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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CHAPSICKLE2</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CHAPSICKLE2"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/CHAPSICKLE2"/>
	<updated>2026-04-23T22:20:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=255508</id>
		<title>Signs of Clotting and Staunching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=255508"/>
		<updated>2026-04-08T12:28:47Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: specified Clotting and Staunching&amp;#039;s effect on major bleed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sign of Clotting&#039;&#039;&#039; and the more advanced &#039;&#039;&#039;Sign of Staunching&#039;&#039;&#039; both have the same effect, which is to halt any loss of [[health]] due to bleeding [[wound]]s. Both cost one [[mana point]] to activate, but the Sign of Staunching has double the duration of the Sign of Clotting.&lt;br /&gt;
&lt;br /&gt;
Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_ShadowDeath_weapon&amp;diff=253510</id>
		<title>Greater ShadowDeath weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_ShadowDeath_weapon&amp;diff=253510"/>
		<updated>2026-02-17T19:04:48Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: Added the unlocked abilities for tiers 2, 3, and 4&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;
Greater ShadowDeath weapons have a script flare called Darkrasp. Darkrasp deals HP damage to an enemy and applies Feeble. When Darkrasp triggers, it grants you a benefit called Profane Bargain, which gives your next attack an AS bonus based on the weapon&#039;s current Satiety.&lt;br /&gt;
&lt;br /&gt;
At Tier 4, Profane Bargain gives you an SMR Defense buff based on Satiety that lasts for 15 seconds after every flare.&lt;br /&gt;
&lt;br /&gt;
At Tier 5, Profane Bargain can also put you into hiding.&lt;br /&gt;
&lt;br /&gt;
Fully unlocked Greater ShadowDeath weapons were first sold at the [[Grand Auction of 5126]].  They were later introduced for sale at [[BVShop:Ilixil&#039;s Emporium|Ilixil&#039;s Emporium]] at [[Duskruin]], starting with its February 2026 run, where they were sold off the shelf at Tier 1 alongside all Tier unlock certificates.&lt;br /&gt;
&lt;br /&gt;
Greater ShadowDeath weapons are a greater version of the [[ShadowDeath weapon]] script. The two scripts are different scripts.&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 &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= &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 black alloy falchion and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
The black alloy falchion is a Greater ShadowDeath weapon of Tier 1.&lt;br /&gt;
&lt;br /&gt;
The product of a perverse and corrupting ritual, the falchion feeds upon the life essence of foes to gain Satiety, which empowers its wielder and its own unsavory abilities.  The falchion has the following capabilities:&lt;br /&gt;
&lt;br /&gt;
    Darkrasp:            When not at 0 Satiety, the weapon has a chance to flare with inky&lt;br /&gt;
                         black tendrils that will deal concussion damage and apply Feeble&lt;br /&gt;
                         to the target and grant the wielder a boost to Attack Strength&lt;br /&gt;
                         on their next attack based on the weapon&#039;s current Satiety.&lt;br /&gt;
                         Cost: 1 Satiety&lt;br /&gt;
&lt;br /&gt;
    Umbral Crescent:     When WAVEd, the weapon performs an area of effect attack affecting&lt;br /&gt;
                         up to 1 creature per Tier; on a failed SMR test, the creature takes&lt;br /&gt;
                         health damage, and the weapon generates 5 Satiety per target hit.&lt;br /&gt;
                         Cooldown is reduced if no targets are hit.&lt;br /&gt;
                         Cooldown: 1 min&lt;br /&gt;
&lt;br /&gt;
Additionally, the black alloy falchion has the following fluff abilities:&lt;br /&gt;
&lt;br /&gt;
    TOUCH&lt;br /&gt;
    SNAP {target}&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the black alloy falchion for you.&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;|SNAP {target}&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;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|WAVE&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 the Umbral Crescent ability.&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= &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;
Tier 2 unlocks the Predator&#039;s Lure and Black Transfusion abilities to the weapon.&lt;br /&gt;
&lt;br /&gt;
Predator&#039;s Lure:  When TURNed, the weapon forces up to 5 unengaged hostile creatures within adjacent rooms to make a Mental MDR test; on a failure, they are drawn into the wielder&#039;s room. Cost: 5 Satiety; Cooldown: 3 min&lt;br /&gt;
&lt;br /&gt;
Black Transfusion: The wielder can INFUSE {#} spirit into the weapon, generating 5 Satiety per spirit infused. Cooldown: 5 min&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;|VERB&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 3 &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= &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;
Tier 3 unlocks the Umbral Dread and Shadowgate abilities on the weapon.&lt;br /&gt;
&lt;br /&gt;
Umbral Dread: Umbral Crescent also applies the Horrified condition to affected creatures.&lt;br /&gt;
&lt;br /&gt;
Shadowgate: The wielder can TOSS their weapon.  It will search for another transport-eligible room in the area with at least one hostile creature and no other adventurers.  The player and, if they are leading a group, their group, will teleport to the room. Cost: 10 Satiety, Cooldown: 3 min&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;|VERB&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 4 &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= &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;
Tier 4 unlocks the Improved Darkrasp and Malison of Unmaking abilities on the weapon.&lt;br /&gt;
&lt;br /&gt;
Improved Darkrasp:   Darkrasp flares enhance the wielder&#039;s senses and reflexes, granting a bonus to SMR defense for 15 seconds based on Satiety.&lt;br /&gt;
&lt;br /&gt;
Malison of Unmaking: The user can CLENCH their weapon, causing their next successful attack with it to afflict their target with a disruptive curse.The target must make an SMR test every 2 seconds for the next 10 seconds, taking Disruption damage on failed tests.Cost: 5 Satiety; Cooldown: 2 min&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;|VERB&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 5 &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= &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;
The morning star is a Greater ShadowDeath weapon of Tier 5.&lt;br /&gt;
&lt;br /&gt;
The product of a perverse and corrupting ritual, the star feeds upon the life essence of foes to gain Satiety, which empowers its wielder and its own unsavory abilities.  The star has the following capabilities:&lt;br /&gt;
&lt;br /&gt;
    Darkrasp:            When not at 0 Satiety, the weapon has a chance to flare with inky&lt;br /&gt;
                         black tendrils that will deal concussion damage and apply Feeble&lt;br /&gt;
                         to the target and grant the wielder a boost to Attack Strength&lt;br /&gt;
                         on their next attack based on the weapon&#039;s current Satiety.&lt;br /&gt;
                         Cost: 1 Satiety&lt;br /&gt;
&lt;br /&gt;
    Umbral Crescent:     When WAVEd, the weapon performs an area of effect attack affecting&lt;br /&gt;
                         up to 1 creature per Tier; on a failed SMR test, the creature takes&lt;br /&gt;
                         health damage and the weapon generates 5 Satiety per target hit.&lt;br /&gt;
                         Cooldown: 1 min&lt;br /&gt;
&lt;br /&gt;
    Predator&#039;s Lure:     When TURNed, the weapon forces up to 5 unengaged hostile creatures&lt;br /&gt;
                         within adjacent rooms to make a Mental MDR test; on a failure, they&lt;br /&gt;
                         are drawn into the wielder&#039;s room.&lt;br /&gt;
                         Cost: 5 Satiety; Cooldown: 3 min&lt;br /&gt;
&lt;br /&gt;
    Black Transfusion:   The wielder can INFUSE {#} spirit into the weapon, generating 5&lt;br /&gt;
                         Satiety per spirit infused.&lt;br /&gt;
                         Cooldown: 5 min&lt;br /&gt;
&lt;br /&gt;
    Umbral Dread:        Umbral Crescent also applies the Horrified condition to affected&lt;br /&gt;
                         creatures.&lt;br /&gt;
&lt;br /&gt;
    Shadowgate:          The wielder can TOSS their weapon.  It will search for another&lt;br /&gt;
                         transport-eligible room in the area with at least one hostile&lt;br /&gt;
                         creature and no other adventurers.  The player and, if they are&lt;br /&gt;
                         leading a group, their group, will teleport to the room.&lt;br /&gt;
                         Cost: 10 Satiety, Cooldown: 3 min&lt;br /&gt;
&lt;br /&gt;
    Improved Darkrasp:   Darkrasp flares enhance the wielder&#039;s senses and reflexes,&lt;br /&gt;
                         granting a bonus to SMR defense for 15 seconds based on Satiety.&lt;br /&gt;
&lt;br /&gt;
    Malison of Unmaking: The user can CLENCH their weapon, causing their next successful&lt;br /&gt;
                         attack with it to afflict their target with a disruptive curse.&lt;br /&gt;
                         The target must make an SMR test every 2 seconds for the next 10&lt;br /&gt;
                         seconds, taking Disruption damage on failed tests.&lt;br /&gt;
                         Cost: 5 Satiety; Cooldown: 2 min&lt;br /&gt;
&lt;br /&gt;
    Gloomform:           The wielder can RAISE their weapon, empowering themself with&lt;br /&gt;
                         darkness.  During this time, the weapon behaves as if it is&lt;br /&gt;
                         at maximum Satiety for 1 minute, during which Darkrasp&#039;s flare&lt;br /&gt;
                         chance is increased.  Abilities do not consume Satiety while&lt;br /&gt;
                         Gloomform is active.&lt;br /&gt;
                         Cost: 50 Satiety; Cooldown: 5 min&lt;br /&gt;
&lt;br /&gt;
    Hungering Gate:      3 seconds after being activated, the wielder&#039;s Shadowgate will&lt;br /&gt;
                         detonate.  Up to 3 creatures must make an SMR test or take&lt;br /&gt;
                         Disruption damage and be Terrified.&lt;br /&gt;
&lt;br /&gt;
    Apex Darkrasp:       Darkrasp flares have a chance to hide the wielder.&lt;br /&gt;
&lt;br /&gt;
Additionally, the morning star has the following fluff abilities:&lt;br /&gt;
&lt;br /&gt;
    TOUCH&lt;br /&gt;
    SNAP {target}&lt;br /&gt;
    TILT&lt;br /&gt;
    GAZE&lt;br /&gt;
    LISTEN&lt;br /&gt;
    PULL (produces shadow orbs)&lt;br /&gt;
    HUG (meld your weapon with your body)&lt;br /&gt;
    SUMMON (retrieve your weapon)&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the morning star for you.&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;|CLENCH&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 the Malison of Unmaking ability.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|GAZE&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;  rowspan=&amp;quot;2&amp;quot;|HUG&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;|Meld your weapon with your body.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|INFUSE {#}&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;|LISTEN&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;  rowspan=&amp;quot;2&amp;quot;|PULL&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;|Produce shadow orbs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&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;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Activate the Gloomform ability.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|SUMMON&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;|Retrieve your weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TILT&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;  rowspan=&amp;quot;2&amp;quot;|TOSS&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 the Shadowgate ability.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|TURN&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 the Predator&#039;s Lure ability.&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
This information was provided during the [[Grand Auction of 5126]] regarding the Greater ShadowDeath weapons available during it:&lt;br /&gt;
# These are 7x base and have acid flares.  The weapon provides a passive AS bonus up to +25 based on how sated it is.  Your first attack after a flare or the AoE wave attack can increase  by up to another +25 I believe.  As mentioned above, the regular flares also give you a solid SMR bonus for 15 seconds&lt;br /&gt;
# The regular flares seem to do up to 100 damage and apply Feeble  (50% penalty to EBP) and have a chance to hide you&lt;br /&gt;
# They can pull in up to 5 creatures from neighboring rooms, and they can take you to a nearby room with creatures but not players (and then hit them with an AoE 3 seconds later)&lt;br /&gt;
# The disruptive curse is more powerful than mindwrack flares (Usually 50-70 per 2 second tic)&lt;br /&gt;
# They create neat shadow orbs you can RP with&lt;br /&gt;
# Much like T3 Briar, It&#039;s very easy to keep the base +25 AS bonus up (well +23/+24) most of the time &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ShadowDeath weapon]]&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=Weapon &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= &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= &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=Grand Auction of 5126 &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=2026 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &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= &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. 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=GAZE&lt;br /&gt;
|verb3=HUG&lt;br /&gt;
|verb4=INFUSE&lt;br /&gt;
|verb5=LISTEN&lt;br /&gt;
|verb6=PULL&lt;br /&gt;
|verb7=RAISE&lt;br /&gt;
|verb8=SNAP&lt;br /&gt;
|verb9=SUMMON&lt;br /&gt;
|verb10=TILT&lt;br /&gt;
|verb11=TOUCH&lt;br /&gt;
|verb12=TOSS&lt;br /&gt;
|verb13=TURN&lt;br /&gt;
|verb14=WAVE&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>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lightening&amp;diff=215384</id>
		<title>Lightening</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lightening&amp;diff=215384"/>
		<updated>2024-03-18T20:02:46Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: added adamantine minimum weight per a post on Discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=3}}Lightening is a common [[merchant]] service in which excess weight is removed from an item.  Players can usually tell if an item is able to be lightened using the{{boldmono| [[ANALYZE]] }}verb.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes, item can be lightened:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You might be &#039;&#039;&#039;able to have a talented merchant lighten the felt pouch for you&#039;&#039;&#039; or have its pockets deepened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No, item cannot be lightened:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You can tell that the vestment is &#039;&#039;&#039;as light as it can get&#039;&#039;&#039; and that its pockets could not possibly get any deeper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Note: Occasionally an item which yields this message can still be lightened using an [[Lightening#Automated Lightening Certificates|Automated Lightening Certificate]].&#039;&#039;&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most items have set standards for how light they are able to get depending on what they are, and, in the case of [[#Containers|containers]], where they are worn.  An item&#039;s base material may cause it to start at a higher base weight, but it will be able to be lightened to the lower limit.&lt;br /&gt;
&lt;br /&gt;
Merchants typically lighten items in 10% increments of an item&#039;s base weight.  Maximum lightness is typically 50% of base weight.  [[Adamantine]] is an exception, the formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Example &lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Step||Calculation||Final Weight&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Full leathers base weight||N/A||13&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| Lighten 1||13 - Ceiling(13 * 0.1)||11&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| Lighten 2||11 - Ceiling(13 * 0.1)||9&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| Lighten 3||9 - Ceiling(13 * 0.1)||7 [Max light reached]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Containers==&lt;br /&gt;
&amp;lt;section begin=containers /&amp;gt;Prior to February 2016, containers had to be fully &amp;lt;noinclude&amp;gt;[[deepening|&amp;lt;/noinclude&amp;gt;deepened&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; before being &amp;lt;includeonly&amp;gt;[[lightening|&amp;lt;/includeonly&amp;gt;lightened&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; in order to maximize the capacity of the container, but that is only the case now if one lightens an item below the minimum weight for the item&#039;s set maximum capacity for its worn location.  For example, a cloak&#039;s minimum weight is 6 lbs for the maximum allowed standard of 140 lbs.  If the item is taken to 5 lbs, then the maximum capacity will be lower and, thus, the order matters now only once the minimum weight for maximum capacity is reached.  [[Epic deepening]] does not have any minimum weight restrictions, and during that service maximum capacity may be taken above the standard maximums.&lt;br /&gt;
&lt;br /&gt;
CLARIFICATION NOTE: Lightening notes, and general lightening merchants, will not lighten a container below the minimum weight for its current capacity. Therefore, if the goal is to achieve the lightest and deepest container then you should fully lighten it before deepening it as deepening notes will exceed the small maximum.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Standard Lightening and Deepening Levels&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!Worn Location || Minimum&amp;lt;br&amp;gt;Weight (lbs) || Maximum Capacity (lbs)&lt;br /&gt;
|-&lt;br /&gt;
|align=left| Cloak &amp;amp; back-worn || 6 || 140 &lt;br /&gt;
|-&lt;br /&gt;
|align=left| Cloak &amp;amp; back-worn || 5 || 120 &lt;br /&gt;
|-&lt;br /&gt;
|align=left| Cloak &amp;amp; back-worn || 4 || 90&lt;br /&gt;
|-&lt;br /&gt;
|align=left| Shoulder-slung || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
|align=left| All others || 2 || varies based on location&lt;br /&gt;
|-&lt;br /&gt;
|align=left| All others || &amp;lt;1 || ≤5&lt;br /&gt;
|}&amp;lt;section end=containers /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Armor Weights (lbs)&#039;&#039;&#039;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!AsG!!Name!!Base!!Minimum&lt;br /&gt;
|-&lt;br /&gt;
|2||Flowing robes||8||4&lt;br /&gt;
|-&lt;br /&gt;
|5||Light leather||10||5&lt;br /&gt;
|-&lt;br /&gt;
|6||Full leather||13||7&lt;br /&gt;
|-&lt;br /&gt;
|7||Reinforced leather||15||8&lt;br /&gt;
|-&lt;br /&gt;
|8||Double leather||16||8&lt;br /&gt;
|-&lt;br /&gt;
|9||Leather breastplate||16||8&lt;br /&gt;
|- &lt;br /&gt;
|10||Cuirbouilli leather||17||9&lt;br /&gt;
|-&lt;br /&gt;
|11||Studded leather||20||10&lt;br /&gt;
|-&lt;br /&gt;
|12||Brigandine armor||25||13&lt;br /&gt;
|-&lt;br /&gt;
|13||Chain mail||25||13&lt;br /&gt;
|-&lt;br /&gt;
|14||Double chain||25||13&lt;br /&gt;
|-&lt;br /&gt;
|15||Augmented chain||26||13&lt;br /&gt;
|-&lt;br /&gt;
|16||Chain hauberk||27||14&lt;br /&gt;
|-&lt;br /&gt;
|17||Metal breastplate||23||12&lt;br /&gt;
|-&lt;br /&gt;
|18||Augmented breastplate||25||13&lt;br /&gt;
|-&lt;br /&gt;
|19||Half plate||50||25&lt;br /&gt;
|-&lt;br /&gt;
|20||Full plate||75||38&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Automated Lightening Certificates==&lt;br /&gt;
At the June 2017 run of [[Return to Delirium Manor]], certificates were introduced to automate the lightening of items.  {{boldmono|[[REDEEM]] }}the ticket with the item in hand to use.  They cannot be used to take an item below its minimum weight.  However, sometimes an item whose ANALYZE says the item is &amp;quot;as light as it can get&amp;quot; can still be lightened with a lightening certificate or note.&lt;br /&gt;
&lt;br /&gt;
Most similar lightening notes can be bundled and can form a stack of up to 1000 notes.  PULL to remove a single-use note from the stack.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;a light yellow note&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;read my note&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
This note can be REDEEMed to reduce an appropriate item&#039;s encumbrance by &#039;&#039;&#039;1&#039;&#039;&#039; pound.  Most worn containers, armor, and weapons are eligible for this service.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;a stack of light yellow notes&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;read my note&lt;br /&gt;
A stack of light yellow notes has 2 uses.  You can REDEEM this or use PULL to remove a single-use note.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!Note||Lightening Amount&lt;br /&gt;
|-&lt;br /&gt;
||a glimmering silver note (jackpot)|| 10 lbs&lt;br /&gt;
|-&lt;br /&gt;
||a hazy white note (jackpot)|| 5 lbs&lt;br /&gt;
|-&lt;br /&gt;
||a deep black note|| 3 lbs&lt;br /&gt;
|-&lt;br /&gt;
||a bright orange note|| 2 lbs&lt;br /&gt;
|-&lt;br /&gt;
||a light yellow note|| 1 lb&lt;br /&gt;
|-&lt;br /&gt;
||a hazy ebon note (account bound) || 1 lb&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=examples /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=denied /&amp;gt;&lt;br /&gt;
===Denied Scripts===&lt;br /&gt;
The following list is provided by GM Haliste.  Do &#039;&#039;&#039;not&#039;&#039;&#039; request these items for the certificates again; they are denied for both lightening and deepening, as applicable.  The &amp;quot;Clarifying Description&amp;quot; column is a simple description of the item, in case the GM name is different from how players refer to it, or the item does not have its own page.  All other items the certificates do not work with can be{{boldmono| [[BUGITEM (verb)|BUGITEM]]ed }}(the &#039;&#039;&#039;item&#039;&#039;&#039;, not the certificate) to request review.&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!Item (GM Name)||Clarifying Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor concealing garment]]s||&lt;br /&gt;
|-&lt;br /&gt;
|[[BodiceBlade]]s||[[Vanishing Point]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Disarming Kit]]s||Locksmith&#039;s toolkit&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarffest shield]]s||Shields with built-in sheaths&lt;br /&gt;
|-&lt;br /&gt;
|[[Feature concealer]]s (pin worn)||&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem-eater Eisenruck]]s||&lt;br /&gt;
|-&lt;br /&gt;
|[[Morphing container]]s||Containers with different &amp;quot;sides&amp;quot; that have to be lightened/deepened individually&lt;br /&gt;
|-&lt;br /&gt;
|[[SimpleBook]]s||Books with a pocket&lt;br /&gt;
|-&lt;br /&gt;
|[[Smuggling sack]]s||&lt;br /&gt;
|-&lt;br /&gt;
|[[SwordBelt]]s||Dual-scabbard two weapon sword belt&lt;br /&gt;
|-&lt;br /&gt;
|[[Toasting Stein]]s||&lt;br /&gt;
|-&lt;br /&gt;
|[[Weight reducing container]]s||Takes a % of encumbrance off the contents&lt;br /&gt;
|-&lt;br /&gt;
|[[WoundedWear]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magical armoire]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Fireworks press|FireworksPress]]||&lt;br /&gt;
|-&lt;br /&gt;
|DollTrunk||&lt;br /&gt;
|-&lt;br /&gt;
|SnowPouch||&lt;br /&gt;
|-&lt;br /&gt;
|[[Gemcutter]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Fancy sheath|FancySheath]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Label|GearLabel Box]]||&lt;br /&gt;
|-&lt;br /&gt;
|JewelryBox||&lt;br /&gt;
|-&lt;br /&gt;
|Treasure System Containers||Treasure system boxes. Clothing works fine&lt;br /&gt;
|-&lt;br /&gt;
|UAC (Handwrap/Footwrap) Gear||&lt;br /&gt;
|-&lt;br /&gt;
|DaggerHarness EG05||&lt;br /&gt;
|-&lt;br /&gt;
|JewelryBox (Spitfire)||&lt;br /&gt;
|-&lt;br /&gt;
|FancyBooks||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ribbonator 2000|The Ribbonator]]||&lt;br /&gt;
|-&lt;br /&gt;
|WandsOnly||&lt;br /&gt;
|-&lt;br /&gt;
|[[Folding chair|FoldingChair]]||&lt;br /&gt;
|-&lt;br /&gt;
|Wavedancer (Tintrel) Towels||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanical Cartridge Vambraces]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cigar Sling]]s||&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=denied /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Deepening]]&lt;br /&gt;
*[[GALD]]&lt;br /&gt;
*[[ANALYZE (verb)/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adamantine&amp;diff=215383</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adamantine&amp;diff=215383"/>
		<updated>2024-03-18T20:01:46Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +7&lt;br /&gt;
 | str = 99&lt;br /&gt;
 | dur = 999 (max)&lt;br /&gt;
 | weight = 180%&lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | lvl = 65&lt;br /&gt;
 | special = Disarm/Shatter&lt;br /&gt;
 | color = Blackish-brown&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Considered to be the strongest material in Elanthia, &#039;&#039;&#039;adamantine&#039;&#039;&#039; has maxed out breakage statistics and has a chance to disarm opponents upon a successful parry or if the attacker strikes the defender&#039;s armor.  If the weapon used is non-magical, it may break instead.  The chance for disarming or breaking is based on the Strength/Durability difference of the attacking weapon compared to the Adamantine, as well as an additional hidden/unknown factor. The &amp;quot;weaker&amp;quot; the attacking weapon, the higher the frequency. Armor made from Adamantine has a chance to deflect bolt spells that would otherwise hit you. &lt;br /&gt;
&lt;br /&gt;
A character must be at least [[level]] 65 before being able to hold and use adamantine weapons and armor.  That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructible. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
Adamantine weapons and armor were first released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106.  So far, these include:&lt;br /&gt;
*a jet black adamantine [[bastard sword]] set with a large ruby pommel&lt;br /&gt;
:From Ebon Gate 2006, +17&lt;br /&gt;
*a suit of exquisite adamantine full plate set with finely cut pieces of Kezmonian honey beryl&lt;br /&gt;
:From Ebon Gate 2006, +7&lt;br /&gt;
*a silver-filmed adamantine breastplate&lt;br /&gt;
:Simply forged and completely unadorned, the adamantine is pitch black. An odd, silvery luster eclipses the ebon metal, causing an oily shimmer on the surface, like moonlight hitting dark water.&lt;br /&gt;
:From [[Ebon Gate 2008]], +7&lt;br /&gt;
*a sea serpent adamantine greatshield&lt;br /&gt;
:Large and rectangular, the greatshield is comprised of a single, thick sheet of adamantine that is wrought in the image of a snarling sea serpent.  Webbed ears flank its face, while teardrop scales cover most of the breath and girth of its body.  Enormous emeralds rest within the eyes, which are covered by long, shaggy brows.  The sinuous body is coiled as if rising out of the cresting waves that decorate the bottom of the piece.  On the reverse of the greatshield, a complex webbing of oiled leather straps and polished buckles forms an intricate arm harness.  The straps are arranged in a pattern that appears able to secure a weapon within.&lt;br /&gt;
:From [[Ebon Gate 2017]], +7, +5 to shield use ranks, +5 to Strength stat, with Shield harness scripts&lt;br /&gt;
&lt;br /&gt;
The weight of adamantine is 180% that of steel.  The [[enchant]]ment of the bastard sword was +17 while the full plate was stated to be just over 1x.  Both of the original items were extremely heavy. The bastard sword is jet black in color, and the full plate had no specific color. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
Adamantine can have services added. The material adds 150 to the base difficulty.&lt;br /&gt;
  &lt;br /&gt;
Adamantine is able to take spikes and flares, a precedent set at the [[Convocation of Coraesine Field]] when the adamantine plate had both spikes and disintegration flares added to it.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Shattering a non-magical weapon:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Dhask&#039;s wrist sends a pearl-handled bronze dagger into flight!&lt;br /&gt;
Dhask throws a pearl-handled bronze dagger at you!&lt;br /&gt;
Dhask hits you, but his dagger shatters into a thousand pieces against the incredibly hard surface of your adamantine breastplate!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Naijin hurls a small surge of electricity at you!&lt;br /&gt;
Naijin hits you, but his attack bounces harmlessly off of the incredibly hard surface of your adamantine full plate!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]&lt;br /&gt;
* [[Research:Enchant (925) Formula|Adamantine enchant table]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adamantine&amp;diff=215382</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adamantine&amp;diff=215382"/>
		<updated>2024-03-18T20:01:02Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: Added minimum weight formula per a post on Discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +7&lt;br /&gt;
 | str = 99&lt;br /&gt;
 | dur = 999 (max)&lt;br /&gt;
 | weight = 180%&lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | lvl = 65&lt;br /&gt;
 | special = Disarm/Shatter&lt;br /&gt;
 | color = Blackish-brown&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Considered to be the strongest material in Elanthia, &#039;&#039;&#039;adamantine&#039;&#039;&#039; has maxed out breakage statistics and has a chance to disarm opponents upon a successful parry or if the attacker strikes the defender&#039;s armor.  If the weapon used is non-magical, it may break instead.  The chance for disarming or breaking is based on the Strength/Durability difference of the attacking weapon compared to the Adamantine, as well as an additional hidden/unknown factor. The &amp;quot;weaker&amp;quot; the attacking weapon, the higher the frequency. Armor made from Adamantine has a chance to deflect bolt spells that would otherwise hit you. &lt;br /&gt;
&lt;br /&gt;
A character must be at least [[level]] 65 before being able to hold and use adamantine weapons and armor.  That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructible. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
Adamantine weapons and armor were first released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106.  So far, these include:&lt;br /&gt;
*a jet black adamantine [[bastard sword]] set with a large ruby pommel&lt;br /&gt;
:From Ebon Gate 2006, +17&lt;br /&gt;
*a suit of exquisite adamantine full plate set with finely cut pieces of Kezmonian honey beryl&lt;br /&gt;
:From Ebon Gate 2006, +7&lt;br /&gt;
*a silver-filmed adamantine breastplate&lt;br /&gt;
:Simply forged and completely unadorned, the adamantine is pitch black. An odd, silvery luster eclipses the ebon metal, causing an oily shimmer on the surface, like moonlight hitting dark water.&lt;br /&gt;
:From [[Ebon Gate 2008]], +7&lt;br /&gt;
*a sea serpent adamantine greatshield&lt;br /&gt;
:Large and rectangular, the greatshield is comprised of a single, thick sheet of adamantine that is wrought in the image of a snarling sea serpent.  Webbed ears flank its face, while teardrop scales cover most of the breath and girth of its body.  Enormous emeralds rest within the eyes, which are covered by long, shaggy brows.  The sinuous body is coiled as if rising out of the cresting waves that decorate the bottom of the piece.  On the reverse of the greatshield, a complex webbing of oiled leather straps and polished buckles forms an intricate arm harness.  The straps are arranged in a pattern that appears able to secure a weapon within.&lt;br /&gt;
:From [[Ebon Gate 2017]], +7, +5 to shield use ranks, +5 to Strength stat, with Shield harness scripts&lt;br /&gt;
&lt;br /&gt;
The weight of adamantine is 180% that of steel.  The [[enchant]]ment of the bastard sword was +17 while the full plate was stated to be just over 1x.  Both of the original items were extremely heavy. The bastard sword is jet black in color, and the full plate had no specific color. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
Adamantine can have services added. The material adds 150 to the base difficulty.&lt;br /&gt;
  &lt;br /&gt;
Adamantine is able to take spikes and flares, a precedent set at the [[Convocation of Coraesine Field]] when the adamantine plate had both spikes and disintegration flares added to it.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Shattering a non-magical weapon:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Dhask&#039;s wrist sends a pearl-handled bronze dagger into flight!&lt;br /&gt;
Dhask throws a pearl-handled bronze dagger at you!&lt;br /&gt;
Dhask hits you, but his dagger shatters into a thousand pieces against the incredibly hard surface of your adamantine breastplate!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Naijin hurls a small surge of electricity at you!&lt;br /&gt;
Naijin hits you, but his attack bounces harmlessly off of the incredibly hard surface of your adamantine full plate!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]&lt;br /&gt;
* [[Research:Enchant (925) Formula|Adamantine enchant table]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212741</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212741"/>
		<updated>2024-01-15T04:59:09Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman, and is unlocked when you learn 30 ranks in the Bard spell circle. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 6 total tiers. The first 5 tiers each grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll. The 6th tier enables the use of &amp;quot;Fated Fortune&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212740</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212740"/>
		<updated>2024-01-15T04:58:08Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman, and is unlocked when you learn 30 ranks in the Bard spell circle. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 6 total tiers. The first 5 tiers each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll. The 6th tier enables the use of &amp;quot;Fated Fortune&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212739</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212739"/>
		<updated>2024-01-15T04:54:47Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 6 total tiers. The first 5 tiers each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll. The 6th tier enables the use of &amp;quot;Fated Fortune&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212738</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212738"/>
		<updated>2024-01-15T04:54:21Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Bard Service */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 6 total tiers. The first 5 tiers each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll. The 6th tier enables the use of &amp;quot;Fated Fortune&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212737</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212737"/>
		<updated>2024-01-15T04:50:21Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 5 tiers and each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212736</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212736"/>
		<updated>2024-01-15T04:49:45Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 5 tiers and each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212735</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212735"/>
		<updated>2024-01-15T04:49:00Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 5 tiers and each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Creating a lucky talisman:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;For adding Luck charges:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212734</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212734"/>
		<updated>2024-01-15T04:48:24Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: formatting - it&amp;#039;s not perfect but better than empty for the service :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman. When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 5 tiers and each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creating a lucky talisman:&#039;&#039;&#039;&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006,&lt;br /&gt;
&lt;br /&gt;
CAST at the item twice. &lt;br /&gt;
&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For adding Luck charges:&#039;&#039;&#039;&lt;br /&gt;
PREP 1006&lt;br /&gt;
&lt;br /&gt;
CHANNEL at the item twice&lt;br /&gt;
&lt;br /&gt;
No songstone required.&lt;br /&gt;
&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212733</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212733"/>
		<updated>2024-01-15T04:45:31Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman.  When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 5 tiers and each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006, CAST item, twice. 30 mana cost&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
For adding Luck charges:&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
PREP 1006, CHANNEL item, twice. No songstone required.&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212732</id>
		<title>Song of Luck (1006)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Luck_(1006)&amp;diff=212732"/>
		<updated>2024-01-15T04:43:17Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LUCKSONG&lt;br /&gt;
 | duration = As long as the Bard&amp;lt;br&amp;gt; is singing the song&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = Special&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Song of Luck&#039;&#039;&#039; improves the overall luck of a [[bard]] and their [[group]] by giving an increased chance of success at performing certain actions, such as [[creature maneuver]]s, [[Combat Maneuvers]], and [[Disarming Traps]].  The spell does not always increase the luck of the bard and their party; however, increased training in the [[Bard Base]] circle increases the chances that this spell will activate.&lt;br /&gt;
&lt;br /&gt;
Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll.  The higher of the two rolls will be the one factored into the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll.&#039;&#039;&#039; &amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|[[Mana]] (MP) cost &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 6 + 1 for every 4 Bard Base ranks above 1006}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Renewal Cost ====&lt;br /&gt;
Half of the base MP cost&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;div {{log|margin-right=35%}}&amp;gt;The air stops shimmering around you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bard Service==&lt;br /&gt;
The bard is able to craft a Luck Talisman.  When worn, the item will grant a chance to reroll combat rolls for a better result.  There are 5 tiers and each tier grants a 4% chance of a reroll.  This reaches a maximum of a 20% chance of a reroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
% chance to reroll AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Fated Fortune”: Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability.  When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR - the other combat systems don’t have open rolls) against a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100).  It is capable of storing 5 charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Holding a songstone in your left hand and the item in your right&lt;br /&gt;
PREP 1006, CAST item, twice. 30 mana cost&lt;br /&gt;
Suffuse and Resources work if needed for success&lt;br /&gt;
For adding Luck charges:&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
PREP 1006, CHANNEL item, twice. No songstone required.&lt;br /&gt;
1000 inspiration per charge cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success Factors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}Level: +1 per level (100)&lt;br /&gt;
&lt;br /&gt;
Intuition: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Influence: +1 per stat bonus (25)&lt;br /&gt;
&lt;br /&gt;
Bard songs: 2 per rank up to level then 1 (302)&lt;br /&gt;
&lt;br /&gt;
Mental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Elemental Mana Control: 1 per rank (101)&lt;br /&gt;
&lt;br /&gt;
Magic Item Use: 1 per rank (202)&lt;br /&gt;
&lt;br /&gt;
Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20&lt;br /&gt;
&lt;br /&gt;
Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty&lt;br /&gt;
&lt;br /&gt;
75 + (tier * 75)&lt;br /&gt;
&lt;br /&gt;
T6 difficulty 525 base}}&amp;lt;/div&amp;gt;&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=10#1006 Bard Base Spell Circle: Song of Luck], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Announcement:_Spell_Disabler_Review_Live!&amp;diff=212508</id>
		<title>Announcement: Spell Disabler Review Live!</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Announcement:_Spell_Disabler_Review_Live!&amp;diff=212508"/>
		<updated>2024-01-12T12:07:06Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: added 504 not breaking crusader haste buff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Announcement&lt;br /&gt;
|category=Development&lt;br /&gt;
|subject=Disabler Review Live!&lt;br /&gt;
|author=GS4-ESTILD&lt;br /&gt;
|date=2023-12-31&lt;br /&gt;
}}&lt;br /&gt;
Starting today, we&#039;ll be releasing a number of updates for spells that disable or debuff targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Improve spell disablers so that magic has options available to set up and disable creatures.&lt;br /&gt;
* Improve support builds for grouping by allowing experience for contributions in a standardized way.&lt;br /&gt;
* Standardize effects and effect durations so combat flows more naturally and players aren’t forced to &amp;quot;take a timeout&amp;quot; for several minutes.&lt;br /&gt;
* Improve Survival training by adding more utility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Updates:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most spells that disable or debuff a single target will have a 2 second cast roundtime and a mana cost in the 1-5 range. AoE versions will remain at 3 seconds of cast roundtime, but most mana cost will be lowered to the 5-10 range.&lt;br /&gt;
* Self-cast spells no longer force a TD reduction on the caster. This already applies for newer spells but some older ones still have this mechanic.&lt;br /&gt;
* A few spells will not require a skill check and have automatic success unless the target is more than 10 levels above the attacker. Ascension creatures targets can go up to level 20 higher, but there&#039;s a 10% chance of failure for each level past 10. Subsequent attempts against the same Ascension target increases the odds of success by 20% for each attempt. e.g. the first attempt might have a 60% chance of failure, but the second attempt only has a 40%, the third a 20%, etc.&lt;br /&gt;
* Some abilities will be updated to use the Standard Maneuver Roll (SMR).All abilities which induce roundtime will use Stagger (cannot stack, but can refresh).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All negative effects will be normalized around a 30 second maximum duration. This mainly pertains to actual spells, but we&#039;ll also try to update creature abilities in the future too.&lt;br /&gt;
* Base and minimum duration of 10 seconds.&lt;br /&gt;
* Maximum duration of 30 seconds against characters and 60 seconds against creatures.&lt;br /&gt;
* Warding and SMR spells/abilities will use (10 + ((end result - 100) / 5) * (1 against characters or 2 against creatures)) to determine the duration.  e.g. a 140 end result would be (10 + (140 - 100) / 5)) = 18 seconds against a character and 36 seconds against a creature.&lt;br /&gt;
* Training in Survival reduces the duration by the following:&lt;br /&gt;
* Ranks 1-100: 1% per 5 ranks, up to 20%&lt;br /&gt;
* Ranks 101+: 1% per 20 ranks, up to 10%&lt;br /&gt;
* Kroderine Soul reduces the duration of magical effects by 25% and stacks (additively) with the Survival bonus.&lt;br /&gt;
&lt;br /&gt;
The following spells updates are live.  Additional updates are pending, especially for spells that have single target and AoE versions, as updating their cast roundtime or mana costs involves additional complexity.  Those will be announced once released.  The entire Development team has worked through design, coding, and QC to make this update possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Relief (108):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbalance (110):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
* Additional updates are pending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Web (118):&#039;&#039;&#039;&lt;br /&gt;
* Single target and room versions have moved from warding to the SMR.&lt;br /&gt;
* Reduced SMR single target castRT to 2.&lt;br /&gt;
* Reduced SMR single target mana cost to 5.&lt;br /&gt;
* Reduced AoE version mana cost to 10.  &lt;br /&gt;
* CastRT remains at 3.&lt;br /&gt;
* CastRT and mana cost of the bolt version remain unchanged.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Dispel (119):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Searing Light (135):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 7.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calm (201):&#039;&#039;&#039;&lt;br /&gt;
* Reduced CastRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interference (212):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bind (214):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy (216):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Interference (217):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success. &lt;br /&gt;
* Reduced mana cost to 5. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual Abolition (230):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For each spell dispelled, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.&lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana. &lt;br /&gt;
* The overall minimum is 10 mana and the overall maximum is 20 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind (311):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Censure (316):&#039;&#039;&#039;&lt;br /&gt;
* Reduce mana cost to 10.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Deflection (412):&#039;&#039;&#039;&lt;br /&gt;
* Updated to new auto-success level check.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduce mana cost to 2.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Saturation (413):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Dispel (417):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Snap (512):&#039;&#039;&#039; &lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immolate (519):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Disjunction (530):&#039;&#039;&#039;&lt;br /&gt;
* For each spell dispelled, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana. &lt;br /&gt;
* The overall minimum is 10 mana and the overall maximum is 20 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sounds (607):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tangleweed (610):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonbeam (611):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Swarm (615):&#039;&#039;&#039; &lt;br /&gt;
* Reduce castRT to 2.&lt;br /&gt;
* Reduce mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Calm (619):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupt Essence (703):&#039;&#039;&#039;&lt;br /&gt;
* Single Target reduced castRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Jolt (706):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2. &lt;br /&gt;
* Reduced mana cost to 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lullabye (1005):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunning Shout (1008):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Depression (1015):&#039;&#039;&#039; &lt;br /&gt;
* Reduced initial mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Rage (1016):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced initial mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Noise (1017):&#039;&#039;&#039;&lt;br /&gt;
* Reduced initial mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy (1108):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sympathy (1120):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powersink (1203):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Projection (1207):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thought Lash (1210):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion (1211):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Dispel (1218):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vertigo (1219):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of the Arkati (1614):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impedance (1708):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quake (1714):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
{{DEFAULTSORT:Spell Disabler Review Live!}}&lt;br /&gt;
===tldr===&lt;br /&gt;
Starting on 12/31/2023, the Development Team made numerous updates for spells that disable or debug targets.&lt;br /&gt;
&lt;br /&gt;
The initial information was shared on Discord, however, the details can be found both here and on the main page of play.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiled list of issues from the Spell Disabler discord thread:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 611 costs 11 mana and casts in 3s&lt;br /&gt;
* Infusing disablers in paladin bonded weapons uses the old mana cost for how many charges can be infused&lt;br /&gt;
* SMR converted spells are less effective when cast via paladin weapon bonding compared to open casting&lt;br /&gt;
* Spell cost for bard spells is still using old values&lt;br /&gt;
* 504 costs 1 mana unless there is an sigil script echo flare, in which case it costs 4 mana&lt;br /&gt;
* Finding the spell cost of 912 variable when there is a dispel flare from the sigil staff&lt;br /&gt;
* 517 costs 17 mana per orb cast now, when previously it was 1 mana for the additional casts.&lt;br /&gt;
* 504 no longer dispels fallen crusader haste buff&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Announcement:_Spell_Disabler_Review_Live!&amp;diff=212497</id>
		<title>Announcement: Spell Disabler Review Live!</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Announcement:_Spell_Disabler_Review_Live!&amp;diff=212497"/>
		<updated>2024-01-12T05:17:33Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: reworded 504 issue with sigil staff echo spell flares&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Announcement&lt;br /&gt;
|category=Development&lt;br /&gt;
|subject=Disabler Review Live!&lt;br /&gt;
|author=GS4-ESTILD&lt;br /&gt;
|date=2023-12-31&lt;br /&gt;
}}&lt;br /&gt;
Starting today, we&#039;ll be releasing a number of updates for spells that disable or debuff targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Improve spell disablers so that magic has options available to set up and disable creatures.&lt;br /&gt;
* Improve support builds for grouping by allowing experience for contributions in a standardized way.&lt;br /&gt;
* Standardize effects and effect durations so combat flows more naturally and players aren’t forced to &amp;quot;take a timeout&amp;quot; for several minutes.&lt;br /&gt;
* Improve Survival training by adding more utility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Updates:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most spells that disable or debuff a single target will have a 2 second cast roundtime and a mana cost in the 1-5 range. AoE versions will remain at 3 seconds of cast roundtime, but most mana cost will be lowered to the 5-10 range.&lt;br /&gt;
* Self-cast spells no longer force a TD reduction on the caster. This already applies for newer spells but some older ones still have this mechanic.&lt;br /&gt;
* A few spells will not require a skill check and have automatic success unless the target is more than 10 levels above the attacker. Ascension creatures targets can go up to level 20 higher, but there&#039;s a 10% chance of failure for each level past 10. Subsequent attempts against the same Ascension target increases the odds of success by 20% for each attempt. e.g. the first attempt might have a 60% chance of failure, but the second attempt only has a 40%, the third a 20%, etc.&lt;br /&gt;
* Some abilities will be updated to use the Standard Maneuver Roll (SMR).All abilities which induce roundtime will use Stagger (cannot stack, but can refresh).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All negative effects will be normalized around a 30 second maximum duration. This mainly pertains to actual spells, but we&#039;ll also try to update creature abilities in the future too.&lt;br /&gt;
* Base and minimum duration of 10 seconds.&lt;br /&gt;
* Maximum duration of 30 seconds against characters and 60 seconds against creatures.&lt;br /&gt;
* Warding and SMR spells/abilities will use (10 + ((end result - 100) / 5) * (1 against characters or 2 against creatures)) to determine the duration.  e.g. a 140 end result would be (10 + (140 - 100) / 5)) = 18 seconds against a character and 36 seconds against a creature.&lt;br /&gt;
* Training in Survival reduces the duration by the following:&lt;br /&gt;
* Ranks 1-100: 1% per 5 ranks, up to 20%&lt;br /&gt;
* Ranks 101+: 1% per 20 ranks, up to 10%&lt;br /&gt;
* Kroderine Soul reduces the duration of magical effects by 25% and stacks (additively) with the Survival bonus.&lt;br /&gt;
&lt;br /&gt;
The following spells updates are live.  Additional updates are pending, especially for spells that have single target and AoE versions, as updating their cast roundtime or mana costs involves additional complexity.  Those will be announced once released.  The entire Development team has worked through design, coding, and QC to make this update possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Relief (108):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbalance (110):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
* Additional updates are pending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Web (118):&#039;&#039;&#039;&lt;br /&gt;
* Single target and room versions have moved from warding to the SMR.&lt;br /&gt;
* Reduced SMR single target castRT to 2.&lt;br /&gt;
* Reduced SMR single target mana cost to 5.&lt;br /&gt;
* Reduced AoE version mana cost to 10.  &lt;br /&gt;
* CastRT remains at 3.&lt;br /&gt;
* CastRT and mana cost of the bolt version remain unchanged.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Dispel (119):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Searing Light (135):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 7.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calm (201):&#039;&#039;&#039;&lt;br /&gt;
* Reduced CastRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interference (212):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bind (214):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy (216):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Interference (217):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success. &lt;br /&gt;
* Reduced mana cost to 5. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual Abolition (230):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For each spell dispelled, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.&lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana. &lt;br /&gt;
* The overall minimum is 10 mana and the overall maximum is 20 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind (311):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Censure (316):&#039;&#039;&#039;&lt;br /&gt;
* Reduce mana cost to 10.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Deflection (412):&#039;&#039;&#039;&lt;br /&gt;
* Updated to new auto-success level check.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduce mana cost to 2.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Saturation (413):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Dispel (417):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Snap (512):&#039;&#039;&#039; &lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immolate (519):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Disjunction (530):&#039;&#039;&#039;&lt;br /&gt;
* For each spell dispelled, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana. &lt;br /&gt;
* The overall minimum is 10 mana and the overall maximum is 20 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sounds (607):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tangleweed (610):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonbeam (611):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Swarm (615):&#039;&#039;&#039; &lt;br /&gt;
* Reduce castRT to 2.&lt;br /&gt;
* Reduce mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Calm (619):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupt Essence (703):&#039;&#039;&#039;&lt;br /&gt;
* Single Target reduced castRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Jolt (706):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2. &lt;br /&gt;
* Reduced mana cost to 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lullabye (1005):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunning Shout (1008):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Depression (1015):&#039;&#039;&#039; &lt;br /&gt;
* Reduced initial mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Rage (1016):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced initial mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Noise (1017):&#039;&#039;&#039;&lt;br /&gt;
* Reduced initial mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy (1108):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sympathy (1120):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powersink (1203):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Projection (1207):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thought Lash (1210):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion (1211):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Dispel (1218):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vertigo (1219):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of the Arkati (1614):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impedance (1708):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quake (1714):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
{{DEFAULTSORT:Spell Disabler Review Live!}}&lt;br /&gt;
===tldr===&lt;br /&gt;
Starting on 12/31/2023, the Development Team made numerous updates for spells that disable or debug targets.&lt;br /&gt;
&lt;br /&gt;
The initial information was shared on Discord, however, the details can be found both here and on the main page of play.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiled list of issues from the Spell Disabler discord thread:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 611 costs 11 mana and casts in 3s&lt;br /&gt;
* Infusing disablers in paladin bonded weapons uses the old mana cost for how many charges can be infused&lt;br /&gt;
* SMR converted spells are less effective when cast via paladin weapon bonding compared to open casting&lt;br /&gt;
* Spell cost for bard spells is still using old values&lt;br /&gt;
* 504 costs 1 mana unless there is an sigil script echo flare, in which case it costs 4 mana&lt;br /&gt;
* Finding the spell cost of 912 variable when there is a dispel flare from the sigil staff&lt;br /&gt;
* 517 costs 17 mana per orb cast now, when previously it was 1 mana for the additional casts.&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Announcement:_Spell_Disabler_Review_Live!&amp;diff=212496</id>
		<title>Announcement: Spell Disabler Review Live!</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Announcement:_Spell_Disabler_Review_Live!&amp;diff=212496"/>
		<updated>2024-01-12T05:15:49Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: Added a list of issues from players in the discord thread. Looking to consolidate to a single location vs requiring people to re-read an entire discord thread to find them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Announcement&lt;br /&gt;
|category=Development&lt;br /&gt;
|subject=Disabler Review Live!&lt;br /&gt;
|author=GS4-ESTILD&lt;br /&gt;
|date=2023-12-31&lt;br /&gt;
}}&lt;br /&gt;
Starting today, we&#039;ll be releasing a number of updates for spells that disable or debuff targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Improve spell disablers so that magic has options available to set up and disable creatures.&lt;br /&gt;
* Improve support builds for grouping by allowing experience for contributions in a standardized way.&lt;br /&gt;
* Standardize effects and effect durations so combat flows more naturally and players aren’t forced to &amp;quot;take a timeout&amp;quot; for several minutes.&lt;br /&gt;
* Improve Survival training by adding more utility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Updates:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Most spells that disable or debuff a single target will have a 2 second cast roundtime and a mana cost in the 1-5 range. AoE versions will remain at 3 seconds of cast roundtime, but most mana cost will be lowered to the 5-10 range.&lt;br /&gt;
* Self-cast spells no longer force a TD reduction on the caster. This already applies for newer spells but some older ones still have this mechanic.&lt;br /&gt;
* A few spells will not require a skill check and have automatic success unless the target is more than 10 levels above the attacker. Ascension creatures targets can go up to level 20 higher, but there&#039;s a 10% chance of failure for each level past 10. Subsequent attempts against the same Ascension target increases the odds of success by 20% for each attempt. e.g. the first attempt might have a 60% chance of failure, but the second attempt only has a 40%, the third a 20%, etc.&lt;br /&gt;
* Some abilities will be updated to use the Standard Maneuver Roll (SMR).All abilities which induce roundtime will use Stagger (cannot stack, but can refresh).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All negative effects will be normalized around a 30 second maximum duration. This mainly pertains to actual spells, but we&#039;ll also try to update creature abilities in the future too.&lt;br /&gt;
* Base and minimum duration of 10 seconds.&lt;br /&gt;
* Maximum duration of 30 seconds against characters and 60 seconds against creatures.&lt;br /&gt;
* Warding and SMR spells/abilities will use (10 + ((end result - 100) / 5) * (1 against characters or 2 against creatures)) to determine the duration.  e.g. a 140 end result would be (10 + (140 - 100) / 5)) = 18 seconds against a character and 36 seconds against a creature.&lt;br /&gt;
* Training in Survival reduces the duration by the following:&lt;br /&gt;
* Ranks 1-100: 1% per 5 ranks, up to 20%&lt;br /&gt;
* Ranks 101+: 1% per 20 ranks, up to 10%&lt;br /&gt;
* Kroderine Soul reduces the duration of magical effects by 25% and stacks (additively) with the Survival bonus.&lt;br /&gt;
&lt;br /&gt;
The following spells updates are live.  Additional updates are pending, especially for spells that have single target and AoE versions, as updating their cast roundtime or mana costs involves additional complexity.  Those will be announced once released.  The entire Development team has worked through design, coding, and QC to make this update possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Relief (108):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbalance (110):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
* Additional updates are pending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Web (118):&#039;&#039;&#039;&lt;br /&gt;
* Single target and room versions have moved from warding to the SMR.&lt;br /&gt;
* Reduced SMR single target castRT to 2.&lt;br /&gt;
* Reduced SMR single target mana cost to 5.&lt;br /&gt;
* Reduced AoE version mana cost to 10.  &lt;br /&gt;
* CastRT remains at 3.&lt;br /&gt;
* CastRT and mana cost of the bolt version remain unchanged.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Dispel (119):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Searing Light (135):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 7.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calm (201):&#039;&#039;&#039;&lt;br /&gt;
* Reduced CastRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interference (212):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bind (214):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy (216):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Interference (217):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success. &lt;br /&gt;
* Reduced mana cost to 5. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual Abolition (230):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For each spell dispelled, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.&lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana. &lt;br /&gt;
* The overall minimum is 10 mana and the overall maximum is 20 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind (311):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Censure (316):&#039;&#039;&#039;&lt;br /&gt;
* Reduce mana cost to 10.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Deflection (412):&#039;&#039;&#039;&lt;br /&gt;
* Updated to new auto-success level check.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduce mana cost to 2.&lt;br /&gt;
* Uses new standard negative duration formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Saturation (413):&#039;&#039;&#039;&lt;br /&gt;
* Updated to be auto-success.&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Dispel (417):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Snap (512):&#039;&#039;&#039; &lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immolate (519):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Disjunction (530):&#039;&#039;&#039;&lt;br /&gt;
* For each spell dispelled, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana. &lt;br /&gt;
* The overall minimum is 10 mana and the overall maximum is 20 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sounds (607):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tangleweed (610):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonbeam (611):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Swarm (615):&#039;&#039;&#039; &lt;br /&gt;
* Reduce castRT to 2.&lt;br /&gt;
* Reduce mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Calm (619):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupt Essence (703):&#039;&#039;&#039;&lt;br /&gt;
* Single Target reduced castRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Jolt (706):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2. &lt;br /&gt;
* Reduced mana cost to 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lullabye (1005):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunning Shout (1008):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Depression (1015):&#039;&#039;&#039; &lt;br /&gt;
* Reduced initial mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Rage (1016):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced initial mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Noise (1017):&#039;&#039;&#039;&lt;br /&gt;
* Reduced initial mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathy (1108):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sympathy (1120):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powersink (1203):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Projection (1207):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thought Lash (1210):&#039;&#039;&#039; &lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion (1211):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Dispel (1218):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced base mana cost to 5.&lt;br /&gt;
* When dispelling a spell, the mana cost is 1 mana for every 4 levels of the target spell, and +2 mana when the dispel doesn&#039;t match the sphere of the target spell.  &lt;br /&gt;
* Every 75 skill in Mana Control (that matches the dispel type) reduces the mana cost by 1. &lt;br /&gt;
* Minimum of 1 mana and maximum of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vertigo (1219):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of the Arkati (1614):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impedance (1708):&#039;&#039;&#039;&lt;br /&gt;
* Reduced castRT to 2.&lt;br /&gt;
* Reduced mana cost to 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quake (1714):&#039;&#039;&#039;&lt;br /&gt;
* Reduced mana cost to 5.&lt;br /&gt;
{{DEFAULTSORT:Spell Disabler Review Live!}}&lt;br /&gt;
===tldr===&lt;br /&gt;
Starting on 12/31/2023, the Development Team made numerous updates for spells that disable or debug targets.&lt;br /&gt;
&lt;br /&gt;
The initial information was shared on Discord, however, the details can be found both here and on the main page of play.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiled list of issues from the Spell Disabler discord thread:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 611 costs 11 mana and casts in 3s&lt;br /&gt;
* Infusing disablers in paladin bonded weapons uses the old mana cost for how many charges can be infused&lt;br /&gt;
* SMR converted spells are less effective when cast via paladin weapon bonding compared to open casting&lt;br /&gt;
* Spell cost for bard spells is still using old values&lt;br /&gt;
* 504 still the same as last night: costs 1 mana unless there is an echo flare, in which case it costs 4 mana&lt;br /&gt;
* Finding the spell cost of 912 variable when there is a dispel flare from the sigil staff&lt;br /&gt;
* 517 costs 17 mana per orb cast now, when previously it was 1 mana for the additional casts.&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Kroderine&amp;diff=205591</id>
		<title>Kroderine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Kroderine&amp;diff=205591"/>
		<updated>2023-08-16T14:51:21Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Messaging */  Added an example of the dmg with SMR roll to the log/example as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +22&lt;br /&gt;
 | str = 8&lt;br /&gt;
 | dur = 45&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Weapons/Armors/Shields&lt;br /&gt;
 | lvl = 80&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = Dispels opponents&lt;br /&gt;
 | color = Steely&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Like [[krodera]], &#039;&#039;&#039;kroderine&#039;&#039;&#039; is anti-magical in nature.  Unlike krodera, kroderine absorbs magic rather than reflects it.  As such, a weapon that is crafted of kroderine randomly dispels those that it is used on.  At its base, kroderine handheld items (weapons/shields) dispel up to 3 spells, and worn items dispel up to 7. &lt;br /&gt;
&lt;br /&gt;
Kroderine appears fairly similar to [[steel]] in its natural state. It has a tendency to blacken over time as a side effect of its special magic-consuming properties, though this can be concealed with dye.&lt;br /&gt;
&lt;br /&gt;
Items made of kroderine cannot be used by anyone that &amp;quot;cannot survive an attack by a [[dhu goleras]],&amp;quot; which is about [[level]] 80.  &amp;lt;!-- Wyrom confirmed level 80, 5/5/2017 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding a kroderine shield reduces the wearer&#039;s maximum mana by 50% and provides a 15% chance to absorb an offensive spell. Wearing kroderine armor reduces maximum mana to 0 and provides a 30% chance to absorb an offensive spell. Wielding both results in them attempting to absorb the offensive spell in sequence beginning with the shield. Combined, they provide a ~40.5% chance to absorb an offensive spell. &lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
Kroderine was released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106; one longsword was released (a blackened kroderine longsword with a heavily enruned hilt). The only kroderine known to be in adventurer&#039;s hands was used to disable a complex series of magical wards created by the [[Hall of Mages]] to protect the [[Paidreg Venquinor|Venquinor]] household in [[Solhaven]] in 5108.&lt;br /&gt;
&lt;br /&gt;
At the Ebon Gate auction in the year 5109, a blackened kroderine full plate and a pitch-black kroderine aegis were available on the auction block. A few kroderine items have been made available via raffle or prizes in subsequent Ebon Gate festivals, as well as [[Droughtman&#039;s Challenge]]. Base kroderine items were available at the high end scrip shop at [[Duskruin Arena]] in [[High End Scrip Shop/shop list April 2017|April 2017]].&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
Kroderine items cannot be enchanted or otherwise magically enhanced through most means, as the material absorbs the magic instantly.  &lt;br /&gt;
&lt;br /&gt;
* Kroderine cannot be enchanted by [[Enchant (925)]], the [[premium point]]s system, merchant services, or [[Duskruin]] enchant certs.&lt;br /&gt;
* Kroderine items cannot be [[Loresong|loresung]] by [[bard]]s.  If a bard does attempt to sing to it, the item [[Stunned|stun]]s them and drains all of their [[mana]].  The bard will not be able to regain mana for approximately ten minutes.&lt;br /&gt;
* Kroderine can have [[bane]]s added to it.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Absorbing [[spell]]s cast on kroderine (such as [[Weapon Fire]]):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Wizard gestures at you.&lt;br /&gt;
  CS: +XXX - TD: +XXX + CvA: +25 + d100: +7 - -5 == +104&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Your kroderine longsword is struck with Wizard&#039;s cast.  The magic of the spell is instantly devoured by the longsword!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dispel flares:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You take aim and swing a blasted kroderine sica at a twisted being!&lt;br /&gt;
&lt;br /&gt;
 ** Your kroderine sica glows brightly for a moment, consuming the magical energies around the twisted being! **&lt;br /&gt;
The light blue glow leaves a twisted being.&lt;br /&gt;
The elemental aura around a twisted being wavers.&lt;br /&gt;
&lt;br /&gt;
  AS: +414 vs DS: +185 with AvD: +24 + d100 roll: +55 = +308&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Slash strikes the twisted being&#039;s left eye.&lt;br /&gt;
   Seems there was a brain there after all.&lt;br /&gt;
A twisted being lets out a final, shrill shriek and dies.&lt;br /&gt;
A twisted being appears to recover some strength.&lt;br /&gt;
The deep blue glow leaves a twisted being.&lt;br /&gt;
The white light leaves a twisted being.&lt;br /&gt;
The very powerful look leaves a twisted being.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You take aim and swing a blasted kroderine sica at a gnarled being!&lt;br /&gt;
&lt;br /&gt;
  Your kroderine sica glows brightly for a moment, consuming the magical energies around the gnarled being! &lt;br /&gt;
[SMR result: 216 (Open d100: 50, Bonus: 84)]&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Vertebrae ripped from body!  The gnarled being&#039;s head falls into shoulders.&lt;br /&gt;
A gnarled being coughs up some blood and dies.&lt;br /&gt;
A gnarled being appears to recover some strength.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 4 sec. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Absorbing loresinging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The magic of your song begins to penetrate the kroderine full plate when something goes horribly wrong!  The normally faint resonating vibration is instead a cacophonous roar that not only readily consumes the magic of your song, but also begins to work its way into your very being.  Your [[mana]] is ripped away from you in an instant as you collapse to the ground, drained and feeling a horrible emptiness inside you!&lt;br /&gt;
&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Material/saved posts|Material saved posts]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Kroderine&amp;diff=205585</id>
		<title>Kroderine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Kroderine&amp;diff=205585"/>
		<updated>2023-08-16T14:42:53Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: Examples in the log were outdated and showed as after swing resolution. Replaced with a more recent example of pre-resolution.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +22&lt;br /&gt;
 | str = 8&lt;br /&gt;
 | dur = 45&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Weapons/Armors/Shields&lt;br /&gt;
 | lvl = 80&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = Dispels opponents&lt;br /&gt;
 | color = Steely&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Like [[krodera]], &#039;&#039;&#039;kroderine&#039;&#039;&#039; is anti-magical in nature.  Unlike krodera, kroderine absorbs magic rather than reflects it.  As such, a weapon that is crafted of kroderine randomly dispels those that it is used on.  At its base, kroderine handheld items (weapons/shields) dispel up to 3 spells, and worn items dispel up to 7. &lt;br /&gt;
&lt;br /&gt;
Kroderine appears fairly similar to [[steel]] in its natural state. It has a tendency to blacken over time as a side effect of its special magic-consuming properties, though this can be concealed with dye.&lt;br /&gt;
&lt;br /&gt;
Items made of kroderine cannot be used by anyone that &amp;quot;cannot survive an attack by a [[dhu goleras]],&amp;quot; which is about [[level]] 80.  &amp;lt;!-- Wyrom confirmed level 80, 5/5/2017 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding a kroderine shield reduces the wearer&#039;s maximum mana by 50% and provides a 15% chance to absorb an offensive spell. Wearing kroderine armor reduces maximum mana to 0 and provides a 30% chance to absorb an offensive spell. Wielding both results in them attempting to absorb the offensive spell in sequence beginning with the shield. Combined, they provide a ~40.5% chance to absorb an offensive spell. &lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
Kroderine was released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106; one longsword was released (a blackened kroderine longsword with a heavily enruned hilt). The only kroderine known to be in adventurer&#039;s hands was used to disable a complex series of magical wards created by the [[Hall of Mages]] to protect the [[Paidreg Venquinor|Venquinor]] household in [[Solhaven]] in 5108.&lt;br /&gt;
&lt;br /&gt;
At the Ebon Gate auction in the year 5109, a blackened kroderine full plate and a pitch-black kroderine aegis were available on the auction block. A few kroderine items have been made available via raffle or prizes in subsequent Ebon Gate festivals, as well as [[Droughtman&#039;s Challenge]]. Base kroderine items were available at the high end scrip shop at [[Duskruin Arena]] in [[High End Scrip Shop/shop list April 2017|April 2017]].&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
Kroderine items cannot be enchanted or otherwise magically enhanced through most means, as the material absorbs the magic instantly.  &lt;br /&gt;
&lt;br /&gt;
* Kroderine cannot be enchanted by [[Enchant (925)]], the [[premium point]]s system, merchant services, or [[Duskruin]] enchant certs.&lt;br /&gt;
* Kroderine items cannot be [[Loresong|loresung]] by [[bard]]s.  If a bard does attempt to sing to it, the item [[Stunned|stun]]s them and drains all of their [[mana]].  The bard will not be able to regain mana for approximately ten minutes.&lt;br /&gt;
* Kroderine can have [[bane]]s added to it.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Absorbing [[spell]]s cast on kroderine (such as [[Weapon Fire]]):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Wizard gestures at you.&lt;br /&gt;
  CS: +XXX - TD: +XXX + CvA: +25 + d100: +7 - -5 == +104&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Your kroderine longsword is struck with Wizard&#039;s cast.  The magic of the spell is instantly devoured by the longsword!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dispel flares:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You take aim and swing a blasted kroderine sica at a twisted being!&lt;br /&gt;
&lt;br /&gt;
  Your kroderine sica glows brightly for a moment, consuming the magical energies around the twisted being! &lt;br /&gt;
The light blue glow leaves a twisted being.&lt;br /&gt;
The elemental aura around a twisted being wavers.&lt;br /&gt;
&lt;br /&gt;
  AS: +414 vs DS: +185 with AvD: +24 + d100 roll: +55 = +308&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Slash strikes the twisted being&#039;s left eye.&lt;br /&gt;
   Seems there was a brain there after all.&lt;br /&gt;
A twisted being lets out a final, shrill shriek and dies.&lt;br /&gt;
A twisted being appears to recover some strength.&lt;br /&gt;
The deep blue glow leaves a twisted being.&lt;br /&gt;
The white light leaves a twisted being.&lt;br /&gt;
The very powerful look leaves a twisted being.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Absorbing loresinging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The magic of your song begins to penetrate the kroderine full plate when something goes horribly wrong!  The normally faint resonating vibration is instead a cacophonous roar that not only readily consumes the magic of your song, but also begins to work its way into your very being.  Your [[mana]] is ripped away from you in an instant as you collapse to the ground, drained and feeling a horrible emptiness inside you!&lt;br /&gt;
&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Material/saved posts|Material saved posts]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chronomage_dagger&amp;diff=198411</id>
		<title>Chronomage dagger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chronomage_dagger&amp;diff=198411"/>
		<updated>2023-05-31T02:29:51Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Analyze */&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;
&#039;&#039;&#039;Chronomage daggers&#039;&#039;&#039; were sold at the [[Ebon Gate 2009]] [[Ebon Gate 2009 auction list|auction]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your golvern dagger 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;
This golvern dagger is a &amp;quot;Chronomage Dagger&amp;quot; and has a chance for a 3x mstrike flare when HURLED.  It was first released at Ebon Gate in 2009.&lt;br /&gt;
Current verbs: GET, DROP, RUB, and TOSS.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&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;|GET&lt;br /&gt;
|You reach inside a sheath to retrieve the dagger, but stop yourself as you realize it&#039;s already there in your hand.&lt;br /&gt;
|Person reaches inside a sheath and then blinks confusedly for a moment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PUT&lt;br /&gt;
|You move to put your dagger in your sheath but stop yourself when your hand is empty.  Looking inside your sheath, you discover your vultite dagger.&lt;br /&gt;
|Person moves to put his dagger into a sheath and then blinks confusedly for a moment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;4&amp;quot;|RUB&lt;br /&gt;
|You notice a smudge on the blade of your pristine dagger.  It disappears after a quick rub.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
|Person looks down at the vultite dagger in his hand.  He stares at it intently.&lt;br /&gt;
|-&lt;br /&gt;
|You glance down and notice a smudge on the blade of your vultite dagger.  Using your sleeve you give it a quick polish, and it is soon shining brightly again.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
|Person continues to stare blankly at the vultite dagger in his hand.&lt;br /&gt;
|-&lt;br /&gt;
|You notice an annoying smudge across the blade of your vultite dagger.  You move to obliterate it, then stop and blink.  This all seems too familiar.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
|An annoying fly buzzes around Person&#039;s head, eventually landing on his nose.  He ignores it, and instead simply peers obsessively at his vultite dagger.&lt;br /&gt;
|-&lt;br /&gt;
|Blinking, you peer down at the vultite dagger again.  It is clear and free of smudges, dust or marks or any kind.  Odd.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
|A look of consternation flashes over Person&#039;s face.  He blinks, then looks up, looking slightly confused for a moment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| TOSS&lt;br /&gt;
|You send your vultite dagger spinning high into the air, but instead of falling after it reaches its apex, it merely hangs there spinning.  After a moment it suddenly disappears.  You glance down to see the dagger resting quietly and still in your hand.&lt;br /&gt;
|Person tosses his vultite dagger high into the air.  Instead of falling however, it hangs in the air, spinning.  After a moment you blink, and the dagger is gone.&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Items===&lt;br /&gt;
Three daggers were sold at the Ebon Gate 2009 Auction (only two were sold in the platinum instance).  They were all sold with the following description:&lt;br /&gt;
*a crystal-edged vultite dagger &lt;br /&gt;
Cut from a single, slender sliver of vultite, the polished, crystal-edged blade of this delicate weapon glimmers faintly in the light.  Silver thread is tightly wound around the lower half of the dagger, forming a comfortable, if makeshift grip.  Attached beneath this is a solid silver butt stamped with the highly detailed sigil of the Chronomages Guild of Elanthia.  You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
*6x, blessable&lt;br /&gt;
*Returns to hurler when {{boldmono|[[HURL]]ed}}&lt;br /&gt;
*Triple Strike Flare: There is a 15% chance to slow time and strike twice more when hurled, for 1s additional roundtime. This can trigger regardless of whether or not you hit.&lt;br /&gt;
*Unlike standard &amp;quot;returners&amp;quot; these CAN be used to snipe from hiding and remain in hiding.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Normal throw:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;hurl zuz&lt;br /&gt;
As you loose your vultite dagger into the air, everything around you suddenly slows down to a noticeable crawl.&lt;br /&gt;
With a quick flick of your wrist, you deftly send a crystal-edged vultite dagger into flight.&lt;br /&gt;
You throw a crystal-edged vultite dagger at Zuzana!&lt;br /&gt;
 AS: +65 vs DS: +68 with AvD: +20 + d100 roll: +6 = +23&lt;br /&gt;
 A clean miss.&lt;br /&gt;
&lt;br /&gt;
As a crystal-edged vultite dagger sails past its Zuzana, its trajectory through the air slows suddenly, so much so that the dagger appears to be hanging there in stasis.  You move over to it and snatch the dagger from its flight-path, then jog back to where you were previously.  Suddenly everything returns to normal speed as time catches up with itself.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Third person:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Hurler&#039;s wrist sends a crystal-edged vultite dagger into flight!&lt;br /&gt;
Hurler throws a crystal-edged vultite dagger at a giant rat!&lt;br /&gt;
 AS: +195 vs DS: +2 with AvD: +25 + d100 roll: +58 = +276&lt;br /&gt;
 ... and hits for 69 points of damage!&lt;br /&gt;
 Incredible shot to the eye penetrates deep into skull!&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&lt;br /&gt;
As the vultite dagger impacts the rat, it suddenly disappears from the air.  You glance over to Hurler who is now holding the wayward dagger in his hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Triple strike:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;hurl zuz&lt;br /&gt;
As you loose your vultite dagger into the air, everything around you suddenly slows down to a noticeable crawl.&lt;br /&gt;
With a quick flick of your wrist, you deftly send a crystal-edged vultite dagger into flight.&lt;br /&gt;
You throw a crystal-edged vultite dagger at Zuzana!&lt;br /&gt;
 AS: +65 vs DS: +68 with AvD: +20 + d100 roll: +99 = +116&lt;br /&gt;
 ... and hit for 3 points of damage!&lt;br /&gt;
 Poked in the tummy.&lt;br /&gt;
 Hehehe.&lt;br /&gt;
&lt;br /&gt;
Zuzana doesn&#039;t seem to react as your dagger slashes her body. Instead Zuzana just stands there, like a statue, moving so slowly you could barely notice it.  Falling from Zuzana&#039;s body, the vultite dagger drops so slowly that you can casually saunter over and snatch it from the air before it even hits the ground.  You jog back to where you were previously and suddenly everything returns to normal speed as time catches up with itself.&lt;br /&gt;
&lt;br /&gt;
Taking a chance you hurl the dagger at Zuzana again and suddenly everything returns to normal speed as time catches up with itself!&lt;br /&gt;
With a quick flick of your wrist, you deftly send a crystal-edged vultite dagger into flight.&lt;br /&gt;
You throw a crystal-edged vultite dagger at Zuzana!&lt;br /&gt;
 AS: +65 vs DS: +68 with AvD: +20 + d100 roll: +52 = +69&lt;br /&gt;
 A clean miss.&lt;br /&gt;
&lt;br /&gt;
As a crystal-edged vultite dagger sails past its Zuzana, its trajectory through the air slows suddenly, so much so that the dagger appears to be hanging there in stasis.  You move over to it and snatch the dagger from its flight-path, then jog back to where you were previously.  Suddenly everything returns to normal speed as time catches up with itself.&lt;br /&gt;
&lt;br /&gt;
Taking a chance you hurl the dagger at Zuzana again and suddenly everything returns to normal speed as time catches up with itself!&lt;br /&gt;
With a quick flick of your wrist, you deftly send a crystal-edged vultite dagger into flight.&lt;br /&gt;
You throw a crystal-edged vultite dagger at Zuzana!&lt;br /&gt;
 AS: +65 vs DS: +68 with AvD: +20 + d100 roll: +89 = +106&lt;br /&gt;
 ... and hit for 1 point of damage!&lt;br /&gt;
 Strikes a fingernail.&lt;br /&gt;
 Bet she&#039;ll lose it now.&lt;br /&gt;
&lt;br /&gt;
Zuzana doesn&#039;t seem to react as your dagger slashes her body. Instead Zuzana just stands there, like a statue, moving so slowly you could barely notice it.  Falling from Zuzana&#039;s body, the vultite dagger drops so slowly that you can casually saunter over and snatch it from the air before it even hits the ground.  You jog back to where you were previously and suddenly everything returns to normal speed as time catches up with itself.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Third person triple strike:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Hurler&#039;s wrist sends a crystal-edged vultite dagger into flight!&lt;br /&gt;
Hurler throws a crystal-edged vultite dagger at a giant rat!&lt;br /&gt;
 AS: +32 vs DS: +12 with AvD: +25 + d100 roll: +9 = +54&lt;br /&gt;
 A clean miss.&lt;br /&gt;
&lt;br /&gt;
As Hurler&#039;s vultite dagger flies past the giant rat it suddenly disappears from the air.  You glance over to Hurler who is now holding the wayward dagger in his hand.&lt;br /&gt;
&lt;br /&gt;
Before you can even open your mouth Hurler hurls the dagger at the giant rat again!&lt;br /&gt;
A quick flick of Hurler&#039;s wrist sends a crystal-edged vultite dagger into flight!&lt;br /&gt;
Hurler throws a crystal-edged vultite dagger at a giant rat!&lt;br /&gt;
 AS: +32 vs DS: +12 with AvD: +25 + d100 roll: +70 = +115&lt;br /&gt;
 ... and hits for 4 points of damage!&lt;br /&gt;
 Thrust glances off the giant rat&#039;s knee.&lt;br /&gt;
&lt;br /&gt;
As the vultite dagger impacts the rat, it suddenly disappears from the air.  You glance over to Hurler who is now holding the wayward dagger in his hand.&lt;br /&gt;
&lt;br /&gt;
Before you can even open your mouth Hurler hurls the dagger at the giant rat again!&lt;br /&gt;
A quick flick of Hurler&#039;s wrist sends a crystal-edged vultite dagger into flight!&lt;br /&gt;
Hurler throws a crystal-edged vultite dagger at a giant rat!&lt;br /&gt;
 AS: +32 vs DS: +12 with AvD: +25 + d100 roll: +61 = +106&lt;br /&gt;
 ... and hits for 2 points of damage!&lt;br /&gt;
 Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&lt;br /&gt;
As the vultite dagger impacts the rat, it suddenly disappears from the air.  You glance over to Hurler who is now holding the wayward dagger in his hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Ebon Gate Auction 2009]]&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= Weapon&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (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= Dagger&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= &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= Velathae&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= 2009&amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &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= &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= GET&lt;br /&gt;
|verb2= PUT&lt;br /&gt;
|verb3= RUB&lt;br /&gt;
|verb4= TOSS&amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Quivering_sanguine_ooze&amp;diff=170970</id>
		<title>Quivering sanguine ooze</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Quivering_sanguine_ooze&amp;diff=170970"/>
		<updated>2022-07-11T14:24:46Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  107&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ooze &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Globoid &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A quivering sanguine ooze is a vast blob of partially coagulated goop that wobbles and squelches its way across the ground, leaving behind a sticky crimson trail.  Suspended within is a constellation of detritus and bones, some still with flesh attached.  Dripping pseudopods test the air, suggesting that the ooze bears at least rudimentary intelligence, though hopefully not enough to consider its abominable state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Oozes are essentially noncorporeal, uncrittable, unstunnable damage sponges that often divide themselves into oozelings upon getting hit, where each oozeling has a fraction of the original ooze&#039;s health but otherwise has similar combat abilities and stats on all fronts. If left unchecked long enough, the oozelings&#039; health will grow. Since oozes reduce their own health by splitting and since they split when they&#039;re attacked, using even weak AoE attacks can clear rooms more quickly than using powerful single-target attacks. [[Clash]], [[Cyclone]], [[Divine Incarnation (1650)]] Onslaught, [[Divine Wrath (335)]], [[Judgment (1630)]], [[Nature&#039;s Fury (635)]], [[Pulverize]], [[Song of Sonic Disruption (1030)]], [[Volley]] (with a [[short bow]] or [[hand crossbow]] only to keep [[roundtime|RT]] manageable), [[Whirling Blade]], and [[Whirlwind]] are all good. In particular, Divine Wrath, Song of Sonic Disruption, and Volley stand out due to respectively multiple rounds of damage, low [[mana]] cost (upon renewal), and low [[stamina]] cost mixed with multiple rounds of damage. All three of those options can lead to rooms going from one ooze to ten in no time, then down to zero also in no time, as oozes divide constantly.&lt;br /&gt;
* If absorbed by an ooze, an adventurer can attack its organ until it spits them out.&lt;br /&gt;
* Culling bounties for oozes go quickly since oozelings count.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Squamous_reptilian_mutant&amp;diff=170969</id>
		<title>Squamous reptilian mutant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Squamous_reptilian_mutant&amp;diff=170969"/>
		<updated>2022-07-11T14:22:41Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  109 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clad in thick, pooling garb that conceals the worst of her tortured form, the mutant was once a being of great stature.  Now her body is hunched and bent beneath the weight of her transformation.  Her skin sloughs in places, revealing scaling reminiscent of a lizard&#039;s, the lamina pale but faintly tinged with cold color.  The monstrous alterations to the mutant&#039;s form have not spared her features.  They are an uneven mass of tumorous growths and molting, squamous skin into which two slit-pupiled eyes of monstrous golden hue are deeply set.  Pronounced venom sacs, far from symmetrical, bulge from the sides of the mutant&#039;s neck as if to match the uneven distension of her cranium.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* As primarily casting creatures, mutants are fairly vulnerable to [[Standard_maneuver_roll|SMR]]-based spells and attacks like [[Condemn (309)]], [[Earthen Fury (917)]], [[Hamstring]], [[Spike Thorn (616)]], [[Twin Hammerfists]], and so on. This is offset somewhat by their high level, though.&lt;br /&gt;
* Mutants have exceptionally high CS--over 520--that leaves their [[Thought Lash (1210)]], [[Bind (214)]], and [[Vertigo (1219)]] spells nearly guaranteed to hit against every profession and leave characters stunned or disabled. Keep them from casting by any means including [[Sweep]], [[Feint]], [[Corrupt Essence (703)]], [[Moonbeam (611)]], Condemn, Earthen Fury, or other options that keep them stalled out, unable to cast, or repeatedly stunned.&lt;br /&gt;
* Mutants have [[Brace (1214)]], which can disarm against many forms of physical attacks. However, many combat maneuvers and SMR-based weapon techniques bypass this, as do ranged attacks and [[Brawling|unarmed combat]]. Brace can also be removed via dispelling magic such as [[Spirit Dispel (119)]], [[Spiritual Abolition (230)]], [[Elemental Dispel (417)]], [[Mental Dispel (1218)]], and [[Song of Unravelling (1013)]] or other similar effects like [[Spell Cleave]].&lt;br /&gt;
;Voln&lt;br /&gt;
* [[Symbol of Transcendence]] can sometimes salvage a bad situation, either preemptively or used with its emergency cooldown. High CS aside, mutants are still mostly casting disablers or attacking with one of the weaker weapon bases, the [[cudgel]], so it&#039;s possible to survive even ten rounds of stun with enough luck.&lt;br /&gt;
* [[Symbol of Restoration]] can be used while [[Immobilized]] by Bind.&lt;br /&gt;
;Bards&lt;br /&gt;
* [[Vibration Chant (1002)]] can destroy their weapons and has at least a chance to kill outright.&lt;br /&gt;
* Be ready to shout [[Troubadour&#039;s Rally (1040)]] at a moment&#039;s notice to get away safely after being hit by any of a mutant&#039;s dangerous spells.&lt;br /&gt;
;Clerics&lt;br /&gt;
* The INFUSE SPIRIT option of [[Soul Ward (319)]] can sometimes delay mutants long enough to keep a cleric alive through lengthy stun.&lt;br /&gt;
;Empaths&lt;br /&gt;
* The REGENERATE option of [[Regeneration (1150)]] can sometimes keep an empath healed and padded to survive lengthy stun a limited number of times per day, depending on [[Mental Lore, Transformation|Transformation]] lore.&lt;br /&gt;
;Paladins&lt;br /&gt;
* [[Divine Incarnation (1650)]] Smite with enough [[Spiritual Lore, Religion|Religion]] lore to reliably hit twice will usually do substantial damage to mutants, if not outright kill them, while divine energy lasts.&lt;br /&gt;
* Be ready to beseech [[Divine Intervention (1635)]] at a moment&#039;s notice to get away safely after being hit by any of a mutant&#039;s dangerous spells.&lt;br /&gt;
;Rangers&lt;br /&gt;
* With enough [[Ranger Base]] ranks, Moonbeam is a nearly universal solution in the Hinterwilds and mutants are no exception.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flayed_gigas_disciple&amp;diff=170968</id>
		<title>Flayed gigas disciple</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flayed_gigas_disciple&amp;diff=170968"/>
		<updated>2022-07-11T14:22:07Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  113&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Gigas &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A flayed gigas disciple is a hugely imposing figure.  His monumental physique is all the more evident because his skin has been torn away, revealing wet and weeping tendons and raw muscle beneath.  With no lips to conceal his teeth, the disciple appears to be ever grinning, but above his ruined nose are scarlet eyes ablaze with hateful zeal.  A flayed gigas disciple wears a hooded shroud, ragged and threadbare, that is stained through with his own blood.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Disciples have high [[DS]] and [[TD]], but, as primarily magical enemies, they have relatively low [[Standard_maneuver_roll|SMR]] defense for their (high) level. [[Hamstring]], especially with [[Two Weapon Combat]], can open them up. [[Brawling|Unarmed combat]] can (literally) punch through their defenses as well, but might require setup.&lt;br /&gt;
* Disciples are fast and are capable of using a single combat round to shake off stun and cast the exceptionally deadly [[Mana Burst (1414)]]. Inflicting [[Staggered]] via options like [[Feint]], [[Sweep]], or [[Twin Hammerfists]] can slow them down.&lt;br /&gt;
* [[Immobilized (status)|Immobilizing]] stops disciples outright, but putting that into practice isn&#039;t necessarily easy. [[Subdue]] will require further setup since they&#039;re too tall while standing. Spells like [[Censure (316)]] or  [[Bind (214)]] almost definitely won&#039;t have the [[CS]] to hit, barring exceptional gear or enhancives. However, [[Moonbeam (611)]] is a reliable option for immobilizing given enough training in [[Ranger Base]].&lt;br /&gt;
* [[Silenced|Silencing]] also stops disciples&#039; most dangerous attacks. However, [[Cutthroat]] and [[Sucker Punch]] need additional setup due to height and [[Silence (210)]] almost definitely won&#039;t have the CS to hit. [[Corrupt Essence (703)]], although not using the Silenced mechanic strictly speaking, basically accomplishes the same thing and does work with sufficient CS.&lt;br /&gt;
;Bards&lt;br /&gt;
* [[Song of Tonis (1035)]] to speed up [[combat maneuvers]] like Feint, Sweep, or Hamstring is a viable option to keep up with and even outpace disciples&#039; speed.&lt;br /&gt;
* Be ready to shout [[Troubadour&#039;s Rally (1040)]] at a moment&#039;s notice in case you come out of a Mana Burst only &#039;&#039;nearly&#039;&#039; dead.&lt;br /&gt;
;Clerics&lt;br /&gt;
* Disciples are one of the [[Hinterwilds]]&#039; best candidates to burn through empowered charges of [[Condemn (309)]] against (and, conversely, to save empowered charges for). It&#039;s more than possible for them to survive two empowered casts back-to-back since the spell only has a single roll to determine its power, so be ready to keep going with a third Condemn or [[Ethereal Censer (320)]] in the mix. [[Quivering sanguine ooze]]s roam the same areas as disciples and can be used to recharge Condemn by starting [[Divine Wrath (335)]], which is likely to make the oozes split several times, then casting Condemn on each oozeling.&lt;br /&gt;
;Monks&lt;br /&gt;
* Twin Hammerfists into a focused [[mstrike]] can be enough for a swift victory and is more reliable for monks than other brawling professions due to their [[Martial Arts Mastery]], though still not guaranteed. [[Dragonclaw (1209)]] triggering at any point in the mstrike will help. [[Fury]] is an option instead of mstrike, but dividing attacks up over several rounds leaves it more open that a disciple will shake off stun and interrupt the assault in any number of ways before it reaches a hit that could have been fatal, inflicted RT, or inflicted Silenced.&lt;br /&gt;
;Paladins&lt;br /&gt;
* [[Divine Incarnation (1650)]] Smite backed by high enough [[Spiritual Lore, Religion|Religion]] lore to reliably hit twice frequently takes out disciples.&lt;br /&gt;
* Be ready to beseech [[Divine Intervention (1635)]] at a moment&#039;s notice in case you come out of a Mana Burst only &#039;&#039;nearly&#039;&#039; dead.&lt;br /&gt;
;Rangers&lt;br /&gt;
* Given sufficient ranks of Ranger Base, Moonbeam followed by [[Spike Thorn (616)]] usually takes out disciples in one or two casts. Moonbeam is the opener partially because of the sheer power of immobilization as mentioned above, but also because Spike Thorn needs a high endroll to accomplish its objective of killing while Moonbeam only needs a moderate endroll to accomplish its objective of keeping the disciple unable to attack.&lt;br /&gt;
;Wizards&lt;br /&gt;
* Given sufficient ranks of [[Wizard Base]], [[Earthen Fury (917)]] is reasonably reliable at taking out disciples in one or two casts. (This is accounting for all rounds of damage and factoring in that subsequent rounds while the disciple is stunned will have a huge bonus.) Backing Earthen Fury up with a fully trained Feint (meaning all five ranks and 101 [[Combat Maneuvers]] ranks) can keep them locked down as the damage rounds go off, and that&#039;s only more true if Feint is used at 1 second of RT by having [[Celerity (506)]] active with enough [[Elemental Lore, Air|Air]] lore.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 111&lt;br /&gt;
|levelm1 = 112&lt;br /&gt;
|level = 113&lt;br /&gt;
|levelp1 = 114&lt;br /&gt;
|levelp2 = 115&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Colossal_boreal_undansormr&amp;diff=170924</id>
		<title>Colossal boreal undansormr</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Colossal_boreal_undansormr&amp;diff=170924"/>
		<updated>2022-07-11T04:19:26Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  111&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Worm &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Worm &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Gleaming scales protect the vermiform body of a colossal boreal undansormr.  Most of the undansormr&#039;s natural armor is of cinereous hue, but there are occasional glints of striking teal or shocking blue, especially along the creature&#039;s raised spine.  the undansormr&#039;s visage boasts a trio of glowing amber eyes.  The two smaller ones are laterally placed, while the largest dominates the center of the undansormr&#039;s serpentine head.  More eyes dot the sinuous length of the beast, though with less regular configuration and sizing. &amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Undansormrs have great amounts of health, pretty high [[DS]], exceptional [[TD]], decent [[Standard maneuver roll|maneuver]] defense by virtue of their high level if nothing else, immunity to being knocked prone, and no limbs to get rid of to make them less effective. However, [[Brawling|unarmed combat]] can kill undansormrs reasonably effectively with focused mstrikes, [[Fury]], or aimed shots to the head (one of the only body parts this worm-like creature does have). Even a [[pure]] (with trained Brawling and [[Combat Maneuvers]]) can make unarmed combat work against them with minor setup of stunning the undansormr first to increase MM and more than overcome the UAF vs. UDF gap.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Twin_Weapons&amp;diff=163008</id>
		<title>Twin Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Twin_Weapons&amp;diff=163008"/>
		<updated>2022-03-14T18:38:46Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* 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;&lt;br /&gt;
&#039;&#039;&#039;Twin Weapons&#039;&#039;&#039; were released at [[Duskruin Arena]] in February 2020 at [[BVShop:On_the_Other_Hand | On the Other Hand ]] by [[User:GS4-Retser|GameMaster Retser]].&amp;lt;!-- This spot reserved for informational blurb for item. Remove as part of copy/paste.--&amp;gt;&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= Off the Shelf&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=&amp;lt;nowiki&amp;gt;Description: This script is designed around two weapon combat.  They will not function unless you&#039;re using two weapons of the same script in your hands.  The main hand (Primary) weapon referenced is the right hand and the left hand (Secondary) is the offhand.&lt;br /&gt;
ALTERATIONS&lt;br /&gt;
 The alteration points can be done freely.&lt;br /&gt;
LIGHTENING&lt;br /&gt;
 Yes, or lightning.&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 OTS Verbs&lt;br /&gt;
  RUB&lt;br /&gt;
  PULL&lt;br /&gt;
  PUSH&lt;br /&gt;
  TURN&lt;br /&gt;
 Tier 1&lt;br /&gt;
  GRIP  Twin Grip.&lt;br /&gt;
  WAVE  Twin Lunge&lt;br /&gt;
  POINT&lt;br /&gt;
  COVER&lt;br /&gt;
 Tier 2&lt;br /&gt;
  RAISE Twin Strikes&lt;br /&gt;
  HUG&lt;br /&gt;
  PRAY&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
 Twin Lunge: Applies Max Stacks of Twin Rising Counters.&lt;br /&gt;
 Cooldown: 15 minutes.&lt;br /&gt;
 Verb: WAVE kunai AT TARGET&lt;br /&gt;
&lt;br /&gt;
Twin Grip: Allows the ability to flip your offhand into your mainhand and pull it back out.&lt;br /&gt;
 Verb: GRIP&lt;br /&gt;
 NOTE: This requires both weapons to be unlocked to tier 1.&lt;br /&gt;
&lt;br /&gt;
Twin Strikes: When active, all strikes will apply double the counters for the duration.&lt;br /&gt;
 Cooldown: 30 minutes.&lt;br /&gt;
 Duration: 2 Minutes.&lt;br /&gt;
 Verb: RAISE&lt;br /&gt;
&lt;br /&gt;
Passives&lt;br /&gt;
 Twin Rising&lt;br /&gt;
   Hitting an opponent with these weapons applies a counter.  Consecutive strikes&lt;br /&gt;
   against the target increase the effects of these counters which in turn increases&lt;br /&gt;
   the weapon&#039;s flare strength.  The counters last for 15 seconds before falling off.  This effect&lt;br /&gt;
   works with both weapons and will only work if wielding two weapons.  Wielding two weapons&lt;br /&gt;
   of the same flare type will increase the counter application rate.&lt;br /&gt;
   Current Flare Type: Heat&lt;br /&gt;
&lt;br /&gt;
Twin Detonation&lt;br /&gt;
   When you reach the maximum number of counters on a target creature a detonation will occur.&lt;br /&gt;
   This will essentially be a forced flare at the target at maximum counter strength and will&lt;br /&gt;
   remove the counters on the target.&lt;br /&gt;
&lt;br /&gt;
Twin Stance&lt;br /&gt;
   Twin Primary: While the weapon is held in the primary hand it has a 5% chance to strike again.&lt;br /&gt;
   Twin Offhand: If the weapon is held in the offhand it has a 10% to increase your Defensive Strength by 12 when attacked by enemies.&lt;br /&gt;
&lt;br /&gt;
Twin Master&lt;br /&gt;
   Twin Primary: While the weapon is held in the primary hand it has a 10% chance to increase the wielders Two Weapon Combat skill bonus by 10 for that attack.&lt;br /&gt;
   Twin Offhand: If the weapon is held in the offhand it has a 10% to increase your attack strength by 12 when attacking.&lt;br /&gt;
&lt;br /&gt;
Twin Grip  Allows the ability to flip your offhand into your mainhand and pull it back out.&lt;br /&gt;
  NOTE: This requires both weapons to be unlocked to tier 1.&lt;br /&gt;
&lt;br /&gt;
Your Twin Grip will now allow you to auto-draw your second weapon when the first is stored with GRIP.&lt;br /&gt;
  In addition, your Twin Grip will auto wield your weapon when attacked.  Both of these require you&lt;br /&gt;
  to be holding the main weapon in your primary (right) hand.&lt;br /&gt;
  NOTE: This requires both weapons to be unlocked to tier 2.&amp;lt;/nowiki&amp;gt;&amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&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;
|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 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;
! 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;|PULL&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;|PUSH&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;|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;|TURN&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;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Twin Grip via {{boldmono|GRIP}} and Twin Lunge via {{boldmono|WAVE}} become available.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&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;
|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 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;
! 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;|COVER&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;|GRIP&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;|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;|WAVE&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;
|}&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= Twin Strikes via {{boldmono|RAISE}} becomes available.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&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;
|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 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;
! 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;|HUG&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;|PRAY&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;|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;
|}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
It takes 8 hits total between the two weapons to trigger the detonation effect. This means that it is 4 attacks, assuming both weapons hit.  The weapons also need to be of the same flare type.&lt;br /&gt;
&lt;br /&gt;
Flare strength reaches its cap at tier 2, and is unchanged by tier 3 unlocks.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[BVShop:On the Other Hand]]&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= Weapon&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, or 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= Two Weapon Combat&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=Yes&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=Yes&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= Two colors &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= Duskruin Arena&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= 3&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; 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;
{{itemverb&lt;br /&gt;
|verb=COVER&amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= GRIP&lt;br /&gt;
|verb3= HUG&lt;br /&gt;
|verb4= POINT&lt;br /&gt;
|verb5=PRAY&lt;br /&gt;
|verb6=PULL&lt;br /&gt;
|verb7=PUSH&lt;br /&gt;
|verb8=RAISE&lt;br /&gt;
|verb9=RUB&lt;br /&gt;
|verb10=TURN&lt;br /&gt;
|verb11=WAVE&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;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adamantine&amp;diff=162687</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adamantine&amp;diff=162687"/>
		<updated>2022-03-09T17:25:48Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +7&lt;br /&gt;
 | str = 99&lt;br /&gt;
 | dur = 999 (max)&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | lvl = 65&lt;br /&gt;
 | special = Disarm/Shatter&lt;br /&gt;
 | color = Blackish-brown&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Considered to be the strongest material in Elanthia, &#039;&#039;&#039;adamantine&#039;&#039;&#039; has maxed out breakage statistics and has a chance to disarm opponents upon a successful parry or if the attacker strikes the defender&#039;s armor.  If the weapon used is non-magical, it may break instead.  The chance for disarming or breaking is based on the Strength/Durability difference of the attacking weapon compared to the Adamantine, as well as an additional hidden/unknown factor. The &amp;quot;weaker&amp;quot; the attacking weapon, the higher the frequency. Armor made from Adamantine has a chance to deflect bolt spells that would otherwise hit you. &lt;br /&gt;
&lt;br /&gt;
A character must be at least [[level]] 65 before being able to hold and use adamantine weapons and armor.  That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructible. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
Adamantine weapons and armor were first released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106.  So far, these include:&lt;br /&gt;
*a jet black adamantine [[bastard sword]] set with a large ruby pommel&lt;br /&gt;
:From Ebon Gate 2006, +17&lt;br /&gt;
*a suit of exquisite adamantine full plate set with finely cut pieces of Kezmonian honey beryl&lt;br /&gt;
:From Ebon Gate 2006, +7&lt;br /&gt;
*a silver-filmed adamantine breastplate&lt;br /&gt;
:Simply forged and completely unadorned, the adamantine is pitch black. An odd, silvery luster eclipses the ebon metal, causing an oily shimmer on the surface, like moonlight hitting dark water.&lt;br /&gt;
:From [[Ebon Gate 2008]], +7&lt;br /&gt;
*a sea serpent adamantine greatshield&lt;br /&gt;
:Large and rectangular, the greatshield is comprised of a single, thick sheet of adamantine that is wrought in the image of a snarling sea serpent.  Webbed ears flank its face, while teardrop scales cover most of the breath and girth of its body.  Enormous emeralds rest within the eyes, which are covered by long, shaggy brows.  The sinuous body is coiled as if rising out of the cresting waves that decorate the bottom of the piece.  On the reverse of the greatshield, a complex webbing of oiled leather straps and polished buckles forms an intricate arm harness.  The straps are arranged in a pattern that appears able to secure a weapon within.&lt;br /&gt;
:From [[Ebon Gate 2017]], +7, +5 to shield use ranks, +5 to Strength stat, with Shield harness scripts&lt;br /&gt;
&lt;br /&gt;
It is assumed the weight of adamantine is 170% to 180% that of steel.  The [[enchant]]ment of the bastard sword was +17 while the full plate was stated to be just over 1x.  Both of the original items were extremely heavy. The bastard sword is jet black in color, and the full plate had no specific color.&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
Adamantine can be further enchanted.  To enchant adamantine with [[Premium point]]s, the cost of the regular enchantment price is doubled.  For example, if it cost 1,500 PPs to enchant from +7 to +12, it will require 3,000 PPs for adamantine.   It can be [[wizard]] enchanted, but the chance for failure increases significantly due to the metal&#039;s nature.&lt;br /&gt;
  &lt;br /&gt;
Adamantine is able to take spikes and flares, a precedent set at the [[Convocation of Coraesine Field]] when the adamantine plate had both spikes and disintegration flares added to it.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Shattering a non-magical weapon:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Dhask&#039;s wrist sends a pearl-handled bronze dagger into flight!&lt;br /&gt;
Dhask throws a pearl-handled bronze dagger at you!&lt;br /&gt;
Dhask hits you, but his dagger shatters into a thousand pieces against the incredibly hard surface of your adamantine breastplate!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Naijin hurls a small surge of electricity at you!&lt;br /&gt;
Naijin hits you, but his attack bounces harmlessly off of the incredibly hard surface of your adamantine full plate!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]&lt;br /&gt;
* [[Research:Enchant (925) Formula|Adamantine enchant table]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Cleave&amp;diff=162686</id>
		<title>Spell Cleave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Cleave&amp;diff=162686"/>
		<updated>2022-03-09T17:17:38Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = scleave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Setup&lt;br /&gt;
  |roundtime = 3s&lt;br /&gt;
  |cooldown = 90s - (15s * rank)&lt;br /&gt;
  |stamina = 9&lt;br /&gt;
  |offensivegear = Right hand&lt;br /&gt;
  |requirements = An [[Ensorcell (735)|ensorcelled]] or anti-magical (veil iron/krodera/kroderine) weapon.&lt;br /&gt;
  |attributes = &amp;lt;br&amp;gt;Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Monk]]s, [[Paladin]]s&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 2&lt;br /&gt;
  |rank2 = 4&lt;br /&gt;
  |rank3 = 6&lt;br /&gt;
  |rank4 = 8&lt;br /&gt;
  |rank5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Attempt to use the unnatural energy of your [[weapon]] to cleave away a [[spell]] from your target.&lt;br /&gt;
  |mechanics = Attempt to cleave away up to one spell at ranks 1-4, and two spells at rank 5.&lt;br /&gt;
  |additionalinfo= This maneuver can be used against magical objects like [[Tangle Weed (610)|vines]], [[gas cloud|clouds]], and [[web]]s.  There is no stamina cost if the target has no spells to cleave.&lt;br /&gt;
===Messaging===&lt;br /&gt;
====Successful Spell Cleaving====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman scleave&lt;br /&gt;
[Roll result: 151 (open d100: 88) Penalties: 7]&lt;br /&gt;
You hang back for a moment and concentrate on the magical wards surrounding a hunch-backed dogmatist, before unleashing your attack upon them!&lt;br /&gt;
&lt;br /&gt;
You manage to cleave away a magical ward!&lt;br /&gt;
The dim aura fades from around a hunch-backed dogmatist.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unsuccessful Spell Cleaving====&lt;br /&gt;
;Low Endroll&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman scleave&lt;br /&gt;
[Roll result: 78 (open d100: 10) Penalties: 7]&lt;br /&gt;
You hang back for a moment and concentrate on the magical wards surrounding a hunch-backed dogmatist, before unleashing your attack upon them!&lt;br /&gt;
&lt;br /&gt;
You fail to connect solidly with any magical ward.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;No Spells on Target&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
R&amp;gt;cman scleave&lt;br /&gt;
You hang back for a moment and attempt to concentrate on the magical wards surrounding a dhu goleras, but are unable to discern the presence of any at all.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Not Using an Ensorcelled/Anti-Magic Weapon&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman scleave&lt;br /&gt;
[Roll result: 171 (open d100: 80) Bonus: 13]&lt;br /&gt;
You hang back for a moment and concentrate on the magical wards surrounding an emaciated hierophant, before unleashing your attack upon them!&lt;br /&gt;
&lt;br /&gt;
Your attack passes harmlessly through the magical wards.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Still in Recovery Period&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
R&amp;gt;cman scleave&lt;br /&gt;
You remain mentally drained from your last attempt to perceive the threads that connect a magical ward to its bearer.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recovery Period Ending====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You feel mentally ready to attempt a Spell Cleaving again.&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;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157084</id>
		<title>Duck and Weave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157084"/>
		<updated>2022-01-05T14:43:04Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = duckandweave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Martial Stance&lt;br /&gt;
  |stamina = 20&lt;br /&gt;
  |requirements = Training in [[Dodging]] and [[Multi-Opponent Combat]] is recommended.&lt;br /&gt;
  |availableto = [[Rogue]]s, [[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 = Redirect your enemies&#039; attacks to each other as you weave between them.&lt;br /&gt;
  |mechanics = Upon evading a melee attack, there is a chance that the attack can be redirected against another enemy in the same room.  The chance for redirection is ((8 * (1 + Ranks)) + (8 * Dodge Ranks per level) + (1 / 10) MoC ranks to 100 ranks + (1 / 20) MoC ranks over 100 + ((Agi Bonus + (2 * Inf Bonus)) / 5)).  Each stance higher than offensive reduces the redirection chance by 20%, and is removed entirely in defensive stance.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A human robber removes a plain wooden arrow from in his quiver.&lt;br /&gt;
A human robber fires a plain wooden arrow at you!&lt;br /&gt;
You manage to maneuver yourself such that when you dodge aside at the last moment, a human robber finds himself attacking an elven thug, much to their mutual surprise!&lt;br /&gt;
AS: +424 vs DS: +337 with AvD: +30 + d100 roll: +68 = +185&lt;br /&gt;
  ... and hits for 33 points of damage!&lt;br /&gt;
  Nice puncture to the back, just grazed the spine!&lt;br /&gt;
The wooden arrow breaks apart and crumbles away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Below is the formula for your % chance to redirect an incoming attack at another enemy in the room when you evade. Success chance is reduced by not being in the OFFENSIVE stance by a flat modifier. Advance is -20%, forward is -40%, etc.&lt;br /&gt;
&lt;br /&gt;
====Base D &amp;amp; W Chance====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + D&amp;amp;W Ranks))&lt;br /&gt;
+ (8 * Dodge Ranks / Level)&lt;br /&gt;
+ (1/10 MoC ranks up to 100)&lt;br /&gt;
+ (1/20 MoC ranks over 100)&lt;br /&gt;
+ ((Agi Bonus + (2 * Inf Bonus)) / 5)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Reduction&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|None&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|20%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 50 monk in the advanced stance with 3 ranks D&amp;amp;W, 2x Dodge, 15 MoC, 20 Agi bonus and 15 Inf bonus. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + 3))&lt;br /&gt;
+ (8 * 102 / 50)&lt;br /&gt;
+ (1/10 * 15)&lt;br /&gt;
+ (1/20 * 0)&lt;br /&gt;
+ ((20 + (2 * 15)) / 5)&lt;br /&gt;
= 32 + 16 + 1 + 0 + 10&lt;br /&gt;
= 59%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
59% base chance *.8 (20% reduction) = 47.2% chance to trigger D &amp;amp; W when you evade an attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/928291326393454623 Discord post from Naijin]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157083</id>
		<title>Duck and Weave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157083"/>
		<updated>2022-01-05T14:38:06Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Stance Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = duckandweave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Martial Stance&lt;br /&gt;
  |stamina = 20&lt;br /&gt;
  |requirements = Training in [[Dodging]] and [[Multi-Opponent Combat]] is recommended.&lt;br /&gt;
  |availableto = [[Rogue]]s, [[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 = Redirect your enemies&#039; attacks to each other as you weave between them.&lt;br /&gt;
  |mechanics = Upon evading a melee attack, there is a chance that the attack can be redirected against another enemy in the same room.  The chance for redirection is ((8 * (1 + Ranks)) + (8 * Dodge Ranks per level) + (1 / 10) MoC ranks to 100 ranks + (1 / 20) MoC ranks over 100 + ((Agi Bonus + (2 * Inf Bonus)) / 5)).  Each stance higher than offensive reduces the redirection chance by 20%, and is removed entirely in defensive stance.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A human robber removes a plain wooden arrow from in his quiver.&lt;br /&gt;
A human robber fires a plain wooden arrow at you!&lt;br /&gt;
You manage to maneuver yourself such that when you dodge aside at the last moment, a human robber finds himself attacking an elven thug, much to their mutual surprise!&lt;br /&gt;
AS: +424 vs DS: +337 with AvD: +30 + d100 roll: +68 = +185&lt;br /&gt;
  ... and hits for 33 points of damage!&lt;br /&gt;
  Nice puncture to the back, just grazed the spine!&lt;br /&gt;
The wooden arrow breaks apart and crumbles away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Below is the formula for your % chance to redirect an incoming attack at another enemy in the room when you evade. Success chance is reduced by not being in the OFFENSIVE stance by a flat modifier. Advance is -20%, forward is -40%, etc.&lt;br /&gt;
&lt;br /&gt;
====Base D &amp;amp; W Chance====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + D&amp;amp;W Ranks))&lt;br /&gt;
+ (8 * Dodge Ranks / Level)&lt;br /&gt;
+ (1/10 MoC ranks up to 100)&lt;br /&gt;
+ (1/20 MoC ranks over 100)&lt;br /&gt;
+ ((Agi Bonus + (2 * Inf Bonus)) / 5)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Reduction&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|None&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|20%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 50 monk in the advanced stance with 3 ranks D&amp;amp;W, 2x Dodge, 15 MoC, 20 Agi bonus and 15 Inf bonus. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + 3))&lt;br /&gt;
+ (8 * 102 / 50)&lt;br /&gt;
+ (1/10 * 15)&lt;br /&gt;
+ (1/20 * 0)&lt;br /&gt;
+ ((20 + (2 * 15)) / 5)&lt;br /&gt;
= 32 + 16 + 1 + 0 + 10&lt;br /&gt;
= 59%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
59% base chance *.8 (20% reduction) = 47.2% chance to trigger D &amp;amp; W when you evade an attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[https://discord.com/channels/226045346399256576/532373273816858636/928291326393454623]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157082</id>
		<title>Duck and Weave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157082"/>
		<updated>2022-01-05T14:35:40Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = duckandweave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Martial Stance&lt;br /&gt;
  |stamina = 20&lt;br /&gt;
  |requirements = Training in [[Dodging]] and [[Multi-Opponent Combat]] is recommended.&lt;br /&gt;
  |availableto = [[Rogue]]s, [[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 = Redirect your enemies&#039; attacks to each other as you weave between them.&lt;br /&gt;
  |mechanics = Upon evading a melee attack, there is a chance that the attack can be redirected against another enemy in the same room.  The chance for redirection is ((8 * (1 + Ranks)) + (8 * Dodge Ranks per level) + (1 / 10) MoC ranks to 100 ranks + (1 / 20) MoC ranks over 100 + ((Agi Bonus + (2 * Inf Bonus)) / 5)).  Each stance higher than offensive reduces the redirection chance by 20%, and is removed entirely in defensive stance.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A human robber removes a plain wooden arrow from in his quiver.&lt;br /&gt;
A human robber fires a plain wooden arrow at you!&lt;br /&gt;
You manage to maneuver yourself such that when you dodge aside at the last moment, a human robber finds himself attacking an elven thug, much to their mutual surprise!&lt;br /&gt;
AS: +424 vs DS: +337 with AvD: +30 + d100 roll: +68 = +185&lt;br /&gt;
  ... and hits for 33 points of damage!&lt;br /&gt;
  Nice puncture to the back, just grazed the spine!&lt;br /&gt;
The wooden arrow breaks apart and crumbles away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Below is the formula for your % chance to redirect an incoming attack at another enemy in the room when you evade. Success chance is reduced by not being in the OFFENSIVE stance by a flat modifier. Advance is -20%, forward is -40%, etc.&lt;br /&gt;
&lt;br /&gt;
====Base D &amp;amp; W Chance====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + D&amp;amp;W Ranks))&lt;br /&gt;
+ (8 * Dodge Ranks / Level)&lt;br /&gt;
+ (1/10 MoC ranks up to 100)&lt;br /&gt;
+ (1/20 MoC ranks over 100)&lt;br /&gt;
+ ((Agi Bonus + (2 * Inf Bonus)) / 5)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Reduction&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|20%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 50 monk in the advanced stance with 3 ranks D&amp;amp;W, 2x Dodge, 15 MoC, 20 Agi bonus and 15 Inf bonus. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + 3))&lt;br /&gt;
+ (8 * 102 / 50)&lt;br /&gt;
+ (1/10 * 15)&lt;br /&gt;
+ (1/20 * 0)&lt;br /&gt;
+ ((20 + (2 * 15)) / 5)&lt;br /&gt;
= 32 + 16 + 1 + 0 + 10&lt;br /&gt;
= 59%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
59% base chance *.8 (20% reduction) = 47.2% chance to trigger D &amp;amp; W when you evade an attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[https://discord.com/channels/226045346399256576/532373273816858636/928291326393454623]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157081</id>
		<title>Duck and Weave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157081"/>
		<updated>2022-01-05T14:26:18Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* stance modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = duckandweave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Martial Stance&lt;br /&gt;
  |stamina = 20&lt;br /&gt;
  |requirements = Training in [[Dodging]] and [[Multi-Opponent Combat]] is recommended.&lt;br /&gt;
  |availableto = [[Rogue]]s, [[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 = Redirect your enemies&#039; attacks to each other as you weave between them.&lt;br /&gt;
  |mechanics = Upon evading a melee attack, there is a chance that the attack can be redirected against another enemy in the same room.  The chance for redirection is ((8 * (1 + Ranks)) + (8 * Dodge Ranks per level) + (1 / 10) MoC ranks to 100 ranks + (1 / 20) MoC ranks over 100 + ((Agi Bonus + (2 * Inf Bonus)) / 5)).  Each stance higher than offensive reduces the redirection chance by 20%, and is removed entirely in defensive stance.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A human robber removes a plain wooden arrow from in his quiver.&lt;br /&gt;
A human robber fires a plain wooden arrow at you!&lt;br /&gt;
You manage to maneuver yourself such that when you dodge aside at the last moment, a human robber finds himself attacking an elven thug, much to their mutual surprise!&lt;br /&gt;
AS: +424 vs DS: +337 with AvD: +30 + d100 roll: +68 = +185&lt;br /&gt;
  ... and hits for 33 points of damage!&lt;br /&gt;
  Nice puncture to the back, just grazed the spine!&lt;br /&gt;
The wooden arrow breaks apart and crumbles away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Below is the formula for your % chance to redirect an incomming attack at another enemy in the room. Success chance is reduced by not being in the OFFENSIVE stance by a flat modifier. Advance is -20%, forward is -40%, etc.&lt;br /&gt;
&lt;br /&gt;
====Base D &amp;amp; W Chance====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + D&amp;amp;W Ranks))&lt;br /&gt;
+ (8 * Dodge Ranks / Level)&lt;br /&gt;
+ (1/10 MoC ranks up to 100)&lt;br /&gt;
+ (1/20 MoC ranks over 100)&lt;br /&gt;
+ ((Agi Bonus + (2 * Inf Bonus)) / 5)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Reduction&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|20%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[https://discord.com/channels/226045346399256576/532373273816858636/928291326393454623]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157080</id>
		<title>Duck and Weave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duck_and_Weave&amp;diff=157080"/>
		<updated>2022-01-05T14:25:59Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = duckandweave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Martial Stance&lt;br /&gt;
  |stamina = 20&lt;br /&gt;
  |requirements = Training in [[Dodging]] and [[Multi-Opponent Combat]] is recommended.&lt;br /&gt;
  |availableto = [[Rogue]]s, [[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 = Redirect your enemies&#039; attacks to each other as you weave between them.&lt;br /&gt;
  |mechanics = Upon evading a melee attack, there is a chance that the attack can be redirected against another enemy in the same room.  The chance for redirection is ((8 * (1 + Ranks)) + (8 * Dodge Ranks per level) + (1 / 10) MoC ranks to 100 ranks + (1 / 20) MoC ranks over 100 + ((Agi Bonus + (2 * Inf Bonus)) / 5)).  Each stance higher than offensive reduces the redirection chance by 20%, and is removed entirely in defensive stance.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A human robber removes a plain wooden arrow from in his quiver.&lt;br /&gt;
A human robber fires a plain wooden arrow at you!&lt;br /&gt;
You manage to maneuver yourself such that when you dodge aside at the last moment, a human robber finds himself attacking an elven thug, much to their mutual surprise!&lt;br /&gt;
AS: +424 vs DS: +337 with AvD: +30 + d100 roll: +68 = +185&lt;br /&gt;
  ... and hits for 33 points of damage!&lt;br /&gt;
  Nice puncture to the back, just grazed the spine!&lt;br /&gt;
The wooden arrow breaks apart and crumbles away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Below is the formula for your % chance to redirect an incomming attack at another enemy in the room. Success chance is reduced by not being in the OFFENSIVE stance by a flat modifier. Advance is -20%, forward is -40%, etc.&lt;br /&gt;
&lt;br /&gt;
====Base D &amp;amp; W Chance====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
  (8 * (1 + D&amp;amp;W Ranks))&lt;br /&gt;
+ (8 * Dodge Ranks / Level)&lt;br /&gt;
+ (1/10 MoC ranks up to 100)&lt;br /&gt;
+ (1/20 MoC ranks over 100)&lt;br /&gt;
+ ((Agi Bonus + (2 * Inf Bonus)) / 5)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====stance modifier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|20%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[https://discord.com/channels/226045346399256576/532373273816858636/928291326393454623]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shield_Trample&amp;diff=155411</id>
		<title>Shield Trample</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shield_Trample&amp;diff=155411"/>
		<updated>2021-11-12T20:43:19Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: Article did not include the vulnerable status. Added to Mechanics section. Copied from in game SHIELD HELP TRAMPLE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = trample&lt;br /&gt;
  |type = Setup&lt;br /&gt;
  |roundtime = 4s&lt;br /&gt;
  |stamina = 14&lt;br /&gt;
  |offensivegear = Left hand&lt;br /&gt;
  |requirements = Smaller shields provide a penalty to success chances.&lt;br /&gt;
  |attributes = Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Shield Size Modifiers&amp;lt;br&amp;gt;Racial Size Modifiers&amp;lt;br&amp;gt;Target Stance Bonus&lt;br /&gt;
  |availableto = [[Warrior]]s&lt;br /&gt;
  |availablein = Shield Specializations&lt;br /&gt;
  |prereqs = [[Shield Charge]] (at rank 2)&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 2|se1 = -  |pu1 = -&lt;br /&gt;
  |sq2 = 4&lt;br /&gt;
  |sq3 = 6&lt;br /&gt;
  |sq4 = 8&lt;br /&gt;
  |sq5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Instead of attempting to wound your foes with a shield charge, you have learned how to best send them careening into one another, knocking them down and sowing havoc on the battlefield.&lt;br /&gt;
  |mechanics = If you are successful upon attacking your primary target, it will be sent careening into another foe on the battlefield before falling to the ground.  If a secondary maneuver check is passed, that foe will also be knocked down.  All foes successfully affected by this maneuver will suffer Roundtime. Applies Vulnerable for (15 + (Rank * 5)) seconds and Staggered for (Success Margin / 6) seconds to any target hit.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=300px}}&amp;gt;&lt;br /&gt;
Kerl raises his krodera wall shield and charges headlong towards a half-krolvin highwayman!&lt;br /&gt;
[Roll result: 145 (open d100: 26)]&lt;br /&gt;
Kerl&#039;s charge connects!&lt;br /&gt;
Kerl slams into the half-krolvin highwayman, who is sent careening headlong into a nearby group of combatants as he falls to the ground!&lt;br /&gt;
&lt;br /&gt;
A half-elven bandit is struck!&lt;br /&gt;
[Roll result: 220 (open d100: 101)]&lt;br /&gt;
The half-elven bandit is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
A gnomish brigand is struck!&lt;br /&gt;
[Roll result: 166 (open d100: 47)]&lt;br /&gt;
The gnomish brigand is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Shield Maneuvers (saved posts)]]&lt;br /&gt;
*[[Shield Trample Mastery]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rejuvenation_(1607)&amp;diff=155041</id>
		<title>Rejuvenation (1607)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rejuvenation_(1607)&amp;diff=155041"/>
		<updated>2021-10-27T04:06:11Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = REJUV&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | base_dur = &lt;br /&gt;
 | add_dur = &lt;br /&gt;
 | span = &lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | components = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | subtype = Health &amp;amp; Stamina restoration&lt;br /&gt;
 | ds = &lt;br /&gt;
 | td = &lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
By focusing spiritual magic through the &#039;&#039;&#039;Rejuvenation&#039;&#039;&#039; spell, the Paladin is able to restore [[health]] and [[stamina]].  This spell is self-cast only.&lt;br /&gt;
&lt;br /&gt;
The base version of the spell restores 15 Health &amp;amp; Stamina Points at a cost of 7 [[Mana Point]]s (MP). The amount of health and stamina restored increases with training in [[Spiritual Lore, Blessings]], but the mana cost does not increase.&lt;br /&gt;
&lt;br /&gt;
The spell will also impart a health and stamina regeneration bonus to the caster, equal to 10% of his maximum stamina, with a minimum of 1. This bonus is reduced by 1% of his maximum stamina every 30 seconds, until it reaches 0% after five minutes.&lt;br /&gt;
&lt;br /&gt;
When{{boldmono| [[EVOKE]]d}}, Rejuvenation will restore health without triggering the stamina restoration/buff mechanic.&lt;br /&gt;
&lt;br /&gt;
Rejuvenation in its most effective form may only be cast once every 5 minutes. Subsequent casts within the same 5-minute period will only return health (including lore bonuses) but no stamina.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the rejuvenation gain by +3 HP/stam per seed 1 [[summation]], starting at +3 HP/stam at 1 rank to a maximum of +57 HP at 190 ranks. This effects the once every 5 minute hit of health + stamina.  The stamina regen isn&#039;t impacted by lore.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Paladin spell updates (saved posts)]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=152832</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=152832"/>
		<updated>2021-08-25T16:05:05Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Parry Base Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade]]/[[Block]]/Parry system) is to outright prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Runestaff|runestaves]], it is not possible to parry ranged ([[bolt]] spells, [[Ranged Weapons|arrows]], [[Thrown Weapons|thrown weapons]]) attacks. This includes the chance to outright parry an attack as well as the loss of all parry [[DS]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Parry Defensive Strength ([[DS]])==&lt;br /&gt;
&lt;br /&gt;
Parry Defensive Strength is calculated by adding the value of the appropriate Stance Bonus and a weapon bonus formula referred to as the Base Value.  The Base Value formula requires 1 rank in the weapon held to be applicable or non-zero.  The only exception to the Base Value weapon skill rank activation is the case of a runestaff, which is considered natively to provide 10 ranks in the appropriate skill, even with 0 training.&lt;br /&gt;
&lt;br /&gt;
===Parry &#039;Stance&#039; Bonus===&lt;br /&gt;
&lt;br /&gt;
While there are several variations, depending on weapon category (one hand, two-handed, polearm etc.) for calculating parry DS, they each receive the same stance bonuses shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Calculating One Hand Parry ([[Edged Weapons|OHE]]/[[OHB]]/[[Brawling]]/[[Thrown Weapons]]) DS===&lt;br /&gt;
&lt;br /&gt;
Skill in one hand weapons (specifically: edged weapons, blunt weapons, brawling and thrown weapons) provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=25%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + [[trunc]]([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + (Weapon enchant bonus &amp;amp;divide; 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.50&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=57%}}&amp;gt;60 weapon ranks + 6 STR + 6 DEX + 10 Enchant Bonus = 82&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=52%}}&amp;gt;(82 base * 0.50 stance mod) + 30 stance bonus = 71 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
===Calculating Two-Handed Weapons ([[THW]]) Parry DS===&lt;br /&gt;
&lt;br /&gt;
Training in two-handed weapons provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + trunc([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + Weapon enchant bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.45&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.75&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.75&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;60 weapon ranks + 6 STR + 6 DEX + 20 Enchant Bonus = 92&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=47%}}&amp;gt;&#039;&#039;&#039;(92 base * 0.75 stance mod) + 30 stance bonus = 99 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS==&lt;br /&gt;
&lt;br /&gt;
For polearm parry DS formula and calculations see the [[Polearms]] article.&lt;br /&gt;
&lt;br /&gt;
==Two Weapon Combat (TWC) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Two Weapon Combat parry DS formula and calculations see the [[Two Weapon Combat]] article.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons (Bow/Crossbow) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Ranged Weapons parry DS formula and calculations see [[The Art of the Bow (guide)]] article.&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Runestaff parry DS formula and calculations see the [[Runestaff]] article.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
A [[Ranged Weapons|ranged attack]] can only be parried by bare-handed brawlers who have girded their arms with [[Brace (1214)]].&lt;br /&gt;
&lt;br /&gt;
A [[bolt|bolt attack]] can only be parried with the proper weapon and knowledge of [[Spell Parry]], with Brace, or if you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==Parry Formula==&lt;br /&gt;
&lt;br /&gt;
====Parry Base Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Parry Chance is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Base Value &amp;amp;#61; (SKILL RANKS + (Str Bonus / 4) + (Dex Bonus / 4)) + weapon bonus effect}}}}&lt;br /&gt;
&lt;br /&gt;
Where SKILL RANKS = weapon ranks for right [main] hand weapons, or TWC ranks for left [off] hand weapons.&lt;br /&gt;
&lt;br /&gt;
Weapon bonus:&lt;br /&gt;
*One-handed weapons get enchant / 2 as a bonus&lt;br /&gt;
*Two handed weapons get enchant as a bonus &lt;br /&gt;
*Two handed polearms get a 35% bonus to that (Base Value * 135 / 100)&lt;br /&gt;
*THW get a 50% bonus (Base Value * 3 / 2) as long as the left hand is empty, otherwise it&#039;s (Base Value / 2)&lt;br /&gt;
*25% reduction if left-hand full and it&#039;s a hybrid (katana, bastard sword, etc)&lt;br /&gt;
*Reductions based on wounds/perception (applies to all EBP)&lt;br /&gt;
*10% reduction per 25% spirit lost (applies to all EBP)&lt;br /&gt;
*5% reduction per 25% hp lost (applies to all EBP)&lt;br /&gt;
&lt;br /&gt;
Example 1: using a OHE with 202 ranks = 202 + 30 /4 + 25 /4 = 217 base + 4x enchant provides a bonus of 20/2 = 227 total.&lt;br /&gt;
&lt;br /&gt;
Example 2: Using 2 handed polearm with 202 ranks = 202 + 30 /4 + 25 /4 = 217 base. Two handed pole arm, so 217 * 1.35 = 292 base + 4x enchant provides a bonus of 20/2 = 302&lt;br /&gt;
&lt;br /&gt;
====Parry Base Chance====&lt;br /&gt;
Next, you can find the base chance to parry.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Chance &amp;amp;#61; (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100)}}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Stance Parry Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE with 202 ranks, forward stance. Parry % = (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100) = (227 * (100- ((4*(100-40))/5))/100 = 118&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2hand pole with 202 ranks, offensive stance. Parry % = (302 * (100 - ((4 * (100 - 0)) / 5)) / 100) = 60&lt;br /&gt;
&lt;br /&gt;
====Parry Chance Modifier====&lt;br /&gt;
&lt;br /&gt;
Next,  you take the Parry % and modify it based on the attacking and defending weapon base RTs&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Reduction &amp;amp;#61; ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) }}}}&lt;br /&gt;
&lt;br /&gt;
This results in a 10% modifier per 1 base RT difference between attacking and defending weapons.&lt;br /&gt;
&lt;br /&gt;
*Main Gauche and Sai both get a +3 bonus to their speed (meaning bigger/heavier).&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, Attacking maul(7) vs defending handaxe(5). ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) = ((118 * (100 - (10 * (7 - 5))) / 100) = 94&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, attacking maul(7) vs defending lance (9) =  ((60 * (100 - (10 * (7 - 9))) / 100) = 72&lt;br /&gt;
&lt;br /&gt;
====Parry Level Modification====&lt;br /&gt;
&lt;br /&gt;
Finally, there is a level modification using the attacker&#039;s level. This modification is (Parry * 20) / Attacker Level)&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Level Modiciation &amp;amp;#61; (Parry * 20) / Attacker Level) }}}}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE vs level 100 = 94 *20 /100 = 18.8 % chance to parry&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2h pole vs level 90 = 72 *20 /90 = 16 % chance to parry&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=152831</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=152831"/>
		<updated>2021-08-25T16:04:34Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Parry Base Value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade]]/[[Block]]/Parry system) is to outright prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Runestaff|runestaves]], it is not possible to parry ranged ([[bolt]] spells, [[Ranged Weapons|arrows]], [[Thrown Weapons|thrown weapons]]) attacks. This includes the chance to outright parry an attack as well as the loss of all parry [[DS]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Parry Defensive Strength ([[DS]])==&lt;br /&gt;
&lt;br /&gt;
Parry Defensive Strength is calculated by adding the value of the appropriate Stance Bonus and a weapon bonus formula referred to as the Base Value.  The Base Value formula requires 1 rank in the weapon held to be applicable or non-zero.  The only exception to the Base Value weapon skill rank activation is the case of a runestaff, which is considered natively to provide 10 ranks in the appropriate skill, even with 0 training.&lt;br /&gt;
&lt;br /&gt;
===Parry &#039;Stance&#039; Bonus===&lt;br /&gt;
&lt;br /&gt;
While there are several variations, depending on weapon category (one hand, two-handed, polearm etc.) for calculating parry DS, they each receive the same stance bonuses shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Calculating One Hand Parry ([[Edged Weapons|OHE]]/[[OHB]]/[[Brawling]]/[[Thrown Weapons]]) DS===&lt;br /&gt;
&lt;br /&gt;
Skill in one hand weapons (specifically: edged weapons, blunt weapons, brawling and thrown weapons) provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=25%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + [[trunc]]([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + (Weapon enchant bonus &amp;amp;divide; 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.50&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=57%}}&amp;gt;60 weapon ranks + 6 STR + 6 DEX + 10 Enchant Bonus = 82&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=52%}}&amp;gt;(82 base * 0.50 stance mod) + 30 stance bonus = 71 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
===Calculating Two-Handed Weapons ([[THW]]) Parry DS===&lt;br /&gt;
&lt;br /&gt;
Training in two-handed weapons provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + trunc([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + Weapon enchant bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.45&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.75&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.75&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;60 weapon ranks + 6 STR + 6 DEX + 20 Enchant Bonus = 92&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=47%}}&amp;gt;&#039;&#039;&#039;(92 base * 0.75 stance mod) + 30 stance bonus = 99 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS==&lt;br /&gt;
&lt;br /&gt;
For polearm parry DS formula and calculations see the [[Polearms]] article.&lt;br /&gt;
&lt;br /&gt;
==Two Weapon Combat (TWC) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Two Weapon Combat parry DS formula and calculations see the [[Two Weapon Combat]] article.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons (Bow/Crossbow) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Ranged Weapons parry DS formula and calculations see [[The Art of the Bow (guide)]] article.&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Runestaff parry DS formula and calculations see the [[Runestaff]] article.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
A [[Ranged Weapons|ranged attack]] can only be parried by bare-handed brawlers who have girded their arms with [[Brace (1214)]].&lt;br /&gt;
&lt;br /&gt;
A [[bolt|bolt attack]] can only be parried with the proper weapon and knowledge of [[Spell Parry]], with Brace, or if you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==Parry Formula==&lt;br /&gt;
&lt;br /&gt;
====Parry Base Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Parry Chance is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Base Value &amp;amp;#61; (SKILL RANKS + (Str Bonus / 4) + (Dex Bonus / 4)) + weapon bonus effect}}}}&lt;br /&gt;
&lt;br /&gt;
Where SKILL RANKS = weapon ranks for right [main] hand weapons, or TWC ranks for left [off] hand weapons.&lt;br /&gt;
&lt;br /&gt;
Weapon bonus:&lt;br /&gt;
*One-handed weapons get enchant / 2 as a bonus&lt;br /&gt;
*Two handed weapons get enchant as a bonus &lt;br /&gt;
*Two handed polearms get a 35% bonus to that (Base Value * 135 / 100)&lt;br /&gt;
*THW get a 50% bonus (Base Value * 3 / 2) as long as the left hand is empty, otherwise it&#039;s (Base Value / 2)&lt;br /&gt;
*25% reduction if left-hand full and it&#039;s a hybrid (katana, bastard sword, etc)&lt;br /&gt;
*Reductions based on wounds/perception (applies to all EBP)&lt;br /&gt;
*10% reduction per 25% spirit lost (applies to all EBP)&lt;br /&gt;
*5% reduction per 25% hp lost (applies to all EBP)&lt;br /&gt;
&lt;br /&gt;
Example 1: using a OHE with 202 ranks = 202 + 30 /4 + 25 /4 = 217 base + 4x enchant provides a bonus of 20/2 = 227 total.&lt;br /&gt;
&lt;br /&gt;
Example 2: Using 2 handed polearm with 202 ranks = 202 + 30 /4 + 25 /4 = 217 base. Two handed pole arm, so 217 * 1.35 = 292 base + 4x enchant provides a bonus of 20/2 = 302&lt;br /&gt;
&lt;br /&gt;
====Parry Base Chance====&lt;br /&gt;
Next, you can find the base chance to parry.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Chance &amp;amp;#61; (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100)}}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Stance Parry Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE with 202 skill, forward stance. Parry % = (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100) = (227 * (100- ((4*(100-40))/5))/100 = 118&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2hand pole with 202 skill, offensive stance. Parry % = (302 * (100 - ((4 * (100 - 0)) / 5)) / 100) = 60&lt;br /&gt;
&lt;br /&gt;
====Parry Chance Modifier====&lt;br /&gt;
&lt;br /&gt;
Next,  you take the Parry % and modify it based on the attacking and defending weapon base RTs&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Reduction &amp;amp;#61; ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) }}}}&lt;br /&gt;
&lt;br /&gt;
This results in a 10% modifier per 1 base RT difference between attacking and defending weapons.&lt;br /&gt;
&lt;br /&gt;
*Main Gauche and Sai both get a +3 bonus to their speed (meaning bigger/heavier).&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, Attacking maul(7) vs defending handaxe(5). ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) = ((118 * (100 - (10 * (7 - 5))) / 100) = 94&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, attacking maul(7) vs defending lance (9) =  ((60 * (100 - (10 * (7 - 9))) / 100) = 72&lt;br /&gt;
&lt;br /&gt;
====Parry Level Modification====&lt;br /&gt;
&lt;br /&gt;
Finally, there is a level modification using the attacker&#039;s level. This modification is (Parry * 20) / Attacker Level)&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Level Modiciation &amp;amp;#61; (Parry * 20) / Attacker Level) }}}}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE vs level 100 = 94 *20 /100 = 18.8 % chance to parry&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2h pole vs level 90 = 72 *20 /90 = 16 % chance to parry&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=152830</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=152830"/>
		<updated>2021-08-25T16:04:06Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Parry Base Value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade]]/[[Block]]/Parry system) is to outright prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Runestaff|runestaves]], it is not possible to parry ranged ([[bolt]] spells, [[Ranged Weapons|arrows]], [[Thrown Weapons|thrown weapons]]) attacks. This includes the chance to outright parry an attack as well as the loss of all parry [[DS]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Parry Defensive Strength ([[DS]])==&lt;br /&gt;
&lt;br /&gt;
Parry Defensive Strength is calculated by adding the value of the appropriate Stance Bonus and a weapon bonus formula referred to as the Base Value.  The Base Value formula requires 1 rank in the weapon held to be applicable or non-zero.  The only exception to the Base Value weapon skill rank activation is the case of a runestaff, which is considered natively to provide 10 ranks in the appropriate skill, even with 0 training.&lt;br /&gt;
&lt;br /&gt;
===Parry &#039;Stance&#039; Bonus===&lt;br /&gt;
&lt;br /&gt;
While there are several variations, depending on weapon category (one hand, two-handed, polearm etc.) for calculating parry DS, they each receive the same stance bonuses shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Calculating One Hand Parry ([[Edged Weapons|OHE]]/[[OHB]]/[[Brawling]]/[[Thrown Weapons]]) DS===&lt;br /&gt;
&lt;br /&gt;
Skill in one hand weapons (specifically: edged weapons, blunt weapons, brawling and thrown weapons) provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=25%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + [[trunc]]([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + (Weapon enchant bonus &amp;amp;divide; 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.50&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=57%}}&amp;gt;60 weapon ranks + 6 STR + 6 DEX + 10 Enchant Bonus = 82&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=52%}}&amp;gt;(82 base * 0.50 stance mod) + 30 stance bonus = 71 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
===Calculating Two-Handed Weapons ([[THW]]) Parry DS===&lt;br /&gt;
&lt;br /&gt;
Training in two-handed weapons provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + trunc([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + Weapon enchant bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.45&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.75&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.75&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;60 weapon ranks + 6 STR + 6 DEX + 20 Enchant Bonus = 92&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=47%}}&amp;gt;&#039;&#039;&#039;(92 base * 0.75 stance mod) + 30 stance bonus = 99 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS==&lt;br /&gt;
&lt;br /&gt;
For polearm parry DS formula and calculations see the [[Polearms]] article.&lt;br /&gt;
&lt;br /&gt;
==Two Weapon Combat (TWC) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Two Weapon Combat parry DS formula and calculations see the [[Two Weapon Combat]] article.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons (Bow/Crossbow) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Ranged Weapons parry DS formula and calculations see [[The Art of the Bow (guide)]] article.&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Runestaff parry DS formula and calculations see the [[Runestaff]] article.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
A [[Ranged Weapons|ranged attack]] can only be parried by bare-handed brawlers who have girded their arms with [[Brace (1214)]].&lt;br /&gt;
&lt;br /&gt;
A [[bolt|bolt attack]] can only be parried with the proper weapon and knowledge of [[Spell Parry]], with Brace, or if you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==Parry Formula==&lt;br /&gt;
&lt;br /&gt;
====Parry Base Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Parry Chance is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Base Value &amp;amp;#61; (SKILL RANKS + (Str Bonus / 4) + (Dex Bonus / 4)) + weapon bonus effect}}}}&lt;br /&gt;
&lt;br /&gt;
Where SKILL RANKS = weapon ranks for right [main] hand weapons, or TWC ranks for left [off] hand weapons.&lt;br /&gt;
&lt;br /&gt;
Weapon bonus:&lt;br /&gt;
*One-handed weapons get enchant / 2 as a bonus&lt;br /&gt;
*Two handed weapons get enchant as a bonus &lt;br /&gt;
*Two handed polearms get a 35% bonus to that (Base Value * 135 / 100)&lt;br /&gt;
*THW get a 50% bonus (Base Value * 3 / 2) as long as the left hand is empty, otherwise it&#039;s (Base Value / 2)&lt;br /&gt;
*25% reduction if left-hand full and it&#039;s a hybrid (katana, bastard sword, etc)&lt;br /&gt;
*Reductions based on wounds/perception (applies to all EBP)&lt;br /&gt;
*10% reduction per 25% spirit lost (applies to all EBP)&lt;br /&gt;
*5% reduction per 25% hp lost (applies to all EBP)&lt;br /&gt;
&lt;br /&gt;
Example 1: using a OHE with 202 skill = 202 + 30 /4 + 25 /4 = 217 base + 4x enchant provides a bonus of 20/2 = 227 total.&lt;br /&gt;
&lt;br /&gt;
Example 2: Using 2 handed polearm with 202 skill = 202 + 30 /4 + 25 /4 = 217 base. Two handed pole arm, so 217 * 1.35 = 292 base + 4x enchant provides a bonus of 20/2 = 302&lt;br /&gt;
&lt;br /&gt;
====Parry Base Chance====&lt;br /&gt;
Next, you can find the base chance to parry.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Chance &amp;amp;#61; (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100)}}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Stance Parry Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE with 202 skill, forward stance. Parry % = (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100) = (227 * (100- ((4*(100-40))/5))/100 = 118&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2hand pole with 202 skill, offensive stance. Parry % = (302 * (100 - ((4 * (100 - 0)) / 5)) / 100) = 60&lt;br /&gt;
&lt;br /&gt;
====Parry Chance Modifier====&lt;br /&gt;
&lt;br /&gt;
Next,  you take the Parry % and modify it based on the attacking and defending weapon base RTs&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Reduction &amp;amp;#61; ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) }}}}&lt;br /&gt;
&lt;br /&gt;
This results in a 10% modifier per 1 base RT difference between attacking and defending weapons.&lt;br /&gt;
&lt;br /&gt;
*Main Gauche and Sai both get a +3 bonus to their speed (meaning bigger/heavier).&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, Attacking maul(7) vs defending handaxe(5). ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) = ((118 * (100 - (10 * (7 - 5))) / 100) = 94&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, attacking maul(7) vs defending lance (9) =  ((60 * (100 - (10 * (7 - 9))) / 100) = 72&lt;br /&gt;
&lt;br /&gt;
====Parry Level Modification====&lt;br /&gt;
&lt;br /&gt;
Finally, there is a level modification using the attacker&#039;s level. This modification is (Parry * 20) / Attacker Level)&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Level Modiciation &amp;amp;#61; (Parry * 20) / Attacker Level) }}}}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE vs level 100 = 94 *20 /100 = 18.8 % chance to parry&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2h pole vs level 90 = 72 *20 /90 = 16 % chance to parry&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=152829</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=152829"/>
		<updated>2021-08-25T16:03:49Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Parry Base Value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade]]/[[Block]]/Parry system) is to outright prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Runestaff|runestaves]], it is not possible to parry ranged ([[bolt]] spells, [[Ranged Weapons|arrows]], [[Thrown Weapons|thrown weapons]]) attacks. This includes the chance to outright parry an attack as well as the loss of all parry [[DS]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Parry Defensive Strength ([[DS]])==&lt;br /&gt;
&lt;br /&gt;
Parry Defensive Strength is calculated by adding the value of the appropriate Stance Bonus and a weapon bonus formula referred to as the Base Value.  The Base Value formula requires 1 rank in the weapon held to be applicable or non-zero.  The only exception to the Base Value weapon skill rank activation is the case of a runestaff, which is considered natively to provide 10 ranks in the appropriate skill, even with 0 training.&lt;br /&gt;
&lt;br /&gt;
===Parry &#039;Stance&#039; Bonus===&lt;br /&gt;
&lt;br /&gt;
While there are several variations, depending on weapon category (one hand, two-handed, polearm etc.) for calculating parry DS, they each receive the same stance bonuses shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Calculating One Hand Parry ([[Edged Weapons|OHE]]/[[OHB]]/[[Brawling]]/[[Thrown Weapons]]) DS===&lt;br /&gt;
&lt;br /&gt;
Skill in one hand weapons (specifically: edged weapons, blunt weapons, brawling and thrown weapons) provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=25%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + [[trunc]]([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + (Weapon enchant bonus &amp;amp;divide; 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.50&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=57%}}&amp;gt;60 weapon ranks + 6 STR + 6 DEX + 10 Enchant Bonus = 82&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=52%}}&amp;gt;(82 base * 0.50 stance mod) + 30 stance bonus = 71 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
===Calculating Two-Handed Weapons ([[THW]]) Parry DS===&lt;br /&gt;
&lt;br /&gt;
Training in two-handed weapons provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + trunc([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + Weapon enchant bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.45&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.75&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.75&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;60 weapon ranks + 6 STR + 6 DEX + 20 Enchant Bonus = 92&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=47%}}&amp;gt;&#039;&#039;&#039;(92 base * 0.75 stance mod) + 30 stance bonus = 99 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS==&lt;br /&gt;
&lt;br /&gt;
For polearm parry DS formula and calculations see the [[Polearms]] article.&lt;br /&gt;
&lt;br /&gt;
==Two Weapon Combat (TWC) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Two Weapon Combat parry DS formula and calculations see the [[Two Weapon Combat]] article.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons (Bow/Crossbow) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Ranged Weapons parry DS formula and calculations see [[The Art of the Bow (guide)]] article.&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Runestaff parry DS formula and calculations see the [[Runestaff]] article.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
A [[Ranged Weapons|ranged attack]] can only be parried by bare-handed brawlers who have girded their arms with [[Brace (1214)]].&lt;br /&gt;
&lt;br /&gt;
A [[bolt|bolt attack]] can only be parried with the proper weapon and knowledge of [[Spell Parry]], with Brace, or if you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==Parry Formula==&lt;br /&gt;
&lt;br /&gt;
====Parry Base Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Parry Chance is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Base Value &amp;amp;#61; (SKILL RANKS + (Str Bonus / 4) + (Dex Bonus / 4)) + weapon bonus effect}}}}&lt;br /&gt;
&lt;br /&gt;
Where SKILL = weapon ranks for right [main] hand weapons, or TWC ranks for left [off] hand weapons.&lt;br /&gt;
&lt;br /&gt;
Weapon bonus:&lt;br /&gt;
*One-handed weapons get enchant / 2 as a bonus&lt;br /&gt;
*Two handed weapons get enchant as a bonus &lt;br /&gt;
*Two handed polearms get a 35% bonus to that (Base Value * 135 / 100)&lt;br /&gt;
*THW get a 50% bonus (Base Value * 3 / 2) as long as the left hand is empty, otherwise it&#039;s (Base Value / 2)&lt;br /&gt;
*25% reduction if left-hand full and it&#039;s a hybrid (katana, bastard sword, etc)&lt;br /&gt;
*Reductions based on wounds/perception (applies to all EBP)&lt;br /&gt;
*10% reduction per 25% spirit lost (applies to all EBP)&lt;br /&gt;
*5% reduction per 25% hp lost (applies to all EBP)&lt;br /&gt;
&lt;br /&gt;
Example 1: using a OHE with 202 skill = 202 + 30 /4 + 25 /4 = 217 base + 4x enchant provides a bonus of 20/2 = 227 total.&lt;br /&gt;
&lt;br /&gt;
Example 2: Using 2 handed polearm with 202 skill = 202 + 30 /4 + 25 /4 = 217 base. Two handed pole arm, so 217 * 1.35 = 292 base + 4x enchant provides a bonus of 20/2 = 302&lt;br /&gt;
&lt;br /&gt;
====Parry Base Chance====&lt;br /&gt;
Next, you can find the base chance to parry.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Chance &amp;amp;#61; (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100)}}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Stance Parry Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE with 202 skill, forward stance. Parry % = (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100) = (227 * (100- ((4*(100-40))/5))/100 = 118&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2hand pole with 202 skill, offensive stance. Parry % = (302 * (100 - ((4 * (100 - 0)) / 5)) / 100) = 60&lt;br /&gt;
&lt;br /&gt;
====Parry Chance Modifier====&lt;br /&gt;
&lt;br /&gt;
Next,  you take the Parry % and modify it based on the attacking and defending weapon base RTs&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Reduction &amp;amp;#61; ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) }}}}&lt;br /&gt;
&lt;br /&gt;
This results in a 10% modifier per 1 base RT difference between attacking and defending weapons.&lt;br /&gt;
&lt;br /&gt;
*Main Gauche and Sai both get a +3 bonus to their speed (meaning bigger/heavier).&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, Attacking maul(7) vs defending handaxe(5). ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) = ((118 * (100 - (10 * (7 - 5))) / 100) = 94&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, attacking maul(7) vs defending lance (9) =  ((60 * (100 - (10 * (7 - 9))) / 100) = 72&lt;br /&gt;
&lt;br /&gt;
====Parry Level Modification====&lt;br /&gt;
&lt;br /&gt;
Finally, there is a level modification using the attacker&#039;s level. This modification is (Parry * 20) / Attacker Level)&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Level Modiciation &amp;amp;#61; (Parry * 20) / Attacker Level) }}}}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE vs level 100 = 94 *20 /100 = 18.8 % chance to parry&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2h pole vs level 90 = 72 *20 /90 = 16 % chance to parry&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=152828</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=152828"/>
		<updated>2021-08-25T15:54:54Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade]]/[[Block]]/Parry system) is to outright prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Runestaff|runestaves]], it is not possible to parry ranged ([[bolt]] spells, [[Ranged Weapons|arrows]], [[Thrown Weapons|thrown weapons]]) attacks. This includes the chance to outright parry an attack as well as the loss of all parry [[DS]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Parry Defensive Strength ([[DS]])==&lt;br /&gt;
&lt;br /&gt;
Parry Defensive Strength is calculated by adding the value of the appropriate Stance Bonus and a weapon bonus formula referred to as the Base Value.  The Base Value formula requires 1 rank in the weapon held to be applicable or non-zero.  The only exception to the Base Value weapon skill rank activation is the case of a runestaff, which is considered natively to provide 10 ranks in the appropriate skill, even with 0 training.&lt;br /&gt;
&lt;br /&gt;
===Parry &#039;Stance&#039; Bonus===&lt;br /&gt;
&lt;br /&gt;
While there are several variations, depending on weapon category (one hand, two-handed, polearm etc.) for calculating parry DS, they each receive the same stance bonuses shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Calculating One Hand Parry ([[Edged Weapons|OHE]]/[[OHB]]/[[Brawling]]/[[Thrown Weapons]]) DS===&lt;br /&gt;
&lt;br /&gt;
Skill in one hand weapons (specifically: edged weapons, blunt weapons, brawling and thrown weapons) provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=25%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + [[trunc]]([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + (Weapon enchant bonus &amp;amp;divide; 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====One Hand Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.50&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=57%}}&amp;gt;60 weapon ranks + 6 STR + 6 DEX + 10 Enchant Bonus = 82&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=52%}}&amp;gt;(82 base * 0.50 stance mod) + 30 stance bonus = 71 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
===Calculating Two-Handed Weapons ([[THW]]) Parry DS===&lt;br /&gt;
&lt;br /&gt;
Training in two-handed weapons provides a bonus to one&#039;s overall [[defensive strength]]. There are two steps to calculate this value.&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate the Base Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;&#039;&#039;&#039;Base Value = Weapon Ranks + trunc([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) + Weapon enchant bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;Parry DS = (Base Value * Stance modifier) + Stance Bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry Stance Modifiers====&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.45&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.75&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Parry DS Example====&lt;br /&gt;
&lt;br /&gt;
*Weapon ranks: 60&lt;br /&gt;
*STR bonus: 25&lt;br /&gt;
*DEX bonus: 25&lt;br /&gt;
*Weapon enchant bonus: 20&lt;br /&gt;
*Neutral Stance Modifier: 0.75&lt;br /&gt;
*Neutral Stance bonus: 30&lt;br /&gt;
&lt;br /&gt;
Base Value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&#039;&#039;&#039;60 weapon ranks + 6 STR + 6 DEX + 20 Enchant Bonus = 92&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Parry DS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=47%}}&amp;gt;&#039;&#039;&#039;(92 base * 0.75 stance mod) + 30 stance bonus = 99 Neutral Stance DS&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS==&lt;br /&gt;
&lt;br /&gt;
For polearm parry DS formula and calculations see the [[Polearms]] article.&lt;br /&gt;
&lt;br /&gt;
==Two Weapon Combat (TWC) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Two Weapon Combat parry DS formula and calculations see the [[Two Weapon Combat]] article.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons (Bow/Crossbow) Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Ranged Weapons parry DS formula and calculations see [[The Art of the Bow (guide)]] article.&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS==&lt;br /&gt;
&lt;br /&gt;
For Runestaff parry DS formula and calculations see the [[Runestaff]] article.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
A [[Ranged Weapons|ranged attack]] can only be parried by bare-handed brawlers who have girded their arms with [[Brace (1214)]].&lt;br /&gt;
&lt;br /&gt;
A [[bolt|bolt attack]] can only be parried with the proper weapon and knowledge of [[Spell Parry]], with Brace, or if you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==Parry Formula==&lt;br /&gt;
&lt;br /&gt;
====Parry Base Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Parry Chance is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Base Value &amp;amp;#61; (SKILL + (Str Bonus / 4) + (Dex Bonus / 4)) + weapon bonus effect}}}}&lt;br /&gt;
&lt;br /&gt;
Where SKILL = weapon ranks for right [main] hand weapons, or TWC ranks for left [off] hand weapons.&lt;br /&gt;
&lt;br /&gt;
Weapon bonus:&lt;br /&gt;
*One-handed weapons get enchant / 2 as a bonus&lt;br /&gt;
*Two handed weapons get enchant as a bonus &lt;br /&gt;
*Two handed polearms get a 35% bonus to that (Base Value * 135 / 100)&lt;br /&gt;
*THW get a 50% bonus (Base Value * 3 / 2) as long as the left hand is empty, otherwise it&#039;s (Base Value / 2)&lt;br /&gt;
*25% reduction if left-hand full and it&#039;s a hybrid (katana, bastard sword, etc)&lt;br /&gt;
*Reductions based on wounds/perception (applies to all EBP)&lt;br /&gt;
*10% reduction per 25% spirit lost (applies to all EBP)&lt;br /&gt;
*5% reduction per 25% hp lost (applies to all EBP)&lt;br /&gt;
&lt;br /&gt;
Example 1: using a OHE with 202 skill = 202 + 30 /4 + 25 /4 = 217 base + 4x enchant provides a bonus of 20/2 = 227 total.&lt;br /&gt;
&lt;br /&gt;
Example 2: Using 2 handed polearm with 202 skill = 202 + 30 /4 + 25 /4 = 217 base. Two handed pole arm, so 217 * 1.35 = 292 base + 4x enchant provides a bonus of 20/2 = 302&lt;br /&gt;
&lt;br /&gt;
====Parry Base Chance====&lt;br /&gt;
Next, you can find the base chance to parry.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Chance &amp;amp;#61; (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100)}}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Stance Parry Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE with 202 skill, forward stance. Parry % = (Parry Base Value * (100 - ((4 * (100 - Stance Modifier)) / 5)) / 100) = (227 * (100- ((4*(100-40))/5))/100 = 118&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2hand pole with 202 skill, offensive stance. Parry % = (302 * (100 - ((4 * (100 - 0)) / 5)) / 100) = 60&lt;br /&gt;
&lt;br /&gt;
====Parry Chance Modifier====&lt;br /&gt;
&lt;br /&gt;
Next,  you take the Parry % and modify it based on the attacking and defending weapon base RTs&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Parry Reduction &amp;amp;#61; ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) }}}}&lt;br /&gt;
&lt;br /&gt;
This results in a 10% modifier per 1 base RT difference between attacking and defending weapons.&lt;br /&gt;
&lt;br /&gt;
*Main Gauche and Sai both get a +3 bonus to their speed (meaning bigger/heavier).&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, Attacking maul(7) vs defending handaxe(5). ((Parry % * (100 - (10 * (Attacker Speeder - Defender Speed))) / 100) = ((118 * (100 - (10 * (7 - 5))) / 100) = 94&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, attacking maul(7) vs defending lance (9) =  ((60 * (100 - (10 * (7 - 9))) / 100) = 72&lt;br /&gt;
&lt;br /&gt;
====Parry Level Modification====&lt;br /&gt;
&lt;br /&gt;
Finally, there is a level modification using the attacker&#039;s level. This modification is (Parry * 20) / Attacker Level)&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Parry Level Modiciation &amp;amp;#61; (Parry * 20) / Attacker Level) }}}}&lt;br /&gt;
&lt;br /&gt;
Example 1: continued from above, OHE vs level 100 = 94 *20 /100 = 18.8 % chance to parry&lt;br /&gt;
&lt;br /&gt;
Example 2: continued from above, 2h pole vs level 90 = 72 *20 /90 = 16 % chance to parry&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aim&amp;diff=149093</id>
		<title>Aim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aim&amp;diff=149093"/>
		<updated>2021-05-29T17:23:40Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Success and Failure==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target [[level]] (ranged only)&lt;br /&gt;
* the attacker&#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&#039;&#039;&#039;Skill&#039;&#039;&#039; + &#039;&#039;&#039;Stats&#039;&#039;&#039; + &#039;&#039;&#039;Weapon Modifier&#039;&#039;&#039;)/2) + &#039;&#039;&#039;Area modifier&#039;&#039;&#039; + &#039;&#039;&#039;Target Status&#039;&#039;&#039; + d100 = &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC(Int Bonus + 1) / 2))&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC(Dex Bonus + 1) /2)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| jab (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| grapple (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| kick (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 0ft&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aim&amp;diff=148987</id>
		<title>Aim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aim&amp;diff=148987"/>
		<updated>2021-05-27T19:50:36Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Success and Failure (melee weapons) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Success and Failure==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target [[level]] (ranged only)&lt;br /&gt;
* the attacker&#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&#039;&#039;&#039;Skill&#039;&#039;&#039; + &#039;&#039;&#039;Stats&#039;&#039;&#039; + &#039;&#039;&#039;Weapon Modifier&#039;&#039;&#039;)/2) + &#039;&#039;&#039;Area modifier&#039;&#039;&#039; + &#039;&#039;&#039;Target Status&#039;&#039;&#039; + d100 = &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC(Int Bonus + 1) / 2))&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC(Dex Bonus + 1) /2)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aim&amp;diff=148986</id>
		<title>Aim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aim&amp;diff=148986"/>
		<updated>2021-05-27T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Success and Failure (melee weapons) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Success and Failure (melee weapons)==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target [[level]] (ranged only)&lt;br /&gt;
* the attacker&#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&#039;&#039;&#039;Skill&#039;&#039;&#039; + &#039;&#039;&#039;Stats&#039;&#039;&#039; + &#039;&#039;&#039;Weapon Modifier&#039;&#039;&#039;)/2) + &#039;&#039;&#039;Area modifier&#039;&#039;&#039; + &#039;&#039;&#039;Target Status&#039;&#039;&#039; + d100 = &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC(Int Bonus + 1) / 2))&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC(Dex Bonus + 1) /2)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aim&amp;diff=148985</id>
		<title>Aim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aim&amp;diff=148985"/>
		<updated>2021-05-27T19:49:40Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Success and Failure (melee weapons) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Success and Failure (melee weapons)==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target (ranged only) [[level]]&lt;br /&gt;
* the attacker&#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&#039;&#039;&#039;Skill&#039;&#039;&#039; + &#039;&#039;&#039;Stats&#039;&#039;&#039; + &#039;&#039;&#039;Weapon Modifier&#039;&#039;&#039;)/2) + &#039;&#039;&#039;Area modifier&#039;&#039;&#039; + &#039;&#039;&#039;Target Status&#039;&#039;&#039; + d100 = &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC(Int Bonus + 1) / 2))&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC(Dex Bonus + 1) /2)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=148983</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=148983"/>
		<updated>2021-05-27T19:32:08Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Block Chance Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Block&#039;&#039;&#039; is part of the [[Evade]]-Block-[[Parry]] mechanics that contribute to a character&#039;s defense against an [[attack roll]]. Even before the attack roll is made, there is a chance to avoid the attack outright through one of these three means. If a character fails to evade, block, or parry an attack, the various factors involved still contribute to the character&#039;s [[Defensive Strength]] (DS) when the attack is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Shield Use]] is the primary skill involved in block defense. In order to block at all, a character must be holding a [[shield]] in the &#039;&#039;left hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Avoidance==&lt;br /&gt;
&lt;br /&gt;
The check to determine whether an attack is blocked occurs after the check to determine whether the attack is evaded, but before the check to determine whether it is parried.&lt;br /&gt;
&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
*[[Stance]]&lt;br /&gt;
*Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
*[[strength]] and [[dexterity]]&lt;br /&gt;
*Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%; Stun reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*[[Block Mastery]], a warrior combat maneuver&lt;br /&gt;
*[[Divine Shield (1609)]], a paladin group spell&lt;br /&gt;
*[[Spell Block]], combat maneuver that allows outright blocking of [[bolt spell]]s&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
&lt;br /&gt;
If the attack is not avoided outright, it proceeds to an attack roll where the Shield Use skill contributes to the defender&#039;s Defensive Strength. Block DS is only part of the defender&#039;s total DS, which is the sum of Evade, Block, Parry, and Generic DS.&lt;br /&gt;
&lt;br /&gt;
=== Melee Defense ===&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block DS bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Block DS (Melee) &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) / 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) / 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
=== Shield Size Modifiers (Melee) ===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Defense ===&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Ranged Shield DS &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty) &amp;amp;times; Stance Modifier] / 1.5 + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 / 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 / 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stance Modifiers===&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Block Chance Formula==&lt;br /&gt;
&lt;br /&gt;
====Base Block Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block Chacne is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Shield Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 303 shield ranks, 30 strength bonus and 25 dexterity bonus would have a base value of {{mono|(303 + 7 + 6) &amp;amp;#61; 316}}.&lt;br /&gt;
&lt;br /&gt;
Next, your shield size modifies the Shield Base Value. This will vary between melee and ranged attacks, and uses the same Shield Size Modifier tables above.  &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono| Modified Shield Base Value &amp;amp;#61; Shield Base Value * Shield Size Modifier }}}}&lt;br /&gt;
&lt;br /&gt;
Example: 316 Shield Base value holding a tower shield vs melee attacks: {{mono|316 * 1.3 &amp;amp;#61; 410}}.&lt;br /&gt;
&lt;br /&gt;
The Third step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Block Value &amp;amp;#61; [(Modified Shield Base Value * (100 - ((3 * (100 - Stance Block Modifier))/4))/100) }}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character in offensive stance with 410 Modified Shield Base Value: {{mono|(410 * (100 - ((3 * (100 - 0))/4))/100) &amp;amp;#61; 102}}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Stance Block Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defender Status Modification====&lt;br /&gt;
&lt;br /&gt;
Then you apply defender status modifications to the Base Block Value:&lt;br /&gt;
&lt;br /&gt;
*Prone reduces block chance by 50%&lt;br /&gt;
*Kneeling reduces block chance by 25%&lt;br /&gt;
*Being stunned reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*You lose 10% of base block for every 25% of spirit missing&lt;br /&gt;
*You lose 5% of base block for every 25% HP missing&lt;br /&gt;
*Crippled (the UCS effect and PSM Phase 3 effect) are percentage reductions as well but they vary based on the application source&lt;br /&gt;
*Sitting is a 25% reduction&lt;br /&gt;
*Immobile, sleeping, webbed removes block chance entirely&lt;br /&gt;
*Being ambushed is a 50% reduction&lt;br /&gt;
&lt;br /&gt;
====Level Modification====&lt;br /&gt;
Lastly, there is a level modification using the attacker&#039;s level. This modification is ((Block * 20) / Attacker Level))&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 100 Human with str bonus 30 and dex 25 defending a melee attack with a tower shield while kneeling. The attacking creature is level 100&lt;br /&gt;
&lt;br /&gt;
Shield Base Value: (303 + (30/4) + (25/4)) = (303 + 7 + 6) = 316&lt;br /&gt;
&lt;br /&gt;
Melee Shield Type modifies to: Shield Base Value * Shield Size Modifier = 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
Base Block Value: (Modified Shield Base Value * (100 - ((3 * (100 - Stance Modification))/4))/100) = (410 * (100 - ((3 * (100 - 0))/4))/100) = 102 &lt;br /&gt;
&lt;br /&gt;
Then you apply status modifications, which is kneeling in example: Current Block Value = ((102 * Status Modifier) = ((102 * .75) = 76.  &lt;br /&gt;
&lt;br /&gt;
Then you apply the level modification of the attacker which is ((Current Block Value * 20) / Attacker Level)) for a final base block of ((76 * 20)/100) = 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Specs, CMAN and Spells====&lt;br /&gt;
Any of the below skills/spells/stances are additive/applied to the calculated block chance. &lt;br /&gt;
&lt;br /&gt;
*[[Block Mastery]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=148982</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=148982"/>
		<updated>2021-05-27T19:31:32Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Block Chance Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Block&#039;&#039;&#039; is part of the [[Evade]]-Block-[[Parry]] mechanics that contribute to a character&#039;s defense against an [[attack roll]]. Even before the attack roll is made, there is a chance to avoid the attack outright through one of these three means. If a character fails to evade, block, or parry an attack, the various factors involved still contribute to the character&#039;s [[Defensive Strength]] (DS) when the attack is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Shield Use]] is the primary skill involved in block defense. In order to block at all, a character must be holding a [[shield]] in the &#039;&#039;left hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Avoidance==&lt;br /&gt;
&lt;br /&gt;
The check to determine whether an attack is blocked occurs after the check to determine whether the attack is evaded, but before the check to determine whether it is parried.&lt;br /&gt;
&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
*[[Stance]]&lt;br /&gt;
*Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
*[[strength]] and [[dexterity]]&lt;br /&gt;
*Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%; Stun reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*[[Block Mastery]], a warrior combat maneuver&lt;br /&gt;
*[[Divine Shield (1609)]], a paladin group spell&lt;br /&gt;
*[[Spell Block]], combat maneuver that allows outright blocking of [[bolt spell]]s&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
&lt;br /&gt;
If the attack is not avoided outright, it proceeds to an attack roll where the Shield Use skill contributes to the defender&#039;s Defensive Strength. Block DS is only part of the defender&#039;s total DS, which is the sum of Evade, Block, Parry, and Generic DS.&lt;br /&gt;
&lt;br /&gt;
=== Melee Defense ===&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block DS bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Block DS (Melee) &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) / 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) / 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
=== Shield Size Modifiers (Melee) ===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Defense ===&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Ranged Shield DS &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty) &amp;amp;times; Stance Modifier] / 1.5 + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 / 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 / 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stance Modifiers===&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Block Chance Formula==&lt;br /&gt;
&lt;br /&gt;
====Base Block Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block Chacne is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Shield Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 303 shield ranks, 30 strength bonus and 25 dexterity bonus would have a base value of {{mono|(303 + 7 + 6) &amp;amp;#61; 316}}.&lt;br /&gt;
&lt;br /&gt;
Next, your shield size modifies the Shield Base Value. This will vary between melee and ranged attacks, and uses the same Shield Size Modifier tables above.  &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono| Modified Shield Base Value &amp;amp;#61; Shield Base Value * Shield Size Modifier }}}}&lt;br /&gt;
&lt;br /&gt;
Example: 316 Shield Base value holding a tower shield vs melee attacks: {{mono|316 * 1.3 &amp;amp;#61; 410}}.&lt;br /&gt;
&lt;br /&gt;
The Third step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Block Value &amp;amp;#61; [(Modified Shield Base Value * (100 - ((3 * (100 - Stance Block Modifier))/4))/100) }}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character in offensive stance with 410 Modified Shield Base Value: {{mono|(410 * (100 - ((3 * (100 - 0))/4))/100) &amp;amp;#61; 102}}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defender Status Modification====&lt;br /&gt;
&lt;br /&gt;
Then you apply defender status modifications to the Base Block Value:&lt;br /&gt;
&lt;br /&gt;
*Prone reduces block chance by 50%&lt;br /&gt;
*Kneeling reduces block chance by 25%&lt;br /&gt;
*Being stunned reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*You lose 10% of base block for every 25% of spirit missing&lt;br /&gt;
*You lose 5% of base block for every 25% HP missing&lt;br /&gt;
*Crippled (the UCS effect and PSM Phase 3 effect) are percentage reductions as well but they vary based on the application source&lt;br /&gt;
*Sitting is a 25% reduction&lt;br /&gt;
*Immobile, sleeping, webbed removes block chance entirely&lt;br /&gt;
*Being ambushed is a 50% reduction&lt;br /&gt;
&lt;br /&gt;
====Level Modification====&lt;br /&gt;
Lastly, there is a level modification using the attacker&#039;s level. This modification is ((Block * 20) / Attacker Level))&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 100 Human with str bonus 30 and dex 25 defending a melee attack with a tower shield while kneeling. The attacking creature is level 100&lt;br /&gt;
&lt;br /&gt;
Shield Base Value: (303 + (30/4) + (25/4)) = (303 + 7 + 6) = 316&lt;br /&gt;
&lt;br /&gt;
Melee Shield Type modifies to: Shield Base Value * Shield Size Modifier = 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
Base Block Value: (Modified Shield Base Value * (100 - ((3 * (100 - Stance Modification))/4))/100) = (410 * (100 - ((3 * (100 - 0))/4))/100) = 102 &lt;br /&gt;
&lt;br /&gt;
Then you apply status modifications, which is kneeling in example: Current Block Value = ((102 * Status Modifier) = ((102 * .75) = 76.  &lt;br /&gt;
&lt;br /&gt;
Then you apply the level modification of the attacker which is ((Current Block Value * 20) / Attacker Level)) for a final base block of ((76 * 20)/100) = 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Specs, CMAN and Spells====&lt;br /&gt;
Any of the below skills/spells/stances are additive/applied to the calculated block chance. &lt;br /&gt;
&lt;br /&gt;
*[[Block Mastery]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=148981</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=148981"/>
		<updated>2021-05-27T19:31:15Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Block&#039;&#039;&#039; is part of the [[Evade]]-Block-[[Parry]] mechanics that contribute to a character&#039;s defense against an [[attack roll]]. Even before the attack roll is made, there is a chance to avoid the attack outright through one of these three means. If a character fails to evade, block, or parry an attack, the various factors involved still contribute to the character&#039;s [[Defensive Strength]] (DS) when the attack is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Shield Use]] is the primary skill involved in block defense. In order to block at all, a character must be holding a [[shield]] in the &#039;&#039;left hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Avoidance==&lt;br /&gt;
&lt;br /&gt;
The check to determine whether an attack is blocked occurs after the check to determine whether the attack is evaded, but before the check to determine whether it is parried.&lt;br /&gt;
&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
*[[Stance]]&lt;br /&gt;
*Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
*[[strength]] and [[dexterity]]&lt;br /&gt;
*Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%; Stun reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*[[Block Mastery]], a warrior combat maneuver&lt;br /&gt;
*[[Divine Shield (1609)]], a paladin group spell&lt;br /&gt;
*[[Spell Block]], combat maneuver that allows outright blocking of [[bolt spell]]s&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
&lt;br /&gt;
If the attack is not avoided outright, it proceeds to an attack roll where the Shield Use skill contributes to the defender&#039;s Defensive Strength. Block DS is only part of the defender&#039;s total DS, which is the sum of Evade, Block, Parry, and Generic DS.&lt;br /&gt;
&lt;br /&gt;
=== Melee Defense ===&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block DS bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Block DS (Melee) &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) / 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) / 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
=== Shield Size Modifiers (Melee) ===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Defense ===&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Ranged Shield DS &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty) &amp;amp;times; Stance Modifier] / 1.5 + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 / 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 / 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stance Modifiers===&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Block Chance Formula==&lt;br /&gt;
&lt;br /&gt;
====Base Block Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block Chacne is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Shield Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 303 shield ranks, 30 strength bonus and 25 dexterity bonus would have a base value of {{mono|(303 + 7 + 6) &amp;amp;#61; 316}}.&lt;br /&gt;
&lt;br /&gt;
Next, your shield size modifies the Shield Base Value. This will vary between melee and ranged attacks, and uses the same Shield Size Modifier tables above.  &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono| Modified Shield Base Value &amp;amp;#61; Shield Base Value * Shield Size Modifier }}}}&lt;br /&gt;
&lt;br /&gt;
Example: 316 Shield Base value holding a tower shield vs melee attacks: {{mono|316 * 1.3 &amp;amp;#61; 410}}.&lt;br /&gt;
&lt;br /&gt;
The Third step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Block Value &amp;amp;#61; [(Modified Shield Base Value * (100 - ((3 * (100 - Stance Block Modifier))/4))/100) }}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character in offensive stance with 410 Modified Shield Base Value: {{mono|(410 * (100 - ((3 * (100 - 0))/4))/100) &amp;amp;#61; 102}}  102 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defender Status Modification====&lt;br /&gt;
&lt;br /&gt;
Then you apply defender status modifications to the Base Block Value:&lt;br /&gt;
&lt;br /&gt;
*Prone reduces block chance by 50%&lt;br /&gt;
*Kneeling reduces block chance by 25%&lt;br /&gt;
*Being stunned reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*You lose 10% of base block for every 25% of spirit missing&lt;br /&gt;
*You lose 5% of base block for every 25% HP missing&lt;br /&gt;
*Crippled (the UCS effect and PSM Phase 3 effect) are percentage reductions as well but they vary based on the application source&lt;br /&gt;
*Sitting is a 25% reduction&lt;br /&gt;
*Immobile, sleeping, webbed removes block chance entirely&lt;br /&gt;
*Being ambushed is a 50% reduction&lt;br /&gt;
&lt;br /&gt;
====Level Modification====&lt;br /&gt;
Lastly, there is a level modification using the attacker&#039;s level. This modification is ((Block * 20) / Attacker Level))&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 100 Human with str bonus 30 and dex 25 defending a melee attack with a tower shield while kneeling. The attacking creature is level 100&lt;br /&gt;
&lt;br /&gt;
Shield Base Value: (303 + (30/4) + (25/4)) = (303 + 7 + 6) = 316&lt;br /&gt;
&lt;br /&gt;
Melee Shield Type modifies to: Shield Base Value * Shield Size Modifier = 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
Base Block Value: (Modified Shield Base Value * (100 - ((3 * (100 - Stance Modification))/4))/100) = (410 * (100 - ((3 * (100 - 0))/4))/100) = 102 &lt;br /&gt;
&lt;br /&gt;
Then you apply status modifications, which is kneeling in example: Current Block Value = ((102 * Status Modifier) = ((102 * .75) = 76.  &lt;br /&gt;
&lt;br /&gt;
Then you apply the level modification of the attacker which is ((Current Block Value * 20) / Attacker Level)) for a final base block of ((76 * 20)/100) = 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Specs, CMAN and Spells====&lt;br /&gt;
Any of the below skills/spells/stances are additive/applied to the calculated block chance. &lt;br /&gt;
&lt;br /&gt;
*[[Block Mastery]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=148980</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=148980"/>
		<updated>2021-05-27T19:29:03Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Block Chance Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Block&#039;&#039;&#039; is part of the [[Evade]]-Block-[[Parry]] mechanics that contribute to a character&#039;s defense against an [[attack roll]]. Even before the attack roll is made, there is a chance to avoid the attack outright through one of these three means. If a character fails to evade, block, or parry an attack, the various factors involved still contribute to the character&#039;s [[Defensive Strength]] (DS) when the attack is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Shield Use]] is the primary skill involved in block defense. In order to block at all, a character must be holding a [[shield]] in the &#039;&#039;left hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Avoidance==&lt;br /&gt;
&lt;br /&gt;
The check to determine whether an attack is blocked occurs after the check to determine whether the attack is evaded, but before the check to determine whether it is parried.&lt;br /&gt;
&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
*[[Stance]]&lt;br /&gt;
*Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
*[[strength]] and [[dexterity]]&lt;br /&gt;
*Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%; Stun reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*[[Block Mastery]], a warrior combat maneuver&lt;br /&gt;
*[[Divine Shield (1609)]], a paladin group spell&lt;br /&gt;
*[[Spell Block]], combat maneuver that allows outright blocking of [[bolt spell]]s&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
&lt;br /&gt;
If the attack is not avoided outright, it proceeds to an attack roll where the Shield Use skill contributes to the defender&#039;s Defensive Strength. Block DS is only part of the defender&#039;s total DS, which is the sum of Evade, Block, Parry, and Generic DS.&lt;br /&gt;
&lt;br /&gt;
=== Melee Defense ===&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block DS bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Block DS (Melee) &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) / 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) / 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
=== Shield Size Modifiers (Melee) ===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Defense ===&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Ranged Shield DS &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty) &amp;amp;times; Stance Modifier] / 1.5 + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 / 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 / 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stance Modifiers===&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Block Chance Formula==&lt;br /&gt;
&lt;br /&gt;
====Base Block Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block Chacne is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Shield Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 303 shield ranks, 30 strength bonus and 25 dexterity bonus would have a base value of {{mono|(303 + 7 + 6) = &amp;amp;#61; 316}}.&lt;br /&gt;
&lt;br /&gt;
Next, your shield size modifies the Shield Base Value. This will vary between melee and ranged attacks, and uses the same Shield Size Modifier tables above.  &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono| Modified Shield Base Value &amp;amp;#61; Shield Base Value * Shield Size Modifier }}}}&lt;br /&gt;
&lt;br /&gt;
Example: 316 Shield Base value holding a tower shield vs melee attacks: {{mono|316 * 1.3 = &amp;amp;#61; 410}}.&lt;br /&gt;
&lt;br /&gt;
The Third step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Block Value &amp;amp;#61; [(Modified Shield Base Value * (100 - ((3 * (100 - Stance Block Modifier))/4))/100) }}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character in offensive stance with 410 Modified Shield Base Value: {{mono|(410 * (100 - ((3 * (100 - 0))/4))/100) = &amp;amp;#61; 102}}  102 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defender Status Modification====&lt;br /&gt;
&lt;br /&gt;
Then you apply defender status modifications to the Base Block Value:&lt;br /&gt;
&lt;br /&gt;
*Prone reduces block chance by 50%&lt;br /&gt;
*Kneeling reduces block chance by 25%&lt;br /&gt;
*Being stunned reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*You lose 10% of base block for every 25% of spirit missing&lt;br /&gt;
*You lose 5% of base block for every 25% HP missing&lt;br /&gt;
*Crippled (the UCS effect and PSM Phase 3 effect) are percentage reductions as well but they vary based on the application source&lt;br /&gt;
*Sitting is a 25% reduction&lt;br /&gt;
*Immobile, sleeping, webbed removes block chance entirely&lt;br /&gt;
*Being ambushed is a 50% reduction&lt;br /&gt;
&lt;br /&gt;
====Level Modification====&lt;br /&gt;
Lastly, there is a level modification using the attacker&#039;s level. This modification is ((Block * 20) / Attacker Level))&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 100 Human with str bonus 30 and dex 25 defending a melee attack with a tower shield while kneeling. The attacking creature is level 100&lt;br /&gt;
&lt;br /&gt;
Shield Base Value: (303 + (30/4) + (25/4)) = (303 + 7 + 6) = 316&lt;br /&gt;
&lt;br /&gt;
Melee Shield Type modifies to: Shield Base Value * Shield Size Modifier = 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
Base Block Value: (Modified Shield Base Value * (100 - ((3 * (100 - Stance Modification))/4))/100) = (410 * (100 - ((3 * (100 - 0))/4))/100) = 102 &lt;br /&gt;
&lt;br /&gt;
Then you apply status modifications, which is kneeling in example: Current Block Value = ((102 * Status Modifier) = ((102 * .75) = 76.  &lt;br /&gt;
&lt;br /&gt;
Then you apply the level modification of the attacker which is ((Current Block Value * 20) / Attacker Level)) for a final base block of ((76 * 20)/100) = 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Specs, CMAN and Spells====&lt;br /&gt;
Any of the below skills/spells/stances are additive/applied to the calculated block chance. &lt;br /&gt;
&lt;br /&gt;
*[[Block Mastery]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=148979</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=148979"/>
		<updated>2021-05-27T19:24:09Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Block Chance Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Block&#039;&#039;&#039; is part of the [[Evade]]-Block-[[Parry]] mechanics that contribute to a character&#039;s defense against an [[attack roll]]. Even before the attack roll is made, there is a chance to avoid the attack outright through one of these three means. If a character fails to evade, block, or parry an attack, the various factors involved still contribute to the character&#039;s [[Defensive Strength]] (DS) when the attack is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Shield Use]] is the primary skill involved in block defense. In order to block at all, a character must be holding a [[shield]] in the &#039;&#039;left hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Avoidance==&lt;br /&gt;
&lt;br /&gt;
The check to determine whether an attack is blocked occurs after the check to determine whether the attack is evaded, but before the check to determine whether it is parried.&lt;br /&gt;
&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
*[[Stance]]&lt;br /&gt;
*Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
*[[strength]] and [[dexterity]]&lt;br /&gt;
*Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%; Stun reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*[[Block Mastery]], a warrior combat maneuver&lt;br /&gt;
*[[Divine Shield (1609)]], a paladin group spell&lt;br /&gt;
*[[Spell Block]], combat maneuver that allows outright blocking of [[bolt spell]]s&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
&lt;br /&gt;
If the attack is not avoided outright, it proceeds to an attack roll where the Shield Use skill contributes to the defender&#039;s Defensive Strength. Block DS is only part of the defender&#039;s total DS, which is the sum of Evade, Block, Parry, and Generic DS.&lt;br /&gt;
&lt;br /&gt;
=== Melee Defense ===&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block DS bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Block DS (Melee) &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) / 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) / 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
=== Shield Size Modifiers (Melee) ===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Defense ===&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Ranged Shield DS &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty) &amp;amp;times; Stance Modifier] / 1.5 + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 / 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 / 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stance Modifiers===&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Block Chance Formula==&lt;br /&gt;
&lt;br /&gt;
====Base Block Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block Chacne is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Shield Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
Next, your shield size modifies the Shield Base Value. This will vary between melee and ranged attacks, and uses the same Shield Size Modifier tables above.  &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Size Modified Shield Base Value &amp;amp;#61; Shield Base Value * Shield Size Modifier }}}}&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
316 Shield Base value holding a tower shield vs melee attacks= 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
The Third step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Block Value &amp;amp;#61; [(Modified Shield Base Value * (100 - ((3 * (100 - Stance Block Modifier))/4))/100) }}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defender Status Modification====&lt;br /&gt;
&lt;br /&gt;
Then you apply defender status modifications to the Base Block Value:&lt;br /&gt;
&lt;br /&gt;
*Prone reduces block chance by 50%&lt;br /&gt;
*Kneeling reduces block chance by 25%&lt;br /&gt;
*Being stunned reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*You lose 10% of base block for every 25% of spirit missing&lt;br /&gt;
*You lose 5% of base block for every 25% HP missing&lt;br /&gt;
*Crippled (the UCS effect and PSM Phase 3 effect) are percentage reductions as well but they vary based on the application source&lt;br /&gt;
*Sitting is a 25% reduction&lt;br /&gt;
*Immobile, sleeping, webbed removes block chance entirely&lt;br /&gt;
*Being ambushed is a 50% reduction&lt;br /&gt;
&lt;br /&gt;
====Level Modification====&lt;br /&gt;
Lastly, there is a level modification using the attacker&#039;s level. This modification is ((Block * 20) / Attacker Level))&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 100 Human with str bonus 30 and dex 30 defending a melee attack with a tower shield while kneeling. The attacking creature is level 100&lt;br /&gt;
&lt;br /&gt;
Shield Base Value: (303 + (30/4) + (25/4)) = (303 + 7 + 6) = 316&lt;br /&gt;
&lt;br /&gt;
Melee Shield Type modifies to: Shield Base Value * Shield Size Modifier = 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
Base Block Value: (Modified Shield Base Value * (100 - ((3 * (100 - Stance Modification))/4))/100) = (410 * (100 - ((3 * (100 - 0))/4))/100) = 102 &lt;br /&gt;
&lt;br /&gt;
Then you apply status modifications, which is kneeling in example: Current Block Value = ((102 * Status Modifier) = ((102 * .75) = 76.  &lt;br /&gt;
&lt;br /&gt;
Then you apply the level modification of the attacker which is ((Current Block Value * 20) / Attacker Level)) for a final base block of ((76 * 20)/100) = 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Specs, CMAN and Spells====&lt;br /&gt;
Any of the below skills/spells/stances are additive/applied to the calculated block chance. &lt;br /&gt;
&lt;br /&gt;
*[[Block Mastery]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=148978</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=148978"/>
		<updated>2021-05-27T19:20:26Z</updated>

		<summary type="html">&lt;p&gt;CHAPSICKLE2: /* Shield Size Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Block&#039;&#039;&#039; is part of the [[Evade]]-Block-[[Parry]] mechanics that contribute to a character&#039;s defense against an [[attack roll]]. Even before the attack roll is made, there is a chance to avoid the attack outright through one of these three means. If a character fails to evade, block, or parry an attack, the various factors involved still contribute to the character&#039;s [[Defensive Strength]] (DS) when the attack is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Shield Use]] is the primary skill involved in block defense. In order to block at all, a character must be holding a [[shield]] in the &#039;&#039;left hand&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==Avoidance==&lt;br /&gt;
&lt;br /&gt;
The check to determine whether an attack is blocked occurs after the check to determine whether the attack is evaded, but before the check to determine whether it is parried.&lt;br /&gt;
&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
*[[Stance]]&lt;br /&gt;
*Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
*[[strength]] and [[dexterity]]&lt;br /&gt;
*Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%; Stun reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*[[Block Mastery]], a warrior combat maneuver&lt;br /&gt;
*[[Divine Shield (1609)]], a paladin group spell&lt;br /&gt;
*[[Spell Block]], combat maneuver that allows outright blocking of [[bolt spell]]s&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
&lt;br /&gt;
If the attack is not avoided outright, it proceeds to an attack roll where the Shield Use skill contributes to the defender&#039;s Defensive Strength. Block DS is only part of the defender&#039;s total DS, which is the sum of Evade, Block, Parry, and Generic DS.&lt;br /&gt;
&lt;br /&gt;
=== Melee Defense ===&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block DS bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Block DS (Melee) &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) / 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) / 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
=== Shield Size Modifiers (Melee) ===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged Defense ===&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Ranged Shield DS &amp;amp;#61; [(Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty) &amp;amp;times; Stance Modifier] / 1.5 + 20 (Shield Bonus) + Enchant Bonus}}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 / 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 / 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stance Modifiers===&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Block Chance Formula==&lt;br /&gt;
&lt;br /&gt;
====Base Block Value====&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s Block Chacne is to determine the &#039;Base Value&#039; portion of the formula. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Shield Base Value &amp;amp;#61; Shield Ranks + [[trunc]]([[Strength|STR]] Bonus / 4) + trunc([[Dexterity|DEX]] Bonus / 4)}}}}&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of {{mono|55 + 5 + 7 &amp;amp;#61; 67}}.&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Base Block Value &amp;amp;#61; [(Shield Base Value * (100 - ((3 * (100 - Stance Block Modifier))/4))/100) }}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shield Size Modifier====&lt;br /&gt;
Next, your shield size modifies the Base Block Value. This will vary between melee and ranged attacks, and uses the same Shield Size Modifier tables above.  &lt;br /&gt;
&lt;br /&gt;
((Shield Base Value * Shield Size Modifier)&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
316 Shield Base value holding a tower shield vs melee attacks= 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
====Defender Status Modification====&lt;br /&gt;
&lt;br /&gt;
Then you apply defender status modifications to the Base Block Value:&lt;br /&gt;
&lt;br /&gt;
*Prone reduces block chance by 50%&lt;br /&gt;
*Kneeling reduces block chance by 25%&lt;br /&gt;
*Being stunned reduces it by 50% unless you have training in [[Steady Shield]]&lt;br /&gt;
*You lose 10% of base block for every 25% of spirit missing&lt;br /&gt;
*You lose 5% of base block for every 25% HP missing&lt;br /&gt;
*Crippled (the UCS effect and PSM Phase 3 effect) are percentage reductions as well but they vary based on the application source&lt;br /&gt;
*Sitting is a 25% reduction&lt;br /&gt;
*Immobile, sleeping, webbed removes block chance entirely&lt;br /&gt;
*Being ambushed is a 50% reduction&lt;br /&gt;
&lt;br /&gt;
====Level Modification====&lt;br /&gt;
Lastly, there is a level modification using the attacker&#039;s level. This modification is ((Block * 20) / Attacker Level))&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A level 100 Human with str bonus 30 and dex 30 defending a melee attack with a tower shield while kneeling. The attacking creature is level 100&lt;br /&gt;
&lt;br /&gt;
Shield Base Value: (303 + (30/4) + (25/4)) = (303 + 7 + 6) = 316&lt;br /&gt;
&lt;br /&gt;
Melee Shield Type modifies to: Shield Base Value * Shield Size Modifier = 316 * 1.3 = 410&lt;br /&gt;
&lt;br /&gt;
Base Block Value: (Shield Base Value * (100 - ((3 * (100 - Stance Modification))/4))/100) = (410 * (100 - ((3 * (100 - 0))/4))/100) = 102 &lt;br /&gt;
&lt;br /&gt;
Then you apply status modifications, which is kneeling in example: Current Block Value = ((102 * Status Modifier) = ((102 * .75) = 76.  &lt;br /&gt;
&lt;br /&gt;
Then you apply the level modification of the attacker which is ((Current Block Value * 20) / Attacker Level)) for a final base block of ((76 * 20)/100) = 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Specs, CMAN and Spells====&lt;br /&gt;
Any of the below skills/spells/stances are additive/applied to the calculated block chance. &lt;br /&gt;
&lt;br /&gt;
*[[Block Mastery]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHAPSICKLE2</name></author>
	</entry>
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