the noun &#039;&#039;spyglass&#039;&#039; or &#039;&#039;telescope&#039;&#039; and you {{boldmono|PEER}} with it in your hand, you will be able to see one additional room. This provides for being able to see two rooms when on deck and three rooms when in the crow&#039;s nest.&lt;br /&gt;
&lt;br /&gt;
====Quick Command List====&lt;br /&gt;
&lt;br /&gt;
* PUSH/PULL GANGPLANK to extend or draw in the gangplank.&lt;br /&gt;
* RAISE/LOWER SAIL to adjust speed.&lt;br /&gt;
* TURN WHEEL any cardinal or ordinal direction for normal travel.&lt;br /&gt;
* TURN WHEEL PORT to steer the ship at a port in the same room as your ship.&lt;br /&gt;
* TURN WHEEL SHIP to start a boarding action when an enemy ship is present.&lt;br /&gt;
* PUSH/KICK CAPSTAN to raise and lower anchor.&lt;br /&gt;
* LOAD CANNON while holding a cannon ball to load your cannons.&lt;br /&gt;
* FIRE CANNON to fire a cannon at an enemy ship when engaged.&lt;br /&gt;
* LOOK &amp;lt;OBJECT&amp;gt; has some information for some of the objects on your ship if you get confused.&lt;br /&gt;
* FIX damage in appropriate rooms.&lt;br /&gt;
* LOOK MAP for a general readout of where you are.&lt;br /&gt;
* DEPART to set sail once your gangplank is retracted and anchor is up.&lt;br /&gt;
* ASSESS to determine the condition of the room you are in and health.&lt;br /&gt;
* LOOK OCEAN to take a quick look at the sea your ship is in.&lt;br /&gt;
* WATCH OCEAN to keep a continuous eye on the ocean. This will display in your familiar window.&lt;br /&gt;
* CONSIDER will let you check the status of the weather on the ocean.&lt;br /&gt;
* PEER will let you look at the ocean in the directions provided. If you are in the crow&#039;s nest you will be able to peer an extra room out.&lt;br /&gt;
* JUMP can be used from the main deck where the gangplank resides to dive into the water. From there you can climb back onto the ship.&lt;br /&gt;
* RAZE is used on the enemy ship when all enemies are gone.&lt;br /&gt;
* LISTEN is used on the enemy ship to get an idea of how many units are left.&lt;br /&gt;
&lt;br /&gt;
==Future Releases==&lt;br /&gt;
&lt;br /&gt;
More is planned to be released to this system via a phased approach. Visit the #open-sea-adventures channel on the Official Discord for more information.&lt;br /&gt;
&lt;br /&gt;
==Common Questions and Answers==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What happens when I log out of the game while I&#039;m on the ocean on my ship?&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
When you log back in, you will be at the last port you departed from and you will have a fine for your ship being left out at sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can I travel by ship to other towns?&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Yes. There are ports at River&#039;s Rest, Teras Isle, Wehnimer&#039;s Landing, Kraken&#039;s Fall, and Solhaven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where is my ship stored?&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your ships are stored at the port either where they were last retrieved, or where they last moored.  Ships can be transported for a fee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is [[fishing]] available?&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You can fish at Kraken&#039;s Fall, but not from your ship.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}} width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#fafeff&amp;quot; colspan=3|Project Lead, Concept, Design: Retser&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#fafeff&amp;quot; colspan=3|&#039;&#039;&#039;Kraken&#039;s Fall Lead: Thandiwe&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=12|Buildings&lt;br /&gt;
|Elysani&lt;br /&gt;
|The Intoxicating Flora, Mystigoggles Magicorium&lt;br /&gt;
|-&lt;br /&gt;
|Kynlee&lt;br /&gt;
|The Bait &#039;N Weight Shack, Fishing Pier&lt;br /&gt;
|-&lt;br /&gt;
|Naionna&lt;br /&gt;
|Bejewled Booty, The Naked Fauna, Rising Pint, The Soup Bone&lt;br /&gt;
|-&lt;br /&gt;
|Netz&lt;br /&gt;
|Rock Lobster&lt;br /&gt;
|-&lt;br /&gt;
|Sindin&lt;br /&gt;
|Brewmaster&#039;s Tap, Sea Hag&#039;s Roost, Storm Petrel&#039;s Wing, The Threadbare Admiral&lt;br /&gt;
|-&lt;br /&gt;
|Thandiwe&lt;br /&gt;
|Academy of the Bos&#039;n, All Hands, Boarding House, Chip n&#039; Dwight&#039;s, Fighting the Helm, Grub, Gruel, and Grog, Guard Tower, Inking Den, Irosah&#039;s Armaments, Knife&#039;s Edge, Kraken&#039;s Fall Jailhouse, The Last Frontier, Lean To, Maritime Defenses, Molskroen Hall, Sailor&#039;s Solace, Sunfist Outpost, Swabbing Starts, Weather Station, Yardarm&#039;s Skirt&lt;br /&gt;
|-&lt;br /&gt;
|Tivvy&lt;br /&gt;
|Vexillology Visions&lt;br /&gt;
|-&lt;br /&gt;
|Quilic&lt;br /&gt;
|Adventurer&#039;s Guild, Bank, Bushybrow&#039;s Collectibles, Unburied Treasures&lt;br /&gt;
|-&lt;br /&gt;
|Valyrka&lt;br /&gt;
|Lighthouse&lt;br /&gt;
|-&lt;br /&gt;
|Vanah&lt;br /&gt;
|Leaf and Bean&lt;br /&gt;
|-&lt;br /&gt;
|Xayle&lt;br /&gt;
|Captain&#039;s Cup, Kelpie Beds, The Melting Pot, Sailcloth Findings&lt;br /&gt;
|-&lt;br /&gt;
|Xeraphina&lt;br /&gt;
|Bowsprit&#039;s Maiden, Cartwright, Citizenship Office, Forges of the Kraken, The Peaceful Porpoise&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Paint&lt;br /&gt;
|Flannihan&lt;br /&gt;
|Kraken&#039;s Fall Hunting Grounds&lt;br /&gt;
|-&lt;br /&gt;
|Thandiwe&lt;br /&gt;
|Kraken&#039;s Fall, Pier, Main Gate, Logging colony&lt;br /&gt;
|-&lt;br /&gt;
|NPCs&lt;br /&gt;
|&lt;br /&gt;
|Thandiwe, Netz, Naionna, Xeraphina, Retser, Modrian, Kynlee&lt;br /&gt;
|-&lt;br /&gt;
|Messaging&lt;br /&gt;
|&lt;br /&gt;
|Netz&lt;br /&gt;
|-&lt;br /&gt;
|Creatures&lt;br /&gt;
|&lt;br /&gt;
|Kynlee, Thandiwe, Retser&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#fafeff&amp;quot; colspan=3|&#039;&#039;&#039;Ocean Lead: Retser&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Paint&lt;br /&gt;
|&lt;br /&gt;
|Valyrka, Naionna&lt;br /&gt;
|-&lt;br /&gt;
|Messaging&lt;br /&gt;
|&lt;br /&gt;
|Valyrka, Naionna, Netz&lt;br /&gt;
|-&lt;br /&gt;
|Shape and mapping&lt;br /&gt;
|&lt;br /&gt;
|Grackner, Sook, Thandiwe, Naos, Retser&lt;br /&gt;
|-&lt;br /&gt;
|Ocean systems&lt;br /&gt;
|&lt;br /&gt;
|Naos, Retser&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#fafeff&amp;quot; colspan=3|&#039;&#039;&#039;Standard Systems Lead: Retser&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coding&lt;br /&gt;
|&lt;br /&gt;
|Modrian, Kynlee, Thandiwe, Naos, Retser&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#fafeff&amp;quot; colspan=3|&#039;&#039;&#039;OSA Systems Lead: Retser&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship Paint&lt;br /&gt;
|&lt;br /&gt;
|Elidi&lt;br /&gt;
|-&lt;br /&gt;
|Ship Food&lt;br /&gt;
|&lt;br /&gt;
|Mariath&lt;br /&gt;
|-&lt;br /&gt;
|Ship Cosmetics&lt;br /&gt;
|&lt;br /&gt;
|Elidi, Retser&lt;br /&gt;
|-&lt;br /&gt;
|Ship Cosmetic Systems&lt;br /&gt;
|&lt;br /&gt;
|Retser&lt;br /&gt;
|-&lt;br /&gt;
|Ship Building&lt;br /&gt;
|&lt;br /&gt;
|Retser&lt;br /&gt;
|-&lt;br /&gt;
|NPCs&lt;br /&gt;
|&lt;br /&gt;
|Retser&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|&lt;br /&gt;
|Retser&lt;br /&gt;
|-&lt;br /&gt;
|Creatures&lt;br /&gt;
|&lt;br /&gt;
|Retser&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#fafeff&amp;quot; colspan=3|&#039;&#039;&#039;QC Team&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Flannihan, Mariath, Xayle, Valyrka, Isten, Tivvy, Vanah, Sleken, Modrian, Itzel, Kynlee, Naos, Retser, Kveta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[/maps | Various maps]]&lt;br /&gt;
* [[Flotilla History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Open Sea Adventures]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodrune_Holder&amp;diff=175300</id>
		<title>Bloodrune Holder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodrune_Holder&amp;diff=175300"/>
		<updated>2022-09-02T02:16:00Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
The Bloodrune Holder was released by GM Wyrom through the Mystery of the Abyss event during [[Duskruin Arena]] in August 2019. The holders take the form of &#039;&#039;&#039;an archaic steel dodecahedron&#039;&#039;&#039; and are available to purchase for silvers. They are limited to one per character and character bound. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;LOOK&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Roughly the size of a fist, the dodecahedron is an archaic contraption of unknown origin.  An oily finish gives the piece a reflective quality, while deeply incised runes shimmer as the piece is manipulated in the light.  Flashing at random intervals, sanguine light chases a pulsing white light across the chiseled edges.  A small, flat opening is in the center of each side.  The steel dodecahedron is empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Obtaining the Bloodrune Holder=&lt;br /&gt;
&lt;br /&gt;
You will need 1,000,000 silvers, the box will not accept a note.&lt;br /&gt;
&lt;br /&gt;
Travel to [Hypogeal Cavern, Ossuary] at room 28350. Once there whisper the passphrase &amp;quot;The rage would consume him.&amp;quot; to the doors, this will teleport you to the Abyssal Arena where you will see &amp;quot;a gold-filigree black enamel box&amp;quot;. Search the box to obtained your dodecahedron. Be warned that doing so will cause you to suffer a rank 2 hand wound. &lt;br /&gt;
&lt;br /&gt;
To exit the arena, whisper &amp;quot;out&amp;quot; to the door. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enchancive Use=== &lt;br /&gt;
&lt;br /&gt;
If an uncarved flat etched stone found in the Duskruin Sewers is PUSHed into the dodecahedron and then RUBed, the stone will be consumed to give a temporary enhancive. The rune written on the stone will determine what effect is received. (See [[Bloodrune]] for a list of runes)&lt;br /&gt;
&lt;br /&gt;
*Common - +2 stamina recovery, one hour.&lt;br /&gt;
*Arkati - +5 health recovery, one hour.&lt;br /&gt;
*Arcane - +2 mana recovery, one hour.&lt;br /&gt;
*Mystic - All three, 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illusion Use===&lt;br /&gt;
&lt;br /&gt;
The dodechaedron can also give a one line illusion in the character description after the tattoo/piercing line, similar to an [[illusion prop]], if a [[Bloodrune | bloodrune]] is placed inside. To create a bloodrune you will need:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;a flat etched stone&#039;&#039; found in the sewers&lt;br /&gt;
*&#039;&#039;a carved ur-barath totem&#039;&#039; received as a consolation prize when losing by a fair margin in the arena, or by trading an ore from the Arena to the archeologist &lt;br /&gt;
*&#039;&#039;a primitive metal chisel&#039;&#039; purchased from the Mar and Scar (Room 23801)&lt;br /&gt;
&lt;br /&gt;
To carve your stone into a bloodrune READ stone twice to commit it to memory, then holding a totem and chisel in either hand, CARVE my totem with my chisel. The resulting bloodrune can be PUSHed into the dodechaedron, or removed by PULL. Bloodrunes are never consumed, you can change them at will. The illusions provided are a minor version of how the individual bloodrune would alter a full Moonshard Pendant.&lt;br /&gt;
&lt;br /&gt;
The appearance of the illusion is generally based on the type of bloodrune inserted: &lt;br /&gt;
*&#039;&#039;&#039;Classic&#039;&#039;&#039;: &amp;quot;S/he gives off a(n) &amp;lt;rune&amp;gt; semblance.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Divine&#039;&#039;&#039;: &amp;quot;Miniature &amp;lt;rune&amp;gt; spiral outward from him/her before fading away.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Arcane&#039;&#039;&#039;: &amp;quot;Arcane &amp;lt;rune&amp;gt; sigils glow in front of him/her.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Mystic&#039;&#039;&#039;: &amp;quot;Mystical energies wash over him, [custom for each Mystic bloodrune]&amp;quot;  &lt;br /&gt;
Mystic examples: Emotion bloodrune says &amp;quot;swathing him in a heavy shroud of emotional vibrancy.&amp;quot; and nature bloodrune says &amp;quot;enveloping him in a light shroud of fluctuating winds.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The rune variable lines up with those listed for the [[MoonShard pendant]].&lt;br /&gt;
&lt;br /&gt;
===Changing the Metal of the Dodechaedron===&lt;br /&gt;
&lt;br /&gt;
The metal of the dodechaedron can be change by using the ores found in the Arena. The item will become &#039;&#039;&#039;an archaic &amp;lt;metal&amp;gt; dodecahedron&#039;&#039;&#039; once the process is finished. To change the metal of your holder you will need to purchase a crucible from Mar and Scar then visit the [[Bloodforge]] located near the smithy. (Room 26091).&lt;br /&gt;
&lt;br /&gt;
#Place 5 ores of the same type in your crucible&lt;br /&gt;
#Put the crucible on the bloodforge&lt;br /&gt;
#Wait for the ore to melt and then cool down. This will take some time. &lt;br /&gt;
#Once the crucible is cool enough to touch, GET the crucible and with nothing in your other hand, TOUCH the bloodforge.&lt;br /&gt;
#POUR the finished crucible on your dodechadron. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[MoonShard pendant]]&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Pay Event Souvenirs]]&lt;br /&gt;
[[Category: Scripted Items]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=BVShop:Are_You_Not_Entertained%3F/August_2022&amp;diff=174775</id>
		<title>BVShop:Are You Not Entertained?/August 2022</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=BVShop:Are_You_Not_Entertained%3F/August_2022&amp;diff=174775"/>
		<updated>2022-08-29T12:37:26Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Are You Not Entertained? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lastrun&lt;br /&gt;
|instance=August 2022&lt;br /&gt;
|event=Duskruin}}&lt;br /&gt;
{{Festshop2&lt;br /&gt;
|look=a polished olive wood door&lt;br /&gt;
|location=[Map Room 35], Room# 8214718, Lich# L26904, go olive door}}&lt;br /&gt;
===Are You Not Entertained?===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Are You Not Entertained? - 8212302 (Lich ;go2 30354)&lt;br /&gt;
|desc=Polished walls of tropical woods are draped with netting holding a variety of gladiatorial weapons and armaments but in miniature form.  One corner of the room is fashioned to resemble a small arena, with a variety of Kraet dolls posed in fighting stances.  A matching olive wood display and counter rest on either side of the arena, each cluttered with toy gladiators. You also see a wood-framed piece of vellum.&lt;br /&gt;
|exits=  out}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{sign|margin-right=40%|sign=&#039;&#039;&#039;a wood-framed piece of vellum&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
These traditional Kraet toys are popular with children, and parents enjoy customizing them to resemble popular gladiators and their weapon and outfit choices.  In addition, while we may not admit it, most of us still have a few of our childhood favorites stowed about the home.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container2||container=On the olive wood display you see:||contents= a blue silk gladiator doll with an ebon steel manica, a stuffed toy gladiator with tiny mithril ocrea, a quilted toy gladiator wearing a bright azure subarmalis, a pale blue gladiator toy with roan suede caligae, and an ornate gladiator doll with a silk-padded galea.}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable col-3-right&amp;quot; {{prettytable}} style=&amp;quot;width: 80%;&amp;quot; aria-label=&amp;quot;On a polished olive wood display&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 25%;&amp;quot; | Item &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 15%;&amp;quot; | Type &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Info &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot; | Details &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Price &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a blue silk gladiator doll with an ebon steel manica ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896977&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896977&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  she&lt;br /&gt;
          Weapon Noun:  broadsword&lt;br /&gt;
   Weapon Description:  gold-hilted&lt;br /&gt;
          Shield Noun:  parma&lt;br /&gt;
   Shield Description:  silvery&lt;br /&gt;
         Legwear Noun:  subligaculum&lt;br /&gt;
  Legwear Description:  fine linen&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a stuffed toy gladiator with tiny mithril ocrea ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896976&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896976&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  he&lt;br /&gt;
          Weapon Noun:  gladius graceus&lt;br /&gt;
   Weapon Description:  spiral-etched&lt;br /&gt;
          Shield Noun:  parmula&lt;br /&gt;
   Shield Description:  triskelion-etched&lt;br /&gt;
         Legwear Noun:  pteruges skirt&lt;br /&gt;
  Legwear Description:  silk-padded&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a quilted toy gladiator wearing a bright azure subarmalis ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896975&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896975&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  he&lt;br /&gt;
          Weapon Noun:  plumbata&lt;br /&gt;
   Weapon Description:  haon-shafted&lt;br /&gt;
          Shield Noun:  parma&lt;br /&gt;
   Shield Description:  sapphire-accented&lt;br /&gt;
         Legwear Noun:  pteruges loincloth&lt;br /&gt;
  Legwear Description:  mist grey&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a pale blue gladiator toy with roan suede caligae ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896974&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896974&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  she&lt;br /&gt;
          Weapon Noun:  verutum&lt;br /&gt;
   Weapon Description:  ruby-capped&lt;br /&gt;
          Shield Noun:  pugnam&lt;br /&gt;
   Shield Description:  copper&lt;br /&gt;
         Legwear Noun:  subligaculum&lt;br /&gt;
  Legwear Description:  roan suede&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | an ornate gladiator doll with a silk-padded galea ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896973&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896973&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  she&lt;br /&gt;
          Weapon Noun:  spatha&lt;br /&gt;
   Weapon Description:  intricately etched&lt;br /&gt;
          Shield Noun:  shield&lt;br /&gt;
   Shield Description:  gleaming gold&lt;br /&gt;
         Legwear Noun:  pteruges loincloth&lt;br /&gt;
  Legwear Description:  silk and suede&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container2||container=On the olive wood counter you see:||contents= an overstuffed toy gladiator with a red suede cingulum, a cloth gladiator toy grasping a tiny fuscina, a stuffed toy gladiator wrapped in a dark blue sagum, a simple gladiator doll with a tiny leather subligaculum, and an intricate javelin-wielding toy gladiator.}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable col-3-right&amp;quot; {{prettytable}} style=&amp;quot;width: 80%;&amp;quot; aria-label=&amp;quot;On a polished olive wood counter&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 25%;&amp;quot; | Item &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 15%;&amp;quot; | Type &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Info &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot; | Details &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Price &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | an overstuffed toy gladiator with a red suede cingulum ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896971&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896971&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  she&lt;br /&gt;
          Weapon Noun:  arcus&lt;br /&gt;
   Weapon Description:  mahogany and horn&lt;br /&gt;
          Shield Noun:  None set&lt;br /&gt;
   Shield Description:  None set&lt;br /&gt;
         Legwear Noun:  subligaculum&lt;br /&gt;
  Legwear Description:  coarse natural linen&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a cloth gladiator toy grasping a tiny fuscina ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896970&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896970&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  it&lt;br /&gt;
          Weapon Noun:  fuscina&lt;br /&gt;
   Weapon Description:  unevenly pronged&lt;br /&gt;
          Shield Noun:  None set&lt;br /&gt;
   Shield Description:  None set&lt;br /&gt;
         Legwear Noun:  pteruges skirt&lt;br /&gt;
  Legwear Description:  blackened suede&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a stuffed toy gladiator wrapped in a dark blue sagum ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896969&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896969&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  it&lt;br /&gt;
          Weapon Noun:  acinaces&lt;br /&gt;
   Weapon Description:  shiny vultite&lt;br /&gt;
          Shield Noun:  parma&lt;br /&gt;
   Shield Description:  ebonwood-inlaid&lt;br /&gt;
         Legwear Noun:  pteruges loincloth&lt;br /&gt;
  Legwear Description:  grey wool&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a simple gladiator doll with a tiny leather subligaculum ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896968&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896968&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  he&lt;br /&gt;
          Weapon Noun:  pugio&lt;br /&gt;
   Weapon Description:  opal-pommeled&lt;br /&gt;
          Shield Noun:  pugnam&lt;br /&gt;
   Shield Description:  copper&lt;br /&gt;
         Legwear Noun:  subligaculum&lt;br /&gt;
  Legwear Description:  crimson leather&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | an intricate javelin-wielding toy gladiator ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt; 1 lb&amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Kraet_Toy_Gladiators|Kraet Toy Gladiators]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-185896967&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-185896967&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
           ~~Kraet Toy Gladiators~~&lt;br /&gt;
&lt;br /&gt;
This is a toy gladiator popular with the half-krolvin Kraets.  It can be altered by any merchant willing and capable of doing so.  Their rules/limitations/costs will vary.&lt;br /&gt;
&lt;br /&gt;
Alteration options include:&lt;br /&gt;
  Long/Show (cannot contradict any of the custom settings)&lt;br /&gt;
  Gender (it/she/he)&lt;br /&gt;
  Type of weapon + a description&lt;br /&gt;
       [Example: weapon = spatha, description = mithril-bladed, final product = mithril-bladed spatha]&lt;br /&gt;
  Type of shield + description&lt;br /&gt;
  Type of leg wear + description&lt;br /&gt;
       [Can only be a pteruges loincloth, pteruges skirt, or subligaculum]&lt;br /&gt;
&lt;br /&gt;
The descriptions can be longer than 15 characters and will always show up before the noun.  Weapon and shield nouns must conform to released items.  Kraet terms are preferred but not required except where stated.&lt;br /&gt;
&lt;br /&gt;
Its current custom settings are:&lt;br /&gt;
               Gender:  she&lt;br /&gt;
          Weapon Noun:  javelin&lt;br /&gt;
   Weapon Description:  tiny mithril&lt;br /&gt;
          Shield Noun:  parma&lt;br /&gt;
   Shield Description:  silly, misshapen&lt;br /&gt;
         Legwear Noun:  pteruges skirt&lt;br /&gt;
  Legwear Description:  lionskin&lt;br /&gt;
&lt;br /&gt;
Current verb traps are: hug, poke, slap, and wave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Bloodriven Village August 2022 shops|A]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:QUEUE&amp;diff=167543</id>
		<title>Verb:QUEUE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:QUEUE&amp;diff=167543"/>
		<updated>2022-05-24T20:45:18Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;QUEUE&#039;&#039;&#039; is a verb that shows statistical information for [[assist]]s and [[referral]]s.&lt;br /&gt;
&lt;br /&gt;
**This verb no longer functions as of 5/24/2022.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;queue&lt;br /&gt;
Free assists pending: 0&lt;br /&gt;
Subscriber assists pending: 0&lt;br /&gt;
Premium assists pending: 1&lt;br /&gt;
Referrals pending: 16&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=165112</id>
		<title>Iasha white ora weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=165112"/>
		<updated>2022-04-09T08:09:17Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Verbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Iasha white ora weapons&#039;&#039;&#039; were originally sold off the shelf at the pay-for auction the [[Wavedancer]]. They are a special kind of [[white ora]] weaponry. They are separated into three tiers: locked, unlocked, and 6x with special properties. Five 5x and one 6x weapon were auctioned off at each of the first four runs of the Wavedancer. Three fourth tier weapons were auctioned off at the [[Foehn&#039;s Promise]]. Tier one weapons were available for sale at [[Duskruin Arena]].  &lt;br /&gt;
&lt;br /&gt;
==Tier one==&lt;br /&gt;
&lt;br /&gt;
* a gleaming white ora pike&lt;br /&gt;
* a gleaming white ora awl-pike&lt;br /&gt;
* a ruic-shafted gleaming white ora glaive&lt;br /&gt;
* a black oak shafted white ora Hammer-of-Kai&lt;br /&gt;
* a fel-shafted sweeping white ora beaked axe&lt;br /&gt;
* a fearsome white ora sledgehammer&lt;br /&gt;
* a white ora flamberge&lt;br /&gt;
* a double-bladed white ora adze&lt;br /&gt;
* a ruic-handled white ora flail&lt;br /&gt;
* a illthorn-hafted white ora military pick&lt;br /&gt;
* a back-spiked white ora war mattock&lt;br /&gt;
* a white ora falchion&lt;br /&gt;
* a white ora bastard sword&lt;br /&gt;
* a white ora handaxe&lt;br /&gt;
* a white ora whip-blade&lt;br /&gt;
* a white ora estoc&lt;br /&gt;
* a white ora mace&lt;br /&gt;
* a white ora morning star&lt;br /&gt;
* a white ora quoit&lt;br /&gt;
* a white ora dagger&lt;br /&gt;
* a white ora katar&lt;br /&gt;
* a white ora sai&lt;br /&gt;
* a white ora troll-claw&lt;br /&gt;
* a white ora yierka-spur&lt;br /&gt;
* a white ora jackblade&lt;br /&gt;
&lt;br /&gt;
==Tier three==&lt;br /&gt;
&lt;br /&gt;
* a white ora flamberge (Went out first run of the Wavedancer, won by Bluehand)&lt;br /&gt;
* a white ora no-dachi (Went out the second run of the Wavedancer, won by Spendel)&lt;br /&gt;
* [[White ora sledgehammer (saved post)|a white ora sledgehammer]] (Went out the third run of the Wavedancer, won by Gyp)&lt;br /&gt;
* a white ora morning star (Went out the fourth run of the Wavedancer)&lt;br /&gt;
* a white ora awl-pike (Went out at the second Foehn&#039;s Promise)&lt;br /&gt;
* a white ora lance (Went out at the second Foehn&#039;s Promise, only one that was 4x (cared for by Eaglezaon) instead of 6x)&lt;br /&gt;
* a white ora katar (Went out at the second Foehn&#039;s Promise)&lt;br /&gt;
* a slender white ora lance (Possibly the 4x lance enchanted to 6x)&lt;br /&gt;
* a thin-bladed white ora espadon with downswept falcon wing quillons (6x bastard sword)&lt;br /&gt;
* a regal white ora longsword (Created on the Wavedancer for Katara)&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
* Tier One: Locked - has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Only has two verbs available for use&lt;br /&gt;
* Tier Two: Unlocked - has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Has all verbs except attend unlocked&lt;br /&gt;
* Tier Three: has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Has all verbs unlocked.  +3 Wisdom Stat bonus.  1x/day teleportation to your deities temple.&lt;br /&gt;
&lt;br /&gt;
* Lesser All-Profession upgrade: allows Tier One and Tier Two Iasha weapon to be used (in terms of the flares and verb traps) by any profession.&lt;br /&gt;
* Greater All-Profession upgrade: allows Tier Three weapons to be used (in terms of the WIS bonus and teleporting ability) by any profession.  These can only be applied to weapons that have an existing Lesser All-Profession upgrade on them.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
&lt;br /&gt;
; [[PEER (verb)|Peer]] : As you gaze on the haft of your white ora sledgehammer, your eyes mist over and you see the holy symbol of &amp;lt;deity&amp;gt; burn in your mind.&lt;br /&gt;
; [[WAVE (verb)|Wave]] : As you wave the white ora sledgehammer in the air, bursts of white-hot baneful flames fly from it in every direction.&lt;br /&gt;
; [[KISS (verb)|Kiss]] : You sets the tip of his white ora sledgehammer on the ground, bowing your head and murmuring a prayer to his patron.&lt;br /&gt;
; [[TOUCH (verb)|Touch]] : You lovingly trace your fingers along the veins of white-ora folded into the sledgehammer.&lt;br /&gt;
; [[POKE (verb)|Poke]] : You run a finger down the surface of the sledgehammer. You stop to admire its flawless craftsmanship, all of it crafted from gleaming white ora and meticulously maintained.  Unfortunately, you forgot about the flames surrounding it, and it is hot!&lt;br /&gt;
; [[ROAR (verb)|Roar]] : You point your weapon into the sky and roar a battlecry to &amp;lt;deity&amp;gt;.&lt;br /&gt;
; [[HOLD (verb)|Hold]] : Holding your white ora sledgehammer, you cry out, &amp;quot;&amp;lt;deity&amp;gt;, aid me in my hour of need!&amp;quot;&lt;br /&gt;
; [[ATTEND (verb)|Attend]] : As you pray over your white ora sledgehammer, a shining white pillar of light appears. A gateway opens inviting you in, and you step forward into it.&lt;br /&gt;
: &#039;&#039;Teleports you once a day if you&#039;re a cleric or paladin.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
;[[RAISE (verb)|Raise]] : The raise verb trap is deity-based. Some deities have multiple raise messages. Not all deities have special messaging, including at least Ivas and Koar.&lt;br /&gt;
&lt;br /&gt;
:;[[Amasalen]]&lt;br /&gt;
:* As you raise your white ora sledgehammer high over your head, pulsing crimson light glows from your hands and your white ora sledgehammer shimmers briefly into a twin headed purple serpent, hissing with seeming anticipation.&lt;br /&gt;
&lt;br /&gt;
:* As you raise your blade high, you feel your features twisting into a cruel mask. A writhing sensation on your arm causes you to look over in alarm, and your face pales as you notice a two-headed purple snake working its way slowly up your white ora sledgehammer. When the snake reaches the tip of it, it melts slowly into it without a trace.&lt;br /&gt;
&lt;br /&gt;
:;[[Andelas]]&lt;br /&gt;
:* As you raise your white ora fang, you hear a sound like that of a large cat hissing somewhere behind you.&lt;br /&gt;
&lt;br /&gt;
:;[[Charl]]&lt;br /&gt;
:* As you raise your white ora troll-claw, the sound of a distant, rolling surf echoes in your mind.&lt;br /&gt;
:* A low peal of thunder is heard in the distance as damp sea-scented fog flows into the room.  The luminescent fog briefly obscures the area from sight as it tickles the tongue with the faintest taste of salt.  Feeling your faith restored by the Ocean Lord&#039;s glory, you resolve to continue your fight for honor of the Six Seas.&lt;br /&gt;
&lt;br /&gt;
:;[[Eonak]]&lt;br /&gt;
:*As you raise your white ora falchion, the loud ringing of a hammer upon metal reverberates through your head.&lt;br /&gt;
:*Sweat beads on your face, and the sound of hammers ringing on anvils fills your ears as you heft the white ora falchion above your head.  The white ora falchion glows as red as a forge for a moment, bathing the area in its glow before you lower it again.&lt;br /&gt;
&lt;br /&gt;
:;[[Eorgina]]&lt;br /&gt;
:*As you raise your white ora pike, for a brief moment a swirling darkness washes through the area.&lt;br /&gt;
&lt;br /&gt;
:;[[Fash&#039;lo&#039;nae]]&lt;br /&gt;
:* You raise your white ora no-dachi.  You gain a moment of clarity, and you realize just how to make good use of this white ora no-dachi.&lt;br /&gt;
:* As you raise your white ora no-dachi it grows dark and deep within you catch a brief glimpse of a long dead secret.&lt;br /&gt;
&lt;br /&gt;
:;[[Gosaena]]&lt;br /&gt;
:* As you raise your white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
:* Third: As &amp;lt;person&amp;gt; raises his white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
&lt;br /&gt;
:;[[Imaera]]&lt;br /&gt;
:* As your raise your footman&#039;s lance a gentle breeze bearing the scent of wheat and barley blows through the area.&lt;br /&gt;
&lt;br /&gt;
:;[[Jastev]]&lt;br /&gt;
:*As you raise your white ora troll-claw a dark, forboding feeling comes over you.&lt;br /&gt;
&lt;br /&gt;
:;[[Leya]]&lt;br /&gt;
:* As you raise your white ora falchion high, a deep blue aura surrounds the falchion and flows along the surface.  Reaching the base, it dims to a soft ivory light before fading slowly away.&lt;br /&gt;
:* You thrust your falchion into the air, and your arm begins to vibrate from a jarring force.  The sound of hooves reaches your ears moments before you are nearly blinded by the ivory light that travels up your falchion.  Blinking into the light, you note the ivory image of a stallion launching itself from the tip of your weapon, only to transform into an owl.  The owl beats its wings once only and then fades into nothingness.&lt;br /&gt;
&lt;br /&gt;
:;[[Lorminstra]]&lt;br /&gt;
:* As you raise your white ora no-dachi, you feel the the gentle caress of the Lady&#039;s hand run over your soul.&lt;br /&gt;
&lt;br /&gt;
:;[[Lumnis]]&lt;br /&gt;
:* As you raise your white ora no-dachi softly whispered secrets drift past the edge of your conciousness.&lt;br /&gt;
&lt;br /&gt;
:;[[Luukos]]&lt;br /&gt;
:* As you raise your white ora falchion, a deep chill that reminds you of a graveyard pierces your body.&lt;br /&gt;
&lt;br /&gt;
:;[[Marlu]]&lt;br /&gt;
:* As you raise your white ora falchion, a horrible feeling of hunger works its way into your throat.&lt;br /&gt;
:* As Thresher raises his white ora falchion, a horrible feeling of hunger works its way into your throat.&lt;br /&gt;
&lt;br /&gt;
:;[[Oleani]]&lt;br /&gt;
:* As you raise your white ora falchion, a warm feeling spreads outward from it and washes over you.&lt;br /&gt;
&lt;br /&gt;
:;Other&lt;br /&gt;
:* You raise your fingerless gloves in triumph.  Pure white flames leap from them into the air.&lt;br /&gt;
&lt;br /&gt;
:;[[Phoen]]&lt;br /&gt;
:* As you raise your white ora pike, a flash a of bright light bursts forth briefly from it.&lt;br /&gt;
&lt;br /&gt;
:;[[Ronan]]&lt;br /&gt;
:* As you kick out with your white ora-inset boots, an image from your last dream rises up in your mind.&lt;br /&gt;
:* As you kick out with your white ora-inset boots, they seem to shift and darken to a midnight color.  A soft silver nimbus surrounds the boots for a brief instant, then slowly dissipates into the sky.&lt;br /&gt;
:* You slash the air before you, a fading trail of tiny stars following in the white ora-inset boots&#039;s wake.&lt;br /&gt;
&lt;br /&gt;
:;[[Sheru]]&lt;br /&gt;
:* As Chaqual raises his white ora espadon, the disturbing call of a jackal sends a shiver down your spine.&lt;br /&gt;
&lt;br /&gt;
:;[[Tilamaire]]&lt;br /&gt;
:* You lift your sledgehammer above your head and are suddenly surrounded by the gentle sound of chimes ringing in the air.  Rolling blue and yellow light bounces across your sledgehammer, each strike sounding like the ring of a perfectly pitched chime.  When your arm reaches to its fullest extension, a final resonating chord is struck.  You lower your arm, allowing the beautiful sound to fade into heavy silence.&lt;br /&gt;
&lt;br /&gt;
:;[[Voln]]&lt;br /&gt;
:* You raise your sledgehammer and a burst of white energy extends from the weapon to momentarily form a white shield symbol over your head.&lt;br /&gt;
:* You thrust your arm high into the air and feel a cold determination filling you. Ebony lights glitter with golden speckles as they rise from the hilt of your weapon towards the tip of your sledgehammer. Several golden shields break through the ebony surface for a moment before the sledgehammer is consumed in darkness. Your sledgehammer resonates loudly for a mere moment then the light bursts into a shower of ebony and golden sparks that shower down around you when you lower your sledgehammer.&lt;br /&gt;
&lt;br /&gt;
:;[[Zelia]]&lt;br /&gt;
:*As your raise your white ora naginata, there is a prickling feeling in the back of your mind, as if someone is trying to set something free.&lt;br /&gt;
&lt;br /&gt;
==Random messaging==&lt;br /&gt;
&lt;br /&gt;
* The crimson flames surrounding your white ora sledgehammer flare up a brilliant orange for a moment.&lt;br /&gt;
* Waves of heat rise from the surface of your white ora sledgehammer, creating a hazy aura about it.&lt;br /&gt;
* Fiery sparks from the surface of your white ora sledgehammer hiss as they fade in the nearby air.&lt;br /&gt;
* The white ora sledgehammer pulses in your hand, as if seeking something.&lt;br /&gt;
* You flich as the flames surrounding your white ora sledgehammer flare out suddenly!&lt;br /&gt;
* The flames surrounding your white ora sledgehammer blaze up for a moment.&lt;br /&gt;
* Burning low, the flames encasing your white ora sledgehammer emit an angry hiss.&lt;br /&gt;
* The flames surrounding your white ora sledgehammer swirl around and a low murmuring can be faintly heard. You think one of them was, &amp;quot;Release.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Flare messaging== &lt;br /&gt;
&lt;br /&gt;
* As you attack, the baneful white flames surrounding your white ora maul flare off and strike, bathing the ghostly pooka in fiery death!&lt;br /&gt;
* A peal of thunder cracks from your white ora maul as baneful white light streams forth to surround ghostly pooka, assaulting it with flames of white-hot fury!&lt;br /&gt;
* As your white ora maul connects with the kiramon worker, baneful white flames stream off the maul and strike, leaving smoking, ragged burns behind!&lt;br /&gt;
* As you land your blow, the flames surrounding the white ora maul begin to swirl and burn and set the kiramon worker alight! It falls to the floor and rolls to put the blaze out!&lt;br /&gt;
* Baneful white flames dance from your white ora maul as an unseen wind fans them into a raging conflaguration that assault the kiramon worker!&lt;br /&gt;
&lt;br /&gt;
==Loresong==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you begin to sing, your vision clouds over and a scene unfolds before you. The image of a scarred dwarf in white leathers laboring deep in a dark, dank mine, grunting as he extracts precious white ora ore.&lt;br /&gt;
&lt;br /&gt;
As you continue to sing, you can see the dwarf laboring over a hot iron forge. He mops his brow continually as he pumps the bellows then returns to the anvil, coaxing a weapon from the white-hot metal. As he hammers again and again with a perfect eonake forging-hammer he looks more and more pleased with his work. He now and again sticks it into a trough filled with a shimmering oil. After a few more minutes of hammering, he begins to look unsatisfied with his results, and then suddenly tosses it back into the fire. &amp;quot;I can do better than that, for Eonak&#039;s glory!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As you continue to sing, your inner vision once again focuses on the scarred dwarf, carefully polishing the (WEAPON) before handing it to an imposing priest. His raiment is of the finest quality, from the magnificent cloth-of-silver cope, his bejeweled miter, and gleaming amethyst on his hand marking him as one of the ecclesiastical hierarchy. He sets the weapon on the altar and cries, &amp;quot;In the name of (BARD&#039;S DEITY), I consecrate this weapon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As your song comes to an end, you see the (WEAPON NOUN) being used in combat training in the monastery. A burly dwarven acolyte rains down blow after blow versus an obviously overmatched elven clark. Finally, the white ora awl-pike bursts into flames and sets the elf&#039;s shield alight! He cries out, &amp;quot;The day is yours M&#039;laird Dwarf. I prostrate myself to your superior skills and must atone for my lack.&amp;quot; He glances at the knotted scourge on the training wall and grimaces.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==The Merchant==&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
You see Brother Iasha Lisirion the Elf Cleric.&lt;br /&gt;
He appears to be in his 180&#039;s, has long, braided golden blond hair, multihued eyes, and tanned skin.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
He is holding a jewel-inlaid eonake adze in his right hand.&lt;br /&gt;
He is wearing a shimmering glaesine orb, some scuffed black leather sandals, a high-collared silk vestment, a bejewelled miter, a wide silk crimson alb, and a golden scroll satchel. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Solstice Dreams auction list]] (Foehn&#039;s Promise 2)&lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[category:Item Scripts]]&lt;br /&gt;
[[Category: Functional Scripts]]&lt;br /&gt;
[[Category:Scripted Items]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer_Guild_(Wehnimer%27s_Landing)&amp;diff=164403</id>
		<title>Sorcerer Guild (Wehnimer&#039;s Landing)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer_Guild_(Wehnimer%27s_Landing)&amp;diff=164403"/>
		<updated>2022-03-29T09:15:32Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;[[Wehnimer&#039;s Landing]] [[Sorcerer Guild]]&#039;&#039;&#039; is located in the Black Sands of the Coastal Cliffs.&lt;br /&gt;
&lt;br /&gt;
==Refreshments==&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Drinks	 &lt;br /&gt;
!bgcolor=#DDDDDD|Food &lt;br /&gt;
|-&lt;br /&gt;
|   Cup of hot herbal tea&lt;br /&gt;
|   Candied kiramon antenna&lt;br /&gt;
|-  &lt;br /&gt;
|   Tumbler of smasten berry punch&lt;br /&gt;
|   Bowl of spider leg soup&lt;br /&gt;
|-  &lt;br /&gt;
|   Flagon of reiver&#039;s brew&lt;br /&gt;
|   Some curried ogre brains&lt;br /&gt;
|-  &lt;br /&gt;
|   Mug of Darkstone beer&lt;br /&gt;
|   Jellied kappa eye&lt;br /&gt;
|-&lt;br /&gt;
|   Glass of Black Sands whiskey&lt;br /&gt;
|   Crispy fried crab leg&lt;br /&gt;
|-  &lt;br /&gt;
|   Goblet of chilled viper venom&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Store==&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price &lt;br /&gt;
!bgcolor=#DDDDDD|Ability&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price 	&lt;br /&gt;
!bgcolor=#DDDDDD|Ability &lt;br /&gt;
|-&lt;br /&gt;
|   a desiccated kobold arm wand&lt;br /&gt;
|   2200 &lt;br /&gt;
|&lt;br /&gt;
|   some ebon-shot dark grey linen robes&lt;br /&gt;
|   5500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|   a pale enruned troll bone wand&lt;br /&gt;
|   4400&lt;br /&gt;
|&lt;br /&gt;
|   a deeply hooded wool cloak&lt;br /&gt;
|   44000&lt;br /&gt;
|   weighs 6-8 lbs, holds 100 lbs&lt;br /&gt;
|-&lt;br /&gt;
|   a glossy black spider leg rod&lt;br /&gt;
|   6600&lt;br /&gt;
|&lt;br /&gt;
|   a rune-stitched velvet cloak&lt;br /&gt;
|   44000&lt;br /&gt;
|   weighs 6-8 lbs, holds 100 lbs&lt;br /&gt;
|-&lt;br /&gt;
|   a silver-dipped warcat tail rod&lt;br /&gt;
|   13200&lt;br /&gt;
|&lt;br /&gt;
|   a scarred brown runestone&lt;br /&gt;
|   2200&lt;br /&gt;
|   grik&#039;tyr&lt;br /&gt;
|-&lt;br /&gt;
|   a black quartz open hand sigil&lt;br /&gt;
|   11006&lt;br /&gt;
|&lt;br /&gt;
|   a shadowy black runestone&lt;br /&gt;
|   2200&lt;br /&gt;
|   shien&#039;tyr&lt;br /&gt;
|-&lt;br /&gt;
|   a mithril-bound polished rowan staff&lt;br /&gt;
|   10890&lt;br /&gt;
|&lt;br /&gt;
|   a faded green runestone&lt;br /&gt;
|   2200&lt;br /&gt;
|   lorae&#039;tyr&lt;br /&gt;
|-&lt;br /&gt;
|   a blackened leather wand harness&lt;br /&gt;
|   16500&lt;br /&gt;
|   2 lbs, holds 12-15 lbs of very small size items.&lt;br /&gt;
|   a pale blue runestone&lt;br /&gt;
|   1760&lt;br /&gt;
|   vakra&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alchemy Store==&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price &lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price 	 &lt;br /&gt;
|-&lt;br /&gt;
|   a black iron cauldron&lt;br /&gt;
|   10000 &lt;br /&gt;
|   a vial of viper venom&lt;br /&gt;
|   1100&lt;br /&gt;
|-&lt;br /&gt;
|   a mortar&lt;br /&gt;
|   4000&lt;br /&gt;
|   some powdered rock crystal&lt;br /&gt;
|   20&lt;br /&gt;
|-&lt;br /&gt;
|   a pestle&lt;br /&gt;
|   1000&lt;br /&gt;
|   some powdered labradorite stone&lt;br /&gt;
|   100&lt;br /&gt;
|-&lt;br /&gt;
|   a leather tome&lt;br /&gt;
|   10000&lt;br /&gt;
|   some powdered green tourmaline&lt;br /&gt;
|   220&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of clear water&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered black tourmaline&lt;br /&gt;
|   200&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of blessed water&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered clear tourmaline&lt;br /&gt;
|   180&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of pure oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered blue tourmaline&lt;br /&gt;
|   200&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of blessed oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered golden amber&lt;br /&gt;
|   300&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of viscous liquid&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered rose quartz&lt;br /&gt;
|   160&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of sand-like liquid&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered citrine quartz&lt;br /&gt;
|   160&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of pearlescent oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered bright chrysoberyl gem&lt;br /&gt;
|   400&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of amber-hued oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered golden topaz&lt;br /&gt;
|   1200&lt;br /&gt;
|-&lt;br /&gt;
|   a diamond lens&lt;br /&gt;
|   35000&lt;br /&gt;
|   some powdered smoky topaz&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a sapphire lens&lt;br /&gt;
|   22500&lt;br /&gt;
|   some powdered blue lapis lazuli&lt;br /&gt;
|   1200&lt;br /&gt;
|-&lt;br /&gt;
|   an emerald lens&lt;br /&gt;
|   30000&lt;br /&gt;
|   some powdered green malachite stone&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a ruby lens&lt;br /&gt;
|   30000&lt;br /&gt;
|   some powdered green garnet&lt;br /&gt;
|   1400&lt;br /&gt;
|-&lt;br /&gt;
|   an amethyst lens&lt;br /&gt;
|   12000&lt;br /&gt;
|   some powder pink rhodochrosite stone&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a shadowglass lens&lt;br /&gt;
|   25000&lt;br /&gt;
|   some powdered polished pink coral&lt;br /&gt;
|   700&lt;br /&gt;
|-&lt;br /&gt;
|   a blue mist-shrouded crystal&lt;br /&gt;
|   800&lt;br /&gt;
|   some powdered yellow sapphire&lt;br /&gt;
|   1800&lt;br /&gt;
|-&lt;br /&gt;
|   a jagged crimson crystal&lt;br /&gt;
|   150&lt;br /&gt;
|   some powdered violet sapphire&lt;br /&gt;
|   2000&lt;br /&gt;
|-&lt;br /&gt;
|   some pale translucent dust&lt;br /&gt;
|   375&lt;br /&gt;
|   some powdered star sapphire&lt;br /&gt;
|   2400&lt;br /&gt;
|-&lt;br /&gt;
|   a slender white bone&lt;br /&gt;
|   1000&lt;br /&gt;
|   some powdered green sapphire&lt;br /&gt;
|   1800&lt;br /&gt;
|-&lt;br /&gt;
|   a handful of quartz sand&lt;br /&gt;
|   450&lt;br /&gt;
|   some powdered turquoise stone&lt;br /&gt;
|   800&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of concentrated firethorn essence&lt;br /&gt;
|   3000&lt;br /&gt;
|   some powdered grey pearl&lt;br /&gt;
|   4000&lt;br /&gt;
|-&lt;br /&gt;
|   a dark shadow-shrouded crystal&lt;br /&gt;
|   400&lt;br /&gt;
|   some powdered white pearl&lt;br /&gt;
|   5000&lt;br /&gt;
|-&lt;br /&gt;
|   a shining silver crystal fragment&lt;br /&gt;
|   1500&lt;br /&gt;
|   &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
Lich Room 7645 to stand just outside the portcullis.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landing_Sorc_Guild.png|600px|Landing Sorcerer Guild Map]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[category:Sorcerer Guild Locations]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Co-operative_Houses_of_Elanthia&amp;diff=163249</id>
		<title>Co-operative Houses of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Co-operative_Houses_of_Elanthia&amp;diff=163249"/>
		<updated>2022-03-18T03:02:20Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;[https://sites.google.com/site/gs4che/ Official information available on the CHE website maintained by GM Elidi]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Che.jpg|450px|center]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Co-operative Houses of Elanthia&#039;&#039;&#039; (also known as &#039;&#039;&#039;CHE&#039;&#039;&#039;) is the formal organization to which the Great Houses belong.  Its purpose is to establish a standard for behavior by the member houses.  It is headed by Arch-Steward Lord [[Ruthiford Pennington]].  In 5115, Lord Ruthiford commissioned the building of [[Ebonstone Manor]] in [[Wehnimer&#039;s Landing]] to serve as organizational headquarters.  It is located down a red-bricked pathway on North Ring Road one block west of [[Helden Hall]].&lt;br /&gt;
&lt;br /&gt;
The emblem of the CHE, as elected by vote in 2006, is a circular knotwork of conjoined hands surrounding a formidable manor.&lt;br /&gt;
&lt;br /&gt;
Each of the Great Houses has its own grounds and provides various services to its members and, in many cases, to the adventuring community as a whole. Some commonly held events include service nights (spell ups, bounty help), games, lectures, and formal balls.  The events are organized by house officers, who are regular subscribing [[player character]]s given extra commands to deploy things like town criers, news items, and house tents, and who can request assistance from an overseeing [[GameMaster]] for things like [[raffle]] tables, structure additions, and extra event messaging.   &lt;br /&gt;
&lt;br /&gt;
In addition, characters who join a house will have their [[locker]](s) moved into the house structure and/or house annex, depending on the house, location, and subscription level of the account.  In each city other than that where their grounds are located, each House is represented by a private room with locker access located in a public building, in many cases near the public lockers. Two examples of this are the [[Lost Home]] in [[Ta&#039;Illistim]] and the upstairs of [[Hale Hall]] in [[Mist Harbor]].&lt;br /&gt;
&lt;br /&gt;
Also, characters who join a house will be able to engrave the house Coat of Arms on their shield at Wehnimer&#039;s Landing&#039;s [[Engraver&#039;s Shop]].&lt;br /&gt;
&lt;br /&gt;
==Members of the CHE==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Name||Main Location||Lich Room Entry&lt;br /&gt;
|-&lt;br /&gt;
|[[Argent Aspis]] || Wehnimer&#039;s Landing || 378&lt;br /&gt;
|-&lt;br /&gt;
|[[Beacon Hall Archive]] || River&#039;s Rest || 11010&lt;br /&gt;
|-&lt;br /&gt;
|[[Cairnfang Manor]] || Solhaven || 22110&lt;br /&gt;
|-&lt;br /&gt;
|[[Helden Hall]] || Wehnimer&#039;s Landing || 3879&lt;br /&gt;
|-&lt;br /&gt;
|[[House Arcane]] || Wehnimer&#039;s Landing || 249&lt;br /&gt;
|-&lt;br /&gt;
|[[House Brigatta]] || Wehnimer&#039;s Landing || 274&lt;br /&gt;
|-&lt;br /&gt;
|[[House Paupers]] || Wehnimer&#039;s Landing || 7983&lt;br /&gt;
|-&lt;br /&gt;
|[[House Sovyn]] || Wehnimer&#039;s Landing || 8754&lt;br /&gt;
|-&lt;br /&gt;
|[[House Sylvanfair]] || Wehnimer&#039;s Landing || 8753&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonstone Abbey]] || Ta&#039;Illistim || 9891&lt;br /&gt;
|-&lt;br /&gt;
|[[Obsidian Tower]] || Wehnimer&#039;s Landing || 20847&lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Phoenix]] || Wehnimer&#039;s Landing || 256&lt;br /&gt;
|-&lt;br /&gt;
|[[Rone Academy]] || Wehnimer&#039;s Landing || 8772&lt;br /&gt;
|-&lt;br /&gt;
|[[Silvergate Inn]] || Wehnimer&#039;s Landing || 3741&lt;br /&gt;
|-&lt;br /&gt;
|[[Twilight Hall]] || Wehnimer&#039;s Landing || 8622&lt;br /&gt;
|-&lt;br /&gt;
|[[White Haven]] || Icemule Trace || 3410&lt;br /&gt;
|-&lt;br /&gt;
|[[Willow Hall]] || Wehnimer&#039;s Landing || 13037&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
Each House sets its own induction schedule, membership requirements and joining fees.  [[F2P]] accounts may not join a House.&lt;br /&gt;
&lt;br /&gt;
==Resigning==&lt;br /&gt;
Members can resign from their current House in the presence of a [[Co-operative_Houses_of_Elanthia#House_Clerk_Locations|House clerk]] using the {{boldmono|RESIGN}} command. Once resigned, a character will no longer be a member of a House, and thus will no longer have the associated benefits (House access, increased locker size). There is no waiting period between leaving one House and joining another.&lt;br /&gt;
&lt;br /&gt;
==House Clerk Locations==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Town||Location||Lich Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]||[[Ebonstone Manor]]||#25865&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]||[[Moot Hall|Moot Hall (upstairs)]]||#7978&lt;br /&gt;
|-&lt;br /&gt;
|[[Kharam Dzu|Kharam Dzu (Teras Isle)]]|| [[Borthuum Company Store]]||#1896&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]]||[[Clovertooth Hall]]||#18246&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]]||[[Hale Hall]]||#16307&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Purser&#039;s Office]]||#18895&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]]|| [[Town Hall]]||#26179&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]||[[Lost Home]]||#13259&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]]||[[Wyvern Keep]]||#26044&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]]||[[Municipal Building]]||#16905, go steel door&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locker Locations==&lt;br /&gt;
{{#section-h:Locker|Locker Locations and Moving Services}}&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://sites.google.com/site/gs4che/ CHE Website by GM Elidi]&lt;br /&gt;
*&amp;lt;section begin=link /&amp;gt;[http://elanthianevents.com/ CHE/MHO aggregate event calendar by Debia]&amp;lt;section end=link /&amp;gt;&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/view Officials main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/Interhouse%20Discussion/view Officials Interhouse Discussion folder]&lt;br /&gt;
*[https://sites.google.com/site/gs4che/house-pins House Pin Info]&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE| ]]&lt;br /&gt;
[[category: New Player]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Renewal&amp;diff=162954</id>
		<title>Symbol of Renewal</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Renewal&amp;diff=162954"/>
		<updated>2022-03-13T06:46:06Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Wehnimer&amp;#039;s Landing Task */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Renewal&#039;&#039;&#039;, governed by Lady [[Imaera]], is obtained at the nineteenth step of the [[Order of Voln]]. Each use of this symbol will immediately restore 1 [[Spirit|spirit]] point (SP) to the player. When the symbol is activated, it enters a hard cooldown period of 2 minutes where the symbol cannot be reactivated.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Activation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=300px}}&amp;gt;&amp;gt;sym of renewal&lt;br /&gt;
You call upon the vitality of nature to renew your soul.&lt;br /&gt;
You feel a surge of life flow through you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
End of Cooldown Period:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=300px}}&amp;gt;You feel your connection to vitality of nature renew itself once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Favor]] cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Symbol of Renewal has a relative cost of 5x [[Symbol of Protection]]. In other words, 1 use of Renewal has the same favor cost as 5 activations of Protection.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Renewal===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;1800 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 30 ) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;1800 + ((15 &amp;amp;times; 15 &amp;amp;times; 30) &amp;amp;divide; 3) = 4050 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;1800 + ((20 &amp;amp;times; 20 &amp;amp;times; 30) &amp;amp;divide; 3) = 5800 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
*Lady [[Imaera]] is beautiful in any form she takes&lt;br /&gt;
*She taught us the Symbol of Protection and also taught us how to renew our souls with the Symbol of Renewal&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
To complete this task you must return to Imaera&#039;s island. Once on the island have both hands empty and after kneeling and praying she will appear in the form of a deer. You should then bow to the deer. If for some reason you are unsuccessful, you will need to return to the monk and listen to his instructions again. By setting a ring at the monastery courtyard you can quickly return from the island. &lt;br /&gt;
*From the North Gate: SW, S, S, S, S, S, SE, E, E, GO BRIDGE, CLIMB BANK, NE, NW, N, N, NE, N, NE, NE, N, N, NE, N, CLIMB ROCKSLIDE, E, SW, S, E, N, N, N, N, SE, S, SE, SE, E, E, Go Path, NW, NE, E, E, SW, D, SE, GO SHORE, SWIM WATER, SWIM ISLAND, GO ISLAND. (Lich ID 6459)&lt;br /&gt;
*Kneel&lt;br /&gt;
*Pray shrine.&lt;br /&gt;
*Bow deer &lt;br /&gt;
*Return to monk to receive symbol (Lich ID 18194)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
To complete this task you must go to the shrine/altar in the Rambling Meadows area (Victory Road Map). Once there you kneel, pray shrine and when Imaera appears in the form of a deer, just: Bow deer &lt;br /&gt;
*From Victory Gate: Go Gate, SW, SW, SW, SW, SW, S, SW, S, S, S, S, S, S, E, E, E, Go Gate, SW, S, S, S, S, SE, N, N (Lich ID: 6011)&lt;br /&gt;
*Kneel&lt;br /&gt;
*Pray Shrine (repeat until the deer appears)&lt;br /&gt;
*Bow deer&lt;br /&gt;
*Return to monk to receive symbol&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gold_ring_holder&amp;diff=162424</id>
		<title>Gold ring holder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gold_ring_holder&amp;diff=162424"/>
		<updated>2022-02-27T12:07:09Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gold ring holders&#039;&#039;&#039; allow one to house a [[gold ring]] in a more stylish manner while freeing up a finger-worn [[inventory]] slot.  Recent updates have given these holders new and improved transport messaging which can be changed by a willing merchant.  The [[Return_to_Black_Swan_Castle_Prize_List|Return to Black Swan Castle]] and [[Troubled_waters#January-March_2015|Troubled Waters]] featured holders with custom messaging as prizes.&lt;br /&gt;
&lt;br /&gt;
Please note that, when you have a ring in a ring holder, you can still be &amp;quot;Navved.&amp;quot;  You can lose silvers, but not the ring that&#039;s in the jewelry.  This has been proven while trying to use cleric Nexus gems to teleport from one space to another.  I&#039;m not sure if this is a bug or a feature, but for now... it is what it is.&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
The golden rolaren sextant is fully alterable.&lt;br /&gt;
&lt;br /&gt;
This golden rolaren sextant is set for fancy messaging.  It is currently set to custom messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Verb Traps==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!VERB !!FIRST !!THIRD&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PUT&#039;&#039;&#039; &amp;lt;br&amp;gt;Sets location||You carefully set the intricate gold ring into the slot on your golden rolaren sextant.&amp;lt;br&amp;gt;The ring briefly glows with a pale silver luminescence.|| XXX carefully sets an intricate gold ring into the slot on her golden rolaren sextant.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GET&#039;&#039;&#039;|| You pry the intricate gold ring from the slot on your golden rolaren sextant.|| XXX pries an intricate gold ring from the slot on her golden rolaren sextant.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RUB&#039;&#039;&#039;&amp;lt;br&amp;gt;Sets location|| You brush your fingers over the surface of your sextant and feel a little pulse in it.|| XXX brushes her fingers over the surface of her golden rolaren sextant.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TURN&#039;&#039;&#039;&amp;lt;BR /&amp;gt;Selects Ring&amp;lt;BR /&amp;gt;(If multi-ring holder)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;TOUCH&#039;&#039;&#039;&amp;lt;br&amp;gt;Activate transport||&#039;&#039;&#039;Departure&#039;&#039;&#039;: You place your hand on your golden rolaren sextant.&amp;lt;br&amp;gt;You hold the golden rolaren sextant up to your eye and peer through its lens, taking note of your surroundings.  Sliding the index arm, you adjust the field of vision before you.  Suddenly, your surroundings shift...&amp;lt;br&amp;gt;|| &#039;&#039;&#039;Departure&#039;&#039;&#039;: XXX places her hand on her golden rolaren sextant.&amp;lt;br&amp;gt;XXX holds her golden rolaren sextant up to her eye and peers through its lens.  Sliding the sextant&#039;s index arm into place, her adjusts the finely calibrated instrument.  Suddenly, she vanishes!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arrival&#039;&#039;&#039;: Shimmering golden runes flare to life briefly on the arms of your golden rolaren sextant before blazing out.|| &#039;&#039;&#039;Arrival&#039;&#039;&#039;: XXX appears, and golden runes flare to life briefly on the arm of her golden rolaren sextant before blazing out.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;Messaging varies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Available Messages==&lt;br /&gt;
Messaging will be added as information is gathered.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!MESSAGE !!FIRST !!THIRD&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;LENS&#039;&#039;&#039;&amp;lt;br&amp;gt;From [[Troubled Waters]]|| &#039;&#039;&#039;Departure&#039;&#039;&#039;: You hold the golden rolaren sextant up to your eye and peer through its lens, taking note of your surroundings.  Sliding the index arm, you adjust the field of vision before you.  Suddenly, your surroundings shift...|| &#039;&#039;&#039;Departure&#039;&#039;&#039;: XXX holds her golden rolaren sextant up to her eye and peers through its lens.  Sliding the sextant&#039;s index arm into place, her adjusts the finely calibrated instrument.  Suddenly, she vanishes!&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arrival&#039;&#039;&#039;: Shimmering golden runes flare to life briefly on the arms of your golden rolaren sextant before blazing out.|| &#039;&#039;&#039;Arrival&#039;&#039;&#039;: XXX appears, and golden runes flare to life briefly on the arm of her golden rolaren sextant before blazing out.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Labyrinth&#039;&#039;&#039;&amp;lt;br&amp;gt;From [[Droughtman&#039;s Challenge]] commemorative brooch|| &#039;&#039;&#039;Departure&#039;&#039;&#039;: A series of brilliant silvery lines form on the surface of the small gold ring set within your vaalin knotwork brooch.  With the sound of a rope creaking, the lines suddenly arrange themselves into an intricate maze, with a single golden point visible within the labyrinth.  Suddenly, your surroundings shift...|| &#039;&#039;&#039;Departure&#039;&#039;&#039;: A series of brilliant silvery lines form on the surface of the small gold ring set within XXX&#039;s vaalin knotwork brooch.  With the sound of a rope creaking, the lines suddenly arrange themselves into an intricate maze, with a single golden point visible within the labyrinth.  Suddenly, she vanishes!&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arrival&#039;&#039;&#039;: The golden point within the labyrinth pulses once, and then vanishes.|| &#039;&#039;&#039;Arrival&#039;&#039;&#039;: XXX appears in the area, a hand touching her vaalin knotwork brooch as the brilliant labyrinth of silver lines on its surface vanishes.  A single golden point lingers for a moment, before vanishing with the faint sound of a door closing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Gold ring]]&lt;br /&gt;
* [[Ring chain]]&lt;br /&gt;
* [[Return to Black Swan Castle Prize List]]&lt;br /&gt;
* [[Troubled Waters]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Scripted Items]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Purification_Song_(1004)&amp;diff=162397</id>
		<title>Purification Song (1004)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Purification_Song_(1004)&amp;diff=162397"/>
		<updated>2022-02-26T08:38:59Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = PURESONG&lt;br /&gt;
 | duration = Instant&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Gem Quality Increase&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a gem&lt;br /&gt;
 | availability = a held gem&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Purification Song&#039;&#039;&#039; removes blemishes and other impurities from [[gem]]s, thereby increasing the quality and value of them.  Each successful cast on a gem increases the value by about 5% of the gem&#039;s maximum value.  &lt;br /&gt;
&lt;br /&gt;
There is a chance of failure each cast that increases the more the gem is sung to, and can end in damaging or destroying the gem and hurting the singer in the process. Failures can cause [[hitpoint]] (HP) loss, minor or moderate limb [[wound]]s, stuns, and even death. When a gem is sung to multiple times, there is usually a warning prior to an actual failure; however, as failures can occur on the first attempt, this should not be considered a reliable safety measure.&lt;br /&gt;
&lt;br /&gt;
It is possible to sing to a gem so well that the gem transforms to complete purity and becomes a &#039;&#039;&#039;[[pure gem]]&#039;&#039;&#039;, which cannot be further purified for increased value.&lt;br /&gt;
&lt;br /&gt;
How far the bard can purify the gem to its maximum value is determined by [[Bard Base|spellsong]] ranks.&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Mental Lore, Manipulation]] reduces the chance of failure when purifying a gem by 3% per seed 1 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Mental Lore, Manipulation ranks||1||3||6||10||15||21||28||36&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Reduction in failure||3%||6%||9%||12%||15%||18%||21%||24%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Mental Lore, Manipulation ranks||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Reduction in failure||27%||30%||33%||36%||39%||42%||45%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;These messages are listed in order of increasing danger of failure.&lt;br /&gt;
&lt;br /&gt;
Purified&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;begins to twist and turn as the very essence flows into it filling the imperfections.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;In response to your voice, the gem glows luminously, its crystalline structure reforming as the gem &#039;&#039;&#039;becomes more perfect&#039;&#039;&#039;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually this message will be seen at maximum twice, indicating the gem value is approaching the limit of your skill to purify:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, the gem hums in response to the resonance of your voice, appearing &#039;&#039;&#039;smoother and more pure in color.&#039;&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the last relatively safe messaging.  Any further attempts to purify will more than likely cause the gem to explode:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, the crystalline structure of the gem &#039;&#039;&#039;improves somewhat&#039;&#039;&#039;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point, the gem will have a high chance to explode if you continue due to insufficient skill:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, &#039;&#039;&#039;you hear it crack loudly and strain&#039;&#039;&#039; under the force of the song.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gem is at its maximum failure potential and will almost certainly explode if you continue:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, you notice that the resonance of your voice is &#039;&#039;&#039;severely affecting&#039;&#039;&#039; the crystalline structure of the gem.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gem is at maximum value, and/or is already pure:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As the gem resonates in response to your voice, you sense that it cannot be purified any further.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally this message is received when a gem is successfully purified to orb gem status:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As the song continues, the gem begins to twist and turn as the very essence flows into it filling the imperfections.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Massive failure&lt;br /&gt;
First cast.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Purification Song to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sing my mao&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at a piece of petrified maoral.&lt;br /&gt;
Your focused voice causes the petrified maoral to shatter into thousands of fragments!&lt;br /&gt;
... 45 points of damage!&lt;br /&gt;
Impact removes the right hand in a spray of red mist!&lt;br /&gt;
The silvery luminescence fades from around you.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 10 mins...&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1004 Bard Base Spell Circle: Purification Song], on Play.net&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Call_Lightning_(125)&amp;diff=161509</id>
		<title>Call Lightning (125)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Call_Lightning_(125)&amp;diff=161509"/>
		<updated>2022-02-11T02:35:52Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LIGHTNING&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]]&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = [[Damage Over Time]]&lt;br /&gt;
 | dtype = [[Hitpoint]]&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Electrical critical table|Electrical]]&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Call Lightning&#039;&#039;&#039; summons a storm cloud which, after some time, causes multiple lightning bolts to strike a target within the room. The storm cloud requires 4 rounds to form before the attack will take place. Each round takes about 10 seconds, which can be quickened with training in [[#Lore Benefits|Spiritual Lore, Summoning]]. The storm cloud will strike the target with a random number of lightning bolts, usually 3 or 4.&lt;br /&gt;
&lt;br /&gt;
This spell only works outdoors unless the caster meets additional training thresholds in [[#Lore Benefits|Spiritual Lore, Summoning]]. &lt;br /&gt;
&lt;br /&gt;
The cloud will not follow its target out of the room, nor will it hit any other targets (except when rebounding off locked boxes or other objects: [[#Use with Locked Boxes|see below]]), but will continue to build for its full duration and can strike if the original target re-enters the room while the cloud is still active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This can also be used on objects, though some objects will cause a ricochet effect, so watch out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The cloud will dissipate early if the caster dies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The cloud can be dispered by casting 119 at it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lore Benefits == &lt;br /&gt;
Training in [[Spiritual Lore, Summoning]] provides two benefits:&lt;br /&gt;
&lt;br /&gt;
===Cast Indoors===&lt;br /&gt;
80 ranks of Summoning Lore unlocks the ability to cast the spell indoors.  [[Ranger]]s with [[Nature&#039;s Touch (625)]] active only need 40 ranks to cast Call Lightning indoors.&lt;br /&gt;
&lt;br /&gt;
===Reduced Buildup Time===&lt;br /&gt;
Training in Summoning Lore reduces the spell&#039;s buildup time. There is a 1 second &#039;&#039;per round&#039;&#039; reduction for every 10 ranks. The maximum reduction is 7 seconds per round at 70 ranks. With 70 lore ranks the total buildup is reduced from the 40 second base to 12 seconds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||10||20||30||40||50||60||70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Approximate buildup time in seconds||36||32||28||24||20||16||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Use with Locked Boxes ==&lt;br /&gt;
If cast at a locked [[box (treasure)|box]] on the ground, this spell will vaporize the container, spilling the contents.  Be aware that boxes made of [[mithril]], boxes which are enruned, boxes with [[glyph]] traps, or triggered [[Traps#Jaws|jaws traps]] will rebound the lightning to hit the caster or other person in the room rather than destroying the box.&lt;br /&gt;
&lt;br /&gt;
None of the items inside the box will be harmed, except for any [[scroll]]s, which will be burned (making them worthless in the eyes of pawnbrokers and unable to be infused).  [[Silver coin]]s will be melted into &#039;a rough [[slab of silver]]&#039; which can be sold for roughly half the value of the original silver coins, at any gemshop, unless [[Silver to Gold|turned to gold]].&lt;br /&gt;
&lt;br /&gt;
For more information, see:&lt;br /&gt;
*[[Popping boxes|Kaldonis&#039;s guide to Popping Boxes]]&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
In addition to normal messaging, this spell has messaging associated with the beginning of each round.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 125&lt;br /&gt;
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Call Lightning spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a hill troll.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Round 1&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You notice a small cloud form above a hill troll.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Round 2&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You notice the storm cloud begin to churn rapidly!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Round 3&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The storm cloud begins to build into a thunderhead!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Round 4&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You hear the rumbling of thunder as the cloud turns an ominous dark hue!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strike v. Creature&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Suddenly a lightning bolt explodes from the small thundercloud and strikes a hill troll with a brilliant flash!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
Massive electrical shock to the right hand destroys flesh.  What remains is useless.&lt;br /&gt;
The troll&#039;s war mattock falls to the ground.&lt;br /&gt;
  The hill troll is stunned!&lt;br /&gt;
&lt;br /&gt;
Suddenly a lightning bolt explodes from the small thundercloud and strikes a hill troll with a brilliant flash!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
Massive electrical shock to the left hand destroys flesh.  What remains is useless.&lt;br /&gt;
A hill troll lies there, dazed and confused.&lt;br /&gt;
&lt;br /&gt;
Suddenly a lightning bolt explodes from the small thundercloud and strikes a hill troll with a brilliant flash!&lt;br /&gt;
  ... 50 points of damage!&lt;br /&gt;
Powerful blast reduces the hill troll to a smoldering pile of ash!&lt;br /&gt;
The hill troll screams one last time and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! No Target&amp;lt;br&amp;gt;(creature not in room)&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The cloud rumbles with thunder...&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strike v. Container&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Suddenly a lightning bolt explodes from the small thundercloud and strikes a badly damaged thanot chest with a brilliant flash!  Wow, quite charred!&lt;br /&gt;
The thanot chest is vaporized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expiration&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A quiet wind disperses the dark cloud.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rogue_Guild&amp;diff=161462</id>
		<title>Rogue Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rogue_Guild&amp;diff=161462"/>
		<updated>2022-02-10T07:49:36Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Guildmaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Wednesday nights are [[Guild#Guild Nights|Guild Nights]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Rogue Guild&#039;&#039;&#039; is the [[rogue]]s&#039; [[profession guild]] which allows them to train in a variety of skills.&lt;br /&gt;
&lt;br /&gt;
==Requirements== &lt;br /&gt;
Rogues receive an invitation to join the guild when they reach the 15th [[level]]. A rogue of level 15 or greater may also be invited to join the guild by a player guildmaster. The initiation fee is 15,000 [[silver]]s and monthly dues are 5,000 silvers. One can pay up to three months in advance. A rogue who falls more than three months behind on his dues risks expulsion from the guild.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
This is a basic list of the skills that may be learned in the rogue guild:&lt;br /&gt;
*[[Sweep]]&lt;br /&gt;
*[[Subdue]]&lt;br /&gt;
*[[Stun Maneuvers]]&lt;br /&gt;
*[[Lock Mastery]]&lt;br /&gt;
*[[Cheapshots]]&lt;br /&gt;
*[[Rogue Gambits]]  &lt;br /&gt;
&lt;br /&gt;
==Guildmaster==&lt;br /&gt;
To become a Guildmaster one needs a total of 125 ranks in guild skills, as well as mastery in one of those skills (63 ranks to master a skill). One then must be nominated by 2 Guildmasters or other rogues that are eligible for nomination. The mechanic for doing so is GLD NOMINATE [CHARACTER NAME]. Once nominated by two Guildmasters or other eligible rogues, the nominee brings themselves and the nominators to the NPC Guild Master and ASKS them ABOUT GUILDMASTER.&lt;br /&gt;
&lt;br /&gt;
Guildmasters need not pay any dues, however they do need to drop by the guild once a month - if they don&#039;t they&#039;ll receive a warning after a month, followed by loss of status after three. Also, Guildmasters may collect dues from other members of the guild, promote others, and nominate candidates for Guildmaster status.&lt;br /&gt;
&lt;br /&gt;
In addition, any rogue that trains with a Guildmaster will receive double credit for each repetition completed.  For example:  If a rogue has 16 repetitions of &amp;quot;sweep a partner&amp;quot; and practices with a Guildmaster, the rogue would only have to complete 8 repetitions (this number is always rounded up on odd number of repetitions) in order to get credit for all 16.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Profession guild system (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20Guild%20Discussions/view Officials folder]&lt;br /&gt;
*[http://www.angelfire.com/rpg/midgarzolom/rogues/rogueguild.html Midgar&#039;s Rogue Guild Erudition]&lt;br /&gt;
*[http://www.jerrec.com/guild.htm Lord Jerrec&#039;s Lair -- Rogue Guild]&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
Rogues tend to be a bit tight-lipped about exactly where their various guilds are located, but gathered information does suggest that there are guilds in the following places:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Guild (Icemule Trace)]]: Silvermule Gaming Hall, Stout Street&lt;br /&gt;
*[[Rogue Guild (Kharam Dzu)]]: Abandoned Warehouse in the Poor Quarter&lt;br /&gt;
*[[Rogue Guild (Mist Harbor)]]: Broken Stein Tavern, Crane Lane&lt;br /&gt;
*[[Rogue Guild (River&#039;s Rest)]]: River&#039;s Rest Inn, Targon&#039;s Square&lt;br /&gt;
*[[Rogue Guild (Solhaven)]]: Solhaven Inn, Abalone and Chiton&lt;br /&gt;
*[[Rogue Guild (Ta&#039;Illistim)]]: Royal Arboretum, Glamesine Var &lt;br /&gt;
*[[Rogue Guild (Ta&#039;Vaalor)]]: Shed, Gaeld Var&lt;br /&gt;
*[[Rogue Guild (Wehnimer&#039;s Landing)]]: Beldrin&#039;s Game Hall, Dragonsclaw Road&lt;br /&gt;
*[[Rogue Guild (Zul Logoth)]]: Brewery, Emerald Tunnel&lt;br /&gt;
&lt;br /&gt;
There is no Rogue Guild in Cysaegir. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important Note&#039;&#039;&#039;: The locations of the Rogue Guilds may be considered an in-game secret, and as such, lack of discretion in game or on official forums may have undesirable results, up to and including death and dismemberment. Please use this information intelligently.&#039;&#039;&lt;br /&gt;
[[Category:Profession Guilds]][[Category:Rogue]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=161461</id>
		<title>Resist Nature (620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=161461"/>
		<updated>2022-02-10T07:46:23Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Initial Cast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font: 10pt Courier New; color: red; font-weight: bold;&amp;quot;&amp;gt;&#039;&#039;A significant update to this spell went live on 2/8/2022 and revision of this article is actively in progress.  For now, please refer to the [[/saved posts |saved posts]] for further information on the updates to Resist Nature (620).&amp;lt;/span&amp;gt;&lt;br /&gt;
{{work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
{{spell &lt;br /&gt;
 | name = Resist Nature&lt;br /&gt;
 | number = 620&lt;br /&gt;
 | mnemonic = RESISTNATURE&lt;br /&gt;
 | duration = Variable&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Armor Enhancement&lt;br /&gt;
 | skill = Elemental Resistance&lt;br /&gt;
 | components = [[NPC]]-made potion&lt;br /&gt;
 | availability = Cloth &amp;amp; leather armor only&lt;br /&gt;
 | navigation = {{Ranger base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Resist Nature&#039;&#039;&#039; allows a [[ranger]] to infuse [[armor]] and armor accessories with temporary [[resistance]] to [[Fire critical table|fire]], [[Cold critical table|cold]], [[Steam critical table|steam]], or nature (&amp;quot;nature&amp;quot; resistance protects against Ranger Base spell attacks such as [[Spike Thorn]], as well as [[Sandstorm]]).&lt;br /&gt;
&lt;br /&gt;
The resulting armor will have a Resistance Strength and a Resistance Life, which are determined by a number of factors. Resistance Strength (RS) is defined as the actual amount of resistance provided against criticals of the type infused in the armor. Resistance Life (RL) is defined as the amount of resistance left in the armor.&lt;br /&gt;
&lt;br /&gt;
Resistance Strength is based upon the caster&#039;s [[#Lore Benefit|Spiritual Lore, Blessings]] training with a minimum of 20% temporary resistance strength. The full RS benefit from Resist Nature applies for cloth and leather armors, and is halved for chain and plate armors.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;{{math|Resistance Strength {{=}} 20 + trunc(Spiritual Lore Blessings Ranks / 2)}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reduced to 50% of the normal value when applied to heavy armors (chain and plate).&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The RS of the armor does not degrade with use; however, the RL decreases as the armor absorbs damage of the type the resistance is intended to protect against. When the RL is exhausted, the resistance is no longer inherent in the armor.&lt;br /&gt;
&lt;br /&gt;
[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell.  The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.&lt;br /&gt;
&lt;br /&gt;
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]].  A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.&lt;br /&gt;
&lt;br /&gt;
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting.  This spell has no risk of destroying or harming a piece of armor in any way.  Only 5 armors may be treated in any one week.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefits==&lt;br /&gt;
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance.  It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks.  It is possible to add resistance to &amp;quot;lightly&amp;quot; padded armor beginning at 1 rank, &amp;quot;very heavily&amp;quot; at 91 ranks, and the lowest level of &amp;quot;masterfully&amp;quot; padded armor at 136 enhanced ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Mana Control ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Padding points ability||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the resistance applied to a piece of armor by {{math|(Ranks / 2)}}.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120||140||150&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total resistance applied||20||30||40||50||60||70||80||90||95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;This has been adapted from [http://home.dejazzd.com/acoustic/Kateerina/NR.html Kateerina&#039;s guide] with permission.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.&lt;br /&gt;
&lt;br /&gt;
===Potion Preparation===&lt;br /&gt;
The first step is to have all of the the required potions prepared in advance.  Each potion will take one hour to finish, and costs 3000 silver each except the a luminescent indigo mushroom potion which costs 25000, payable upon the herbalist&#039;s delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take note&#039;&#039;&#039;: When using a luminescent indigo mushroom potion, there is only a &#039;&#039;5-min duration to complete the cast&#039;&#039;. Pour the indigo potion on the armor before casting 620 or pouring the other potions, then follow the below steps (i.e., pour the mushroom potion on the armor, cast 620 at it to ready it for the potions, pour the potions one by one, and then cast 620 again to seal the armor).&lt;br /&gt;
&lt;br /&gt;
The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus&#039; Room Data website.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Plant || Location&lt;br /&gt;
|-&lt;br /&gt;
| Cold || [http://www.virilneus.com/recipes/ingredient.php?named=frostflower Frostflower] || [[Icemule Trace]], [[Pinefar]] Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [http://www.virilneus.com/recipes/ingredient.php?named=drakefern Drakefern] || [[Kharam Dzu]] ([[Teras Isle]])&lt;br /&gt;
|-&lt;br /&gt;
| Nature || [http://www.virilneus.com/recipes/ingredient.php?named=murkweed Murkweed] || [[Wehnimer&#039;s Landing]], [[River&#039;s Rest]], [[Ta&#039;Illistim]]&lt;br /&gt;
|-&lt;br /&gt;
| Steam || [http://www.virilneus.com/recipes/ingredient.php?named=mistweed Mistweed] || [[River&#039;s Rest]], [[Ta&#039;Vaalor]]&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor ||[[luminescent indigo mushroom]] || Anywhere, random find on high open rolls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its [[armor|armor sub-group]]. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires seven.  Heavier armors such as chain and plate require the luminescent indigo mushroom potion, which is crafted from a single a luminescent indigo mushroom and must be poured on the armor before the other potion types.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Armor || AsG || # of Potions&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 1 ||  1&lt;br /&gt;
|-&lt;br /&gt;
| Light Leather || 5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
| Full Leather || 6 ||  3&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Leather || 7 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Double Leather || 8 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Leather Breastplate || 9 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Cuirbouilli Leather || 10 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Studded Leather || 11 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Brigandine Armor || 12 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail || 13 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Double Chain || 14 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Chain || 15 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Chain Hauberk || 16 ||  8&lt;br /&gt;
|-&lt;br /&gt;
| Metal Breastplate || 17 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Breastplate || 18 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Half Plate || 19 ||  8&lt;br /&gt;
|-&lt;br /&gt;
| Full Plate || 20 ||  9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Town || General Location&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace || Icemule Trace, Forest (Rm 2491)&lt;br /&gt;
|-&lt;br /&gt;
| Kharam Dzu || Teras Isle, River&#039;s Edge (Rm 2054)&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest || Shady Trail (Rm 11013)&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven || Vornavis Cliffs, River Trail (Rm 4618)&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim || Whistler&#039;s Pass, Forest (Rm 54)&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor || Near the Cemetery (hidden, in game secret)&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing || Lower Dragonsclaw, Wooded Hills (Rm 426)&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
Asking the herbalist about REMOVE will give one the option to buy a potion capable of removing Resist Nature from a piece of armor that already has it.&lt;br /&gt;
&lt;br /&gt;
===Initial Cast===&lt;br /&gt;
After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.&lt;br /&gt;
&lt;br /&gt;
PREP 620, cast &amp;quot;TYPE OF RESISTANCE HERE&amp;quot; (see the TYPE table under Process for the types of resistance).&lt;br /&gt;
&lt;br /&gt;
Success, ready for the next step: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
You gesture at some vultite cuirbouilli leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some cuirbouilli leather. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor is scripted, or being tempered): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a set of darkly etched Sylvan scalemail. &lt;br /&gt;
Your spell&#039;s magic cannot permeate the material of the etched Sylvan scalemail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor does not fall in the proper ASG range): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some chain mail. &lt;br /&gt;
The magic of your spell fizzles against the surface of the chain mail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor is already resistant (remove the current resistance before attempting again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
The magic of your spell wavers and lashes back at you! &lt;br /&gt;
   ... 1 point of damage! &lt;br /&gt;
   Your wrist is twisted slightly. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. &lt;br /&gt;
You examine the armor closely, lightly running your fingers over the material. &lt;br /&gt;
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Potion Application===&lt;br /&gt;
{{boldmono|[[POUR]]}} the first potion on the prepared armor and {{boldmono|[[ASSESS]]}} to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week&#039;s time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.&lt;br /&gt;
&lt;br /&gt;
Success, ready for next pour or sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. &lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, potion has expired (get a fresh potion): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incorrect pourer (only the original caster can pour): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The &amp;quot;holds no hint as to its purpose&amp;quot; should be replaced by one of the following, depending on the resistance type:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Messaging&lt;br /&gt;
|-&lt;br /&gt;
| Cold || slightest presence of cool air&lt;br /&gt;
|-&lt;br /&gt;
| Fire || slightest presence of warmth&lt;br /&gt;
|-&lt;br /&gt;
| Nature || slightest presence of grit&lt;br /&gt;
|-&lt;br /&gt;
| Steam || slightest presence of warm moisture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Repeat as appropriate until the armor is ready for the final cast.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Sealing Cast===&lt;br /&gt;
If &amp;quot;an emptiness permeates the material of the armor,&amp;quot; it requires at least another potion pour. However, if &amp;quot;the aura of magic does not feel complete,&amp;quot; the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time.  Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.&lt;br /&gt;
&lt;br /&gt;
Success, process complete: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some ora brigandine armor. &lt;br /&gt;
A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. &lt;br /&gt;
Roundtime: 7 secs. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some shiny blue leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit (if working with more than one project at a time): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, not enough potions poured (start the entire process over): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brass brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! &lt;br /&gt;
   ... 45 points of damage! &lt;br /&gt;
   Right eye evaporates in a burst of flame. Death from shock follows.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).&lt;br /&gt;
&lt;br /&gt;
Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:&lt;br /&gt;
&lt;br /&gt;
Nature:All offensive Ranger spells, plus Sandstorm&lt;br /&gt;
&lt;br /&gt;
Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature&#039;s fury and the fire flare from dark Catalyst.&lt;br /&gt;
&lt;br /&gt;
Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature&#039;s Fury, environmental effects (pinefar/icemule/gossamer pass).&lt;br /&gt;
&lt;br /&gt;
Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature&#039;s Fury, steam column damage from the columns in Luukos&#039; Temple.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#620 Ranger Base Spell Circle: Resist Nature], on Play.net&lt;br /&gt;
* [http://home.dejazzd.com/acoustic/Kateerina/NR.html Nature Resistance Guide]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Label&amp;diff=161403</id>
		<title>Label</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Label&amp;diff=161403"/>
		<updated>2022-02-08T09:08:32Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Label Boxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Labels premiered at [[Ebon Gate 2012]] in the shop [[EGShop:Sing Me an Epithet|Sing Me an Epitaph]]. The merchants [[Nyck]] and [[Nycolle]] altered, deepened, or unlocked label boxes and labels. They also bring their wagon [[The Label Maker]] to [[Mist Harbor]] as a [[Premium subscription|Premium benefit]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Basic Use==&lt;br /&gt;
&lt;br /&gt;
Labels can be attached to almost any item, replaced, and removed.&lt;br /&gt;
&lt;br /&gt;
===Writing a Label===&lt;br /&gt;
&lt;br /&gt;
One only needs a writing implement (quill/stylus) in one hand and a label in the other hand. Labels will hold 100 characters and append a period at the end if you forget it.&lt;br /&gt;
&lt;br /&gt;
* Using a writing implement, {{boldmono|[[WRITE (verb)|WRITE]] {message}}}.  You should not {{boldmono|write label {message}}} or the first word on the label will be &amp;quot;label.&amp;quot;  If you are writing stats and use the + sign, use a semi-colon before the + if the + is the first character of the label (e.g., &amp;quot;WRITE ;+5 to aura bonus, +5 wisdom bonus, persists&amp;quot;).&lt;br /&gt;
* Remember to {{boldmono|[[READ (verb)|READ]]}} your label before doing anything else to make sure it says what you want. {{boldmono|[[CLEAN (verb)|CLEAN]]}} label to remove what you&#039;ve already written if you wish to start over or edit the current message. &lt;br /&gt;
* {{boldmono|[[PULL (verb)|PULL]]}} label to remove backing. At this point, you can still {{boldmono|[[CLEAN (verb)|CLEAN]]}} label to remove what you&#039;ve written and start over.&lt;br /&gt;
* {{boldmono|[[PUT (verb)|PUT]] my label on my (item)}} to attach the label to the item.&lt;br /&gt;
* {{boldmono|READ my (item)}} to see the label after it is attached.&lt;br /&gt;
&lt;br /&gt;
If you still messed up you can write on a new label and cover up the old one using the same steps.&lt;br /&gt;
&lt;br /&gt;
===Replacing a Label===&lt;br /&gt;
&lt;br /&gt;
If your item already had a label on it, you will see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put my label on my runestaff&lt;br /&gt;
The orase runestaff appears to already have a label or writing of some sort.  If you&#039;d like to cover it up with your parchment label please try to attach it again within 30 seconds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replacing an old label with a new one causes a permanent loss of the old label; you can not retrieve the old one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A question mark as the last character gets replaced by a period, but a question mark in the middle of the text seems to be fine.&lt;br /&gt;
&lt;br /&gt;
===Removing a Label===&lt;br /&gt;
&lt;br /&gt;
One can remove a label from an item using solvent.  This is also sold in the label shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;get mau&lt;br /&gt;
You remove a perfect vultite maul with black rolton fleece wound about its haft from in your leather cloak.&lt;br /&gt;
&amp;gt;rub my solv on my mau&lt;br /&gt;
&#039;&#039;&#039;The vultite maul appears to have a label or writing of some sort.  If you&#039;d like to remove it with your thick solvent please try to rub it on again within 30 seconds!&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;rub my solv on my mau&lt;br /&gt;
Using your fingertips, you liberally apply some solvent to your vultite maul and gently rub away the paper stuck to its surface.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Label Boxes==&lt;br /&gt;
&lt;br /&gt;
Label enthusiasts can keep their labels in label boxes.  Boxes initially come with space for ten labels and can be deepened in increments of 10 to hold 100.  Boxes also exist that hold as many as 200, acquired through raffle or other special merchant means.&lt;br /&gt;
&lt;br /&gt;
Besides being deepened, label boxes can be altered or unlocked.  [[Unlocked]] boxes will also automatically unlock any label placed into them. Label boxes can be unlocked once.&lt;br /&gt;
&lt;br /&gt;
An unlocked box provides the additional options to {{boldmono|[[0TILT (verb)|TILT]]}}, {{boldmono|[[TOUCH (verb)|TOUCH]]}}, and {{boldmono|[[KNOCK (verb)|KNOCK]]}} the box. It will also add to all labels pulled from it the option to {{boldmono|[[EAT (verb)|EAT]]}}, {{boldmono|[[SMELL (verb)|SMELL]]}}/{{boldmono|[[SNIFF (verb)|SNIFF]]}}, and {{boldmono|[[TOUCH (verb)|TOUCH]]}} the labels.&lt;br /&gt;
&lt;br /&gt;
Not sure how this was missed, but using PULL BOX will actually release a label from the box so you can use them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Nycolle]]&lt;br /&gt;
* [[The Label Maker]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Fluff&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Miscellaneous&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter=Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld=No&amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Ebon Gate 2012&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=161401</id>
		<title>Sanctify (330)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=161401"/>
		<updated>2022-02-08T07:50:05Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Sanctification Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SANCTIFY&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
 | availability = all combat gear&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Sanctify&#039;&#039;&#039;, a cleric will begin to acquire devotion as they gain [[experience]]. A skilled cleric can use this devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. [[F2P subscription | F2P]] clerics cannot modify items with 330.&lt;br /&gt;
&lt;br /&gt;
== Armament Enhancements ==&lt;br /&gt;
&lt;br /&gt;
Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against [[:Category:Player System Manager | PSM skills]]. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).&lt;br /&gt;
&lt;br /&gt;
Further, sanctified items gain the following benefits when combating the undead (and only the undead):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Melee and ranged weapons gain a bonus of 2 AS per tier. &lt;br /&gt;
* Runestaves gain a bonus of 2 bolt AS and 1.2 CS per tier.&lt;br /&gt;
* Each tier also has a 20% chance to [[anchor]] non-corporeal undead when defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Targets wielding a sanctified shield or torso armor gain a bonus, per tier, of 2 DS, 1.2 TD, and +1 effective level against [[sheer fear]].&lt;br /&gt;
* Targets wielding a sanctified runestaff gain a bonus, per tier, of 1 DS, 0.6 TD, and +0.5 effective level against sheer fear.&lt;br /&gt;
* Runestaff and shield bonuses stack with torso armor, but not with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Fire Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A cleric with at least 100 ranks of [[Spiritual Lore, Blessings]] can spend 200,000 devotion to attempt to bestow permanent Holy Fire flares to a T5 sanctified armament.&lt;br /&gt;
* Holy Fire flares, in addition to a standard heat critical, will deal a random 50 to 100 concussion damage. The concussion damage is capped at (20 + (creature level / 5))% of the target’s total health.&lt;br /&gt;
** example: a level 40 target the concussion damage would be capped at (20 + (40 / 5)) = 28% of their max health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric-Only Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An innate cleric bonus to these flares is that the concussion damage is instead 75 to 125.&lt;br /&gt;
* Clerics can EVOKE 330 at items to temporarily grant them Holy Fire flares and non-corporeal undead anchoring. This enhancement functions for clerics only, does not apply any of the other 330 benefits, and lasts for 4 hours.&lt;br /&gt;
* At 90 and 180 ranks of [[Spiritual Lore, Religion]] clerics gain an extra charge of a Holy Fire flare that is guaranteed to trigger on their next attack.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Cleric Base|Cleric Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 cleric with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per 2 ranks&lt;br /&gt;
* [[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
* [[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and under a penalty from low spirit will hinder sanctification attempts&lt;br /&gt;
&lt;br /&gt;
=== Shrine Bonus ===&lt;br /&gt;
&lt;br /&gt;
[[Holy places]] that show through [[SENSE (verb)|{{boldmono|SENSE}}]] a deity that you are converted to will give a +20 bonus. If you are not converted to that deity, but are in the same pantheon (Liabo, Lornon, and Neutral) it will give a +10 bonus.&lt;br /&gt;
&lt;br /&gt;
Holy places that show multiple deities will not give the +20 deity bonus, but instead the +10 pantheon bonus. An example of this would be if you were converted to Lorminstra, and in a location that senses as &amp;quot;Lorminstra, Imaera, Phoen, and Oleani.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet chosen).&lt;br /&gt;
&lt;br /&gt;
A location that senses as having the &amp;quot;influence of an indiscernible higher power&amp;quot; is an unknown, but specific deity in the Neutral pantheon. A forsaken cleric received a +10 bonus while a Lorminstra cleric received +0.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete List of Omnishrines ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Icemule Trace]]&#039;&#039;&#039;&lt;br /&gt;
*Icemule Temple, Foyer - 2334, 4047001&lt;br /&gt;
*Icemule Temple, Chancel Nexus - 2336, 4047005&lt;br /&gt;
*Hall of the Holy Struggle - 2341, 4047024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wehnimer&#039;s Landing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[House Sovyn]], Paladin&#039;s Lounge - 14617, 210010 (publicly accessible)&lt;br /&gt;
*[[Rone Academy]], Cathedral - 24484, 217033 (publicly accessible)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Logoth]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[DragonSpine Fane]], Altar Chamber - 26068, 679031 (all 3 obelisk Chambers are also omnishrines)&lt;br /&gt;
&lt;br /&gt;
== Devotion Costs and Gear Difficulty Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Devotion Costs ===&lt;br /&gt;
&lt;br /&gt;
* Tier 1: 50k&lt;br /&gt;
* Tier 2: 75k&lt;br /&gt;
* Tier 3: 100k&lt;br /&gt;
* Tier 4: 125k&lt;br /&gt;
* Tier 5: 150k&lt;br /&gt;
* Holy Fire: 200k&lt;br /&gt;
* A failed Sanctify cast consumes 10% of the devotion necessary to perform that task.&lt;br /&gt;
&lt;br /&gt;
=== Gear Difficulty Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* Every tier of Sanctify adds a penalty of -20. This penalty is applied to the cast being done (IE: an item that has a difficulty of -500 will actually be -520 when you cast 330 on it).&lt;br /&gt;
* Holy Fire flares add a penalty of -50.&lt;br /&gt;
&lt;br /&gt;
==== Material Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Eonake]], [[white ora]], [[faewood]], and [[white alloy]] all have a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-material_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Material Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-material_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Script Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Voln armor]] gets a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score. Of note is that this bonus is an added +50 and does not function like [[Elven Armor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-script_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Script Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-script_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-other_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Other Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-other_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-temper Potions ===&lt;br /&gt;
Applying Sanctify to gear requires a [[Enchanting potion#Pre-tempering Potions | pre-temper potion]] if the item has enhancive or ensorcelled properties, which also factor into the item&#039;s difficulty rating: &lt;br /&gt;
&lt;br /&gt;
* [[Enhancive]]: an [[urven&#039;eth potion]]&lt;br /&gt;
* [[Ensorcell]]: an [[inky black potion]]&lt;br /&gt;
&lt;br /&gt;
Note: [[Enchant | Enchanting]] and Ensorcelling sanctified gear requires an urven&#039;eth potion.&lt;br /&gt;
&lt;br /&gt;
== Sanctification Process ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST &amp;lt;object&amp;gt;}} will provide an estimate of difficulty.  It will also show the number of times the object has been sanctified via this method.  Just need a bard to tell you how hard it&#039;ll be.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CHANNEL &amp;lt;object&amp;gt;}} will perform the permanent application.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Make sure you have the necessary devotion stored up using the {{boldmono|RESOURCE}} verb.&lt;br /&gt;
* Step 2: Make sure you have the necessary bonuses to successfully perform the sanctification.&lt;br /&gt;
* Step 3: Apply any [[Sanctify_(330)#Pre-temper_potions|pre-temper potions]] required.&lt;br /&gt;
* Step 4: {{boldmono|CHANNEL &amp;lt;object&amp;gt;}} to profit.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
{{ServiceMessaging}}&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
&lt;br /&gt;
A cleric can [[Suffusion | suffuse]] devotion at the rate of 1 point of energy per 2,000 devotion. Each point of suffused energy used in a sanctification attempt is equivalent to a +1 bonus. &amp;lt;!-- eventually the link will change to this: [[Verb:SUFFUSE | suffuse]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post Name Titles ==&lt;br /&gt;
&lt;br /&gt;
After spending 50 full weeks of devotion (2.5 million) the cleric will gain access to the Sanctifier [[Title system | title]]. After bestowing 15 items with Holy Fire (3 million devotion) the cleric will gain access to the Holy Flame title. Devotion spent on bestowing Holy Fire counts for devotion spent towards the Sanctifier title. The [[SPELL (verb)|{{boldmono|SPELL}}]] command will show the lifetime amount of both devotion spent and armaments bestowed with Holy Fire.&lt;br /&gt;
&lt;br /&gt;
The titles are listed in the skill section of the title list ({{boldmono|TITLE LIST SKILL}}) and these titles also work with the {{boldmono|SET SHOWDEITYTITLE ON}} setting to create a title of: &amp;lt;character name&amp;gt; the &amp;lt;title&amp;gt; of &amp;lt;deity&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Talk:Sanctify (330) | The Discussion Page]]&lt;br /&gt;
* [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/870437349388071012/930478683020488704 Update for concussion damage cap]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=161398</id>
		<title>Sanctify (330)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=161398"/>
		<updated>2022-02-08T07:42:50Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Sanctification Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SANCTIFY&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
 | availability = all combat gear&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Sanctify&#039;&#039;&#039;, a cleric will begin to acquire devotion as they gain [[experience]]. A skilled cleric can use this devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. [[F2P subscription | F2P]] clerics cannot modify items with 330.&lt;br /&gt;
&lt;br /&gt;
== Armament Enhancements ==&lt;br /&gt;
&lt;br /&gt;
Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against [[:Category:Player System Manager | PSM skills]]. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).&lt;br /&gt;
&lt;br /&gt;
Further, sanctified items gain the following benefits when combating the undead (and only the undead):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Melee and ranged weapons gain a bonus of 2 AS per tier. &lt;br /&gt;
* Runestaves gain a bonus of 2 bolt AS and 1.2 CS per tier.&lt;br /&gt;
* Each tier also has a 20% chance to [[anchor]] non-corporeal undead when defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Targets wielding a sanctified shield or torso armor gain a bonus, per tier, of 2 DS, 1.2 TD, and +1 effective level against [[sheer fear]].&lt;br /&gt;
* Targets wielding a sanctified runestaff gain a bonus, per tier, of 1 DS, 0.6 TD, and +0.5 effective level against sheer fear.&lt;br /&gt;
* Runestaff and shield bonuses stack with torso armor, but not with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Fire Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A cleric with at least 100 ranks of [[Spiritual Lore, Blessings]] can spend 200,000 devotion to attempt to bestow permanent Holy Fire flares to a T5 sanctified armament.&lt;br /&gt;
* Holy Fire flares, in addition to a standard heat critical, will deal a random 50 to 100 concussion damage. The concussion damage is capped at (20 + (creature level / 5))% of the target’s total health.&lt;br /&gt;
** example: a level 40 target the concussion damage would be capped at (20 + (40 / 5)) = 28% of their max health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric-Only Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An innate cleric bonus to these flares is that the concussion damage is instead 75 to 125.&lt;br /&gt;
* Clerics can EVOKE 330 at items to temporarily grant them Holy Fire flares and non-corporeal undead anchoring. This enhancement functions for clerics only, does not apply any of the other 330 benefits, and lasts for 4 hours.&lt;br /&gt;
* At 90 and 180 ranks of [[Spiritual Lore, Religion]] clerics gain an extra charge of a Holy Fire flare that is guaranteed to trigger on their next attack.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Cleric Base|Cleric Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 cleric with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per 2 ranks&lt;br /&gt;
* [[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
* [[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and under a penalty from low spirit will hinder sanctification attempts&lt;br /&gt;
&lt;br /&gt;
=== Shrine Bonus ===&lt;br /&gt;
&lt;br /&gt;
[[Holy places]] that show through [[SENSE (verb)|{{boldmono|SENSE}}]] a deity that you are converted to will give a +20 bonus. If you are not converted to that deity, but are in the same pantheon (Liabo, Lornon, and Neutral) it will give a +10 bonus.&lt;br /&gt;
&lt;br /&gt;
Holy places that show multiple deities will not give the +20 deity bonus, but instead the +10 pantheon bonus. An example of this would be if you were converted to Lorminstra, and in a location that senses as &amp;quot;Lorminstra, Imaera, Phoen, and Oleani.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet chosen).&lt;br /&gt;
&lt;br /&gt;
A location that senses as having the &amp;quot;influence of an indiscernible higher power&amp;quot; is an unknown, but specific deity in the Neutral pantheon. A forsaken cleric received a +10 bonus while a Lorminstra cleric received +0.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete List of Omnishrines ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Icemule Trace]]&#039;&#039;&#039;&lt;br /&gt;
*Icemule Temple, Foyer - 2334, 4047001&lt;br /&gt;
*Icemule Temple, Chancel Nexus - 2336, 4047005&lt;br /&gt;
*Hall of the Holy Struggle - 2341, 4047024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wehnimer&#039;s Landing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[House Sovyn]], Paladin&#039;s Lounge - 14617, 210010 (publicly accessible)&lt;br /&gt;
*[[Rone Academy]], Cathedral - 24484, 217033 (publicly accessible)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Logoth]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[DragonSpine Fane]], Altar Chamber - 26068, 679031 (all 3 obelisk Chambers are also omnishrines)&lt;br /&gt;
&lt;br /&gt;
== Devotion Costs and Gear Difficulty Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Devotion Costs ===&lt;br /&gt;
&lt;br /&gt;
* Tier 1: 50k&lt;br /&gt;
* Tier 2: 75k&lt;br /&gt;
* Tier 3: 100k&lt;br /&gt;
* Tier 4: 125k&lt;br /&gt;
* Tier 5: 150k&lt;br /&gt;
* Holy Fire: 200k&lt;br /&gt;
* A failed Sanctify cast consumes 10% of the devotion necessary to perform that task.&lt;br /&gt;
&lt;br /&gt;
=== Gear Difficulty Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* Every tier of Sanctify adds a penalty of -20. This penalty is applied to the cast being done (IE: an item that has a difficulty of -500 will actually be -520 when you cast 330 on it).&lt;br /&gt;
* Holy Fire flares add a penalty of -50.&lt;br /&gt;
&lt;br /&gt;
==== Material Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Eonake]], [[white ora]], [[faewood]], and [[white alloy]] all have a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-material_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Material Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-material_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Script Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Voln armor]] gets a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score. Of note is that this bonus is an added +50 and does not function like [[Elven Armor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-script_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Script Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-script_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-other_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Other Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-other_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-temper Potions ===&lt;br /&gt;
Applying Sanctify to gear requires a [[Enchanting potion#Pre-tempering Potions | pre-temper potion]] if the item has enhancive or ensorcelled properties, which also factor into the item&#039;s difficulty rating: &lt;br /&gt;
&lt;br /&gt;
* [[Enhancive]]: an [[urven&#039;eth potion]]&lt;br /&gt;
* [[Ensorcell]]: an [[inky black potion]]&lt;br /&gt;
&lt;br /&gt;
Note: [[Enchant | Enchanting]] and Ensorcelling sanctified gear requires an urven&#039;eth potion.&lt;br /&gt;
&lt;br /&gt;
== Sanctification Process ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST &amp;lt;object&amp;gt;}} will provide an estimate of difficulty.  It will also show the number of times the object has been sanctified via this method.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CHANNEL &amp;lt;object&amp;gt;}} will perform the permanent application.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Make sure you have the necessary devotion stored up using the {{boldmono|RESOURCE}} verb.&lt;br /&gt;
* Step 2: Make sure you have the necessary bonuses to successfully perform the sanctification.&lt;br /&gt;
* Step 3: Apply any [[Sanctify_(330)#Pre-temper_potions|pre-temper potions]] required.&lt;br /&gt;
* Step 4: {{boldmono|CHANNEL &amp;lt;object&amp;gt;}} to profit.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
{{ServiceMessaging}}&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
&lt;br /&gt;
A cleric can [[Suffusion | suffuse]] devotion at the rate of 1 point of energy per 2,000 devotion. Each point of suffused energy used in a sanctification attempt is equivalent to a +1 bonus. &amp;lt;!-- eventually the link will change to this: [[Verb:SUFFUSE | suffuse]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post Name Titles ==&lt;br /&gt;
&lt;br /&gt;
After spending 50 full weeks of devotion (2.5 million) the cleric will gain access to the Sanctifier [[Title system | title]]. After bestowing 15 items with Holy Fire (3 million devotion) the cleric will gain access to the Holy Flame title. Devotion spent on bestowing Holy Fire counts for devotion spent towards the Sanctifier title. The [[SPELL (verb)|{{boldmono|SPELL}}]] command will show the lifetime amount of both devotion spent and armaments bestowed with Holy Fire.&lt;br /&gt;
&lt;br /&gt;
The titles are listed in the skill section of the title list ({{boldmono|TITLE LIST SKILL}}) and these titles also work with the {{boldmono|SET SHOWDEITYTITLE ON}} setting to create a title of: &amp;lt;character name&amp;gt; the &amp;lt;title&amp;gt; of &amp;lt;deity&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Talk:Sanctify (330) | The Discussion Page]]&lt;br /&gt;
* [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/870437349388071012/930478683020488704 Update for concussion damage cap]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Label&amp;diff=161397</id>
		<title>Label</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Label&amp;diff=161397"/>
		<updated>2022-02-08T07:34:59Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Label Boxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Labels premiered at [[Ebon Gate 2012]] in the shop [[EGShop:Sing Me an Epithet|Sing Me an Epitaph]]. The merchants [[Nyck]] and [[Nycolle]] altered, deepened, or unlocked label boxes and labels. They also bring their wagon [[The Label Maker]] to [[Mist Harbor]] as a [[Premium subscription|Premium benefit]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Basic Use==&lt;br /&gt;
&lt;br /&gt;
Labels can be attached to almost any item, replaced, and removed.&lt;br /&gt;
&lt;br /&gt;
===Writing a Label===&lt;br /&gt;
&lt;br /&gt;
One only needs a writing implement (quill/stylus) in one hand and a label in the other hand. Labels will hold 100 characters and append a period at the end if you forget it.&lt;br /&gt;
&lt;br /&gt;
* Using a writing implement, {{boldmono|[[WRITE (verb)|WRITE]] {message}}}.  You should not {{boldmono|write label {message}}} or the first word on the label will be &amp;quot;label.&amp;quot;  If you are writing stats and use the + sign, use a semi-colon before the + if the + is the first character of the label (e.g., &amp;quot;WRITE ;+5 to aura bonus, +5 wisdom bonus, persists&amp;quot;).&lt;br /&gt;
* Remember to {{boldmono|[[READ (verb)|READ]]}} your label before doing anything else to make sure it says what you want. {{boldmono|[[CLEAN (verb)|CLEAN]]}} label to remove what you&#039;ve already written if you wish to start over or edit the current message. &lt;br /&gt;
* {{boldmono|[[PULL (verb)|PULL]]}} label to remove backing. At this point, you can still {{boldmono|[[CLEAN (verb)|CLEAN]]}} label to remove what you&#039;ve written and start over.&lt;br /&gt;
* {{boldmono|[[PUT (verb)|PUT]] my label on my (item)}} to attach the label to the item.&lt;br /&gt;
* {{boldmono|READ my (item)}} to see the label after it is attached.&lt;br /&gt;
&lt;br /&gt;
If you still messed up you can write on a new label and cover up the old one using the same steps.&lt;br /&gt;
&lt;br /&gt;
===Replacing a Label===&lt;br /&gt;
&lt;br /&gt;
If your item already had a label on it, you will see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put my label on my runestaff&lt;br /&gt;
The orase runestaff appears to already have a label or writing of some sort.  If you&#039;d like to cover it up with your parchment label please try to attach it again within 30 seconds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replacing an old label with a new one causes a permanent loss of the old label; you can not retrieve the old one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A question mark as the last character gets replaced by a period, but a question mark in the middle of the text seems to be fine.&lt;br /&gt;
&lt;br /&gt;
===Removing a Label===&lt;br /&gt;
&lt;br /&gt;
One can remove a label from an item using solvent.  This is also sold in the label shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;get mau&lt;br /&gt;
You remove a perfect vultite maul with black rolton fleece wound about its haft from in your leather cloak.&lt;br /&gt;
&amp;gt;rub my solv on my mau&lt;br /&gt;
&#039;&#039;&#039;The vultite maul appears to have a label or writing of some sort.  If you&#039;d like to remove it with your thick solvent please try to rub it on again within 30 seconds!&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;rub my solv on my mau&lt;br /&gt;
Using your fingertips, you liberally apply some solvent to your vultite maul and gently rub away the paper stuck to its surface.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Label Boxes==&lt;br /&gt;
&lt;br /&gt;
Label enthusiasts can keep their labels in label boxes.  Boxes initially come with space for ten labels and can be deepened in increments of 10 to hold 100.  Boxes also exist that hold as many as 200, acquired through raffle or other special merchant means.&lt;br /&gt;
&lt;br /&gt;
Besides being deepened, label boxes can be altered or unlocked.  [[Unlocked]] boxes will also automatically unlock any label placed into them. Label boxes can be unlocked once.&lt;br /&gt;
&lt;br /&gt;
An unlocked box provides the additional options to {{boldmono|[[0TILT (verb)|TILT]]}}, {{boldmono|[[TOUCH (verb)|TOUCH]]}}, and {{boldmono|[[KNOCK (verb)|KNOCK]]}} the box. It will also add to all labels pulled from it the option to {{boldmono|[[EAT (verb)|EAT]]}}, {{boldmono|[[SMELL (verb)|SMELL]]}}/{{boldmono|[[SNIFF (verb)|SNIFF]]}}, and {{boldmono|[[TOUCH (verb)|TOUCH]]}} the labels.&lt;br /&gt;
&lt;br /&gt;
Not sure how this was missed, but using PROD BOX will actually release a label from the box so you can use them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Nycolle]]&lt;br /&gt;
* [[The Label Maker]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Fluff&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Miscellaneous&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter=Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld=No&amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Ebon Gate 2012&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mystic_tattoo&amp;diff=157118</id>
		<title>Mystic tattoo</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mystic_tattoo&amp;diff=157118"/>
		<updated>2022-01-06T05:43:09Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Motes of Tranquility */   Pretty sure they meant 50,000, not 500,000 :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} &#039;&#039;&#039;Mystic tattoos&#039;&#039;&#039; are [[tattoo]]s that [[monk]]s create by adding an [[enhancive]] [[statistic]] (not [[skill]]) to an existing [[stock tattoo]] or other non-scripted tattoo. These are called mundane tattoos until they are enhanced. A character may only have one mystic tattoo at a time, and they can range from the first circle (tier 1) to fifth circle (tier 5).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
While a mystic tattoo has charges, it provides a {{mono|+1 per circle}} to the target statistic&#039;s bonus, or net {{mono|+2 per circle}} to the target statistic&#039;s value. For example, a fifth circle [[Logic]] tattoo would provide +10 to the Logic stat and +5 to the Logic bonus. This bonus must adhere to the same limitations of all enhancive bonuses not gained through the [[Ascension Skill System]].&lt;br /&gt;
&lt;br /&gt;
Mystic tattoos have 100 charges when applied, and are fully recharged when upgraded to a higher circle.  Monks can also add charges at a cost of 1000 motes per charge. By design, it is expected that monks will have reasonable success at applying tiers in steps of 20 levels, so a 20th level Monk may apply a first circle (tier 1) and a 100th level monk may apply a fifth circle (tier 5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Caution:&#039;&#039; A character may only have one mystic tattoo at a time.  As transforming a non-scripted tattoo into a mystic tattoo recreates it as a non-crumbly enhancive, the only way to change from one stat enhancive to another is permanently removing the mystic tattoo. Players should thus use caution getting a mystic tattoo applied to a custom (altered) tattoo. If they later want to change the type of stat enhancive they have, they will need to remove the custom tattoo to create a new one. &lt;br /&gt;
&lt;br /&gt;
==Motes of Tranquility==&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|+Motes required per circle&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Circle&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Motes Required&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|1&lt;br /&gt;
|50,000&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|2&lt;br /&gt;
|75,000&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|3&lt;br /&gt;
|100,000&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|4&lt;br /&gt;
|125,000&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;|5&lt;br /&gt;
|150,000&lt;br /&gt;
|}&lt;br /&gt;
Converting a mundane tattoo to a mystic tattoo requires the performing monk to have gathered &#039;&#039;motes of tranquility&#039;&#039; through absorbing experience either via an experience pulse or via offline experience absorption, in a manner similar to [[wizard]]s with [[Enchant (925)]], or [[sorcerer]]s with [[Ensorcell (735)]]. Experience absorption modifiers such as [[Gift of Lumnis]] or [[roleplaying award]]s apply, but instant experience absorption such as {{boldmono|[[BOOST]] ABSORB}} or [[Rings of Lumnis]] do not. There is a weekly limit of 50,000 motes, and an overall pool cap of having 200,000 available at a time. &lt;br /&gt;
&lt;br /&gt;
Each tier of the mystic tattoo requires a greater number of motes to apply, starting at 50,000 for tier 1 and increasing by 25,000 at each successive tier, or {{mono|25000 x (1+TargetTier)}} cost in motes.  Thus, to go from a mundane tattoo to a Mystic Tattoo of the fifth circle requires 10 weeks of capped Motes of Tranquility. Current Motes of Tranquility are displayed using {{boldmono|TATTOO}} (in character description) or {{boldmono|[[RESOURCE]]}} (numerical readout).&lt;br /&gt;
&lt;br /&gt;
{{#section:RESOURCE (verb)|monk}}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
Both a needle and ink are required to be in-hand, and are available for purchase from the [[:Category:Alchemist_Shops|town alchemist]]. Ink may be combined via {{boldmono|[[POUR]]}}, to a limit of 10 doses. The needle must be in the right hand when used. Each tier requires a corresponding number of doses of ink, so the circle 5 application will need 5 doses of ink.&lt;br /&gt;
&lt;br /&gt;
Note that the target mundane tattoo being worked on requires that it be:&lt;br /&gt;
* visible on whatever body part it lies.  For example, converting a tattoo on the chest will require that the target remove any armor, since that covers the chest.&lt;br /&gt;
* referred to by noun.  Most will be &amp;quot;tattoo&amp;quot;, but some will not: #846 would be &amp;quot;blossom&amp;quot;, and #856 would be &amp;quot;marks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Applying the tattoo requires the use of the {{boldmono|TATTOO}} verb.&lt;br /&gt;
&lt;br /&gt;
{{#section:TATTOO (verb)|TATTOO (verb)}}&lt;br /&gt;
&lt;br /&gt;
Applying the mystic tattoo uses a two-step confirmation process, and expected chance of success is shown, so the performing monk can choose not to make the attempt if there is a high risk of losing motes to failure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;tattoo mystic (character) wisdom tattoo&lt;br /&gt;
You consider imbuing the essence of wisdom into (tattoo) on (character), which is currently just a mundane tattoo.  You estimate that you can only fail if you are horribly unlucky.&lt;br /&gt;
To offer to tattoo (character), enter the same command again in the next minute.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tattoo mystic (character) wisdom tattoo&lt;br /&gt;
You hold up a polished blue and silver needle and a wide-mouthed jar of tattoo ink in an offer to imbue the essence of wisdom into (Character’s) (tattoo).  (She/he) will need to TATTOO ACCEPT in the next minute.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
(Character) has accepted your offer of a mystic tattoo and awaits your tranquil hand.  Just retype your last TATTOO MYSTIC command in the next minute.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
&amp;gt;tattoo mystic (character) wisdom tattoo&lt;br /&gt;
You make a good attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You work the ink into (Character’s) (tattoo), concentrating on establishing a faint link with (his/her) mind as you invoke the tranquil core of your soul to instill (his/her) body with the pure essence of wisdom!&lt;br /&gt;
That was the last drop of ink.&lt;br /&gt;
A wide-mouthed jar of tattoo ink suddenly shatters, leaving nothing behind.&lt;br /&gt;
Roundtime: 20 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful application requires the following calculation to be made:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Monk Level + 2*[[Dexterity|DEX bonus]] + 2*[[Discipline|DIS bonus]] + [[Physical Fitness]] ranks*3/4 + [[First Aid]] ranks/2 + 2*spell ranks + [[Arcane Symbols]] ranks + [[Mental Mana Control]]/[[Spirit Mana Control]] ranks + [[Lore]] skill bonus - 100 * (circle of tattoo) + d100 &amp;gt; 100&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; When tattooing the self, [[Mental Lore, Transformation]] is used in the calculation. When tattooing others, the monk will use their [[Mental Lore, Telepathy]]. The circle of the mystic tattoo, injuries, and low spirit apply penalties to the skill check. The Gift of Eonak crafting roll applies to these checks.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|TATTOO STATS}} will show the performing Monk&#039;s number of mundane tattoos applied, and the sum total of Motes spent in successful uses (either application of new Mystic tiers or additional charges added to existing Mystic tattoos).  Motes lost through unsuccessful tier applications are not tracked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Tattoo/saved posts|Saved posts]]&lt;br /&gt;
* [[ALTER_(verb)#F._Tattoos_and_Scars:|ALTER rules for Tattoos and Scars]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Tattoo]]&lt;br /&gt;
* [[Stock tattoo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Monk]][[Category:Enhancives]][[Category:Item Mechanics]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chronomage_Teleportation_System&amp;diff=156978</id>
		<title>Chronomage Teleportation System</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chronomage_Teleportation_System&amp;diff=156978"/>
		<updated>2022-01-04T11:08:12Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Chronomage Office Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Chronomage Teleportation System&#039;&#039;&#039; is a system that allows characters to easily travel between the major [[town]]s without the hazards and time involved with travelling the distance by foot. The Chronomages will transport all individuals holding a Chronomage orb in their right hand in the transport waiting room to their destinations every 20 minutes for a flat fee of 100,000 silvers. Travel times during each hour are at :00, :20, and :40. Tickets are sold by a NPC in each town&#039;s Chronomage office. You can reduce the cost of tickets by giving the NPC gold rings. For local travel between two towns within the same zones, a [[#Chronomage Day Pass|day pass]] may be purchased for 5,000 silvers for unlimited travel between the two towns for 24 hours. &#039;&#039;&#039;Chronomage orbs&#039;&#039;&#039; can also be earned via [[Login Rewards]] or purchased through the [[SimuCoin]]s Store. A player can [[GAZE]] at an orb to determine its destination, [[READ]] the orb to determine the next departure time, and [[LOOK]] at the orb to determine if you are in a transport waiting room (the orb will emit a faint golden glow).&lt;br /&gt;
&lt;br /&gt;
== Chronomage Office Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zone 1:&#039;&#039;&#039;&lt;br /&gt;
*[[Wehnimer&#039;s Landing]]: Town Square Southwest, in the basement of the Travel Office (one north from the clerk) (Lich Room# 8635)&lt;br /&gt;
*[[Solhaven]]: Beacon Tower on Beacon Ring (up the ramp) (Lich Room# 14358)&lt;br /&gt;
*[[Icemule Trace]]: on Wraith Road in the Magical Burrow at the Loci Workshop (Lich Room 8916) &lt;br /&gt;
*[[River&#039;s Rest]]:  (Lich Room# 16115)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zone 2:&#039;&#039;&#039;&lt;br /&gt;
*[[Cysaegir]]: southwest of Linsandrych Common&lt;br /&gt;
*[[Ta&#039;Illistim]]: southwestern corner of the Gateyard (Lich Room# 13169)&lt;br /&gt;
*[[Ta&#039;Vaalor]]: southwest of Victory Gate, in a turret (Lich Room# 5883)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isolated:&#039;&#039;&#039;&lt;br /&gt;
*[[Kharam Dzu]]: across the footbridge at the deadend of Copper Avenue. (Lich Room# 12790)&lt;br /&gt;
*[[River&#039;s Rest]]: down the tracks near the log outside of the town.  The waiting room is through the bore on the stump. (Lich Room# 16115)&lt;br /&gt;
*[[Zul Logoth]]: building near the Bard&#039;s Guild (Lich Room 997)&lt;br /&gt;
&lt;br /&gt;
==Chronomage Day Pass==&lt;br /&gt;
A &#039;&#039;&#039;Chronomage day pass&#039;&#039;&#039; costs 5,000 silvers and allows a character to travel unlimited between two towns within the same teleportation zone for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Example (Wehnimer&#039;s Landing to Icemule Trace)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Weyneidra the clerk says to you, &amp;quot;A roundtrip day pass to Icemule Trace will cost you 5000 silvers.  ASK me again in the next minute if you wish to purchase it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weyneidra the clerk accepts your silvers.&lt;br /&gt;
Weyneidra the clerk quickly hands you a Chronomage day pass.&lt;br /&gt;
&lt;br /&gt;
Bold calligraphy states simply, &amp;quot;This pass entitles the original purchaser to one (1) day of unlimited travel between the towns of Icemule Trace and Wehnimer&#039;s Landing, commencing at the time of purchase.  To travel, present yourself at the Chronomage station in either town, hold this pass in hand, and RAISE it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;raise my pass&lt;br /&gt;
As you go to raise your pass, you realize that this is not a Chronomage teleportation waiting room.&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
[Wehnimer&#039;s Shop, Waiting Area]&lt;br /&gt;
Cushioned ladder-backed chairs surround a plush, snow white bear rug.  Affixed in the eye sockets are a pair of brilliant dragonsbreath sapphires and long, slightly yellowed pieces of ivory serve as the fangs.  Edged in gold braiding, the tapestry on the back wall depicts several males encircling a kneeling individual as they work together to wrestle an object from his grasp.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;raise my pass&lt;br /&gt;
You raise your pass up, presenting it for inspection.&lt;br /&gt;
Suddenly, a silver mist swirls about you.  Golden arcs streak across your vision, making it impossible to discern anything beyond the spinning silver mist.  Gradually, the whirlwind of color subsides and it becomes obvious that your surroundings have changed.&lt;br /&gt;
&lt;br /&gt;
[Loci Workshop, Antechamber]&lt;br /&gt;
A granite worktable, clearly a relic of the workshop&#039;s past, stands immovably at the center of the room.  Positioned behind the massive slab of granite and blocking the passageway that leads further into the shop is a bulky, heavily robed figure.  Freshly strewn rushes spotted with dried lavender and rosemary cover the floor, their scent failing to combat the lingering, acrid odor of smoke.  The aroma is not aided by the pungent smell of fish oil burning in the lamps suspended from the ceiling.  You also see a finely-dressed halfling.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clerk Questions==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about chronomage&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling peers at you and asks, &amp;quot;What about the Chronomages?  I&#039;ve never met one myself, but I hear they aren&#039;t to be trifled with.  They&#039;re the ones who anchored the magic that these tickets use.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about destinations&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling says, &amp;quot;I currently sell travel tickets to Wehnimer&#039;s Landing, Solhaven, River&#039;s Rest, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor, Cysaegir, Kharam-Dzu and Icemule Trace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask clerk about &amp;lt;specific town name&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Weyneidra the clerk says to you, &amp;quot;A roundtrip day pass to &amp;lt;named town&amp;gt; will be &amp;lt;&amp;quot;free of charge&amp;quot;, if you have gold ring credits&amp;gt;.  ASK me again in the next minute if you wish to claim it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about disabled&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling looks overhead thoughtfully, then turns to you and says, &amp;quot;I&#039;ve been told that all travel is working properly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about gold ring&#039;&#039;&#039;&lt;br /&gt;
With a wide grin, a finely-dressed halfling turns to you and says, &amp;quot;I am quite interested in gold rings. I&#039;m even willing to discount the price of a travel ticket or pass by 5000 silvers for each ring you give me.  You currently have no credits towards the purchase of a travel ticket.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about help&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling turns to you and says, &amp;quot;My job is to sell you a ticket.  With one of my tickets you can travel about Elanthia via the magic of the Chronomages.  Ask me about a certain location if you wish to know more about it, or you can ASK me about destinations and I will tell you more details about where you can travel.  You can also ask me about disabled locations, gold rings, departures, times and tickets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about price&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling grins and says, &amp;quot;Tickets for a single long distance teleport are priced at 100000 silvers.  Local citizens will receive a ten percent discount.  Partial citizens will receive a five percent discount.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A finely-dressed halfling continues, &amp;quot;Day passes for linked teleport destinations are priced at 5000 silvers.  There are no citizenship discounts for these.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about ticket&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling clearly says, &amp;quot;The way a long-distance travel ticket works is simple. Hold it in your hand inside the waiting room and when it is time you will be transported to your destination.  If you are unsure whether you are in a waiting room, look at your ticket.  It will glow if you are in the correct place.  You cannot travel with a ticket purchased by another.  Also, there are times when travel to certain locations will become unstable and will not work.  You can read your ticket to check when the next transport will take place and you can gaze at your ticket to check its destination.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A finely-dressed halfling continues, &amp;quot;Day passes can be used at will.  Simply hold the pass inside the waiting room and then RAISE it when you are ready to travel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about time&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling takes a moment to think before saying, &amp;quot;The next distant departure will be in # minutes, and I can sell you a travel ticket right now if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about departure&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling pauses for a moment before he says, &amp;quot;The next distant departure will be in # minutes.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Chronomages replaced the [[ICE age|I.C.E. Age]] guilds called [[Navigators|The Navigators]], which is why gold ring robberies are called getting &amp;quot;Navved.&amp;quot; The messaging is still more consistent with the archaic history.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Gold ring]]s&lt;br /&gt;
&lt;br /&gt;
[[category:Transport]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chronomage_Teleportation_System&amp;diff=156977</id>
		<title>Chronomage Teleportation System</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chronomage_Teleportation_System&amp;diff=156977"/>
		<updated>2022-01-04T10:39:42Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Chronomage Office Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Chronomage Teleportation System&#039;&#039;&#039; is a system that allows characters to easily travel between the major [[town]]s without the hazards and time involved with travelling the distance by foot. The Chronomages will transport all individuals holding a Chronomage orb in their right hand in the transport waiting room to their destinations every 20 minutes for a flat fee of 100,000 silvers. Travel times during each hour are at :00, :20, and :40. Tickets are sold by a NPC in each town&#039;s Chronomage office. You can reduce the cost of tickets by giving the NPC gold rings. For local travel between two towns within the same zones, a [[#Chronomage Day Pass|day pass]] may be purchased for 5,000 silvers for unlimited travel between the two towns for 24 hours. &#039;&#039;&#039;Chronomage orbs&#039;&#039;&#039; can also be earned via [[Login Rewards]] or purchased through the [[SimuCoin]]s Store. A player can [[GAZE]] at an orb to determine its destination, [[READ]] the orb to determine the next departure time, and [[LOOK]] at the orb to determine if you are in a transport waiting room (the orb will emit a faint golden glow).&lt;br /&gt;
&lt;br /&gt;
== Chronomage Office Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zone 1:&#039;&#039;&#039;&lt;br /&gt;
*[[Wehnimer&#039;s Landing]]: Town Square Southwest, in the basement of the Travel Office (one north from the clerk) (Lich Room# 8635)&lt;br /&gt;
*[[Solhaven]]: Beacon Tower on Beacon Ring (up the ramp) (Lich Room# 14358)&lt;br /&gt;
*[[Icemule Trace]]: on Wraith Road in the Magical Burrow at the Loci Workshop (through the iron gate) (Lich Room# 16115 ?same room number as River&#039;s rest)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zone 2:&#039;&#039;&#039;&lt;br /&gt;
*[[Cysaegir]]: southwest of Linsandrych Common&lt;br /&gt;
*[[Ta&#039;Illistim]]: southwestern corner of the Gateyard (Lich Room# 13169)&lt;br /&gt;
*[[Ta&#039;Vaalor]]: southwest of Victory Gate, in a turret (Lich Room# 5883)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isolated:&#039;&#039;&#039;&lt;br /&gt;
*[[Kharam Dzu]]: across the footbridge at the deadend of Copper Avenue. (Lich Room# 12790)&lt;br /&gt;
*[[River&#039;s Rest]]: down the tracks near the log outside of the town.  The waiting room is through the bore on the stump. (Lich Room# 16115)&lt;br /&gt;
*[[Zul Logoth]]: building near the Bard&#039;s Guild (Lich Room 997)&lt;br /&gt;
&lt;br /&gt;
==Chronomage Day Pass==&lt;br /&gt;
A &#039;&#039;&#039;Chronomage day pass&#039;&#039;&#039; costs 5,000 silvers and allows a character to travel unlimited between two towns within the same teleportation zone for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Example (Wehnimer&#039;s Landing to Icemule Trace)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Weyneidra the clerk says to you, &amp;quot;A roundtrip day pass to Icemule Trace will cost you 5000 silvers.  ASK me again in the next minute if you wish to purchase it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weyneidra the clerk accepts your silvers.&lt;br /&gt;
Weyneidra the clerk quickly hands you a Chronomage day pass.&lt;br /&gt;
&lt;br /&gt;
Bold calligraphy states simply, &amp;quot;This pass entitles the original purchaser to one (1) day of unlimited travel between the towns of Icemule Trace and Wehnimer&#039;s Landing, commencing at the time of purchase.  To travel, present yourself at the Chronomage station in either town, hold this pass in hand, and RAISE it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;raise my pass&lt;br /&gt;
As you go to raise your pass, you realize that this is not a Chronomage teleportation waiting room.&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
[Wehnimer&#039;s Shop, Waiting Area]&lt;br /&gt;
Cushioned ladder-backed chairs surround a plush, snow white bear rug.  Affixed in the eye sockets are a pair of brilliant dragonsbreath sapphires and long, slightly yellowed pieces of ivory serve as the fangs.  Edged in gold braiding, the tapestry on the back wall depicts several males encircling a kneeling individual as they work together to wrestle an object from his grasp.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;raise my pass&lt;br /&gt;
You raise your pass up, presenting it for inspection.&lt;br /&gt;
Suddenly, a silver mist swirls about you.  Golden arcs streak across your vision, making it impossible to discern anything beyond the spinning silver mist.  Gradually, the whirlwind of color subsides and it becomes obvious that your surroundings have changed.&lt;br /&gt;
&lt;br /&gt;
[Loci Workshop, Antechamber]&lt;br /&gt;
A granite worktable, clearly a relic of the workshop&#039;s past, stands immovably at the center of the room.  Positioned behind the massive slab of granite and blocking the passageway that leads further into the shop is a bulky, heavily robed figure.  Freshly strewn rushes spotted with dried lavender and rosemary cover the floor, their scent failing to combat the lingering, acrid odor of smoke.  The aroma is not aided by the pungent smell of fish oil burning in the lamps suspended from the ceiling.  You also see a finely-dressed halfling.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clerk Questions==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about chronomage&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling peers at you and asks, &amp;quot;What about the Chronomages?  I&#039;ve never met one myself, but I hear they aren&#039;t to be trifled with.  They&#039;re the ones who anchored the magic that these tickets use.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about destinations&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling says, &amp;quot;I currently sell travel tickets to Wehnimer&#039;s Landing, Solhaven, River&#039;s Rest, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor, Cysaegir, Kharam-Dzu and Icemule Trace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask clerk about &amp;lt;specific town name&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Weyneidra the clerk says to you, &amp;quot;A roundtrip day pass to &amp;lt;named town&amp;gt; will be &amp;lt;&amp;quot;free of charge&amp;quot;, if you have gold ring credits&amp;gt;.  ASK me again in the next minute if you wish to claim it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about disabled&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling looks overhead thoughtfully, then turns to you and says, &amp;quot;I&#039;ve been told that all travel is working properly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about gold ring&#039;&#039;&#039;&lt;br /&gt;
With a wide grin, a finely-dressed halfling turns to you and says, &amp;quot;I am quite interested in gold rings. I&#039;m even willing to discount the price of a travel ticket or pass by 5000 silvers for each ring you give me.  You currently have no credits towards the purchase of a travel ticket.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about help&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling turns to you and says, &amp;quot;My job is to sell you a ticket.  With one of my tickets you can travel about Elanthia via the magic of the Chronomages.  Ask me about a certain location if you wish to know more about it, or you can ASK me about destinations and I will tell you more details about where you can travel.  You can also ask me about disabled locations, gold rings, departures, times and tickets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about price&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling grins and says, &amp;quot;Tickets for a single long distance teleport are priced at 100000 silvers.  Local citizens will receive a ten percent discount.  Partial citizens will receive a five percent discount.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A finely-dressed halfling continues, &amp;quot;Day passes for linked teleport destinations are priced at 5000 silvers.  There are no citizenship discounts for these.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about ticket&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling clearly says, &amp;quot;The way a long-distance travel ticket works is simple. Hold it in your hand inside the waiting room and when it is time you will be transported to your destination.  If you are unsure whether you are in a waiting room, look at your ticket.  It will glow if you are in the correct place.  You cannot travel with a ticket purchased by another.  Also, there are times when travel to certain locations will become unstable and will not work.  You can read your ticket to check when the next transport will take place and you can gaze at your ticket to check its destination.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A finely-dressed halfling continues, &amp;quot;Day passes can be used at will.  Simply hold the pass inside the waiting room and then RAISE it when you are ready to travel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about time&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling takes a moment to think before saying, &amp;quot;The next distant departure will be in # minutes, and I can sell you a travel ticket right now if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;ask halfling about departure&#039;&#039;&#039;&lt;br /&gt;
A finely-dressed halfling pauses for a moment before he says, &amp;quot;The next distant departure will be in # minutes.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Chronomages replaced the [[ICE age|I.C.E. Age]] guilds called [[Navigators|The Navigators]], which is why gold ring robberies are called getting &amp;quot;Navved.&amp;quot; The messaging is still more consistent with the archaic history.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Gold ring]]s&lt;br /&gt;
&lt;br /&gt;
[[category:Transport]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Delyorik_(prime)&amp;diff=155295</id>
		<title>Delyorik (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Delyorik_(prime)&amp;diff=155295"/>
		<updated>2021-11-05T02:29:09Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: Created page with &amp;quot;If you haven&amp;#039;t figured this out yet... call him Dely.  Don&amp;#039;t salute to him.  Don&amp;#039;t bow to him.  He&amp;#039;s relatively normal.  For the most part.  If you want to know more, just ask...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you haven&#039;t figured this out yet... call him Dely.  Don&#039;t salute to him.  Don&#039;t bow to him.  He&#039;s relatively normal.&lt;br /&gt;
&lt;br /&gt;
For the most part.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, just ask him.&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Necrotic_ring&amp;diff=155022</id>
		<title>Necrotic ring</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Necrotic_ring&amp;diff=155022"/>
		<updated>2021-10-25T06:57:19Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: Just adding info from the official boards that was post in the past few days.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__&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;
The necrotic ring is &#039;&#039;&#039;a smooth bone ring pierced by tiny crystal shards&#039;&#039;&#039;. It was released at [[Ebon Gate 2019]], as a prize from the Arena of the Abyss.  The ring is charged by defeating undead in the Arena and may randomly reanimate slain foe throughout the year, if charges remain.  The number of charges can be determined through [[Loresinging|loresinging]].  Additional features were added at [[Ebon Gate 2020]], including the ability to spawn undead [[boss creatures]] and another to provide a chance for the ring owner to receive a boost to their attacks and defenses for a limited time.&lt;br /&gt;
&lt;br /&gt;
You can add charges (1 per 50 seashells) if you ask the demon at the Arena entrance.&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your smooth bone ring and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
The smooth bone ring is a prize from the Arena of the Abyss (Ebon Gate event at Caligos Isle).  When worn, it has a chance to summon an undead creature from a recently slain creature.&lt;br /&gt;
&lt;br /&gt;
                   Attuned: XXXX&lt;br /&gt;
                   Charges: 2403 (OFF, PROD to toggle)&lt;br /&gt;
              Lich&#039;s Curse: 5% (ON, TAP to toggle)&lt;br /&gt;
           Voln&#039;s Blessing: 0%&lt;br /&gt;
              Appearance: OFF (COVER to toggle)&lt;br /&gt;
Unstable Manifestation: bracelet (TURN to toggle)&lt;br /&gt;
&lt;br /&gt;
Lich&#039;s Curse is a % chance for the undead the ring spawns to be a boss creature.  Voln&#039;s Blessing is a % chance for the ring owner to receive +15 AS/DS and +10 CS/TD for 30 seconds when they kill the undead the ring spawned.&lt;br /&gt;
&lt;br /&gt;
The ring cannot be altered in any way!&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the ring may be further lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Show==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Across the surface of the ring, spots of ochre and brown stains radiate from tiny crystalline structures embedded in the bone.  Ichor green motes and shadows lurk within the crystals, living inclusions that alternately lighten and darken the calcification along the ring&#039;s edges.  A faint pulse, deep and bone-jarring, accompanies the flickering, beating like a necrotic heart.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Style&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
!CLENCH&lt;br /&gt;
| Pain lances through your hand, its source the smooth bone ring that rests against your exposed bone. To combat the pulsating feeling, you clench your hand into a tight fist and grit your teeth.&lt;br /&gt;
| XXXXX grits her teeth as she fashions her hand into a fist, her smooth bone ring standing out prominently against her exposed bone knuckles.&lt;br /&gt;
|-&lt;br /&gt;
!COVER (show or hide unique feature)&lt;br /&gt;
| You cover a smooth bone ring pierced by tiny crystal shards that rests upon your partially rotted hand, hiding it from sight.&amp;lt;br&amp;gt;You uncover a smooth bone ring pierced by tiny crystal shards that rests upon your partially rotted hand, revealing it for all to see.&lt;br /&gt;
| XXXX uncovers a smooth bone ring pierced by tiny crystal shards that rests upon her partially rotted hand and reveals it for all to see.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In feature line: Gangrenous flesh lays open to expose the blackened bone of her ring finger where a smooth bone ring pierced by tiny crystal shards rests.  Sickly green necrosis spreads to the back of her hand and wrist, while blistering sores ooze along her arm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;XXXXX covers a smooth bone ring pierced by tiny crystal shards that rests upon her partially rotted hand and hides it from sight.&lt;br /&gt;
|-&lt;br /&gt;
!PROD (turn on and off)&lt;br /&gt;
| You prod your smooth bone ring, prompting it to respond with a sharp pain.&amp;lt;br&amp;gt;You prod your smooth bone ring, prompting it to respond with a cold stillness.&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
!PULL&lt;br /&gt;
| Shifting it slightly, you pull a smooth bone ring pierced by tiny crystal shards away from a newly exposed nerve against your knuckle.&lt;br /&gt;
| Shifting it slightly, XXXXX pulls a smooth bone ring pierced by tiny crystal shards further up her finger and away from the exposed bone of her knuckle.&lt;br /&gt;
|-&lt;br /&gt;
!REMOVE&lt;br /&gt;
|Though the pain blinds you as you remove a smooth bone ring pierced by tiny crystal shards, your finger miraculously returns to its previous unblemished state.&lt;br /&gt;
|Pain darkens XXXXX&#039;s expression as she pulls a smooth bone ring pierced by tiny crystal shards free of her finger.&lt;br /&gt;
|-&lt;br /&gt;
!TAP (turn Lich&#039;s Curse on and off)&lt;br /&gt;
| You tap your smooth bone ring, prompting it to respond with a sharp pain.&amp;lt;br&amp;gt;You tap your smooth bone ring, prompting it to respond with a cold stillness.&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
!TOUCH&lt;br /&gt;
| Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a faint pulse of pain.&lt;br /&gt;
| Using her thumb, XXXXX touches the underside of a smooth bone ring pierced by tiny crystal shards that rests on her finger and shifts it around.&lt;br /&gt;
|-&lt;br /&gt;
!TWIST&lt;br /&gt;
| Wringing your hands, you cause gangrenous rot to transfer from your smooth bone ring-sheathed finger to the opposite hand.&lt;br /&gt;
| Wringing her hands, XXXXX causes gangrenous rot to transfer from around her smooth bone ring-sheathed finger to the opposite hand.&lt;br /&gt;
|-&lt;br /&gt;
!WAVE&lt;br /&gt;
|You wave your hand through the air, your smooth bone ring flashing in the ambient light.  Moments later, the air is laden with the heavy, putrescent scent of decay.&lt;br /&gt;
| Ambient light flashes off of a smooth bone ring pierced by tiny crystal shards upon XXXXX&#039;s hand as she waves.  Moments later, the air is laden with a heavy, putrescent scent of decay.&lt;br /&gt;
|-&lt;br /&gt;
!WEAR&lt;br /&gt;
|Grimacing with pain, you slowly slip a smooth bone ring pierced by tiny crystal shards onto your finger, and the flesh surrounding it immediately begins to rot.&lt;br /&gt;
|Grimacing with pain, XXXXX slowly slips a smooth bone ring pierced by tiny crystal shards onto her finger, and the flesh surrounding it immediately begins to rot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Accessory&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be Joola items (clothing and jewelry). --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Ring&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= No&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= Yes&amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=Feature line&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Ebon Gate 2019&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= Yes&amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=CLENCH &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= COVER&lt;br /&gt;
|verb3= PROD&lt;br /&gt;
|verb4= PULL&lt;br /&gt;
|verb5=REMOVE&lt;br /&gt;
|verb6=TAP&lt;br /&gt;
|verb7=TOUCH&lt;br /&gt;
|verb8=TWIST&lt;br /&gt;
|verb9=WAVE&lt;br /&gt;
|verb10=WEAR&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white; &amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|CHARGES&lt;br /&gt;
! style=&amp;quot;width:43em&amp;quot;|MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
|0-999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a dull ache of pain.&lt;br /&gt;
|-&lt;br /&gt;
|1000-2999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel an irritating sting of pain.&lt;br /&gt;
|-&lt;br /&gt;
|3000-4999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a pulsating stab of pain.&lt;br /&gt;
|-&lt;br /&gt;
|5000-7499&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a throbbing stab of pain.&lt;br /&gt;
|-&lt;br /&gt;
|7500-9999&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel a cripping stab of pain.&lt;br /&gt;
|-&lt;br /&gt;
|10,000 - ?&lt;br /&gt;
|Using your thumb, you touch the underside of a smooth bone ring pierced by tiny crystal shards that rests on your finger and feel an excruciating stab of pain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===In Action===&lt;br /&gt;
After death, the creature may randomly be reanimated into a &#039;&#039;ghostly&#039;&#039; version of itself.  The resulting undead is still a foe, and will attack the adventurer all over again.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You loose a ghastly, keening wail!&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at an Ithzir champion.&lt;br /&gt;
  CS: +494 - TD: +400 + CvA: -10 + d100: +45 == +129&lt;br /&gt;
  Warding failed!&lt;br /&gt;
  An Ithzir champion reels under the force of the sonic vibrations!&lt;br /&gt;
  Sound waves disrupt for 53 damage!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   The Ithzir champion&#039;s eye explodes shattering the skull into a thousand pieces.&lt;br /&gt;
&lt;br /&gt;
Excruciating pain lances through your hand as the smooth bone ring on your disfigured finger is awakened!  Necrotic energy, in the form of an ichor green haze, erupts from your ring and encircles an Ithzir champion, strangling its lifeless remains until a ghostly Ithzir champion is squeezed into existence!&lt;br /&gt;
&lt;br /&gt;
The champion&#039;s face hardens in concentration, and she starts moving faster than seems possible.&lt;br /&gt;
A ghostly Ithzir champion&#039;s eyes narrow in focus as she attacks.&lt;br /&gt;
A ghostly Ithzir champion swings a jagged steel flamberge at you!&lt;br /&gt;
  AS: +450 vs DS: +590 with AvD: +42 + 60 + d40 roll: +7 = -31&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loresong===&lt;br /&gt;
{| {{loresong}}&lt;br /&gt;
|- style=&amp;quot;background:maroon; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:30em&amp;quot;|Loresong&lt;br /&gt;
! style=&amp;quot;width:30em&amp;quot;|Reaction&lt;br /&gt;
|-&lt;br /&gt;
|This is a small item, under a pound.  In your best estimation, it&#039;s worth about 1,000,000 silvers.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|You sense a faint aura of magic surrounding the ring.  From the pitch of the vibration you determine that the purpose of the ring is as a piece of jewelry.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Powerful magic pulses from the smooth bone ring.  When worn, it has a chance to summon an undead creature from a recently slain creature.  It has NNN charges.  It is currently attuned to XXXXXX.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipsing your mind&#039;s eye with shadows and the faint flicker of burning candles, the history of a smooth bone ring pierced by tiny crystal shards comes to you slowly.  Vague outlines in the murk solidify into drawn chalk designs upon a smooth stone floor, the arcane twists and curves illuminated by thirteen fitfully burning votives.  Steady and rhythmic, the repeated words of a chant punctuate the air, though their meaning and the source is unclear.  Gradually, a sanguine ribbon of light rises out of the haze of candlelight and takes its time expanding.  It grows in size and shape to form a hazy portal and, at the moment of its completion, a demonic being steps forth from its depths.  Screeching into the cold stone of the summoning chamber, the grotesque monstrosity begins to move, but the vision grows fuzzy and fades away.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As if waking from a nearly forgotten dream, the cold ring in your hand begins to vibrate, and instantly a vision forms within your mind.  Chaos reigns supreme in an enclosed chamber as a demonic being bashes at the arcane bindings of the summoning circle that traps it in place.  Robed figures rush forward to redraw chalk lines, while others raise their hands and begin to chant in an effort to fortify the bindings.  Two figures are untouched by the turmoil around them, their eyes locked across the distance that separates them.  Framed in the haze of the portal, an ophidian-eyed woman plunges her spear into the heart of the demonic beast, a smooth bone ring pierced by tiny crystal shards flashing on her hand in the candlelight.  Beyond, amid the tumultuous activities of his followers, a violet-eyed man watches.  Without breaking eye contact, she steps back into the portal and with a wave of her hand, closes it.  The chamber and your mind&#039;s eye are thrown into darkness.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As your voice touches upon a smooth bone ring pierced by tiny crystal shards, a vision unfolds within your mind&#039;s eye.  A tortured landscape of shifting sands stretches before you, while above, the burned atmosphere is rife with sanguine light and a thin blanket of grey, tumbling clouds.  Enormous bones, the remains of some forgotten beast, create shadows ahead, their edges shimmering from the heat and arid climate.  Confidence, hunger, and a fierce determination fill you as you prowl toward the shadows with purposeful intent.  You stop upon the edge of the pooling darkness, your eyes scanning its depth, and with a sudden, blindingly fast movement, you stab with your spear into the darkness.  Writhing in agony, a serpentine beast formed of tentacles, mist, and talons falls to the ground at your feet.  Before its death throes can finish, you place your hand upon its muck-covered chest and intone a few short words.  A smooth bone ring pierced by tiny crystal shards that rests on your finger ripples with necrotic energy and draws the last visages of life out of the demon beneath your touch.  As the light fades from the orbs of its many eyes, you see your own ophidian-like eyes reflected in their depths.  Like the snuffing of a candle, the vision disappears.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|A vision unfolds within your mind&#039;s eye as your voice touches upon a smooth bone ring pierced by tiny crystal shards.  The arid air fills your mouth with the taste of dust and salt as you sit perched in the sand upon the half-buried skull of some enormous, forgotten beast.  You pull the tentacle off a dead demon at your feet and bring it to your lips, the inky blood nourishing you for the moment.  As you feast, your gaze falls upon five mirrors resting upon the ground.  Though they face the sky, the reflection in each is not that of a bruised, angry red sky, but instead of a man with violet eyes.  You begin to realize that you are watching him at various times, though you are unable to determine their relation to your own time.  In one image, he obsessively combs through texts for some obscure piece of knowledge, and in another, he commissions a ship, while in a third, he stands over a map of an ocean while conferring with scraps of parchment.  In each, you notice a rough sketch yourself and come to realize he is searching for you.  Slowly, the vision fades.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As the song of a smooth bone ring pierced by tiny crystal shards entwines with your own, a vision blossoms within your mind&#039;s eye.  You find yourself seated, your elbows propped upon your knees, and your eyes focused upon mirrors laying in the dark sand.  Twilight begins to darken the sanguine sky as you watch a violet-eyed man draw the lines of a summoning circle upon the deck of a ship.  You feel a small smile creep across your face, the sensation of it almost as alien as the land in which you find yourself.  You wave your hand over the small mirrors, their centers immediately darkening to black, and gaze over your shoulder.  An army of skeletons in tattered robes, some humanoid, some not, stands motionless under your gaze.  Running your thumb against the underside of a smooth bone ring pierced by tiny crystal shards on your finger, they suddenly lurch into motion and begin to march as your vision fades.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Anticipation seeps from a smooth bone ring pierced by tiny crystal shards in your hand as your voice touches upon it, and soon your mind&#039;s eye is filled with the vision of a tortured landscape beneath a hazy, sanguine sky.  A ripple appears in the air before you, its edges widening with every breath you take of acrid air.  Thunder, not born of the world you stand in, fills the air with its ominous warning just as the ripple abruptly expands to create a portal that leads to the deck of a ship at sea.  Flicking your fingers, a smooth bone ring pierced by tiny crystal shards resting against the bony appendage, you order an army of skeletons through and watch as they collide with arcane magics of a summoning circle.  The magical resistance that they face is short-lived, and between one heartbeat and the next, they shred the barrier and swarm the crew.  Waiting for you, a violet-eyed man stands at the forecastle, and as you move to cross the distance that separates you, a blinding flash of lightning explodes the floorboards.  Water, salty and bitter, rushes against your dry skin, and with but a blink, you find that the vision has evaporated.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|As your voice touches upon a smooth bone ring pierced by tiny crystal shards, a high-pitched ringing sound fills your ears, the noise effectively muting all other sounds.  Your lungs begin to burn with the need for air, but before you risk taking a breath, you open your eyes and are immediately greeted with the sting of saltwater.  Above your position within the water, moonlight illuminates the shattered remains of a boat, its possessions, and the lifeless forms of the two armies that battled on its decks as they plummet towards you and the bottom of the ocean.  In a state of panic, you splay your fingers wide, a smooth bone ring pierced by tiny crystal shards on your finger flashing in the silvery light, and begin to draw energy from the dead as they pass you.  Ethereal spirits rise out of the corpses and surge towards you, their tortured screams lost in the water.  Your ring pulses with an energy that eases the burning in your lungs as it absorbs each one.  You swim towards the surface with frantic movements, your attention split between capturing souls and maneuvering through the debris that sinks past you.  A lancing pain nearly blinds you as a dark shape moves through the water by your left side, and its teeth are the last thing you see before your vision darkens.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|-&lt;br /&gt;
|Tumbling and turning, water rushes in around your vision as you sing to a smooth bone ring pierced by tiny crystal shards, though your attempt to garners no new information.  You begin to feel the weight of it sucking you down, but just as quickly as the sensation was upon you, it has left.&lt;br /&gt;
|The smooth bone ring seems to respond to the magic of XXX&#039;s song.&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Pay Event Souvenirs]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Council_of_Light&amp;diff=153705</id>
		<title>Council of Light</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Council_of_Light&amp;diff=153705"/>
		<updated>2021-09-29T20:25:53Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* The Taskmaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Council of Light navigation}}&lt;br /&gt;
__NOTOC__The &#039;&#039;&#039;Council of Light&#039;&#039;&#039; is a secret society within [[Elanthia]] that characters may join. It has two known chapters in Elanthia; one in [[Solhaven]], the other in [[Ta&#039;Vaalor]]. Prior to the existence of these two chapters, there was one chapter located in [[Wehnimer&#039;s Landing]] - it no longer exists. It was originally a front for a group of evil servants of the [[Unlife]]. In theory this would be a branch of [[The Iron Wind]], but if so it was an inch deep. Following the end of the [[ICE age|I.C.E. Age]] it has no well-established backstory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The Council of Light? Uncle CoL? Many whisperings are heard about this society, if in fact it is even a society at all. Accounts continuously arise from people who&#039;ve encountered everything from overheard code words to tales of strange encounters with its members.&lt;br /&gt;
&lt;br /&gt;
It&#039;s said to be a secret society, and little is known about this possible non-existent entity. Incautious adventurers who ask too many questions are said to be &amp;quot;taken care of&amp;quot; permanently. While obviously nonsense, it still should be stated that the reports of such events often arise.&lt;br /&gt;
&lt;br /&gt;
Lately, in fact, rumors have abounded about strongarm tactics and open displays of aggression. Of course, these are all rumors. In fact, I shouldn&#039;t be spreading them. It&#039;s all ficticious. Of course there&#039;s no CoL. Forget what I just said. I was joking about the whole thing. Heh heh, erm...heh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Lord Grindoll Hevucita&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joining the Council ==&lt;br /&gt;
=== Solhaven ===&lt;br /&gt;
(Lich ID: 4593)&lt;br /&gt;
*The character must first seek out the [[Haggard Matron]] NPC in order to obtain an invite to the council. The character will receive this invite if he or she simply stands around the haggard matron long enough, as it is one of its randomized actions.&lt;br /&gt;
*The character must go to Kraken Manor and solve the puzzle therein in order to gain access to the Manor.&lt;br /&gt;
*The character must find the Grand Poohbah in the Manor. After the Poohbah gives the character a brief chat, the character must recite, &amp;quot;I will not betray the council.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Ta&#039;Vaalor ===&lt;br /&gt;
(Lich ID: 23561)&lt;br /&gt;
*The character must first seek out a ragged old blind man and stand around him for the invite just like the haggard matron.&lt;br /&gt;
*The character must then enter the catacombs and find a niche, go inside, and solve the puzzle therein.&lt;br /&gt;
*The character must then seek out the Poohbah and recite before him, &amp;quot;I will not betray the council.&amp;quot; just as in Solhaven.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The ragged old blind man is not at all careful about who he invites to join the Council. He will invite active Volners to join the Council if they remain in the same room with him for a few minutes.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ranks ==&lt;br /&gt;
There are four NPCs that the character must interact with in order to gain ranks: The Master of Gifts, the Master of Service, the Inquisitor, and the Taskmaster.&lt;br /&gt;
&lt;br /&gt;
=== The Master of Services ===&lt;br /&gt;
The Master of Services randomly assigns the character a skinning task. The character must obtain a certain amount of skins and OFFER them individually to the Master. The character need not skin the creatures himself.&lt;br /&gt;
&lt;br /&gt;
A list of animal skins can be found [[List of skins|here]].&lt;br /&gt;
&lt;br /&gt;
=== The Master of Gifts ===&lt;br /&gt;
The Master of Gifts tasks the character to bring certain items to him, which are usually able to be purchased from a nearby shop. To offer an item to the master, one must place it on the altar first and then use the OFFER verb.&lt;br /&gt;
&lt;br /&gt;
=== The Inquisitor ===&lt;br /&gt;
The Inquisitor simply asks the character a question, which the character must ANSWER. The character need not answer immediately, but may research the subject before giving the answer. Failure to answer correctly will delay the character&#039;s acquisition of a new sign. The question will remain until the character finds the answer.&lt;br /&gt;
&lt;br /&gt;
(Note: Do not ANSWER [SOLUTION] and add a period at the end, as you might for dialogue. The period will confuse the Inquisitor and he will think that the answer is wrong, even if it is correct.)&lt;br /&gt;
&lt;br /&gt;
A list of CoL Inquisitor answers may be found [[Council of Light Answers|here]].&lt;br /&gt;
&lt;br /&gt;
=== The Taskmaster ===&lt;br /&gt;
The taskmaster, after all the tasks are completed, will then give the character a new sign after a certain time period has elapsed. This time period increases should the character incorrectly answer a question by the inquisitor. The time counts down as soon as a new sign is obtained.&lt;br /&gt;
&lt;br /&gt;
Note that this time is ingame time, so you can&#039;t log out and bypass it.  You have to stay ingame to pass the time.&lt;br /&gt;
&lt;br /&gt;
== Demotion ==&lt;br /&gt;
A character in the Council of Light may be demoted for one of two reasons.&lt;br /&gt;
*The character is taking too long to gain his next rank, angering the Poohbah. He will receive a warning before this occurs.&lt;br /&gt;
*The character breaks his oath of silence not to reveal any of the society&#039;s secrets, angering the [[dark assassin]]. This usually results in a demotion of five ranks and death.&lt;br /&gt;
&lt;br /&gt;
==Sign Effects==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Rank&lt;br /&gt;
!  bgcolor = lightgrey | Name&lt;br /&gt;
! bgcolor = lightgrey | Effect&lt;br /&gt;
! bgcolor = lightgrey | Mana Cost&lt;br /&gt;
! bgcolor = lightgrey | Spirit Cost&lt;br /&gt;
! bgcolor = lightgrey | Cost Paid&lt;br /&gt;
! bgcolor = lightgrey | Duration&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| [[Sign of Recognition]]&lt;br /&gt;
| Allows the character to identify other members and their relative ranks.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| [[Signal]]&lt;br /&gt;
| Use sign language to communicate with other society members in the room.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| [[Sign of Warding]]&lt;br /&gt;
| +5 to [[DS]].&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sign of Striking]]&lt;br /&gt;
| +5 to [[Attack strength|AS]].&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| [[Signs of Clotting and Staunching|Sign of Clotting]]&lt;br /&gt;
| Stops all bleeding.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| [[Sign of Thought]]&lt;br /&gt;
| Gives the same effect as rubbing a [[crystal amulet]].&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 min + 6 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| [[Sign of Defending]]&lt;br /&gt;
| +10 to DS.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| [[Sign of Smiting]]&lt;br /&gt;
| +10 to AS.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| [[Signs of Clotting and Staunching|Sign of Staunching]]&lt;br /&gt;
| Stops all bleeding.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 20 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| [[Sign of Deflection]]&lt;br /&gt;
| Adds +20 to [[Bolt]] DS.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| Invoked&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 11&lt;br /&gt;
| [[Sign of Hypnosis]]&lt;br /&gt;
| [[Calm (201)|Calms]] a random target with a hidden warding check.&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Invoked&lt;br /&gt;
| Variable&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 12&lt;br /&gt;
| [[Sign of Swords]]&lt;br /&gt;
| Adds +20 to AS.&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Dissipates&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 13&lt;br /&gt;
| [[Sign of Shields]]&lt;br /&gt;
| Adds +20 to DS.&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Dissipates&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 14&lt;br /&gt;
| [[Sign of Dissipation]]&lt;br /&gt;
| Adds +15 to [[TD]].&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Dissipates&lt;br /&gt;
| 10 sec/level&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15&lt;br /&gt;
| [[Sign of Healing]] &lt;br /&gt;
| Fully regenerates all [[hit point]]s.&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| Invoked&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Sign of Madness]] &lt;br /&gt;
| +50 to AS, -50 to DS.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| Dissipates&lt;br /&gt;
| 15 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 17&lt;br /&gt;
| [[Sign of Possession]]&lt;br /&gt;
| [[ Mass Calm (619)|Mass calms]] the room with a hidden warding check.&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| Invoked&lt;br /&gt;
| Variable&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 18&lt;br /&gt;
| [[Sign of Wracking]]&lt;br /&gt;
| Fully regenerates all mana.&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| Invoked&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 19&lt;br /&gt;
| [[Sign of Darkness]]&lt;br /&gt;
| Teleports the user to a &amp;quot;safe point&amp;quot; or to the nearest Council chapter (whichever is closer).&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| Invoked&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 20&lt;br /&gt;
| [[Sign of Hopelessness]]&lt;br /&gt;
| Causes you to decay while dead. &amp;lt;br&amp;gt;(Previously allowed the character to commit suicide and receive a spirit death.)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the various durations listed here are for members who have mastered the Council; non-masters will find shorter durations which increase with rank.  There also appears to be a slight randomization of a few seconds for the durations which are rank/level based (that is, signs will not always fall in the order they were invoked).&lt;br /&gt;
&lt;br /&gt;
== Breaking the Oath ==&lt;br /&gt;
Should the character&#039;s oath to the council be broken, the character will be penalized.&lt;br /&gt;
&lt;br /&gt;
=== Obvious Spirit Drain ===&lt;br /&gt;
If a character drains spirit resulting in their spirit being half or less of their total spirit (rounded down), the effect will be noticed by anyone present.  If such spirit drain occurs and there are non-Council members present, the Council member will be stripped of his or her powers for a period of time determined by the Poohbah.  If the character is [[Stalking and Hiding|hidden]] or [[Invisibility (916)|invisible]], this will prevent anyone present from observing the spirit drain.  However, one must be cautious, because non-Council members who are present and hidden or invisible can still observe the spirit drain.&lt;br /&gt;
&lt;br /&gt;
====Examples of Obvious Spirit Drain====&lt;br /&gt;
*When Sign of Swords, Sign of Shields, or Sign of Dissipation wear off, for each case, the member must have half their total spirit (rounded up) plus two spirit in order not to have obvious spirit drain.  Thus a character with 10 total spirit must have at least 7 spirit when one of these signs dissipates, so that they will go to no less than 6 spirit.  If they go to 5 or less spirit, it will be obvious.  Thus such a character who may expect to encounter a non-member should be wary of putting up these signs when their spirit is 6 or less, unless they are assured to regenerate more spirit before the sign wears off.  For a character with 9 total spirit, they must have no less than 6 spirit, so that they do not go to 4 spirit.&lt;br /&gt;
&lt;br /&gt;
*Sign of Possession used by any member with total spirit 8 or less.  For instance, initially at full spirit, using this sign will drop the character to 4 out of 8 spirit, which is less than or equal to the character&#039;s total spirit.&lt;br /&gt;
&lt;br /&gt;
*Sign of Wracking when used by any member without any [[enhancive|enhancive item]] because their maximum spirit will be 10.  However, a character with an [[aura]] stat enhancive item to push their total aura to greater than 105 could use Wracking without obvious spirit drain.  For example, a character with 11 total spirit could drop to 6/11 spirit, which is not less than or equal to half that character&#039;s total.&lt;br /&gt;
&lt;br /&gt;
=== Sign of Darkness ===&lt;br /&gt;
Sign of Darkness will always reveal too much if it is used in the presence of non-Council members, even if the Council member is hidden or invisible.  This is because the teleportation vortex is always visible and can be seen.  Thus it is unrelated to spirit drain, because the spirit is drained after the teleportation effect (which by design transports the Council member to a vacant location).&lt;br /&gt;
&lt;br /&gt;
=== Talking about the Council ===&lt;br /&gt;
Should the character speak about the Council or its secrets with non-Council members, the character is subject to be killed by the dark assassin, demotion, and in some cases, expulsion.&lt;br /&gt;
&lt;br /&gt;
===Leaving the Council ===&lt;br /&gt;
Approach the Grand Poohbah, and say, &amp;quot;I resign from the Society&amp;quot;.  You will then be cast out!&amp;lt;br&amp;gt;&lt;br /&gt;
You will then be teleported to The Justicar&#039;s Temple, with two exits: A small door, and a shining portal.  The door will lead to a battle with the image of yourself, the portal will leave the area, and you will remain within the society.&amp;lt;br&amp;gt;&lt;br /&gt;
In the room with yourself, you must KNEEL and PRAY to release the society&#039;s grip on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[List of skins]]&lt;br /&gt;
*[[Council of Light Answers]]&lt;br /&gt;
*[[Haggard Matron]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Balance of Life and Unlife (essay)|On the Balance of Life and Unlife, As Theorized by Nevrek Araknathalin Faendryl]]&lt;br /&gt;
*[http://counciloflight.bravepages.com/sol.htm Patricia&#039;s CoL site]&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Council of Light| ]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shear_Delight&amp;diff=153702</id>
		<title>Shear Delight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shear_Delight&amp;diff=153702"/>
		<updated>2021-09-29T10:41:06Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: I won&amp;#039;t post an update, but since custom titles are apparently a thing... you can ORDER the pliable figurine just outside the Lobby.  Ya&amp;#039;ll use it for what you want.  Cheers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Shear Delight&#039;&#039;&#039; is the beauty salon on [[Mist Harbor]] which also acts as a sort of [[Feature Pavilion|New Look Pavilion]] for [[Premium]] subscribers only.  The front of the shop sells make up and accessories while the features are available down the hallway.  The shop underwent a major renovation in 2014.&lt;br /&gt;
&lt;br /&gt;
==Front of Shop==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Snacks&#039;&#039;&#039;&amp;lt;/big&amp;gt; (on podium)&lt;br /&gt;
;a piece of dark chocolate&lt;br /&gt;
:&#039;&#039;Dense, unremittingly dark chocolate flavors fill your mouth.&lt;br /&gt;
:&#039;&#039;The fine-grained dark chocolate melts slowly, building in chocolate intensity.&lt;br /&gt;
&lt;br /&gt;
;a piece of milk chocolate&lt;br /&gt;
:&#039;&#039;The chocolate is smooth and creamy, without any trace of bitterness.&lt;br /&gt;
:&#039;&#039;As the chocolate melts in your mouth, its sweet lushness coats your tongue in a swirl of soft chocolate flavor.&lt;br /&gt;
&lt;br /&gt;
;a piece of white chocolate&lt;br /&gt;
:&#039;&#039;The sweet, round fatness of the white chocolate in your mouth is delicious.&lt;br /&gt;
:&#039;&#039;The delicious white chocolate melts slowly in your mouth, releasing its subtle, almost nutty perfume.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Millie the Receptionist&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Smiling brightly, the dowdy receptionist steps forward and greets several arriving patrons.&lt;br /&gt;
&lt;br /&gt;
The dowdy receptionist flips through some informational pamphlets on hair care, while absentmindedly fluffing her dreary locks.&lt;br /&gt;
&lt;br /&gt;
The dowdy receptionist paces the length of the room, gazing every so often at the door as if waiting for someone important.&lt;br /&gt;
&lt;br /&gt;
The dowdy receptionist smiles at you, her blue eyes peering at you curiously from behind her gold-rimmed spectacles.&lt;br /&gt;
&lt;br /&gt;
The receptionist peers at several passing patrons over the top of her gold-rimmed spectacles.&lt;br /&gt;
&lt;br /&gt;
With a yawn, the dowdy receptionist leans against the oak podium and twirls a strand of her long red hair around her finger.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;400&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Sand Room&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Makeup items are sold in the Sand Room.  Makeup will show temporarily in a character&#039;s features. The Sand Room&#039;s order menu has a backroom list, but it is empty.&lt;br /&gt;
{{shop table simple}}&lt;br /&gt;
|-&lt;br /&gt;
|a tiny pot of claret lipstick||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tiny pot of topaz pink lipstick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tiny pot of winter rose lipstick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tiny pot of vanilla lipstick||5000 &lt;br /&gt;
|-&lt;br /&gt;
|a tiny pot of opal peach lipstick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of golden ivory eyeshadow ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of winter blue eyeshadow ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of errisian green eyeshadow ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of mithril grey eyeshadow ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of pale pink eyeshadow ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of cinnamon blush ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of feystone violet blush ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of rose quartz blush ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of mauve blush ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a tin case of eahnor red blush ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a henna-hued kohl stick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a silvery black kohl stick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a blood red kohl stick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|an urglaes black kohl stick ||5000&lt;br /&gt;
|-&lt;br /&gt;
|a moonstone grey kohl stick ||5000&lt;br /&gt;
{{shop table end}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ocean Room&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{{shop table start}}{{shop item|price=23750|item=ivory comb with a pearl inlaid handle |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your ivory comb.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully comb your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your ivory comb through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750|item=obsidian comb with a ruby inlaid handle |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your obsidian comb.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully comb your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your obsidian comb through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750 |item=a green jade comb with a lapiz inlaid handle |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your green jade comb.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully comb your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your green jade comb through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750 |item=a silver comb with a gold inlaid handle |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your silver comb.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully comb your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your silver comb through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750 |item=ivory hairbrush with pearly white bristles |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your ivory hairbrush.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully brush your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your ivory hairbrush through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750|item=obsidian hairbrush with ruby red bristles |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your obsidian hairbrush.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully brush your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your obsidian hairbrush through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750 |item=a green jade hairbrush with lapiz-hued bristles |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your green jade hairbrush.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully brush your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your green jade hairbrush through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=23750 |item=a gold hairbrush with silver bristles |weight=&amp;lt;2|location=Not wearable|special=RUB - You remove a few stray hairs from your gold hairbrush.&amp;lt;br /&amp;gt;PRESS/PUSH - You carefully brush your long dark brown hair into place, taking care to style it just right.&amp;lt;br /&amp;gt;PULL - You carefully pull your gold hairbrush through your long dark brown hair, smoothing out the tangles and snarls.|capacity=0}}&lt;br /&gt;
{{shop item|price=8500|item=oval-framed pearly white mirror |weight=&amp;lt;2|location=Not wearable|special=GAZE/PEER - You look at yourself carefully in the ruby red mirror... [You see yourself.]|capacity=0}}&lt;br /&gt;
{{shop item|price=8500 |item=a heart-shaped ruby red mirror |weight=&amp;lt;2|location=Not wearable|special=GAZE/PEER - You look at yourself carefully in the ruby red mirror... [You see yourself.]|capacity=0}}&lt;br /&gt;
{{shop item|price=8500 |item=a shell-shaped lapiz blue mirror |weight=&amp;lt;2|location=Not wearable|special=GAZE/PEER - You look at yourself carefully in the ruby red mirror... [You see yourself.]|capacity=0}}&lt;br /&gt;
{{shop item|price=8500 |item=a star-shaped silver mirror |weight=&amp;lt;2|location=Not wearable|special=GAZE/PEER - You look at yourself carefully in the ruby red mirror... [You see yourself.]|capacity=0}}&lt;br /&gt;
{{shop item|price=1 |item=a plain porcelain mask |weight=&amp;lt;1|location=N/A|capacity=0|special=[For 400 Premium Points, this mask can be used with a premium alteration scroll to have one of the following altered: &amp;quot;your eyes and complexion,&amp;quot; or &amp;quot;your hair,&amp;quot; or &amp;quot;your face, nose, and distinguishing mark.&amp;quot; Be sure to ANALYZE the mask for important details.]}}&lt;br /&gt;
{{shop table end}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Back of Shop==&lt;br /&gt;
All features cost 10,000 [[silvers]]. &#039;&#039;&#039;READ SIGN&#039;&#039;&#039; to see options, &#039;&#039;&#039;ORDER #&#039;&#039;&#039; to purchase.  Complexion is restricted by [[race]], Hair Quirks and Distinguishing Mark by gender.&lt;br /&gt;
&lt;br /&gt;
===Door: Eye Accents===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Eye Characteristics&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. argent-haloed                       &lt;br /&gt;
3.  bright                                  4. bulging                             &lt;br /&gt;
5.  curly lashed                            6. dark feather-lashed                 &lt;br /&gt;
7.  double-lashed                           8. gold-ringed                         &lt;br /&gt;
9.  large                                  10. moss-tinged                         &lt;br /&gt;
11. narrow                                 12. oblique                             &lt;br /&gt;
13. pale-lashed                            14. rheumy                              &lt;br /&gt;
15. sharply tapered                        16. silver-flecked                      &lt;br /&gt;
17. silvery pinpricked                     18. thick-lashed                        &lt;br /&gt;
19. unevenly sized                         20. voluminously lashed                 &lt;br /&gt;
21. white-lashed                           22. yellow-speckled                     &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Door: Eye Colors===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Eye Color&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  amethyst                                2. ametrine purple                     &lt;br /&gt;
3.  aubergine                               4. brilliant cerulean                  &lt;br /&gt;
5.  cloud grey                              6. copper                              &lt;br /&gt;
7.  deep violet                             8. dark driftwood-hued                 &lt;br /&gt;
9.  dark ink blue                          10. emerald green                       &lt;br /&gt;
11. glaes black                            12. indigo                              &lt;br /&gt;
13. lagoon opal-hued                       14. mahogany                            &lt;br /&gt;
15. pale brown                             16. pale marine blue                    &lt;br /&gt;
17. russet-hued                            18. sand-hued                           &lt;br /&gt;
19. sapphire blue                          20. sea green                           &lt;br /&gt;
21. sky blue                               22. teal green                          &lt;br /&gt;
23. thunderhead grey                       24. turquoise                           &lt;br /&gt;
25. ultramarine                            26. yellow-green                     &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Arch: Hair Style===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Hair Style&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  chin-length                             2. cropped                             &lt;br /&gt;
3.  haphazardly cut                         4. hip-length                          &lt;br /&gt;
5.  long                                    6. mid back-length                     &lt;br /&gt;
7.  nape-length                             8. neck-length                         &lt;br /&gt;
9.  raggedly cut                           10. shaven head                         &lt;br /&gt;
11. short                                  12. unevenly cut                        &lt;br /&gt;
13. very long                              14. very short                          &lt;br /&gt;
15. waist-length    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arch: Hair Texture===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Hair Texture&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. blonde-highlighted                  &lt;br /&gt;
3.  brittle                                 4. cascading                           &lt;br /&gt;
5.  choppy                                  6. clumpy                              &lt;br /&gt;
7.  copper-tinged                           8. crimson-tipped                      &lt;br /&gt;
9.  curly                                  10. dried-out                           &lt;br /&gt;
11. ebon-striped                           12. frizzy                              &lt;br /&gt;
13. glossy                                 14. layered                             &lt;br /&gt;
15. lush                                   16. razor-cut                           &lt;br /&gt;
17. ropy                                   18. silky                               &lt;br /&gt;
19. sheared                                20. sleek                               &lt;br /&gt;
21. spiked                                 22. sun-bleached                        &lt;br /&gt;
23. sun-damaged                            24. sun-tinted                          &lt;br /&gt;
25. tangled                                26. untamed                             &lt;br /&gt;
27. voluminous                      &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arch: Hair Color===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Hair Color&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  amber                                   2. anthracite black                    &lt;br /&gt;
3.  auburn                                  4. basalt-sheened                      &lt;br /&gt;
5.  bourbon brown                           6. bronze                              &lt;br /&gt;
7.  caramel brown                           8. chocolate                           &lt;br /&gt;
9.  cornsilk blonde                        10. cranberry red                       &lt;br /&gt;
11. flaxen                                 12. honey blonde                        &lt;br /&gt;
13. onyx black                             14. ocean blue                          &lt;br /&gt;
15. pale blonde                            16. pale green                          &lt;br /&gt;
17. raven black                            18. salt-and-pepper grey                &lt;br /&gt;
19. sand-hued                              20. sandy blonde                        &lt;br /&gt;
21. seafoam-hued                           22. seashell pink                       &lt;br /&gt;
23. sky blue                               24. two-toned brown and blonde          &lt;br /&gt;
25. white blonde                           26. wolf&#039;s bane purple                  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arch: Hair Quirks===&lt;br /&gt;
====Female====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Hair Quirks&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;gender&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. &#039;&#039;&#039;arranged in a side-swept tumble of curls&#039;&#039;&#039;&lt;br /&gt;
3.  bound by blonde-highlighted braids      4. &#039;&#039;&#039;falling to her shoulders in tight banana curls&#039;&#039;&#039;&lt;br /&gt;
5.  bound by copper-touched braids          6. framing her face in a disheveled, carefree style&lt;br /&gt;
7.  cut uncompromisingly short              8. gathered from the temples into a half-ponytail&lt;br /&gt;
9.  in a wild miasma of tangles            10. held back in a ponytail with a simple band&lt;br /&gt;
11. laced with bright copper highlights    12. styled in face-framing, feathery layers&lt;br /&gt;
13. threaded with pale blonde highlights   14. that cascades in a subtly gold-sheened curtain&lt;br /&gt;
15. tucked neatly behind her ears          16. tied back in a myriad of thin ropy strands&lt;br /&gt;
17. &#039;&#039;&#039;with curled asymmetrical bangs&#039;&#039;&#039;         18. &#039;&#039;&#039;up-swept into loose corkscrew ringlets&#039;&#039;&#039;&lt;br /&gt;
19. with delicate layering in the back     20. &#039;&#039;&#039;worn in a mass of riotous corkscrew curls&#039;&#039;&#039;&lt;br /&gt;
21. &#039;&#039;&#039;with thick side-swept bangs&#039;&#039;&#039;            22. worn in a myriad of shell-beaded braids&lt;br /&gt;
23. worn in a sheared pixie style          24. with shell-beaded braids scattered throughout&lt;br /&gt;
25. with sun-bleached highlights    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Male====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Hair Quirks&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;gender&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. &#039;&#039;&#039;falling to his shoulders in gentle waves&#039;&#039;&#039;&lt;br /&gt;
3.  bound by blonde-highlighted braids      4. framing his face in a disheveled, carefree style&lt;br /&gt;
5.  bound by copper-touched braids          6. gathered from the temples into a half-ponytail&lt;br /&gt;
7.  cut uncompromisingly short              8. held back in a ponytail with a simple band&lt;br /&gt;
9.  in a wild miasma of tangles            10. styled in face-framing, feathery layers&lt;br /&gt;
11. tucked neatly behind his ears          12. that cascades in a subtly gold-sheened curtain&lt;br /&gt;
13. with delicate layering in the back     14. threaded with bright copper highlights&lt;br /&gt;
15. &#039;&#039;&#039;with short up-swept bangs&#039;&#039;&#039;              16. tied back in a myriad of thin ropy strands&lt;br /&gt;
17. &#039;&#039;&#039;falling in untamed waves&#039;&#039;&#039;               18. &#039;&#039;&#039;up-swept into a riotous mass of spikes atop his head&#039;&#039;&#039;&lt;br /&gt;
19. worn in a mass of unruly curls         20. &#039;&#039;&#039;with a stripe of longer spiky hair down the center of his head&#039;&#039;&#039;&lt;br /&gt;
21. threaded with pale blonde highlights   22. with shell-beaded braids scattered throughout&lt;br /&gt;
23. &#039;&#039;&#039;with white-blonde tips&#039;&#039;&#039;                 24. worn in a myriad of shell-beaded braids&lt;br /&gt;
25. with sun-bleached highlights        &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Curtain: Complexion===&lt;br /&gt;
====Aelotoi====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for Complexion for anyone of your race are:&lt;br /&gt;
    1. chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
    3. mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
    5. pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
    7. reddish brown                           8. reddish-toned, fair                 &lt;br /&gt;
    9. rough, coconut brown                   10. rough, unevenly toned               &lt;br /&gt;
   11. seashell white-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
   13. smoothly tanned                        14. soft, creamy white                  &lt;br /&gt;
   15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
   17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
   19. sun-kissed, lightly freckled           20. waxen-looking, pale                 &lt;br /&gt;
   21. wrinkled, dark brown                   22. wrinkled, fair                      &lt;br /&gt;
   23. wrinkled and leathery                  24. vibrant, dark brown  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dark Elf====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  leathery, sun-bronzed                   2. lightly tanned                      &lt;br /&gt;
3.  pale, pockmarked                        4. pale tan sand-hued                  &lt;br /&gt;
5.  petal-soft, tanned                      6. rough, coconut brown                &lt;br /&gt;
7.  rough, unevenly toned                   8. smooth, koa-toned                   &lt;br /&gt;
9.  smoothly tanned                        10. sun-bronzed, dark brown             &lt;br /&gt;
11. sun-bronzed, golden brown              12. sun-kissed, light brown             &lt;br /&gt;
13. sun-kissed, unblemished                14. waxen-looking, pale                 &lt;br /&gt;
15. wrinkled, bronze                       16. wrinkled, fair                      &lt;br /&gt;
17. wrinkled and leathery                  18. vibrant, black                      &lt;br /&gt;
19. vibrant, dusky                         20. vibrant, golden brown               &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dwarf====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  leathery, sun-bronzed                   2. lightly freckled, rosy              &lt;br /&gt;
3.  mocha-freckled, lightly tanned          4. nut brown, pockmarked               &lt;br /&gt;
5.  pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7.  reddish brown                           8. reddish-toned, fair                 &lt;br /&gt;
9.  rough, coconut brown                   10. rough, unevenly toned               &lt;br /&gt;
11. seashell ivory-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
13. smoothly tanned                        14. soft, creamy olive                  &lt;br /&gt;
15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
19. sun-kissed, lightly freckled           20. waxen-looking, ivory                &lt;br /&gt;
21. wrinkled, dark brown                   22. wrinkled, ruddy                     &lt;br /&gt;
23. wrinkled and leathery                  24. vibrant, dark brown   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Elf====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3.  lightly tanned                          4. pale, pockmarked                    &lt;br /&gt;
5.  pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7.  rough, coconut brown                    8. rough, unevenly toned               &lt;br /&gt;
9.  seashell white-tinted                  10. smooth, koa-toned                   &lt;br /&gt;
11. smoothly tanned                        12. soft, creamy white                  &lt;br /&gt;
13. sun-bronzed, coppery                   14. sun-bronzed, golden brown           &lt;br /&gt;
15. sun-kissed, light brown                16. sun-kissed, unblemished             &lt;br /&gt;
17. waxen-looking, pale                    18. wrinkled, bronze                    &lt;br /&gt;
19. wrinkled, fair                         20. wrinkled and leathery               &lt;br /&gt;
21. vibrant, golden brown                  22. vibrant, ivory     &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erithian====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for Complexion for anyone of your race are:&lt;br /&gt;
    1. chalky white, soft                      2. leathery, pale bronze               &lt;br /&gt;
    3. mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
    5. pale sand-hued                          6. petal-soft, pasty white             &lt;br /&gt;
    7. rough, pale golden                      8. rough, unevenly toned               &lt;br /&gt;
    9. seashell white-tinted                  10. slightly tanned                     &lt;br /&gt;
   11. smooth, yellow-toned                   12. soft, creamy white                  &lt;br /&gt;
   13. sun-kissed, dusky                      14. sun-bronzed, coppery                &lt;br /&gt;
   15. sun-damaged, heavily freckled          16. sun-kissed, light coppery           &lt;br /&gt;
   17. translucently pale                     18. waxen-looking, translucent          &lt;br /&gt;
   19. wrinkled, greyish                      20. wrinkled, papery                    &lt;br /&gt;
   21. wrinkled and leathery                  22. vibrant, translucent    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Giantman====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3.  mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
5.  pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7.  rough, coconut brown                    8. rough, unevenly toned               &lt;br /&gt;
9.  seashell white-tinted                  10. smooth, koa-toned                   &lt;br /&gt;
11. smoothly tanned                        12. soft, creamy white                  &lt;br /&gt;
13. sun-bronzed, coppery                   14. sun-bronzed, dark brown             &lt;br /&gt;
15. sun-damaged, heavily freckled          16. sun-kissed, light brown             &lt;br /&gt;
17. sun-kissed, lightly freckled           18. waxen-looking, pale                 &lt;br /&gt;
19. wrinkled, dark brown                   20. wrinkled, fair                      &lt;br /&gt;
21. wrinkled and leathery                  22. vibrant, dark brown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gnome====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1. chalky white, soft                       2. leathery, sun-bronzed               &lt;br /&gt;
3. mocha-freckled, lightly tanned           4. pale, pockmarked                    &lt;br /&gt;
5. pale tan sand-hued                       6. petal-soft, tanned                  &lt;br /&gt;
7. reddish brown                            8. reddish-toned, fair                 &lt;br /&gt;
9. rough, coconut brown                    10. rough, unevenly toned               &lt;br /&gt;
11. seashell white-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
13. smoothly tanned                        14. soft, creamy white                  &lt;br /&gt;
15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
19. sun-kissed, lightly freckled           20. waxen-looking, pale                 &lt;br /&gt;
21. wrinkled, dark brown                   22. wrinkled, fair                      &lt;br /&gt;
23. wrinkled and leathery                  24. vibrant, dark brown   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half-Elf====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3.  mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
5.  pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7.  reddish brown                           8. reddish-toned, fair                 &lt;br /&gt;
9.  rough, coconut brown                   10. rough, unevenly toned               &lt;br /&gt;
11. seashell white-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
13. smoothly tanned                        14. soft, creamy white                  &lt;br /&gt;
15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
19. sun-kissed, lightly freckled           20. waxen-looking, pale                 &lt;br /&gt;
21. wrinkled, dark brown                   22. wrinkled, fair                      &lt;br /&gt;
23. wrinkled and leathery                  24. vibrant, dark brown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half-Krolvin====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3.  mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
5.  pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7.  reddish brown                           8. reddish-toned, fair                 &lt;br /&gt;
9.  rough, coconut brown                   10. rough, unevenly toned               &lt;br /&gt;
11. seashell white-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
13. smoothly tanned                        14. soft, creamy white                  &lt;br /&gt;
15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
19. sun-kissed, lightly freckled           20. waxen-looking, pale                 &lt;br /&gt;
21. wrinkled, dark brown                   22. wrinkled, fair                      &lt;br /&gt;
23. wrinkled and leathery                  24. vibrant, dark brown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Halfling====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for Complexion for anyone of your race are:&lt;br /&gt;
1. chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3. mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
5. pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7. reddish brown                           8. reddish-toned, fair                 &lt;br /&gt;
9. rough, coconut brown                   10. rough, unevenly toned               &lt;br /&gt;
11. seashell white-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
13. smoothly tanned                        14. soft, creamy white                  &lt;br /&gt;
15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
19. sun-kissed, lightly freckled           20. waxen-looking, pale                 &lt;br /&gt;
21. wrinkled, dark brown                   22. wrinkled, fair                      &lt;br /&gt;
23. wrinkled and leathery                  24. vibrant, dark brown&lt;br /&gt;
&amp;lt;/pre&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
====Human====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1.  chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3.  mocha-freckled, lightly tanned          4. pale, pockmarked                    &lt;br /&gt;
5.  pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7.  reddish brown                           8. reddish-toned, fair                 &lt;br /&gt;
9.  rough, coconut brown                   10. rough, unevenly toned               &lt;br /&gt;
11. seashell white-tinted                  12. smooth, koa-toned                   &lt;br /&gt;
13. smoothly tanned                        14. soft, creamy white                  &lt;br /&gt;
15. sun-bronzed, coppery                   16. sun-bronzed, dark brown             &lt;br /&gt;
17. sun-damaged, heavily freckled          18. sun-kissed, light brown             &lt;br /&gt;
19. sun-kissed, lightly freckled           20. waxen-looking, pale                 &lt;br /&gt;
21. wrinkled, dark brown                   22. wrinkled, fair                      &lt;br /&gt;
23. wrinkled and leathery                  24. vibrant, dark brown  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sylvan====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Complexion&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;race&#039;&#039;&#039; are:&lt;br /&gt;
1. chalky white, soft                      2. leathery, sun-bronzed               &lt;br /&gt;
3. lightly tanned                          4. pale, pockmarked                    &lt;br /&gt;
5. pale tan sand-hued                      6. petal-soft, tanned                  &lt;br /&gt;
7. rough, coconut brown                    8. rough, unevenly toned               &lt;br /&gt;
9. seashell white-tinted                  10. smooth, koa-toned                   &lt;br /&gt;
11. smoothly tanned                       12. soft, creamy white                  &lt;br /&gt;
13. sun-bronzed, coppery                  14. sun-bronzed, golden brown           &lt;br /&gt;
15. sun-kissed, light brown               16. sun-kissed, unblemished             &lt;br /&gt;
17. waxen-looking, pale                   18. wrinkled, bronze                    &lt;br /&gt;
19. wrinkled, fair                        20. wrinkled and leathery               &lt;br /&gt;
21. vibrant, golden brown                 22. vibrant, ivory      &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Curtain: Facial Characteristic===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Facial Characteristics&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. chiseled, angular                   &lt;br /&gt;
3.  chubby                                  4. evenly proportioned, plain          &lt;br /&gt;
5.  gaunt, severely angled                  6. inertly sagging, asymmetrical       &lt;br /&gt;
7.  plump                                   8. perfectly symmetrical, delicately featured&lt;br /&gt;
9.  puffy                                  10. round                               &lt;br /&gt;
11. sharply defined, small                 12. square                              &lt;br /&gt;
13. swollen                                14. thin                                &lt;br /&gt;
15. weather-beaten                         16. well-defined, heart-shaped          &lt;br /&gt;
17. well-defined, oblong                   18. wide                                &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Curtain: Nose Characteristic===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Available choices for &#039;&#039;&#039;Nose Characteristics&#039;&#039;&#039; for &#039;&#039;&#039;anyone&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. bulbous potato-shaped               &lt;br /&gt;
3.  flat amorphous                          4. heavily veined, bright red          &lt;br /&gt;
5.  gently sloped                           6. blood mole-tipped                   &lt;br /&gt;
7.  narrow                                  8. wide, slightly indented             &lt;br /&gt;
9.  small, button                          10. slender, delicately flared          &lt;br /&gt;
11. thin-bridged                           12. slightly crooked                    &lt;br /&gt;
13. raw, red-tinged                        14. tiny mole-accented                  &lt;br /&gt;
15. well-defined hawkish                   16. wart-marred                         &lt;br /&gt;
17. pert, daintily upturned &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Curtain: Distinguishing Mark===&lt;br /&gt;
Options with differences beyond his/her in &#039;&#039;&#039;bold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Female====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Distinguishing Marks&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;gender&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. &#039;&#039;&#039;birthmark in the shape of a heart&#039;&#039;&#039;   &lt;br /&gt;
3.  &#039;&#039;&#039;ample hips&#039;&#039;&#039;                              4. classically elegant, chiseled high cheekbones&lt;br /&gt;
5.  &#039;&#039;&#039;delicately arched eyebrows&#039;&#039;&#039;              6. fat, irregularly shaped blood mole on the bridge of her nose&lt;br /&gt;
7.  oddly shaped birthmark                  8. pale leathery ears with notably ragged edges&lt;br /&gt;
9.  peeling skin across her forehead       10. single black wart marring the gentle slope of her small nose&lt;br /&gt;
11. &#039;&#039;&#039;petal pink, bow-shaped lips&#039;&#039;&#039;            12. series of long, thin scars running the length of her jawline&lt;br /&gt;
13. plump-lipped generous mouth            &#039;&#039;&#039;14. thin, lithely muscled arms and dainty wrists&#039;&#039;&#039;&lt;br /&gt;
15. thin mouth                             16. tiny, dark brown mole on one side of her nose&lt;br /&gt;
17. unevenly set jaw                       18. tiny laugh lines radiating from the outer corners of her eyes&lt;br /&gt;
19. upturned mouth                         20. thin, smooth scar running just underneath her left eye&lt;br /&gt;
21. &#039;&#039;&#039;well-defined, high cheekbones&#039;&#039;&#039;          22. wicked red scar that gives her mouth a leering appearance&lt;br /&gt;
23. &#039;&#039;&#039;wide shoulders and hips&#039;&#039;&#039;                24. &#039;&#039;&#039;well-groomed, thin dark eyebrows&#039;&#039;&#039;   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Male====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Available choices for &#039;&#039;&#039;Distinguishing Marks&#039;&#039;&#039; for anyone of your &#039;&#039;&#039;gender&#039;&#039;&#039; are:&lt;br /&gt;
1.  none                                    2. &#039;&#039;&#039;birthmark in the shape of a bear-paw&#039;&#039;&#039;&lt;br /&gt;
3.  &#039;&#039;&#039;gently curved ears&#039;&#039;&#039;                      4. classically elegant, chiseled high cheekbones&lt;br /&gt;
5.  &#039;&#039;&#039;dark, well-defined eyebrows&#039;&#039;&#039;             6. fat, irregularly shaped blood mole on the bridge of his nose&lt;br /&gt;
7.  oddly shaped birthmark                  8. pale leathery ears with notably ragged edges&lt;br /&gt;
9.  peeling skin across his forehead       10. single black wart marring the gentle slope of his small nose&lt;br /&gt;
11. plump-lipped generous mouth            12. series of long, thin scars running the length of his jawline&lt;br /&gt;
13. thin mouth                             &#039;&#039;&#039;14. thin, lithely muscled arms and wrists&#039;&#039;&#039;&lt;br /&gt;
15. &#039;&#039;&#039;thin, ragged scar across his cheek&#039;&#039;&#039;     16. tiny, dark brown mole on one side of his nose&lt;br /&gt;
17. unevenly set jaw                       18. tiny laugh lines radiating from the outer corners of his eyes&lt;br /&gt;
19. upturned mouth                         20. thin, smooth scar running just underneath his left eye&lt;br /&gt;
21. &#039;&#039;&#039;well-groomed, dark eyebrows&#039;&#039;&#039;            22. &#039;&#039;&#039;triangularly shaped torso with a sharply angled waist&#039;&#039;&#039;&lt;br /&gt;
23. &#039;&#039;&#039;well-muscled shoulders and arms&#039;&#039;&#039;        24. wicked red scar that gives his mouth a leering appearance&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Mist Harbor Shops]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ki_Focus&amp;diff=152312</id>
		<title>Ki Focus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ki_Focus&amp;diff=152312"/>
		<updated>2021-08-11T10:59:10Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: Just added duration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = kifocus&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Buff&lt;br /&gt;
  |stamina = 20&lt;br /&gt;
  |duration = 60 seconds&lt;br /&gt;
  |availableto = [[Monk]]s&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 3&lt;br /&gt;
  |rank2 = 6&lt;br /&gt;
  |rank3 = 9&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Center yourself and focus on your inner ki to enhance your next unarmed strike.&lt;br /&gt;
  |mechanics = You have a 33% per rank chance of achieving an immediate tier-up, or a significant chance of earning a tier-up strike on subsequent attacks when the immediate tier-up is not successful.&lt;br /&gt;
  |additionalinfo = Ki Focus remains stored for 1 minute or until the next attack. The remaining duration can be viewed with the {{boldmono|[[SPELL (verb)|SPELL ACTIVE]]}} command. There is no additional stamina cost if inadvertently invoked while active.&lt;br /&gt;
&lt;br /&gt;
When used in conjunction with [[Flurry of Blows]], only the first target is hit with the Ki energy.&lt;br /&gt;
&lt;br /&gt;
If [[Krynch]] is not set as one&#039;s [[martial stance]], Ki Focus is a good skill to train in. Instant tiering is a very important tactical option to have available.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
Initial activation:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman kifocus&lt;br /&gt;
You summon your inner ki and focus it to enhance your next attack.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If invoked while active:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman kifocus&lt;br /&gt;
You have already summoned your inner ki and are ready for a devastating attack.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;No third-person messaging for initiating this maneuver.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ending:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You lose the intense focus of your ki energy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
Monk loses her look of intense focus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
*[[Mind Over Body (1213)]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=River%27s_Rest&amp;diff=151656</id>
		<title>River&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=River%27s_Rest&amp;diff=151656"/>
		<updated>2021-07-25T05:17:05Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Travel to River&amp;#039;s Rest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Riversrest_map2.jpg|thumb|right|River&#039;s Rest]]&lt;br /&gt;
&#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039; is a small town near the mouth of the [[Tempest River]] on [[Maelstrom Bay]].  It is a part of the [[Turamzzyrian Empire]] and the [[Torre|County of Torre]]. Due to the town&#039;s size and relative isolation, it is generally ignored by both county and imperial authorities. As such, River&#039;s Rest is considered a safe haven for those wishing to avoid the law.  Its isolation also results in a small but tightly-knit player community.&lt;br /&gt;
&lt;br /&gt;
==History of River&#039;s Rest==&lt;br /&gt;
&lt;br /&gt;
River&#039;s Rest, while a small town today, is heir to a long rich tradition of history.  The founding date of the town is unknown, but the town is believed to have received its name from a corruption of the trollish name for the island, &amp;quot;rhee v&#039;reskha&amp;quot; which means turtle&#039;s egg.  The island town was one of several towns that came to compose the [[Kingdom of Elanith]] which later was absorbed by the [[Kannalan Empire]].  Within the empire, River&#039;s Rest flourished due to its location at the mouth of the Tempest River, which at the time facilitated trade deep into the interior of the continent.  In time, River&#039;s Rest became the cultural center of the empire, renown for its architecture, most notably, four great bridges which extended to the shores of the river, as well as an epicenter for the spread of poets, artisans, and intellectuals.  The collapse of the Kannalan Empire in 3961 dramatically altered River&#039;s Rest fate.&lt;br /&gt;
&lt;br /&gt;
The empire was over run by humanoids and River&#039;s Rest soon became one of the last bastions of resistance.  The chief reason for this was the proximity of [[The Citadel]], a fortress responsible for defending the region.  The Citadel, originally ruled by a traditionally nameless &amp;quot;Commander,&amp;quot; came under the control the [[Council of Mages]], who became implicated in the murder of the Citadel&#039;s Commander.  Their rule ended in 4058 with the invasion of a combined force of Krolvin and Trolls which wiped out the town and the defenders of the Citadel.  The town was slow to recover, but did so under the banner of trade, both legal and illegal.  &lt;br /&gt;
&lt;br /&gt;
===The Kingdom of Torre and the Grand Era of Piracy===&lt;br /&gt;
The town again began to prosper and was incorporated into the [[Kingdom of Torre]].  In the 43rd century, River&#039;s Rest experienced what has become known as the &amp;quot;Grand Era of Piracy,&amp;quot; which lasted from 4275 to 4325.  Famed pirates included [[Ketain of the Scars]], whom has a statue erected in the town and is buried there, as well as [[Oteska the Corsair]], [[Bloody Malovor]], and [[DeGaspard]].  In the 45th century, the Kingdom of Torre was annexed into the Turamzzyrian Empire and became the County of Torre.  River&#039;s Rest was included in this transfer and soon became the recipient of an Imperial settlement plan to populate the trade town with more honest citizens.  The measure was somewhat successful, but the rogue population remained regardless and were commonly referred to with a title they took on with pride as &amp;quot;[[River Rat|River Rats]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
River&#039;s Rest role as a trade town came to an end in 5018 with a great cataclysm which shook the earth and drastically affected the town.  Most of the town&#039;s buildings were either leveled or consumed in fire and more dramatically, the quake forced the ground east of town upwards of thirty feet.  In one day, the [[Tempest Falls]] were created and river trade down the Tempest to River&#039;s Rest was destroyed.&lt;br /&gt;
&lt;br /&gt;
===Recent History===&lt;br /&gt;
In recent history, the year 5103 stands out as a year marked by violence and change that was marked by a blue comet in the night time sky.  Seen by trolls as a divine sign, they began a migration to a holy land called [[G&#039;bruk]] and departed entirely from the region around River&#039;s Rest.  This was not done without battle, as the trolls chose to take an emigration route through the town which led to an inescapable conflict between trolls and town defenders.  The second and worse event concerned the invasion and occupation of the town by the Krolvin under the command of [[Sankir the Bloodfist]].  Sankir, a former second in command to a failed invasion of [[Teras Isle]], controlled the town for several months before departing to expand his enterprise of conquest.  In his wake, a lieutenant and [[Bloodmaster]], known as [[Khortal]], was killed by [[Half-krolvin|Half-Krolvins]] who had come to avenge their people&#039;s torture and subjugation under Sankir.  They were named [[Airn]] and [[Colgan]].  Soon after, the occupying Krolvin force dispersed for lack of leadership, stalwart resistance of the oppressed, and request by Airn.&lt;br /&gt;
&lt;br /&gt;
Prior to 5103, the worst Krolvin attack in recent time had been the 5101 raid by Krolvin slavers and corsairs, which resulted in the destruction of a magical transportation portal.&lt;br /&gt;
&lt;br /&gt;
In late 5107, violence erupted again marked by smuggler, [[Casler Huntington]]&#039;s return to River&#039;s Rest sparking a new round in the [[Smuggling Wars]].&lt;br /&gt;
&lt;br /&gt;
In early 5112, a madman named [[Hralth]] arrived in River&#039;s Rest just ahead of a massive felstrom.  It is eventually discovered that a gnome named [[Grevisth]] is responsible for the felstrom&#039;s appearance in the Rest and is fueling its strength with the aid of spheres containing undead.  Making his headquarters in the [[Citadel]] while terrorizing the folk of River&#039;s rest, Grevisth is eventually run out of town by [[Starchitin Elfpeer|Starchitin]]&#039;s [[Gnomish Limericks|limericks]] after several battles in which the [[Order of Voln]] assisted both directly and indirectly.  The felstrom is later destroyed with the help of Hralth, [[Magister Remuliad]], and [[Niima]]. During this period, The Order of Voln also expanded its presence in River&#039;s Rest, making it easier for locals who are members of the Order to advance through steps.&lt;br /&gt;
&lt;br /&gt;
====Other Lore, Stories, and Songs====&lt;br /&gt;
&lt;br /&gt;
There are many assorted [[River Rat lore, legend, and song|stories, legends, and songs]] that have happened in and around River&#039;s Rest over the years.  While not as epic and history-making as the [[Krolvin Occupation]] or [[Smuggling Wars]], they have defined (and amused) the small community and deserve to be remembered.&lt;br /&gt;
&lt;br /&gt;
==Travel to River&#039;s Rest==&lt;br /&gt;
&lt;br /&gt;
Originally, River&#039;s Rest was accessible via a magical portal adjacent to [[Wehnimer&#039;s Landing]] created by the necromancer [[Syssanis]].  The portal, activated by dropping a [[crystal amulet]] into it, was accessible on the Wehnimer&#039;s Landing end by a large magical boot in the vicinity of a [[kobold]] village and an old fishing vessel.  The River&#039;s Rest end of the portal was located at a magical log.  The portal was destroyed in a 5101 attack by [[Krolvin]], when the invaders blew up the log.   Soon after, smugglers stepped in to fill the travel vacuum that was left in the smoldering remains of the log.  The chief smuggler in this business is Captain [[Knaydl]] of the cutter [[Live Bait]].  Travel by cutter is never a sure trip, as the Imperial Navy will successfully interdict the smuggler&#039;s route from time to time, forcing the smugglers to dump any evidence of their trade.  In 5106, the smugglers expanded business to hiding travellers and other contraband inside barrels to completely fool Imperial inspectors.  However, they charge a premium on top of passage for the opportunity--this cost is variable, and seems to depend on level (a sample level-29 character had a fee of 11200 silvers). In 5107 the chronomages set up shop in the same place the only log was located.  They also charge a premium fee.  The boot and log returned in April of 2018 (If you&#039;re using Lich&#039;s GO2 utility to get there, you&#039;ll find the boot at 6274.  If you&#039;re leaving, you&#039;ll find the log at 11032.)&lt;br /&gt;
&lt;br /&gt;
==Town Geography==&lt;br /&gt;
&lt;br /&gt;
The town of River&#039;s Rest is known well for several businesses, as well as notable buildings and institutions.  Perhaps most iconic is the [[Stone Eye]], a massive rock construction at the north end of the island.  A multi-storied building, the Stone Eye is the sole location of the famed [[Winterberry Ale]] and a bar operated by a [[mongrel kobold]] named [[Byron]].  On the cliffs above the town sits the light house and home of the [[Beacon Hall Archives]], an institution dedicated to the preservation of history and serving the needs of the town.  Another institution dedicated to the preservation of local history, the [[River&#039;s Rest Museum]] is located near the [[Pavilion of the Bells]], one of several popular spots for town weddings.&lt;br /&gt;
&lt;br /&gt;
Around town, an ever present and loved symbol of River&#039;s Rest is [[a one-eared rabbit|Fluffy]], a one-eared rabbit who lives in the town and is often seen nibbling on pieces of grass.  Another familiar creature seen around town is [[Snuffy]] the aardvark.&lt;br /&gt;
&lt;br /&gt;
A favorite resting spot for many town citizens is the town [[River&#039;s Rest, Town Commons|Commons]], a grassy commons area shaded by a great willow tree. Another special place within the town is the point at the northern end of the island, near the Stone Eye.  It is a quiet beautiful place, haunted by the ghosts of two tragic lovers, [[Estamil and Tandrik]]. Finally, there is the [[River&#039;s Rest, Sanctuary]], located to the west of the Commons, which was formerly the preferred resting spot for healers and is currently the main triage location during town emergencies.&lt;br /&gt;
&lt;br /&gt;
In 5107 the [[River&#039;s Rest Graveyard]] opened up to the west of the drawbridge outside of town. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a complete list of town businesses, see [[River&#039;s Rest Shops]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a complete list of town personalities, see [[River&#039;s Rest NPCs]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a list of town adventurers, see [[:Category:River&#039;s Rest Player Characters|River&#039;s Rest PCs]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Town Traditions==&lt;br /&gt;
&lt;br /&gt;
Due to its isolation, River&#039;s Rest has developed several traditions unique to itself. The longest running tradition is the fast breaking or breakfast on Restday morning, usually in a tree house in the Commons or in the Commons itself. Winterberry Ale is the unofficial (official if you ask [[Aubrey De&#039;Longfellow|Aubery]] or Kretan) drink of the town.  Many of the citizens almost always carry a green tourmaline on their person for Estamil and Tandrik.   Despite its shadier reputation, River&#039;s Rest has a strong tradition of restricting the presence of theft within the town.&lt;br /&gt;
&lt;br /&gt;
==Religious Traditions==&lt;br /&gt;
The denizens of the Rest are hugely varied and follow a diverse set of beliefs.  A few spirits and Arkati, however, have a larger presence in the town than others.  The lesser spirit, [[Aeia]], is the patron goddess of the island.  There are a number of shrines, gardens, and statuary dedicated to her.  [[Niima]] and [[the Huntress]], both have shrines in the area.&lt;br /&gt;
&lt;br /&gt;
==Town Activities==&lt;br /&gt;
&lt;br /&gt;
Like any other small town, the locals must be inventive to keep themselves occupied during the slow periods.  Add in the unconventional, some would say insane, mindset of many of the residents of River&#039;s Rest and many interesting, often deadly, ways to pass the time are created.  Some of the more notable activities include [[Gem of Fate]], [[Dodge the Void]], [[Bridge Jumping]], [[Ring of Fire]], [[Turban of Death]], use of the [[Flinger]], and the sensation of [[The Warren]]&#039;s [[Dock Diving]].  Be forewarned, participating in these activities will most likely result in being severely maimed or killed.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{{River&#039;s Rest 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; | [[River&#039;s Rest Environs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The shore immediately south of the town River&#039;s Rest offers both culture and danger for the brave traveler. The Tempest Falls, a natural waterfall that rose from the river during the last century, provides a focal point for several places of interest. The Gladberry Farms Winery lies to the south, while the society of Voln has provided a way station for the local followers closer to the waterfall. Some professional guilds have made their homes here, and a visitor to the local olive grove can see the remains of one of the Rest&#039;s great bridges. Farther west, an exposed bluff rewards visitors with a breathtaking view of Maelstrom Bay. Peaceful activities must be carried out with caution, however, as unfriendly creatures tend to wander the paths to and from the drawbridge to River&#039;s Rest proper.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Gladberry Farms Winery, Voln, The Bluff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[River Tunnels]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Partially man-made, the tunnels beneath River&#039;s Rest host a wide array of underground flora and fauna, including an unusual species of mushroom that provides ample lighting for studying the rocky environment. Underground streams and jets of salt water create obstacles for two-legged visitors, but pose little threat to the crabs and rats that inhabit the area. Although the tunnels are fascinating to study in their own right, they also provide quick passage to the Citadel and the caves that lead directly to the sea. The magical barriers near the passage to the Citadel warrant close scrutiny.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Barriers, The Grate&lt;br /&gt;
&lt;br /&gt;
Rumors: Word on the street says that many followers of the [[Huntress]] have been seen lurking within the tunnels. What business they have down there has yet to be determined.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Citadel|The Citadel]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Exterior: 1-18&amp;lt;br&amp;gt;Interior: 54-62&#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; | The Citadel area of River&#039;s Rest, once the seat of power prior to the coming of the krolvin and trolls, contains all the buildings necessary to support a working castle. Decaying perimeter walls once kept enemies at bay, and an elemental garden that still hosts flaming violets and vines, icy plants and unusually tinted roses still guards the walkway to the citadel drawbridge. The structures still in existence are mostly untouched and still possess the bodies and destruction of the strife that brought the area to its knees. Illicit experiments conducted in the last century have brought undead and other frightful creatures to the area, so amateur archaeologists are advised to use extreme caution when investigating the area. Horticulturists will not want to miss the untouched garden for Aeia, thriving with plants and said to be tended by a ghostly caretaker. The citadel itself, built of striking ebony-hued bricks, still contains the hallmarks of power wielded by the Council of Mages in the 41st century.&lt;br /&gt;
&lt;br /&gt;
The Zoo, The Gardens, The Infirmary, The Armory, The Alchemist Shop, The Garrison.&lt;br /&gt;
&lt;br /&gt;
Rumors: Legend states that a powerful magical force that hides deep beneath The Citadel was the true power behind its ability to hold the light of civilization high after the fall. However, each act of treachery, assassination and deceit that occurred within weakened the force and eventually led to its ruin.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Hidden Vale]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 16-17&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A variety of wildflowers and lush grass populate this hidden vale, which is just a stone&#039;s throw from the Citadel of River&#039;s Rest. Although a natural cave system, complete with an underground waterfall, hides this peaceful valley from the roaming undead of the Citadel, trolls of various types have managed to find their way here. Despite their presence, the vale and its surrounding tree line are relatively unspoiled.&lt;br /&gt;
&lt;br /&gt;
Rumors: Wild horses were once said to roam within the vale, but recent troll activity has driven them off.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Troll Lair]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 17-27&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This natural cave system has been expanded by the clan of trolls who dwell within it. The collection of artifacts, to use the term loosely, that has been amassed indicates that the clan has been in residence for some time or, at least, has not bothered to clean up after the previous occupants. A number of trolls and their pets can be supported here at one time - the lair boasts a hall, several storage facilities, a room for pets and quarters for trolls of various ranks. Visitors who are prepared to deal with the residents can get a unique insight into the everyday life of the troll.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Clan Leader&#039;s Room, The Pit, The Pet&#039;s Room&lt;br /&gt;
&lt;br /&gt;
Rumors: Centuries ago before trolls took over this cave, a great golden dragon was said to have made her nest here, giving birth to a rare rainbow dragon whose sight meant good fortune, and whose breath bestowed long life. Still, no records exist of having ever spotted this creature in known history.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Sea Caves]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 17-25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Like the river tunnels that connect these caves to the town of River&#039;s Rest, the natural sea caves have been reinforced by hand. Evidence suggests that mining activity has been attempted in the past, but most of the valuable commodities have been removed. The excavated caves provide the perfect hideout for the crew of a krolvin ship anchored nearby. They should not be considered safe for those ill-equipped to defend themselves against the krolvin.&lt;br /&gt;
&lt;br /&gt;
Rumors: Krolvin are known for their tenacity. Despite repeated attempts to drive them from the area, the krolvin continue to thrive. One can only speculate what keeps them here.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Krolvin Ship]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 19-25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Krolvin have long made their presence known in the River&#039;s Rest region, dating back to the year 4058. As an example, a Krolvin-controlled caravel, using the convenience of the some sea caves, is permanently anchored near River&#039;s Rest. The ship boasts three masts and is fully outfitted for hauling cargo. Constantly manned by krolvins, it makes for dangerous exploration, but rewards the cautious with a fine example of ship building.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Bowsprit, The Anchor Chain, The Purser&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Rumors: Krolvin have in the past used small invasions as a diversion to kidnap local citizens with plans to make them slaves. Supposedly, this ship shows evidence of being taken by force.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Karazja Jungle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 22-30&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long before its descent to its current primitive state, River&#039;s Rest was a great city renowned for its art and architecture. The island itself could not contain its population and the city spilled across the Tempest River to the mainland. Civil and geological strife devastated the city; inexorable time has finished the work. South River&#039;s Rest has been overtaken by a formidable jungle. Creeping vines, humid air and local trolls have reduced the existing buildings and huts to ruins. The decaying remains of a formal garden and several larger buildings invite study, although the panthers and vipers frequenting the area can cut short any extended examination. Many of these structures have been defaced with unusual markings. Persistent travel through the northwestern portion of the jungle rewards an adventurer with a visit to a secluded lagoon and pristine beach.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Stone Idol, The Emerald Lagoon&lt;br /&gt;
&lt;br /&gt;
Rumors: Strange winds blowing through the area make travel risky. Adventurers are advised to regard with suspicion any saleman hawking maps of this area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Maelstrom Bay]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | (non-hostile)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Accessible from the northern shore of the Tempest River and the island of River&#039;s Rest, Maelstrom Bay offers a beautiful sojourn for the seasoned swimmer. Descending to its depths, one may observe a variety of colorful corals and fish, while on the surface, mats of sargassum float along with the currents and impressive cliff walls ring the north side of the bay. Progress west is impeded by the coral reef that breaks the surface, but plenty is left to explore between the Tempest River and the bay itself.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Old Broken Spar&lt;br /&gt;
&lt;br /&gt;
Rumors: According to local gossips at the Stone Eye, the wreck of a ship can be found somewhere at the bottom of the Bay.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Ruined Tower]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 30-35&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Although damaged during the Great Quake of 5018, the tower remains an imposing structure. Located on the mainland north of the Tempest River, it was once the demesne of the wizard Kiergaunt Pandarre, a student of the elemental planes. The dungeons beneath the keep are worth exploring for their abandoned cells and torture chamber, while the tower and its courtyard hold the remnants of many admirable pieces of art, some of which can still be appreciated despite the decay. Abandoned after the Great Quake, the tower is still structurally sound.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Pool and Workshop, The Library, The Torture Chamber&lt;br /&gt;
&lt;br /&gt;
Rumors: The wizard Kiergaunt Pandarre is said to have disappeared about the time of the Great Quake. It is thought the strange lifeforms now found in and around the tower are a product of his research. Some travelers claim to experience peculiar and revealing visions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Shattered Moors]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 33-35&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | On the coast of Maelstrom Bay, north of the Tempest River, cattails and reeds give way to razor grass and heather across a varied range of terrain. To the west of a ruined tower, a salt marsh hosts swarms of mosquitoes and gnats, as well as more dangerous creatures. The astute observer can discern the results of the violent geological activity that gave the moors their name. The rolling hills of the Shattered Moors to the north and northeast are perpetually shrouded in mists. Travel is not too difficult through the moors, but visitors are advised to be wary, as the peat can provide tricky footing and unexpected encounters can be had with the native creatures.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Headland Boulder&lt;br /&gt;
&lt;br /&gt;
Rumors: According to local legend, the moors were once a popular locale for smugglers. Darker rumors involve ships being lured to their deaths on the rocky shoals below the headlands, and cargos being salvaged as the dead washed ashore.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Krolvin Carrack]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 36-38&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Recently beached near the salt marshes on the north shore of Maelstrom Bay, a Krolvin Carrack is still alive with the activity of its crew. Outfitted as a slave ship complete with holding cells and a branding room, corsairs and slavers still roam the decks, ready to sound the alarm if they spot trespassers. In some parts of the vessel, where work was clearly underway, it is evident that the impact took the occupants by surprise. In addition to keeping an eye out for the krolvin, visitors will want to watch their step, as the severe cant of the vessel can make for dangerous exploration.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Captain&#039;s Quarters, The Branding Room&lt;br /&gt;
&lt;br /&gt;
Rumors: Some who were aboard the ship when it foundered may still be found around town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Miasmal Forest]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 34-42&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Fogs and mist shroud the Miasmal Forest in perpetual gloom, possibly due to magical damage that has occurred here in the past century. An old road that seems long abandoned cuts its way through part of the stunted trees of the forest, ending at a great oak that bears the corpses of many unfortunate victims. Surviving documents present in the area -- those in a more modern form of Common, that is -- indicate that Miasmal Forest was not always as unpleasant as it is today. Travelers in the region are advised to be wary of the mists, as it is quite easy to lose one&#039;s sense of direction when not on the main road.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Hanging Tree, [[Oteska&#039;s Haven]]&lt;br /&gt;
&lt;br /&gt;
Rumors: Strangely mutilated animal skulls are found throughout the region.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Marsh Keep]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 44-54&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A veil of fog conceals a pathway that leads to the east. It winds through fens that local legend claims have some connection to Millah Pradapt, a tragic figure from the era of the great Citadel fortress. Beyond it lies a keep that rises above the marshes, perhaps the source of the evil that now inhabits much of the land north of Maelstrom Bay. Like rotting bread crumbs, the remains of soldiers lead the way to the keep as a reminder to those who once thought to remove its former inhabitant by force. Danger lurks within the fog and the keep&#039;s high stone walls, threatening to add to the number of those who have fallen victim to the rumored horrors that dwell beyond the fog.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[River&#039;s Rest Area (map)|Area maps]]&lt;br /&gt;
*[[:Category: River&#039;s Rest Hunting Areas|Hunting areas]]&lt;br /&gt;
*[[Starchitin&#039;s Guide to Hunting the Rest]]&lt;br /&gt;
*[[Media:Gattrof_Mountains.png|Map of Gattrof Mountains (invasion area)]]&lt;br /&gt;
*[[Media:River&#039;s_Rest_Pickle_Fest.pdf|Map of River&#039;s Rest Pickle Festival (2013)]]&lt;br /&gt;
*[[An Incomplete History of River&#039;s Rest]]&lt;br /&gt;
*[[An Unfinished Smuggler&#039;s History of River&#039;s Rest]]&lt;br /&gt;
*[[The Story of Tandrik and Estamil of the Bridges]]&lt;br /&gt;
*[[River&#039;s Rest PCs]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/River&#039;s%20Rest/view River&#039;s Rest Officials folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/River&#039;s%20Rest%20Socializing/view River&#039;s Rest Socializing Officials folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/River&#039;s%20Rest%20Hunting%20Areas/view River&#039;s Rest Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Humans|nocat=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:River&#039;s Rest| ]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Settlements of the Turamzzyrian Empire]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric_Guild&amp;diff=150847</id>
		<title>Cleric Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric_Guild&amp;diff=150847"/>
		<updated>2021-07-11T06:35:44Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Wednesday nights are [[Guild#Guild Nights|Guild Nights]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Cleric Guild&#039;&#039;&#039; is the [[cleric]]s&#039; [[Profession guild|profession guild]].&lt;br /&gt;
&lt;br /&gt;
==Cleric Guild Skill List==&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]: There are three subskills to Alchemy.&lt;br /&gt;
:*[[General Alchemy]]&lt;br /&gt;
:*[[cleric potions|Cleric Potions]]&lt;br /&gt;
:*[[cleric trinkets|Cleric Trinkets]]&lt;br /&gt;
&lt;br /&gt;
A proposed fourth guild skill, [[Orisons]], has been delayed indefinitely.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The Cleric Guild has structures in the following locations:&lt;br /&gt;
&lt;br /&gt;
*[[Cleric Guild (Wehnimer&#039;s Landing)]] - Down a cobblestoned trail leading to a wooded glade to the southwest of the North Gate.&lt;br /&gt;
*[[Cleric Guild (Icemule Trace)]] - Through a frosted silver gate at the corner of Koar and Cholen in the Temple Burrow area (2319).&lt;br /&gt;
*[[Cleric Guild (Solhaven)]] - Through an arched gate at the west end of Bayside Road.&lt;br /&gt;
*[[Cleric Guild (River&#039;s Rest)]] - Down a small trail meandering off to the southeast just southeast of the Sanctuary. &lt;br /&gt;
*[[Cleric Guild (Kharam Dzu)]] - Through a dark stone gate on Rolaren Street, east of the bank.&lt;br /&gt;
*[[Cleric Guild (Zul Logoth)]] - Through a wide iron-gated archway in the Emerald Tunnel.&lt;br /&gt;
*[[Cleric Guild (Ta&#039;Illistim)]] - Down a stone path just north of the entrance to [[Gyldemar Green]].&lt;br /&gt;
*[[Cleric Guild (Ta&#039;Vaalor)]] - Through an ornate silver gate at the north end of  Shimaerslin Wey.&lt;br /&gt;
*[[Cleric Guild (Mist Harbor)]] - Northeast of the main part of town, in the Vineyard.&lt;br /&gt;
&lt;br /&gt;
= Guildmaster =&lt;br /&gt;
Promotion to Guildmaster status requires mastery of General Alchemy and a total of 125 skill ranks; once meeting this requirement, the presence of 2 other members who have also met the requirement (whether they are currently a Guildmaster or eligible for promotion themselves) is necessary to execute the promotion. Player Guildmasters can gain experience and fame for checking in other Guild members (must be inactive or required to check in in the next 10 days) or for promoting other Guild members to higher ranks. Guildmasters need to drop by the guild once every 90 days to maintain their status.&lt;br /&gt;
&lt;br /&gt;
== List of First Six Guildmasters In Order ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Asarious&#039;&#039;&#039;||&#039;&#039;&#039;Curthieus&#039;&#039;&#039;||&#039;&#039;&#039;Mikalmas&#039;&#039;&#039;||&#039;&#039;&#039;Shadowean&#039;&#039;&#039; ||&#039;&#039;&#039;Rohese&#039;&#039;&#039; ||&#039;&#039;&#039;Quildor&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Known Current Masters ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Amminar&lt;br /&gt;
* Annorax&lt;br /&gt;
* Aubriella&lt;br /&gt;
* Brokkrsten&lt;br /&gt;
* Daijauvex&lt;br /&gt;
* Faraighn&lt;br /&gt;
* Gidion&lt;br /&gt;
* Godefroy&lt;br /&gt;
* Havothor&lt;br /&gt;
* Jurmell&lt;br /&gt;
* Kaedra&lt;br /&gt;
* Kethore&lt;br /&gt;
* Leafiara&lt;br /&gt;
* Ostes&lt;br /&gt;
* Pulsegiver&lt;br /&gt;
* Rohese&lt;br /&gt;
* Salvashion&lt;br /&gt;
* Sepherann&lt;br /&gt;
* Varucca&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Profession guild system (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Professions/Cleric/view Cleric discussions]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Cleric Guild]]&lt;br /&gt;
[[Category:Profession Guilds]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_Sovyn&amp;diff=148847</id>
		<title>House Sovyn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_Sovyn&amp;diff=148847"/>
		<updated>2021-05-24T07:41:30Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House sovyn.jpg|170px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
House Sovyn is located in [[Wehnimer&#039;s Landing]], south of the Temple and down the crystal walkway. It provides a home for [[empaths]], [[clerics]], and [[paladins]] interested in working together to help and heal others. Amenities for members include mud baths, hot springs, darts, lockers, and shrines to the various Arkati, as well as chrism-quality gems for clerics who need them. An enchanting workshop, open to the public, is located down the path from the House courtyard.  There is also a fishing pond located down the footpath from the courtyard and a [https://gswiki.play.net/Imaera#House_Sovyn.2C_Herb_Garden garden shrine] dedicated to Imaera and Kuon down the walkway from the pond, both open to the public.&lt;br /&gt;
&lt;br /&gt;
Those interested in joining should contact an officer, either in game or via sovyn-officers@yahoogroups.com, to set up an interview.  Alternatively, a join request form can be filled out on the House Sovyn website found here: [http://www.housesovyn.com/house-info/how-to-join Join Request Form].  Assuming the interview is successful and the applicant remains interested in joining, officers will then schedule an induction at the applicant&#039;s earliest convenience.&lt;br /&gt;
&lt;br /&gt;
House member meetings are held at 9:00 p.m. Eastern on the first Monday of every month in the House library.&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Patriarch&#039;&#039;&#039; : Eruheran&lt;br /&gt;
* &#039;&#039;&#039;Executrix&#039;&#039;&#039; : Dirvy&lt;br /&gt;
* &#039;&#039;&#039;Gypsy Scribe&#039;&#039;&#039; : Balley&lt;br /&gt;
* &#039;&#039;&#039;Librarian&#039;&#039;&#039; : Amminar&lt;br /&gt;
* &#039;&#039;&#039;Lady Exchequer&#039;&#039;&#039; : Leyann&lt;br /&gt;
* &#039;&#039;&#039;Numismatist&#039;&#039;&#039; : Acerbe&lt;br /&gt;
* &#039;&#039;&#039;Keeper of Rings&#039;&#039;&#039; : Thailmore&lt;br /&gt;
&lt;br /&gt;
==House Sovyn Motto and Symbol==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto&#039;&#039;&#039;: &amp;quot;Head, Hands, and Heart&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A pair of clasped-hands, usually displayed as one white, one silver on a field of green.&lt;br /&gt;
&lt;br /&gt;
==Charter==&lt;br /&gt;
&lt;br /&gt;
===STATEMENT OF PURPOSE===&lt;br /&gt;
&lt;br /&gt;
The House of Sovyn is being established for the purpose of promoting the lawful goals of its membership as it may, from time to time, determine to be of mutual benefit. In addition, as when a sovyn clove is administered and restores lost limbs, so does House Sovyn tend to and restore health and life to those in need.&lt;br /&gt;
&lt;br /&gt;
===STATEMENT OF GOVERNING===&lt;br /&gt;
&lt;br /&gt;
House Sovyn shall be a democratic House with all members voting on key issues; the Chairman breaking all ties and controlling the agenda for issues to be brought before a vote.&lt;br /&gt;
&lt;br /&gt;
Officer terms shall be for a period of one year at which point new elections shall be held. Elections shall be held on the summer solstice. If a current officer has been in office for less than 6 months, his position shall be retained until the following election. Should an office be vacated under circumstances other than an election, the office shall be filled by a vote within 2 weeks of the office being vacated. If only one person volunteers for the office by the end of the first week, the current officers reserve the right to invest the person into the vacant office without the need for a vote. The offices of IC Coordinator and Librarian are an exception to the one year term and will be filled as vacated instead of on a yearly basis.&lt;br /&gt;
&lt;br /&gt;
If a House Sovyn officer has not participated in a House activity and/or has been absent from the lands for a period of one month, it is the other officers&#039; obligation to contact that person and give them two weeks to respond. If the officer in question does not respond within the two week period and has no basis for their disappearance, then they shall be expelled from office. If the officer in question does respond within the two week period, an explanation for their inactivity will be mandatory and their status as an officer may be placed into question, situation depending.&lt;br /&gt;
&lt;br /&gt;
In the event a main office is vacated between summer solstice elections, the co-officer will step up to the vacant main position (if they so desire) and a vote will be held to fill the co-position. In the event a co-position is vacated between election times, a vote will be held to fill this position. The offices of IC Coordinator and Librarian shall not have a term and in the event either of these offices are vacated, the office vacated will be posted to the general membership for application. Applications will be accepted for one week after the office is vacated and the current officers will vote and approve a candidate within the week following.&lt;br /&gt;
&lt;br /&gt;
In the event of a summer solstice election, the offices up for voting shall be divided into three categories: Chairman, Treasury and Secretarial. Any and all interested parties shall run for a category, not an individual position. Voters shall designate who they believe, out of the options presented for each category, should fill the main position and who should fill the co-position. When tallying votes, 2 points shall be assigned to each person receiving a vote for the main position, and 1 point shall be assigned to each person receiving a vote for co-position. The points will be added up, and the person running for office with the most tallied points wins the main position, and the person with the second most tallied points wins the co-position. One week will be designated for accepting applications and speeches for positions, and a second week will be designated for accepting and tallying votes.&lt;br /&gt;
&lt;br /&gt;
===REQUIREMENTS FOR JOINING===&lt;br /&gt;
&lt;br /&gt;
Proposed members for House Sovyn must meet the following requirements:&lt;br /&gt;
&lt;br /&gt;
1) They shall be an Empath of age 10 or greater able and willing to life keep and transfer all wounds, a Cleric of age 10 or greater able and willing to life keep and resurrect when training allows, or they shall be a Paladin of age 10 or greater able and willing to life keep and resurrect when training allows.&lt;br /&gt;
&lt;br /&gt;
2) Non Empaths, Clerics, or Paladins will not be admitted for membership unless they marry or are married to a current or future member. Spouses of future members may be admitted as soon as the Empath, Cleric, or Paladin is admitted into the House. They shall have a status of associate member, having all rights that members have excepting the ability to hold office. If an associate member&#039;s marriage is dissolved, or their spouse leaves the House, they shall have the option to remain as an associate member if they so desire.&lt;br /&gt;
&lt;br /&gt;
===MEMBERSHIP FEES===&lt;br /&gt;
&lt;br /&gt;
There shall be an initiation fee in the sum of 25,000 silver pieces with no monthly dues; half these amounts if an associate member.&lt;br /&gt;
&lt;br /&gt;
===MEMBERSHIP PRIVILEGES===&lt;br /&gt;
&lt;br /&gt;
All members shall have access to all areas of the House excepting the quarters reserved for officers and the lounges specific to either Empaths, Clerics, or Paladins. Members may elect to have the coat of arms of House Sovyn engraved upon their shield and they shall also be eligible for loans assuming they meet the requirements and are in good standing. In addition, the House shall provide storage facilities for all its members.&lt;br /&gt;
&lt;br /&gt;
===BYLAWS===&lt;br /&gt;
&lt;br /&gt;
All members shall adhere to the following guidelines: A reasonable effort will be made to assist any seriously injured or deceased person to prevent a deterioration in their current condition and prepare them for a return to a healthful living condition. Seriously injured means bleeding wounds that will lead to death if not addressed. Deterioration in their current condition means death for the seriously injured and decomposition for the deceased. Obviously, if the person is under the care of another empath/cleric/paladin, no assistance is required. Members are not required to stay at gathering places such as the main gate or our healing area even if there are seriously wounded or deceased persons present if there are other empaths/clerics/paladins there to provide assistance. It is not expected that a member shall run throughout the lands looking for those in need of help (though they may choose to).&lt;br /&gt;
&lt;br /&gt;
For the seriously injured, assistance is not required to those who are not cooperating with the provider of that assistance. Non-cooperation would include the injured running away, physically assaulting or abusing the House member while they attempt to provide assistance. Abuse shall consist of, but is not limited to, acts such as punching, kicking, slapping, etc. Assistance is also not required if the injured or deceased asks not to be assisted by the House member.&lt;br /&gt;
&lt;br /&gt;
It would be unreasonable for an empath/cleric/paladin to take actions that are likely to result in the empath/cleric/paladin&#039;s death to provide such assistance. An empath is not expected to heal when their current health is so poor that it&#039;s life threatening, a cleric is not expected to restore life when their current life spirit is insufficient, and a paladin is not expected to assist if their health is poor, or their current life spirit is insufficient. It would also be considered unreasonable to tend a wounded person in the field in an area where the creatures present would kill the empath/cleric/paladin if they put their weapon and shield away to bandage the person.&lt;br /&gt;
&lt;br /&gt;
A reasonable effort is defined as the actions needed to prevent immediate deterioration and, if not fully healed of serious injuries or restored to life, create a situation that the empath/cleric/paladin believes will result in them getting the required level of care before their condition deteriorates. Reasonable efforts would include tending a seriously injured person in the field so that they have sufficient time to return to town for full treatment or life keeping a deceased person in the field and leaving the deceased in the care of a friend who will drag the deceased to town for full treatment.&lt;br /&gt;
&lt;br /&gt;
Enforcement is the responsibility of the House officers, who would only act in the face of overwhelming evidence indicating a gross violation of the spirit of the charter.&lt;br /&gt;
&lt;br /&gt;
==Active Clerics==&lt;br /&gt;
Below is a list of active clerics within House Sovyn for intercession needs.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#d3d3d3; border:#555555;font-size: larger&amp;quot;&lt;br /&gt;
!width=75;|Cleric&lt;br /&gt;
!width=75; |Arkati&lt;br /&gt;
|-&lt;br /&gt;
|Eruheran&lt;br /&gt;
|Koar&lt;br /&gt;
|-&lt;br /&gt;
|Amminar&lt;br /&gt;
|Imaera&lt;br /&gt;
|-&lt;br /&gt;
|Paerdita&lt;br /&gt;
|Laethe&lt;br /&gt;
|-&lt;br /&gt;
|Leyann&lt;br /&gt;
|Leya&lt;br /&gt;
|-&lt;br /&gt;
|Windros&lt;br /&gt;
|Koar&lt;br /&gt;
|-&lt;br /&gt;
|Cirik&lt;br /&gt;
|Imaera&lt;br /&gt;
|-&lt;br /&gt;
|Jennora&lt;br /&gt;
|Oleani&lt;br /&gt;
|-&lt;br /&gt;
|Delyorik&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[File:Housesovyn.png]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/House%20Sovyn/view Officials folder]&lt;br /&gt;
*[http://www.housesovyn.com/home House Sovyn&#039;s Official Website]&lt;br /&gt;
*[https://discord.gg/K9e4Sfu House Sovyn&#039;s Official Member Discord Server]&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_Sovyn&amp;diff=148846</id>
		<title>House Sovyn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_Sovyn&amp;diff=148846"/>
		<updated>2021-05-24T07:40:27Z</updated>

		<summary type="html">&lt;p&gt;BURTNETTJ: /* Active Clerics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House sovyn.jpg|170px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
House Sovyn is located in [[Wehnimer&#039;s Landing]], south of the Temple and down the crystal walkway. It provides a home for [[empaths]], [[clerics]], and [[paladins]] interested in working together to help and heal others. Amenities for members include mud baths, hot springs, darts, lockers, and shrines to the various Arkati, as well as chrism-quality gems for clerics who need them. An enchanting workshop, open to the public, is located down the path from the House courtyard.  There is also a fishing pond located down the footpath from the courtyard and a [https://gswiki.play.net/Imaera#House_Sovyn.2C_Herb_Garden garden shrine] dedicated to Imaera and Kuon down the walkway from the pond, both open to the public.&lt;br /&gt;
&lt;br /&gt;
Those interested in joining should contact an officer, either in game or via sovyn-officers@yahoogroups.com, to set up an interview.  Alternatively, a join request form can be filled out on the House Sovyn website found here: [http://www.housesovyn.com/house-info/how-to-join Join Request Form].  Assuming the interview is successful and the applicant remains interested in joining, officers will then schedule an induction at the applicant&#039;s earliest convenience.&lt;br /&gt;
&lt;br /&gt;
House member&#039;s meetings are held at 9:00 p.m. Eastern on the first Monday of every month in the House library.&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Patriarch&#039;&#039;&#039; : Eruheran&lt;br /&gt;
* &#039;&#039;&#039;Executrix&#039;&#039;&#039; : Dirvy&lt;br /&gt;
* &#039;&#039;&#039;Gypsy Scribe&#039;&#039;&#039; : Balley&lt;br /&gt;
* &#039;&#039;&#039;Librarian&#039;&#039;&#039; : Amminar&lt;br /&gt;
* &#039;&#039;&#039;Lady Exchequer&#039;&#039;&#039; : Leyann&lt;br /&gt;
* &#039;&#039;&#039;Numismatist&#039;&#039;&#039; : Acerbe&lt;br /&gt;
* &#039;&#039;&#039;Keeper of Rings&#039;&#039;&#039; : Thailmore&lt;br /&gt;
&lt;br /&gt;
==House Sovyn Motto and Symbol==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto&#039;&#039;&#039;: &amp;quot;Head, Hands, and Heart&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A pair of clasped-hands, usually displayed as one white, one silver on a field of green.&lt;br /&gt;
&lt;br /&gt;
==Charter==&lt;br /&gt;
&lt;br /&gt;
===STATEMENT OF PURPOSE===&lt;br /&gt;
&lt;br /&gt;
The House of Sovyn is being established for the purpose of promoting the lawful goals of its membership as it may, from time to time, determine to be of mutual benefit. In addition, as when a sovyn clove is administered and restores lost limbs, so does House Sovyn tend to and restore health and life to those in need.&lt;br /&gt;
&lt;br /&gt;
===STATEMENT OF GOVERNING===&lt;br /&gt;
&lt;br /&gt;
House Sovyn shall be a democratic House with all members voting on key issues; the Chairman breaking all ties and controlling the agenda for issues to be brought before a vote.&lt;br /&gt;
&lt;br /&gt;
Officer terms shall be for a period of one year at which point new elections shall be held. Elections shall be held on the summer solstice. If a current officer has been in office for less than 6 months, his position shall be retained until the following election. Should an office be vacated under circumstances other than an election, the office shall be filled by a vote within 2 weeks of the office being vacated. If only one person volunteers for the office by the end of the first week, the current officers reserve the right to invest the person into the vacant office without the need for a vote. The offices of IC Coordinator and Librarian are an exception to the one year term and will be filled as vacated instead of on a yearly basis.&lt;br /&gt;
&lt;br /&gt;
If a House Sovyn officer has not participated in a House activity and/or has been absent from the lands for a period of one month, it is the other officers&#039; obligation to contact that person and give them two weeks to respond. If the officer in question does not respond within the two week period and has no basis for their disappearance, then they shall be expelled from office. If the officer in question does respond within the two week period, an explanation for their inactivity will be mandatory and their status as an officer may be placed into question, situation depending.&lt;br /&gt;
&lt;br /&gt;
In the event a main office is vacated between summer solstice elections, the co-officer will step up to the vacant main position (if they so desire) and a vote will be held to fill the co-position. In the event a co-position is vacated between election times, a vote will be held to fill this position. The offices of IC Coordinator and Librarian shall not have a term and in the event either of these offices are vacated, the office vacated will be posted to the general membership for application. Applications will be accepted for one week after the office is vacated and the current officers will vote and approve a candidate within the week following.&lt;br /&gt;
&lt;br /&gt;
In the event of a summer solstice election, the offices up for voting shall be divided into three categories: Chairman, Treasury and Secretarial. Any and all interested parties shall run for a category, not an individual position. Voters shall designate who they believe, out of the options presented for each category, should fill the main position and who should fill the co-position. When tallying votes, 2 points shall be assigned to each person receiving a vote for the main position, and 1 point shall be assigned to each person receiving a vote for co-position. The points will be added up, and the person running for office with the most tallied points wins the main position, and the person with the second most tallied points wins the co-position. One week will be designated for accepting applications and speeches for positions, and a second week will be designated for accepting and tallying votes.&lt;br /&gt;
&lt;br /&gt;
===REQUIREMENTS FOR JOINING===&lt;br /&gt;
&lt;br /&gt;
Proposed members for House Sovyn must meet the following requirements:&lt;br /&gt;
&lt;br /&gt;
1) They shall be an Empath of age 10 or greater able and willing to life keep and transfer all wounds, a Cleric of age 10 or greater able and willing to life keep and resurrect when training allows, or they shall be a Paladin of age 10 or greater able and willing to life keep and resurrect when training allows.&lt;br /&gt;
&lt;br /&gt;
2) Non Empaths, Clerics, or Paladins will not be admitted for membership unless they marry or are married to a current or future member. Spouses of future members may be admitted as soon as the Empath, Cleric, or Paladin is admitted into the House. They shall have a status of associate member, having all rights that members have excepting the ability to hold office. If an associate member&#039;s marriage is dissolved, or their spouse leaves the House, they shall have the option to remain as an associate member if they so desire.&lt;br /&gt;
&lt;br /&gt;
===MEMBERSHIP FEES===&lt;br /&gt;
&lt;br /&gt;
There shall be an initiation fee in the sum of 25,000 silver pieces with no monthly dues; half these amounts if an associate member.&lt;br /&gt;
&lt;br /&gt;
===MEMBERSHIP PRIVILEGES===&lt;br /&gt;
&lt;br /&gt;
All members shall have access to all areas of the House excepting the quarters reserved for officers and the lounges specific to either Empaths, Clerics, or Paladins. Members may elect to have the coat of arms of House Sovyn engraved upon their shield and they shall also be eligible for loans assuming they meet the requirements and are in good standing. In addition, the House shall provide storage facilities for all its members.&lt;br /&gt;
&lt;br /&gt;
===BYLAWS===&lt;br /&gt;
&lt;br /&gt;
All members shall adhere to the following guidelines: A reasonable effort will be made to assist any seriously injured or deceased person to prevent a deterioration in their current condition and prepare them for a return to a healthful living condition. Seriously injured means bleeding wounds that will lead to death if not addressed. Deterioration in their current condition means death for the seriously injured and decomposition for the deceased. Obviously, if the person is under the care of another empath/cleric/paladin, no assistance is required. Members are not required to stay at gathering places such as the main gate or our healing area even if there are seriously wounded or deceased persons present if there are other empaths/clerics/paladins there to provide assistance. It is not expected that a member shall run throughout the lands looking for those in need of help (though they may choose to).&lt;br /&gt;
&lt;br /&gt;
For the seriously injured, assistance is not required to those who are not cooperating with the provider of that assistance. Non-cooperation would include the injured running away, physically assaulting or abusing the House member while they attempt to provide assistance. Abuse shall consist of, but is not limited to, acts such as punching, kicking, slapping, etc. Assistance is also not required if the injured or deceased asks not to be assisted by the House member.&lt;br /&gt;
&lt;br /&gt;
It would be unreasonable for an empath/cleric/paladin to take actions that are likely to result in the empath/cleric/paladin&#039;s death to provide such assistance. An empath is not expected to heal when their current health is so poor that it&#039;s life threatening, a cleric is not expected to restore life when their current life spirit is insufficient, and a paladin is not expected to assist if their health is poor, or their current life spirit is insufficient. It would also be considered unreasonable to tend a wounded person in the field in an area where the creatures present would kill the empath/cleric/paladin if they put their weapon and shield away to bandage the person.&lt;br /&gt;
&lt;br /&gt;
A reasonable effort is defined as the actions needed to prevent immediate deterioration and, if not fully healed of serious injuries or restored to life, create a situation that the empath/cleric/paladin believes will result in them getting the required level of care before their condition deteriorates. Reasonable efforts would include tending a seriously injured person in the field so that they have sufficient time to return to town for full treatment or life keeping a deceased person in the field and leaving the deceased in the care of a friend who will drag the deceased to town for full treatment.&lt;br /&gt;
&lt;br /&gt;
Enforcement is the responsibility of the House officers, who would only act in the face of overwhelming evidence indicating a gross violation of the spirit of the charter.&lt;br /&gt;
&lt;br /&gt;
==Active Clerics==&lt;br /&gt;
Below is a list of active clerics within House Sovyn for intercession needs.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#d3d3d3; border:#555555;font-size: larger&amp;quot;&lt;br /&gt;
!width=75;|Cleric&lt;br /&gt;
!width=75; |Arkati&lt;br /&gt;
|-&lt;br /&gt;
|Eruheran&lt;br /&gt;
|Koar&lt;br /&gt;
|-&lt;br /&gt;
|Amminar&lt;br /&gt;
|Imaera&lt;br /&gt;
|-&lt;br /&gt;
|Paerdita&lt;br /&gt;
|Laethe&lt;br /&gt;
|-&lt;br /&gt;
|Leyann&lt;br /&gt;
|Leya&lt;br /&gt;
|-&lt;br /&gt;
|Windros&lt;br /&gt;
|Koar&lt;br /&gt;
|-&lt;br /&gt;
|Cirik&lt;br /&gt;
|Imaera&lt;br /&gt;
|-&lt;br /&gt;
|Jennora&lt;br /&gt;
|Oleani&lt;br /&gt;
|-&lt;br /&gt;
|Delyorik&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[File:Housesovyn.png]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/House%20Sovyn/view Officials folder]&lt;br /&gt;
*[http://www.housesovyn.com/home House Sovyn&#039;s Official Website]&lt;br /&gt;
*[https://discord.gg/K9e4Sfu House Sovyn&#039;s Official Member Discord Server]&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]]&lt;/div&gt;</summary>
		<author><name>BURTNETTJ</name></author>
	</entry>
</feed>