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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-05-14T15:06:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Rogue&amp;diff=120325</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rogue&amp;diff=120325"/>
		<updated>2019-09-12T17:55:51Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_teef.jpg]]&lt;br /&gt;
| type = [[Square]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br /&amp;gt;[[Minor Elemental]]&lt;br /&gt;
| prime = [[Dexterity]], [[Agility]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 2/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 4/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 4/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 2/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 6/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 3/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 2/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 7/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 2/1 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 10/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 3/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 2/1 | DODranks = 3&lt;br /&gt;
  | AScost = 0/7 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/8 | MIUranks = 1&lt;br /&gt;
  | SAcost = 4/22 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/9 | HPranks = 1&lt;br /&gt;
  | EMCcost = 0/10 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/10 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/67 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/15 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/15 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/30 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/40 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 1/1 | DTranks = 3&lt;br /&gt;
  | PLcost = 1/1 | PLranks = 3&lt;br /&gt;
  | SHcost = 1/1 | SHranks = 3&lt;br /&gt;
  | PERcost = 0/1 | PERranks = 3&lt;br /&gt;
  | CLIcost = 1/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 1/2 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 1/0 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
Striking from the shadows, &#039;&#039;&#039;Rogues&#039;&#039;&#039; are the masters of [[Ambush|stealth combat]]. With speed and agility, Rogues maneuver and dodge their way through the battlefield. This makes them most adept with lighter weapons and armor, though they are proficient with a wide variety of equipment. Outside of combat, the Rogue is more than capable of training any skill that may suit their needs. Their unparalleled abilities at [[Disarming Traps|bypassing]] traps, [[Picking Locks|opening]] locked doors or treasure chests, and spying out secret passages, make them valued members of any society. A Rogue is even capable of a modest amount of spellcasting, further increasing their versatility.&lt;br /&gt;
&lt;br /&gt;
== Training plans ==&lt;br /&gt;
Rogues are expected to train in the following skills:&lt;br /&gt;
*Twice per level in the following skills (Often called 2&amp;amp;times; training):&lt;br /&gt;
:A one-handed weapon skill ([[Edged Weapons]], [[Blunt Weapons]] or [[Brawling]]), [[Dodging]], [[Ambushing]], [[Perception]], and [[Stalking and Hiding]]&lt;br /&gt;
*Once, alternating twice every other level (or 1.5&amp;amp;times; training):&lt;br /&gt;
:[[Shield Use]] and [[Combat Maneuvers]]&lt;br /&gt;
*Once per level (or 1&amp;amp;times; training):&lt;br /&gt;
:[[Physical Training]] and [[Armor Use]]&lt;br /&gt;
&lt;br /&gt;
A character that uses [[Two Weapon Combat]] or decides to train in [[Two-handed Weapons]] is suggested to train more in Dodging to make up for the loss of a shield.  It is not recommended to train in [[Polearm Weapons]] as a two-handed polearm weapon cannot be used while ambushing.  [[Ranged Weapons]] is a very viable training path for rogues, however, such a training path would be very different than the one listed above.&lt;br /&gt;
&lt;br /&gt;
== Rogue Profession Highlights ==&lt;br /&gt;
The attractiveness of the rogue profession is in their ability to hide and ambush enemies, steal, pick locks, disarm traps, and cast minor spells.  They&#039;re skilled at combat without magical aid and have a wide variety of [[Combat Maneuvers]] and [[Shield Use|Shield Specializations]] available. These specialty skills will increase their effectiveness in battle.&lt;br /&gt;
&lt;br /&gt;
In addition, due to their ability to hide, they can avoid most damage in combat by simply keeping unseen.  When hunting, many rogues delight in the ability to strike first, [[stunned|stunning]], if not killing, their target, thus reducing the possibility of retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Variety ===&lt;br /&gt;
One of the biggest strengths of the rogue profession is the ability to vary their training paths widely.  There are rogues that focus strongly on magical skills to aid them in combat or in their locksmithing endeavors, as well as rogues that focus on the aspects of combat or locksmithing, or some combination thereof.  The low [[training point]] costs of many of their [[skill]]s allows for a minor focus in many of them, or a major focus in a few.&lt;br /&gt;
&lt;br /&gt;
Rogues can excel in the use of every weapon type, with the exception of [[Polearm Weapons]] due to the inability to [[Ambush|ambush]] when using a two-handed polearm.  [[Ranged Weapons|Archery]] is common due to the low costs of training in [[Ambushing]] and [[Perception]], two skills that increase [[attack strength]] with ranged weapons, thus eliminating much the need to train in [[Combat Maneuvers]].  [[Two Weapon Combat]] is good for a rogue due to the increased damage potential and the possibility that if the first attack misses (due to low attack strength or the enemy dodges the attack) the second attack carries another chance to hit, and therefore stun, the target.  [[Two-Handed Weapons]], while a costly skill, makes a rogue quite deadly in the ambush.  A character&#039;s aim is diminished with larger weapons, but a hit will deal significantly more damage, almost always resulting in the enemy&#039;s death or dismemberment with a severe chunk of [[Hitpoint|health point]]s lost.  [[Brawling]], [[Blunt Weapons]], [[Edged Weapons]], and [[Thrown Weapons]] can be combined with either Two Weapon Combat or [[Shield Use]], though the Thrown Weapons skill does not work too well with Two Weapon Combat, and usually requires another combat skill, such as Edged Weapons, to be effective, thus making it a less popular choice.&lt;br /&gt;
&lt;br /&gt;
== Rogue Exclusive Combat Maneuvers ==&lt;br /&gt;
Rogues are the only profession that can train in the following [[combat maneuvers]]:&lt;br /&gt;
*[[Cutthroat]]&lt;br /&gt;
*[[Dust Shroud]]&lt;br /&gt;
*[[Divert]]&lt;br /&gt;
*[[Groin Kick]]&lt;br /&gt;
*[[Predator&#039;s Eye]] - ([[Martial Stance]])&lt;br /&gt;
*[[Silent strike]] - A popular choice among assassins.&lt;br /&gt;
*[[Subdue]]&lt;br /&gt;
*[[Sucker Punch]]&lt;br /&gt;
*[[Vanish]]&lt;br /&gt;
&lt;br /&gt;
===Other Combat Maneuvers Available To Rogues===&lt;br /&gt;
*[[Armor Spike Focus]]&lt;br /&gt;
*[[Cheapshots]]&lt;br /&gt;
*[[Combat Focus]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Toughness]]&lt;br /&gt;
*[[Coup de Grace]]&lt;br /&gt;
*[[Crowd Press]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Evade Mastery]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[Garrote]]&lt;br /&gt;
*[[Grapple Mastery]]&lt;br /&gt;
*[[Hamstring]]&lt;br /&gt;
*[[Kick Mastery]]&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Punch Mastery]]&lt;br /&gt;
*[[Quickstrike]]&lt;br /&gt;
*[[Shadow Mastery]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Side by Side]]&lt;br /&gt;
*[[Slippery Mind]] - ([[Martial Stance]])&lt;br /&gt;
*[[Spin Attack]]&lt;br /&gt;
*[[Stun Maneuvers]]&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Surge of Strength]]&lt;br /&gt;
*[[Sweep]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Truehand]]&lt;br /&gt;
*[[Specialization|Wspec I]]&lt;br /&gt;
*[[Specialization|Wspec II]]&lt;br /&gt;
*[[Specialization|Wspec III]]&lt;br /&gt;
*[[Spell Parry]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
*[[Whirling Dervish]] - ([[Martial Stance]])&lt;br /&gt;
&lt;br /&gt;
==Shield Specializations==&lt;br /&gt;
Rogues can further enhance their combat effectiveness by training in one or more of the following [[Shield Use|Shield Specializations]]. Each rank in the [[Shield Use]] skill will garner 1 point toward training in these specializations.&lt;br /&gt;
&lt;br /&gt;
*[[Deflect the Elements]]&lt;br /&gt;
*[[Deflection Training]]&lt;br /&gt;
*[[Deflection Mastery]]&lt;br /&gt;
*[[Disarming Presence]] - ([[Martial Stance]])&lt;br /&gt;
*[[Phalanx]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Shielded Brawler]]&lt;br /&gt;
*[[Shield Focus]] (small)&lt;br /&gt;
*[[Shield Focus]] (medium)&lt;br /&gt;
*[[Shield Forward]]&lt;br /&gt;
*[[Shield Mind]]&lt;br /&gt;
*[[Shield Riposte]] - ([[Martial Stance]])&lt;br /&gt;
*[[Shield Spike Focus]]&lt;br /&gt;
*[[Shield Spike Mastery]]&lt;br /&gt;
*[[Shield Strike]]&lt;br /&gt;
*[[Shield Strike Mastery]]&lt;br /&gt;
*[[Shield Swiftness]]&lt;br /&gt;
*[[Spell Block]]&lt;br /&gt;
*[[Steady Shield]]&lt;br /&gt;
&lt;br /&gt;
== Armor Specializations ==&lt;br /&gt;
&lt;br /&gt;
The following [[armor specialization]]s are available to rogues:&lt;br /&gt;
&lt;br /&gt;
*[[Armored evasion]]&lt;br /&gt;
*[[Armored stealth]]&lt;br /&gt;
&lt;br /&gt;
==Rogue Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Rogue Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Rogue&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Guild]]&lt;br /&gt;
*[[Combat Maneuvers]]&lt;br /&gt;
*[[Shield Use|Shield Specializations]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/view Main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Announcements/view Announcements]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Developer&#039;s%20Corner%20-%20Rogues/view Developer&#039;s Corner]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Roguish%20Banter/view Banter]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Lock Mastery]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/So%20You%20Want%20to%20be%20a%20Rogue%3F/view So You Want to be a Rogue?]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Roleplaying%20a%20Rogue/view Roleplaying a Rogue]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20General%20Discussion/view General Discussion]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Pickpocketing/view Pickpocketing]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Locksmithing%20and%20Traps/view Locksmithing and Traps]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Great%20Ambushes/view Great Ambushes]&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a rogue]] (work-in-progress)&lt;br /&gt;
*[[Starchitin&#039;s rogue sniper guide]]&lt;br /&gt;
{{Rogue}}&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category:Professions]][[Category:Rogue]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Polearm_Weapons&amp;diff=117816</id>
		<title>Polearm Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Polearm_Weapons&amp;diff=117816"/>
		<updated>2019-07-11T20:06:34Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training in the &#039;&#039;&#039;Polearm Weapons&#039;&#039;&#039; skill supports the use of polearm weapons such as spears, halberds, and lances in melee combat.  Polearm weapons come in both one- and two-handed varieties, and the use of two-handed polearms provides a small bonus to the wielder&#039;s [[defensive strength]] (+15 DS). Polearm weapons along with [[Two-Handed Weapons]] tend to be the largest and heaviest-hitting weapon types. As such, they are also by and large the slowest.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 6/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 11/3&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 14/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 6/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/2&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 7/2&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 7/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 14/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 3/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 14/3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Special Features ==&lt;br /&gt;
Polearms are unique in construction from most other weapons, and as such, they&#039;ve a few features to them that are not available to most other weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tripping&#039;&#039;&#039;&lt;br /&gt;
:Characters with at least fifteen (15) ranks of the Polearm Weapons skill can make use of the [[TRIP (verb)|TRIP]] verb if they have a two-handed polearm in their right hand.  Effectiveness of TRIP can be increased by training in Combat Maneuvers and gaining ranks in the [[Trip (combat maneuver)|Trip]] maneuver.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambushing&#039;&#039;&#039;&lt;br /&gt;
:Two-handed polearms cannot be used to ambush from hiding - the character will only remove themselves from hiding and attack visibly. One-handed polearms are useable for hidden ambushing purposes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Two-handed vs. One-handed Use&#039;&#039;&#039;&lt;br /&gt;
:Most polearms are two-handed weapons, however, some are one-handed, and others are switchable. Pilums are one-handed, while, spears and tridents are switchable between one-handed and two-handed use.  Use of the [[GRIP (verb)|GRIP]] verb can toggle spear- and trident-based polearms from one-handed to two-handed and back again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Factors and AvDs==&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table pilum}}&lt;br /&gt;
{{Weapon table spear}}&lt;br /&gt;
{{Weapon table spear 2}}&lt;br /&gt;
{{Weapon table trident}}&lt;br /&gt;
{{Weapon table trident 2}}&lt;br /&gt;
{{Weapon table halberd}}&lt;br /&gt;
{{Weapon table naginata}}&lt;br /&gt;
{{Weapon table jeddart-axe}}&lt;br /&gt;
{{Weapon table hammer-of-Kai}}&lt;br /&gt;
{{Weapon table awl-pike}}&lt;br /&gt;
{{Weapon table lance}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS Formula==&lt;br /&gt;
One-hand [[Grip]] polearms use the standard one-hand weapon [[parry]] [[DS]] formula.&lt;br /&gt;
&lt;br /&gt;
===One-hand Grip Parry DS Formula===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;((Weapon ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus &amp;amp;divide; 2)) &amp;amp;times; stance modifier) + Stance Bonus (see [[#Stance Bonus Table|table]])&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier Table (One-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0.20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.30&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.50&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.60&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.70&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stance BonusTable (One-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;50&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-hand Grip Parry DS Formula===&lt;br /&gt;
&lt;br /&gt;
Polearms gripped with 2 hands receive an additional DS bonus (see [[#Polearm Bonus Table|table]]). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;((Weapon Ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus)) &amp;amp;times; stance modifier) + Polearm bonus&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example With Two-hand Grip Polearm====&lt;br /&gt;
 &lt;br /&gt;
Weapon ranks 80, STR bonus 24, DEX bonus 28, weapon enchant bonus 25&lt;br /&gt;
 &lt;br /&gt;
Offensive Parry DS (stance modifier .27):&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;tt&amp;gt;((80 + 6 + 7 + 25) &amp;amp;times; .27) + 15 (OFF polearm bonus) = +46 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defensive Parry DS (stance modifier .94):&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;tt&amp;gt;((80 + 6 + 7 + 25) &amp;amp;times; .94) + 80 (DEF polearm bonus) = +190 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
====Stance Modifier Table (Two-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0.27&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.41&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.54&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.68&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.81&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.94&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polearm Bonus Table====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;54&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;67&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
====Additional Notes====&lt;br /&gt;
&lt;br /&gt;
Holding an item in the off hand incurs a severe parry DS penalty with two-hand grip polearms. The amount of DS retained is 1/2 the one hand polearm DS. This includes half of the one hand pole enchant DS bonus. You also lose the entire two-hand polearm bonus. You still receive the full stance/2 bonus.&lt;br /&gt;
&lt;br /&gt;
The parry DS formula for two-hand polearms with an item in the off hand is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[Weapon ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus &amp;amp;divide; 2) &amp;amp;times; stance modifier) &amp;amp;divide; 2] + Stance Bonus (see [[#Stance Bonus Table|table]])&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Example with item in off hand (DEF stance):&lt;br /&gt;
&lt;br /&gt;
Weapon ranks 80, STR bonus 24, DEX bonus 28, weapon enchant bonus 25, stance modifier 0.7&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[(80 + 6 + 7 + 25) &amp;amp;times; 0.70) &amp;amp;divide; 2] + 50 = +91 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This character&#039;s defensive stance parry DS dropped from 190 to 91 by holding an item in the off-hand.&lt;br /&gt;
&lt;br /&gt;
[[Ranged]] attacks ([[Thrown Weapons]], [[arrow]]s/bolts and [[bolt]] spells) bypass all polearm parry DS including the stance bonus.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Type Ratios==&lt;br /&gt;
&lt;br /&gt;
This table contains the polearm weapon [[critical]] [[#category:damage types|damage type]] percentages for successful attacks (based on player research). As an example, the jeddart-axe will result in 54.5% [[crush critical table|crush critical damage]] and 45.5% [[slash critical table|slash critical damage]] for all attacks, or a crush to slash damage ratio of 6 to 5. The jeddart-axe does not do [[puncture critical table|puncture critical damage]]. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;background: #DDD;&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Slash %&lt;br /&gt;
!Crush %&lt;br /&gt;
!Puncture%&lt;br /&gt;
|- align=center&lt;br /&gt;
|Pilum&lt;br /&gt;
|?&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Spear&lt;br /&gt;
|?&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Trident&lt;br /&gt;
|33&lt;br /&gt;
|0&lt;br /&gt;
|67&lt;br /&gt;
|- align=center&lt;br /&gt;
|Halberd&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Naginata&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Jeddart-axe&lt;br /&gt;
|45.5&lt;br /&gt;
|54.5&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Hammer of Kai&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Awl-pike&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Lance&lt;br /&gt;
|0&lt;br /&gt;
|33%&lt;br /&gt;
|67%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Polearm guide]]&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Damage factor]]&lt;br /&gt;
*[[Material]]&lt;br /&gt;
* http://www.play.net/gs4/info/armory/polearms.asp&lt;br /&gt;
* http://www.play.net/gs4/info/skills.asp&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Polearms%20Discussion/view Polearms Discussion Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Weapon Skills]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Monk_Guide&amp;diff=117037</id>
		<title>Comprehensive Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Monk_Guide&amp;diff=117037"/>
		<updated>2019-06-21T23:59:48Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: /* What the UAF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Monk.jpg|450px]]&lt;br /&gt;
| name = Comprehensive Monk Guide&lt;br /&gt;
| type = [[Square]]&lt;br /&gt;
|prime = [[Agility]], [[Strength]]&lt;br /&gt;
|mana = [[Wisdom]], [[Logic]]&lt;br /&gt;
| circles = [[Minor Mental]], [[Minor Spiritual]]&lt;br /&gt;
| TWCcost = 2/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 10/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 8/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 5/3 | CMranks = 2&lt;br /&gt;
  | OHEcost = 2/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 5/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 2/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 2/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3/2 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 5/2 | MOCranks = 2&lt;br /&gt;
  | PFcost = 2/0 | PFranks = 3&lt;br /&gt;
  | DODcost = 1/1 | DODranks = 3&lt;br /&gt;
  | AScost = 0/6 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/7 | MIUranks = 1&lt;br /&gt;
  | SAcost = 5/20 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/6 | HPranks = 1&lt;br /&gt;
  | EMCcost = 0/15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/8 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/8 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/38 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/40 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/12 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/35 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/12 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 3/4 | DTranks = 2&lt;br /&gt;
  | PLcost = 3/3 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/2 | PERranks = 2&lt;br /&gt;
  | CLIcost = 1/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 1/2 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/2 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/10/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||10||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||10||5||-10||10||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||10||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||15||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||10||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||15||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||10||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What the UAF==&lt;br /&gt;
Most monks are going to make use of Unarmed Combat (UAC).  There are two factors that determine success with a UAC attack, Unarmed Factor (UAF) and Multiplier Modifier (MM).  A monk&#039;s stats, specifically [[Strength]] and [[Agility]], only have an impact on UAF.  The UAF formula makes use of truncated STR bonus / 2 and truncated AGI bonus / 2.  With that in mind the races provide the following total UAF increase, in descending order:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Race!!STR Mod!!AGI Mod!!UAF Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Krolvin]]||+10||+5||+7&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||0||+15||+7&lt;br /&gt;
|-&lt;br /&gt;
|[[Giantman]]||+15||-5||+5&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Elf]]||0||+10||+5&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]]||+10||-5||+3&lt;br /&gt;
|-&lt;br /&gt;
|[[Aelotoi]]||-5||+10||+3&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]]||+5||0||+2&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Elf]]||0||+5||+2&lt;br /&gt;
|-&lt;br /&gt;
|[[Sylvan]]||0||+5||+2&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Gnome]]||-10||+10||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Erithian]]||-5||0||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||-15||+10||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal Gnome]]||-15||+10||-2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AgiDex==&lt;br /&gt;
While a majority of monks make use of UAC, others have found a build utilizing Two-Handed Weapons or Polearms quite viable.  For those builds one important factor is AgiDex, or the sum of the bonuses of a character&#039;s [[Dexterity]] and [[Agility]].   This combined total helps reduce the Roundtime of a physical attack by a specified amount:&lt;br /&gt;
{{agidex roundtime reduction}}&lt;br /&gt;
&lt;br /&gt;
Pairing that table with the stat table above we can break it down to see each races theoretical maximum AgiDex, before enhancives:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!5 RT Reduction!!4 RT Reduction!!3 RT Reduction&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||[[Aelotoi]]||[[Erithian]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||[[Dark elf]]||[[Human]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||[[Forest gnome]]||[[Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Half-elf]]||[[Giantman]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Sylvankind]]||&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Half-Krolvin]]||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is important because weapons have a minimum RT, and a base RT. By taking the base RT and subtracting the AgiDex bonus we can find the unencumbered swing RT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength bonus adds directly to melee AS. Any weapon using monk is going to want a decent Strength stat and will want to pair that with a decent AgiDex possibility.  The table below shows the [[Strength]] stats of races compared to their AgiDex capability:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!5 RT Reduction!!STR Mod!! !!4 RT Reduction!!STR Mod!! !!3 RT Reduction!!STR Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||-15|| ||[[Aelotoi]]||-5|| ||[[Erithian]]||-5&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||-15|| ||[[Dark elf]]||0|| ||[[Human]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||0|| ||[[Forest gnome]]||-10|| ||[[Dwarf]]||10&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Half-elf]]||0|| ||[[Giantman]]||15&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Sylvankind]]||0&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Half-krolvin]]||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Racial Factors===&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic, a major monk weakness.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent monk.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a Half-Krolvin for that sweet UAF boost!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Monks do not wear armor.&lt;br /&gt;
*[[Shield Use]] Monks do not use shields.&lt;br /&gt;
*[[Brawling]] Raises UAF.&lt;br /&gt;
* Weapon Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Allows the monk to parry with both hands for extra DS.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 UAF and Melee AS per rank and access to combat maneuvers.&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces penalties from force-on-force and allows for mstrike.&lt;br /&gt;
*[[Ambush]] Assists in aiming physical attacks.&lt;br /&gt;
*[[Physical Fitness]] HP growth, Stamina, Maneuver defense&lt;br /&gt;
*[[Dodge]] Generates evasion DS, a monk&#039;s primary defense.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Allows the use of and improves durations from scrolls.&lt;br /&gt;
*[[Magic Item Use]] Allows the use of and improves the durations from magic items.&lt;br /&gt;
*[[Harness Power]] 3 mana per training up to your level, 1 per after that.&lt;br /&gt;
*[[Spell Aiming]] Weapon training for bolts, which monks also do not use.&lt;br /&gt;
*Mana Control  Allows the sharing of mana and improves your own mana regen.   As the mental/spirit square monks have somewhat cheaper access to those two.&lt;br /&gt;
*[[Spell Research]] Learn spells and make those you already know better.&lt;br /&gt;
*Lores  Incremental improvements to specific spells related to that lore.&lt;br /&gt;
&lt;br /&gt;
==Meditate Damage Reduction==&lt;br /&gt;
Monks have the ability to MEDITATE on a specific damage type to receive resistance to that damage type for the next 4 hours and 10 minutes, or until they meditate on a different damage type.  The amount of resistance is 10%, plus a 2%  per a Seed 1 summation of Mental Lore, Transformation.  The following damage types may be resisted:&lt;br /&gt;
&lt;br /&gt;
*ACID&lt;br /&gt;
*COLD&lt;br /&gt;
*CRUSH&lt;br /&gt;
*DISINTEGRATION&lt;br /&gt;
*DISRUPTION&lt;br /&gt;
*ELECTRICAL&lt;br /&gt;
*GRAPPLE&lt;br /&gt;
*FIRE&lt;br /&gt;
*IMPACT&lt;br /&gt;
*PLASMA&lt;br /&gt;
*PUNCTURE&lt;br /&gt;
*SLASH&lt;br /&gt;
*STEAM&lt;br /&gt;
*UNBALANCE&lt;br /&gt;
*VACUUM&lt;br /&gt;
&lt;br /&gt;
==General Overview of Minor Mental Spells==&lt;br /&gt;
Monks are the most magical square.  That means they do not really have their own spell list but are expected to train in spells.  Fortunately no one else is really using the Minor Mental list right now.&lt;br /&gt;
&lt;br /&gt;
===Buffing Spells===&lt;br /&gt;
*[[Iron Skin (1202)]] Makes the caster&#039;s skin like armor.  Monks gain a bonus to the AsG provided based on their monk levels.&lt;br /&gt;
*[[Foresight (1204)]] Generic DS bonus.&lt;br /&gt;
*[[Mindward (1208)]] Mental TD bonus.&lt;br /&gt;
*[[Dragonclaw (1209)]] UAF bonus and able to hit magical creatures with UAC.&lt;br /&gt;
*[[Brace (1214)]] Ability to PARRY physical attacks with bare hands.&lt;br /&gt;
*[[Blink (1215)]] Give a chance for a second opportunity to avoid a physical or bolt attack that would have hit.&lt;br /&gt;
*[[Premonition (1220)]] Generic scaling DS bonus.&lt;br /&gt;
&lt;br /&gt;
===Group Focus Spells===&lt;br /&gt;
Focus spells provide a bonus with no set duration to the monk&#039;s group but each monk many only run one focus spell at a time.  &lt;br /&gt;
*[[Mind Over Body (1213) Reduces stamina costs of abilities.&lt;br /&gt;
*[[Focus Barrier (1216) Large group DS boost.&lt;br /&gt;
&lt;br /&gt;
===Attack Spells===&lt;br /&gt;
The minor mental list has several attack spells but only a few of them apply to a monk.&lt;br /&gt;
*[[Powersink (1203)]] Increases the time it takes for a target to prepare a spell.&lt;br /&gt;
*[[Force Projection (1207)]] Attempt to knock down a single target and inflict RT.&lt;br /&gt;
*[[Thought Lash (1210)]] Warding attack with a high chance of knockdown, causes negative crit padding on the target for 30 seconds.&lt;br /&gt;
*[[Confusion (1211)]] Warding attack that gives a target a chance to not attack or attack allies.&lt;br /&gt;
*[[Mental Dispel (1218)]] Dispel a single spell from target.&lt;br /&gt;
*[[Vertigo (1219)]] Warding spell that causes RT and knockdowns.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Spells===&lt;br /&gt;
*[[Soothing Word (1205)]] Removes negative emotion effects from a target (i.e. rage, fear, calm)&lt;br /&gt;
*[[Provoke (1235)]] Increase the spawn rate of creatures in an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lores==&lt;br /&gt;
Even though monks are a square they do get some benefits from lores.  The primary benefits to a monk are found in Mental lores, specifically [[Mental Lore, Transformation]] or [[Mental Lore, Telepathy]].  While other spiritual and mental lores provide some benefit they are not generally worth spending points on.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Transformation lore provides the following benefits:&lt;br /&gt;
*[[Iron Skin (1202)]] Increases the AsG of Iron Skin by 1 every 5 * Seed 1 summation ranks.&lt;br /&gt;
*[[Dragonclaw (1209)]] Increases the UAF bonus by a Seed 1 summation.&lt;br /&gt;
*[[Brace (1214)]] Increases the chance to disarm an attacker by 2% per Seed 3 summation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Telepathy lore provides the following benefits:&lt;br /&gt;
*[[Soothing Word (1205)]] 25 ranks grants the ability to remove [[sheer fear]] from a target and provide immunity to it for 30 seconds.&lt;br /&gt;
*[[Confusion (1211)]] Improves the chances for the target to perform a more favorable action every 20 skill.&lt;br /&gt;
*[[Mind Over Body (1213)]] Increase the stamina cost reduction by 5% per skill/10 on a Seed 3 summation.&lt;br /&gt;
*[[Provoke (1235)]] Increases the generation rate for sentient creatures in the area by 1 per 15 ranks.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY monk:&lt;br /&gt;
*2x [[Dodging]] (3/3)&lt;br /&gt;
*2x [[Physical Fitness]] (6/0)&lt;br /&gt;
*2x [[Combat Maneuvers]] (15/9)&lt;br /&gt;
*1x [[Perception]] (0/2)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (10/30)&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
&lt;br /&gt;
==Unarmed Monk==&lt;br /&gt;
For the most part, when it comes to monks, everybody is kung-fu fighting.  All the cool kids are, in fact, as fast as lightning, due to [[Burst of Swiftness]].  In all seriousness the release a monks prompted a whole new combat system to be created and they are designed to take advantage of it.  While it could be argued that rogues are the best UAC users, monks make a pretty strong case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unarmed Monk Core Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|6/0&lt;br /&gt;
|[[Physical Fitness]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|15/9&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|6/3&lt;br /&gt;
|[[Brawling]]&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|-&lt;br /&gt;
|.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[Two Weapon Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|.33x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|31/20&lt;br /&gt;
|Total&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unarmed Monk Discreet Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;# Ranks&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|56&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|To learn 120 and 1235, plus one rank to gain some extra points of TD and DS from spells.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| 2/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| By level 100, train this as needed to make climb checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|50 &lt;br /&gt;
| 2/0 &lt;br /&gt;
|[[Swimming]] &lt;br /&gt;
|By level 100, train this as needed to make swim checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional Additional Training===&lt;br /&gt;
&lt;br /&gt;
A list of the most common skills to use your additional training points on.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3x&lt;br /&gt;
|4/4&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|Monks gain roughly .75 offensive DS per dodge rank, making the difference between 2x and 3x at cap an amazing 75 DS.  This is a huge buff to survivability.&lt;br /&gt;
|-&lt;br /&gt;
|55 ranks&lt;br /&gt;
|5/2&lt;br /&gt;
|[[Multi Opponent Combat]]&lt;br /&gt;
|UAC mstrike is impressive and gains the benefit of an extra free jab on fresh targets.&lt;br /&gt;
|-&lt;br /&gt;
|30 ranks&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|Useful, especially at higher levels, to target attacks at critical spots once the critter is tiered up.&lt;br /&gt;
|-&lt;br /&gt;
|5-75 ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Transformation]]&lt;br /&gt;
|Increases the AsG of [[Iron Skin (1202)]] at 5, 15, 30, 50, and 75 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|6-30 Ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Telepathy]]&lt;br /&gt;
|Increases the stamina reduction of [[Mind Over Body (1213)]] by 5% each at 6, 15, and 30 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Mental Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|For scroll reading.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|For magic items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spell Training===&lt;br /&gt;
Monk spell training is best done in bursts.  It can be good to pick up multiple ranks of spells, even at the cost of letting core skills slide a bit, to reach a specific spell.  &lt;br /&gt;
&lt;br /&gt;
*Minor Mental to 1220 and Minor Spiritual to 103 - By early 30s&lt;br /&gt;
*Minor Spiritual to 120 - By 60s&lt;br /&gt;
*Minor Mental to 1235 - By cap&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
As a square, monks have access to a large variety of combat maneuvers.  There are more useful maneuvers than any monk will ever have the points to train in.  There is one monk only maneuver that stands above everything else and should typically be the first taken by any monk.  That maneuver is [[Perfect Self]], which provides +2 per rank to every single stat, up to +10 total.  Unfortunately, this maneuver requires 3 ranks in both [[Surge of Strength]] and [[Burst of Swiftness]] as prerequisites.  They are both good maneuvers on their own right and the benefits of Perfect Self would make them worth it even if they were not.&lt;br /&gt;
&lt;br /&gt;
Perfect Self cannot be maximized before level 30, due to the cap on points for a single skill per level.  A monk that is 2x in combat maneuvers will find that there are more CM points available than can be spent on Perfect Self and its prerequisites.  Those points are best spent in a few key areas, as are the next few after maximizing Perfect Self.  &lt;br /&gt;
&lt;br /&gt;
The other &amp;quot;must have&amp;quot; maneuvers for an unarmed monk are:&lt;br /&gt;
*[[Punch Mastery]]/[[Grapple Mastery]]/[[Kick Mastery]]:  These skills increase the monk&#039;s MM with the requisite skill by 5 per rank over 3 ranks.  As the unarmed monk&#039;s primary attacks one or all of these should be trained.&lt;br /&gt;
*[[Combat Mobility]]:  This simple, two rank maneuver will provide a 50/100% chance to stand up automatically when attacked while not stunned but knocked over.&lt;br /&gt;
*[[Evade Mastery]]:  Improves the chance to outright dodge an attack for someone wearing robes by 9% per rank, up to 27% total.&lt;br /&gt;
*[[Rolling Krynch Stance]]:  Allows the monk to carry over their attack tier from one foe to another if done in quick succession.  &lt;br /&gt;
&lt;br /&gt;
From there it is personal preference but other greats include:&lt;br /&gt;
*[[Combat Focus]]:  A generic +2 TD per rank to help cover a monk&#039;s greatest weakness&lt;br /&gt;
*[[Ki Focus]]:  Gives a 33/66/100% chance to automatically tier up on the next UAC attack used.&lt;br /&gt;
*[[Inner Harmony]]:  Shake off negative status effects every 30 seconds, rank 3 should be the goal to immediately remove a status upon switching into this stance from Krynch.&lt;br /&gt;
*[[Feint]]:  Make something flinch to open them up to a bigger attack.&lt;br /&gt;
&lt;br /&gt;
For those that do not want to think about it:&lt;br /&gt;
:[[Surge of Strength|Surge of Strength]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Burst of Swiftness|Burst of Swiftness]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Perfect Self|Perfect Self]] - 5 Ranks (&#039;&#039;&#039;30 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Punch Mastery|Punch Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Kick Mastery|Kick Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Grapple Mastery|Grapple Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Rolling Krynch Stance|Rolling Krynch Stance]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Mobility|Combat Mobility]] - 2 Ranks (&#039;&#039;&#039;15 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Evade Mastery|Evade Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Focus|Combat Focus]] - 3 Ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:Total Points - &#039;&#039;&#039;201&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UAC Tips and Tricks===&lt;br /&gt;
&lt;br /&gt;
====Tiering Up====&lt;br /&gt;
When first attacking a target, assuming Krynch Stance is not in effect, the attack will start at decent positioning. At decent positioning, UAC attacks are at their weakest in both damage and crit potential. Tiering up simply requires hitting a target and following up appropriately. Masteries will occasionally (up to 15% of the time) cause an automatic tier up with that specific attack form. Jab also has an improved chance to tier up. Most often an opening to a specific attack type will allow for an increase of tier. Specifically &amp;quot;strike leaves foe vulnerable to a followup X attack&amp;quot;. After receiving this message, simply perform the specified attack. That will tier the target up to good, and then excellent positioning. Each tier increases the damage and crit potential of UAC attacks against the target. &lt;br /&gt;
&lt;br /&gt;
The first attack at decent positioning:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You attempt to punch a krag yeti!&lt;br /&gt;
:You have decent positioning against a krag yeti.&lt;br /&gt;
:  UAF: 434 vs UDF: 348 = 1.247 * MM: 122 + d100: 26 = 178&lt;br /&gt;
:  ... and hit for 28 points of damage!&lt;br /&gt;
:  Low punch bruises the inside of the krag yeti&#039;s right knee, but barely causes a limp.&lt;br /&gt;
:  The krag yeti starts to favor its wounded leg!&lt;br /&gt;
: &#039;&#039;&#039; Strike leaves foe vulnerable to a followup punch attack!&#039;&#039;&#039;&lt;br /&gt;
:Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then at good positioning, note the lower UDF, Higher MM and much better overall damage and crit:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You attempt to punch a krag yeti!&lt;br /&gt;
:&#039;&#039;&#039;You have good positioning against a krag yeti.&#039;&#039;&#039;&lt;br /&gt;
:  UAF: 434 vs UDF: 323 = 1.343 * MM: 122 + d100: 60 = 223&lt;br /&gt;
:  ... and hit for 57 points of damage!&lt;br /&gt;
:  Rotating backhand cleanly snaps tibia!&lt;br /&gt;
:   A krag yeti collapses to the ground and grasps its mangled right leg!&lt;br /&gt;
:&amp;lt;BR&amp;gt;&lt;br /&gt;
:  The krag yeti is stunned!&lt;br /&gt;
:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Spirit Barrier (102)]]====&lt;br /&gt;
&lt;br /&gt;
As a Monk, it is typically not hard to hit things, even if they are in stance defensive. [[Spirit Barrier (102)]] lowers UAF and increases DS. Often this trade off is worth it for a monk.  In the first example below the monk has  Spirit Barrier on.  For the second it is turned off. Despite the difference in UAF, neither have any trouble hitting a like-level creature.  As such it is often appropriate to take advantage of the increase DS.&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;jab&lt;br /&gt;
:You attempt to jab a krag yeti!&lt;br /&gt;
:You have decent positioning against a krag yeti.&lt;br /&gt;
:  UAF: 439 vs UDF: 410 = 1.070 * MM: 99 + d100: 84 = 190&lt;br /&gt;
:  ... and hit for 5 points of damage!&lt;br /&gt;
:  Low jab glances off the right thigh.&lt;br /&gt;
:Roundtime: 2 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:A krag yeti tries to ensnare you!&lt;br /&gt;
:  AS: +373 vs DS: +439 with AvD: +38 + d100 roll: +41 = +13&lt;br /&gt;
:   A clean miss.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:&amp;gt;stop 102&lt;br /&gt;
:With a moment&#039;s concentration, you terminate the Spirit Barrier spell.&lt;br /&gt;
:The air calms down around you.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:&amp;gt;jab&lt;br /&gt;
:You attempt to jab a krag yeti!&lt;br /&gt;
:You have decent positioning against a krag yeti.&lt;br /&gt;
:  UAF: 468 vs UDF: 410 = 1.141 * MM: 107 + d100: 94 = 216&lt;br /&gt;
:  ... and hit for 9 points of damage!&lt;br /&gt;
:  Solid blow to upper left arm.&lt;br /&gt;
:Roundtime: 2 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:A krag yeti tries to ensnare you!&lt;br /&gt;
:  AS: +373 vs DS: +410 with AvD: +38 + d100 roll: +1 = +2&lt;br /&gt;
:   A clean miss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rolling Krynch Stance In Action ====&lt;br /&gt;
&lt;br /&gt;
When [[Rolling Krynch Stance]] is active the monk will position themselves in order to apply momentum from a previous unarmed strike against one foe to their next unarmed strike against a different foe.  Thus providing a chance to immediately raise their attack tier against the second foe.  Essentially it is a chance for a free tier up to good or excellent on subsequent creatures after killing one. There is a message to show that the bonus was received, highlighted in the example below. Note that this attack was made just after killing another creature at an excellent positioning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:You attempt to punch a krag dweller!&lt;br /&gt;
:&#039;&#039;&#039;You exploit the momentum of your previous strike to make a stronger attack against a krag dweller!&#039;&#039;&#039; &lt;br /&gt;
:You have excellent positioning against a krag dweller.  &amp;lt;span style=&amp;quot;color:#FF0000&amp;gt; &amp;lt; ---- Start at excellent positioning &amp;lt;/span&amp;gt;&lt;br /&gt;
:  UAF: 439 vs UDF: 368 = 1.192 * MM: 91 + d100: 36 = 144&lt;br /&gt;
:  ... and hit for 34 points of damage!&lt;br /&gt;
:  Well executed strike to the krag dweller&#039;s left leg fractures the fibula.&lt;br /&gt;
:  The krag dweller is knocked to the ground!&lt;br /&gt;
:Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapon Monk==&lt;br /&gt;
Monks are built from the ground up to use Unarmed Combat, just like Wizards were built from the ground up to use bolts.  Obviously some wizards buck the trend and swing around a big weapon instead and some monks do as well.  While many minor mental spells will provide no real benefit to a Two-Handed monk, the excellent combat maneuver selection and cheap Dodge training make it a surprisingly effective build.  Not to mention the one-two strike of Force Wave followed by a katana to the face.  Note that Polearms are a possibility but they will cost an additional 3/0 TPs per level to train in, making points even tighter.&lt;br /&gt;
&lt;br /&gt;
===Unarmed Monk Core Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3x&lt;br /&gt;
|7/7&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|6/0&lt;br /&gt;
|[[Physical Fitness]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|15/9&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|15/6&lt;br /&gt;
|[[Two-Handed Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|-&lt;br /&gt;
|.33x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|43/26&lt;br /&gt;
|Total&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unarmed Monk Discreet Training===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;# Ranks&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|56&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|To learn 120 and 1235, plus one rank to gain some extra points of TD and DS from spells.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| 2/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| By level 100, train this as needed to make climb checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|50 &lt;br /&gt;
| 2/0 &lt;br /&gt;
|[[Swimming]] &lt;br /&gt;
|By level 100, train this as needed to make swim checks prior to that.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional Additional Training===&lt;br /&gt;
&lt;br /&gt;
A list of the most common skills to use your additional training points on.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|55 ranks&lt;br /&gt;
|5/2&lt;br /&gt;
|[[Multi Opponent Combat]]&lt;br /&gt;
|Swing a big weapon around at multiple things or several times at one thing&lt;br /&gt;
|-&lt;br /&gt;
|30 ranks&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|The only thing better than a big hit is a big hit in the right spot.&lt;br /&gt;
|-&lt;br /&gt;
|5-75 ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Transformation]]&lt;br /&gt;
|Increases the AsG of [[Iron Skin (1202)]] at 5, 15, 30, 50, and 75 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|6-30 Ranks&lt;br /&gt;
|0/12&lt;br /&gt;
|[[Mental Lore, Telepathy]]&lt;br /&gt;
|Increases the stamina reduction of [[Mind Over Body (1213)]] by 5% each at 6, 15, and 30 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Mental Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|25 ranks&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|Share with other mental casters, gain a use of MANA SPELLUP.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|For scroll reading.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|For magic items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spell Training===&lt;br /&gt;
Monk spell training is best done in bursts.  It can be good to pick up multiple ranks of spells, even at the cost of letting core skills slide a bit, to reach a specific spell.  &lt;br /&gt;
&lt;br /&gt;
*Minor Mental to 1220 and Minor Spiritual to 103 - By early 30s&lt;br /&gt;
*Minor Spiritual to 120 - By 60s&lt;br /&gt;
*Minor Mental to 1235 - By cap&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
As a square, monks have access to a large variety of combat maneuvers.  There are more useful maneuvers than any monk will ever have the points to train in.  There is one monk only maneuver that stands above everything else and should typically be the first taken by any monk.  That maneuver is [[Perfect Self]], which provides +2 per rank to every single stat, up to +10 total.  Unfortunately, this maneuver requires 3 ranks in both [[Surge of Strength]] and [[Burst of Swiftness]] as prerequisites.  They are both good maneuvers on their own right and the benefits of Perfect Self would make them worth it even if they were not.&lt;br /&gt;
&lt;br /&gt;
Perfect Self cannot be maximized before level 30, due to the cap on points for a single skill per level.  A monk that is 2x in combat maneuvers will find that there are more CM points available than can be spent on Perfect Self and its prerequisites.  Those points are best spent in a few key areas, as are the next few after maximizing Perfect Self.&lt;br /&gt;
&lt;br /&gt;
The other &amp;quot;must haves&amp;quot; for a Two-Handed Monk are:&lt;br /&gt;
*[[Combat Mobility]]:  This simple, two rank maneuver will provide a 50/100% chance to stand up automatically when attacked while not stunned but knocked over.&lt;br /&gt;
*[[Evade Mastery]]:  Improves the chance to outright dodge an attack for someone wearing robes by 9% per rank, up to 27% total.&lt;br /&gt;
*[[Slippery Mind]]:  This is evade mastery but for warding spells, and a martial stance, granting a robe wearer 27% chance at rank 3 of outright avoiding a warding spell.  Since THW Monks are not using Krynch, they get to use this.&lt;br /&gt;
&lt;br /&gt;
From there it is personal preference but other greats include:&lt;br /&gt;
*[[Combat Focus]]:  A generic +2 TD per rank to help cover a monk&#039;s greatest weakness&lt;br /&gt;
*[[Inner Harmony]]:  Shake off negative status effects every 30 seconds, rank 3 should be the goal to immediately remove a status upon switching into this stance from Slippery Mind.&lt;br /&gt;
*[[Feint]]:  Make something flinch to open them up to a bigger attack.&lt;br /&gt;
*[[Disarm Weapon]]:  As a THW monk actually uses a weapon this can be beneficial both offensively and defensively.&lt;br /&gt;
*[[Internal Power]]:  Recover health points and heal minor wounds at higher ranks.&lt;br /&gt;
&lt;br /&gt;
For those that do not want to think about it:&lt;br /&gt;
:[[Surge of Strength|Surge of Strength]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Burst of Swiftness|Burst of Swiftness]] - 3 ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Perfect Self|Perfect Self]] - 5 Ranks (&#039;&#039;&#039;30 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Mobility|Combat Mobility]] - 2 Ranks (&#039;&#039;&#039;15 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Evade Mastery|Evade Mastery]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Slippery Mind|Slipper Mind]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Combat Focus|Combat Focus]] - 3 Ranks (&#039;&#039;&#039;12 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Disarm Weapon|Disarm Weapon]] - 5 Ranks (&#039;&#039;&#039;30 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Feint|Feint]] - 4 Ranks (&#039;&#039;&#039;17 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Inner Harmony|Inner Harmony]] - 3 Ranks (&#039;&#039;&#039;24 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
:[[Cunning Defense|Cunning Defense]] - 1 Rank (&#039;&#039;&#039;2 points&#039;&#039;&#039;)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
:Total Points - &#039;&#039;&#039;202&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which can be great for Archer rangers who have little use for stamina, leaving stamina free&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times and is a nice alternative to 1040.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br.&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Symbol of blessing allows for easy hunting of undead.  The ability to UAC without needing a bless can be helpful but gloves and boots will not add their bonuses unless they are blessed.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the ability to strike undead without needing a bless, UAC monks have a very easy time.   Two-Handed Monks will need to have a blessable weapon.  Undead are typically pretty easy targets to hunt relative to other critters at like levels, so a lot of time is typically spent hunting them.&lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Flimbo&#039;s Monk Guide]]:  This guide has a lot of useful insights and a colorful sense of humor.  Some of the combat snippets here were borrowed from Flimbo&#039;s guide.  &lt;br /&gt;
*[[Unarmed_combat_system|Unarmed Combat]]:  All the information about the UAC system.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Experience_pool&amp;diff=116774</id>
		<title>Experience pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Experience_pool&amp;diff=116774"/>
		<updated>2019-06-05T19:33:40Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: /* Other Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Experience pools&#039;&#039;&#039; are the &amp;quot;buckets&amp;quot; where [[experience]] is stored to be absorbed incrementally or at a specific time.  As experience is absorbed from the bucket(s), [[character]]s gain [[level]]s.  Absorbed experience is for all intents and purposes permanent.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOC limit|3}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;==Field Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;===Field Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
When a character does something that awards experience, an amount of experience is placed into a &#039;&#039;&#039;field experience pool&#039;&#039;&#039; of unprocessed experience.  This pool has a finite size that varies by character, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.  &lt;br /&gt;
&lt;br /&gt;
Any unabsorbed field experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Chrism]] is used.&lt;br /&gt;
&lt;br /&gt;
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;===Size of Pool===&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Size of Pool====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The size of a character&#039;s pool for unprocessed experience is determined by its [[DIS]] and [[LOG]] stats.  The formula is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Field Experience Pool {{=}} 800 + LOG + DIS&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;===Mind Status===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;====Mind Status====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Thresholds for mind-status changes are here as a proportion of (experience in field exp pool)/(pool capacity).&lt;br /&gt;
&lt;br /&gt;
:{|{{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
!Phrase||Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Completely saturated&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&amp;gt; 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Must rest&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.90&lt;br /&gt;
|-&lt;br /&gt;
|Numbed&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.75&lt;br /&gt;
|-&lt;br /&gt;
|Becoming numbed&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.62&lt;br /&gt;
|-&lt;br /&gt;
|Muddled&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.5&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.25&lt;br /&gt;
|-&lt;br /&gt;
|Fresh and clear&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&amp;gt; 0.0&lt;br /&gt;
|-&lt;br /&gt;
|Clear as a bell&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, a character with a capacity of 1000 will hit &amp;quot;must rest&amp;quot; above 900 unabsorbed experience.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Gaining Field Experience===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;====Gaining Field Experience====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
There are a variety of ways to add to the field experience pool, &amp;lt;noinclude&amp;gt;many&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;only one&amp;lt;/includeonly&amp;gt; of which will be mentioned here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;====Hunting====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Hunting=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The most common way of gaining experience is hunting.  When hunting, experience is gained when a creature one has significantly participated in killing is [[LOOT (verb)|LOOTed]], SEARCHed, or decays on its own.  &lt;br /&gt;
&lt;br /&gt;
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
!Creature Level||Experience Gain&lt;br /&gt;
|-&lt;br /&gt;
|10 or more below character&lt;br /&gt;
|no experience&lt;br /&gt;
|-&lt;br /&gt;
|1-9 below character&lt;br /&gt;
|100 - 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|same as character&lt;br /&gt;
|100 experience&lt;br /&gt;
|-&lt;br /&gt;
|1-4 above character&lt;br /&gt;
|100 + 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|5 or more above character&lt;br /&gt;
|150 experience&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A character continues to gain experience in this way until the pool is filled to its limit, which is determined as described above (800-1000).  Continued experience-gaining activities will not add to this pool, though as experience is absorbed,  it can obviously be replenished.&lt;br /&gt;
&lt;br /&gt;
Multiple characters can gain experience from killing the same creature, and they need not be present when the creature actually dies (though the character must still be logged in).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
====Guilds====&lt;br /&gt;
When a character is learning an Artisan&#039;s Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], it earns experience each time a rank is gained in that skill.  This rate is based on the number of ranks of the skill the character already has, as well as other skills known.  More detailed information is available on the [[Artisan Guild]] page.&lt;br /&gt;
&lt;br /&gt;
The same is true for the [[profession guild]]s.&lt;br /&gt;
&lt;br /&gt;
Experience is also be awarded by completing [[Adventurer&#039;s Guild]] tasks.&lt;br /&gt;
&lt;br /&gt;
====Profession-Specific Methods====&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can gain experience by transferring wounds from others to themselves.  There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[paladin]]s can gain experience by raising others from the dead.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s can gain experience when casting [[Enchant Item (925)]] successfully, with the amount being variable based on the item&#039;s status within the enchanting process, and the level of enchantment.  They can also gain a nominal amount of experience via [[Charge Item (517)]]&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]s can gain experience when casting [[Ensorcell (735)]] successfully, or [[Scroll Infusion (714)|infusing a scroll]].&lt;br /&gt;
&lt;br /&gt;
====Other Methods====&lt;br /&gt;
All professions can gain experience when successfully disarming and unlocking treasure boxes (most easily trained by [[rogue]]s).  A much smaller amount of experience is granted when successfully using [[Unlock (407)]] and [[Disarm (408)]] on a treasure system box.&lt;br /&gt;
&lt;br /&gt;
====Exceptions====&lt;br /&gt;
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool.  As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases.  For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience.  However, if one kills 8 rats, one would add less than 800 experience to the pool.  The precise rate of accrual decline is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Accrual Decline Rate {{=}} N * (1 - .05 * &amp;amp;lfloor;InBucket/100&amp;amp;rfloor;)&#039;&#039;&#039;}}&lt;br /&gt;
::Where &#039;&#039;N&#039;&#039; = nominal amount, &#039;&#039;InBucket&#039;&#039; = amount in bucket, and the final number is truncated&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild|bounty system]] is another exception in that one is able to greatly exceed a character&#039;s unabsorbed pool capacity.  Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above.  However, once the pool is filled, any excess amount added by bounty system reward is divided into two halves. Half is absorbed immediately (and is not subject to any multipliers) and the other half is added to the pool, even though this will be above the normal capacity.&lt;br /&gt;
&lt;br /&gt;
===Absorbing Field Experience===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;====Absorbing Field Experience====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Experience absorption is affected by a number of factors, including one&#039;s physical location in the game, one&#039;s status with regard to a group, and even health. Experience is absorbed in small pulses over a period of time until the pool is empty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;====On-node====&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;=====On-node=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 25&lt;br /&gt;
* Logic Bonus: When on a [[node]] a character will absorb an additional (Logic Bonus/5) experience per [[pulse]].&lt;br /&gt;
* [[Super Node]]: Being on a Super Node will add an additional 2 points per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse.&lt;br /&gt;
* [[Group]]: Being joined to another non-[[F2P subscription|F2P]] character will add an additional point per pulse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;====In Town Off-node====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====In Town Off-node=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 22&lt;br /&gt;
* Logic Bonus: When in town a character will absorb an additional (Logic Bonus/5) experience per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse.&lt;br /&gt;
* Group: Being joined to another non-F2P character will add an additional point per pulse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;====Other Areas====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Areas=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 19&lt;br /&gt;
* Logic Bonus: When outside of town a character will absorb an additional (Logic Bonus/7) experience per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse.&lt;br /&gt;
* Group: Being joined to another non-F2P character will add an additional point per pulse.&lt;br /&gt;
* [[Weapon]]s: Carrying a weapon or shield in hand(s) decreases the rate of experience absorption.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;other&amp;quot; rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild]] in [[Wehnimer&#039;s Landing]]) that are in towns count as if they were out of town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;====Other Factors====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Factors=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished&lt;br /&gt;
* Death&#039;s sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from the field experience pool&lt;br /&gt;
* There is no 40 experience per pulse hard cap (which was previously stated here).  It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;==Long-term Experience==&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Long-term Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;long-term experience pool&#039;&#039;&#039; was introduced in 2016.  Experience absorbed from the long-term pool is not increased by roleplaying awards, Gift of Lumnis, or other similar boosts.  Experience in the long-term pool is normally absorbed at a rate of 250 experience points per day, but has no cap on the number of points that it can hold.  Every night at midnight, characters with long-term experience stored will get one 250 exp pulse (they do not have to be online to get it).  &lt;br /&gt;
&lt;br /&gt;
Aside from the daily 250 experience point absorption, characters can also absorb long-term experience via continuing to absorb experience after the weekly Gift of Lumnis has expired. For every ten (10) points of field experience absorbed while outside of the Gift of Lumnis period, a character will also absorb one (1) point of long-term experience.  That experience is deducted from the pool immediately.&lt;br /&gt;
&lt;br /&gt;
This pool can be added to through &amp;lt;includeonly&amp;gt;[[long-term experience boost|&amp;lt;/includeonly&amp;gt;Long-Term Experience Boosts&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; or when being [[TRANSFER (verb)|healed]] by an empath.&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Long-term Experience Boost===&lt;br /&gt;
&amp;lt;section begin=LTE boost /&amp;gt;&#039;&#039;&#039;Long-term Experience Boosts&#039;&#039;&#039; can be earned by characters &amp;lt;includeonly&amp;gt;[[&amp;lt;/includeonly&amp;gt;level&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; 20 and up on paid accounts only after they have killed an experience-granting [[creature]] (no more than nine levels lower than the character).  Using this boost immediately deducts 500 experience points from the &amp;lt;includeonly&amp;gt;[[&amp;lt;/includeonly&amp;gt;field experience pool&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; and adds 250 experience points to the long-term experience pool.  &lt;br /&gt;
&lt;br /&gt;
Qualifying characters can earn up to two (2) long-term experience boosts per day via random drops upon [[LOOT]]ing creatures that they are eligible to earn experience from. These drops are weighted to occur within the first 50 LOOT drops per character per day. &lt;br /&gt;
&lt;br /&gt;
Even if the character is not logged in every day to hunt, it can still earn a lesser number of long-term boosts.  A free &amp;quot;away&amp;quot; boost is granted upon the next login once every three (3) days that the characters does not earn a long-term boost (the days need not be consecutive).&amp;lt;section end=LTE boost /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Experience boost]]&lt;br /&gt;
*[[Experience (saved posts)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Repentance_(1615)&amp;diff=116213</id>
		<title>Repentance (1615)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Repentance_(1615)&amp;diff=116213"/>
		<updated>2019-05-16T15:38:02Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = DSTRIKE&lt;br /&gt;
 | duration = [[Instantaneous]]&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | dtype = [[Health]]&lt;br /&gt;
 | ctype = [[Holy critical|Holy]]&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | status = Kneeling, [[Roundtime]] (chance) &lt;br /&gt;
 | navigation = {{Paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
The Paladin calls upon the divine power of her patron to decimate her foe. When successfully cast, the target is surrounded by a damaging [[holy critical|sacred force]], and may additionally be forced to kneel. Divine Strike also forces the target into [[Roundtime]] (RT).&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases the overall chance of forcing the target to kneel by 2% per rank, with a maximum bonus of 50% gained at 25 ranks. &lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
Flavor messages for Divine Strike are based on the paladin&#039;s [[Arkati|patron deity]] selected with the [[CONVERT]] verb.  Flavor messages can be seen at [[Deity messaging#Divine Strike (1615)|Deity Messaging]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Default messaging for an unaligned paladin:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Caster view:&#039;&#039;&#039;&lt;br /&gt;
    A pillar of &#039;&#039;&#039;&#039;&#039;grey luminescence&#039;&#039;&#039;&#039;&#039; manifests around (target).&lt;br /&gt;
    Waves of sacred energy tear through (target)&#039;s body!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Target view:&#039;&#039;&#039;&lt;br /&gt;
    (Paladin)&#039;s eyes &#039;&#039;&#039;&#039;&#039;glow with silvery grey light&#039;&#039;&#039;&#039;&#039;, and then everything around you &#039;&#039;&#039;&#039;&#039;shimmers to match the argentine color&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13#1615 Paladin Base Spell Circle: Divine Strike], on play.net&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115665</id>
		<title>Smite/Bane (302)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115665"/>
		<updated>2019-04-24T20:41:29Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 |mnemonic = SMITE&lt;br /&gt;
 |duration = [[Instantaneous]]&lt;br /&gt;
 |type = Attack&lt;br /&gt;
 |subtype = [[Warding]]&lt;br /&gt;
 |target = Single&lt;br /&gt;
 |interval = None&lt;br /&gt;
 |dtype = [[Hitpoint]]&lt;br /&gt;
 |ctype = [[Plasma critical table|Plasma]]&lt;br /&gt;
 |status = None&lt;br /&gt;
 |navigation = {{Cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Bane&amp;quot; redirects here. For &amp;quot;creature/type bane&amp;quot; items, see [[bane weapon]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
Depending on the [[Arkati|deity]] a [[cleric]] worships, the cleric will receive either the spell &#039;&#039;&#039;Smite&#039;&#039;&#039; or the spell &#039;&#039;&#039;Bane&#039;&#039;&#039;. Both spells inflict damage onto a hosts body, with [[Plasma critical table|plasma]] flares that induce further harm.&lt;br /&gt;
&lt;br /&gt;
Smite&#039;s effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the [[undead]]. Bane&#039;s effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.&lt;br /&gt;
&lt;br /&gt;
Specifically, on the [[CONVERT (verb)]] list, the upper half of Major Arkati/Spirit and Lesser Arkati/Spirit are Smite, and the lower half are Bane. Clerics who have not yet chosen a deity or are converted to Other/999 via CONVERT use Smite by default.&lt;br /&gt;
&lt;br /&gt;
Smite/Bane deals damage in two [[damage cycle|cycles]]. The first cycle deals [[hitpoint]] damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on [[Spiritual Lore, Religion]] training and warding margin (up to around 9%).&lt;br /&gt;
&lt;br /&gt;
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies.  If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana). However, the chance to instantly kill the target remains regardless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Smite has a slightly higher base [[damage factor]] (0.6) than Bane (0.5) when used against [[undead]].  Both versions of the spell have a [[damage factor]] of 0.5 against living.&#039;&#039;&lt;br /&gt;
{{Usage-channel|s=302}}&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases damage and the chance of an &#039;&#039;infusion&#039;&#039; by {{mono|[[skill bonus]] &amp;amp;divide; 10}}, which increases the damage dealt by the first cycle (hitpoint damage). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Religion ranks||2||10||24||50||100||150||200||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Chance for infusion||1%||5%||10%||15%||20%||25%||30%||35%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;This effect was once called a &amp;quot;mana infusion,&amp;quot; but the additional mana cost was removed.  Thus, there is now no additional mana cost.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Channel Damage ==&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from &#039;Tiny filaments of blue-white energy&#039; to &#039;A scintilla of blue-white energy&#039;.&lt;br /&gt;
&lt;br /&gt;
;Smite Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|Tiny filaments of blue-white energy pierce a &amp;lt;target&amp;gt;, lightly agitating a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|A scintilla of blue-white energy slightly agitates a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|Small globes of blue-white energy crash into a &amp;lt;target&amp;gt;, causing small bruises to form.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|Prismatic shards of blue-white energy shatter against a &amp;lt;target&amp;gt;, inflicting moderate wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|A pinpoint of blue-white energy traces its way along a &amp;lt;target&amp;gt;&#039;s skin, leaving a blackened line in its wake.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|A cascade of blue-white energy waves buffets a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|An explosion of blue-white energy near a &amp;lt;target&amp;gt; consumes the surrounding area with a blinding light.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;175 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|Multiple rays of blue-white energy ignite several patches of a &amp;lt;target&amp;gt;&#039;s skin in a blaze of energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|Large wisps of blue-white energy lash out at a &amp;lt;target&amp;gt;, cauterizing the impact marks on the skin in an instant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|A massive beam of blue-white energy engulfs a &amp;lt;target&amp;gt; in a luminous column of light!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Smite Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka&#039;s skin.  Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light.  Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Smite Infusion Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Smite spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze lightly swirls around the &amp;lt;target&amp;gt;, inducing light wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze softly swirls around the &amp;lt;target&amp;gt;, causing tiny abrasions upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze slowly swirls around the &amp;lt;target&amp;gt;, inducing temperate wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze steadily swirls around the &amp;lt;target&amp;gt;, discoloring patches on a &amp;lt;target&amp;gt;&#039;s skin that came in direct contact with the haze.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze eddies and swirls around the &amp;lt;target&amp;gt;, lashing out at a &amp;lt;target&amp;gt;&#039;s skin with ethereal tendrils.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze quickly swirls around the &amp;lt;target&amp;gt;, and the velocity causes large pieces of a &amp;lt;target&amp;gt;&#039;s skin to peel off.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze rapidly swirls around the &amp;lt;target&amp;gt;, sparking with pockets of chaotic, plasma energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;176 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze furiously swirls around the &amp;lt;target&amp;gt;, striking at a &amp;lt;target&amp;gt; with small flashes of plasma.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze violently swirls around the &amp;lt;target&amp;gt;, scorching the skin of a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze chaotically swirls around the &amp;lt;target&amp;gt;, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bane Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere.  The pulsating orbs take up a position directly in front of the &amp;lt;target&amp;gt;, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature.  Encasing the &amp;lt;target&amp;gt; within this framework, the triangle begins to rotate with tremendous speed, binding the &amp;lt;target&amp;gt; with a cocoon of energy ribbons.  A blur of violet and black obscures a &amp;lt;target&amp;gt; from view and as mysteriously as the orbs appeared, they fade away.&amp;lt;br&amp;gt;  &lt;br /&gt;
All that remains of the &amp;lt;target&amp;gt; is a charred ashen figure of its former self lying upon the floor.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Infusion Messaging&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Bane spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Resolution===&lt;br /&gt;
Successful cast:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;You channel at a wraith.&lt;br /&gt;
A scintillating, blue-white aura encompasses a wraith.&lt;br /&gt;
   CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227&lt;br /&gt;
   Warding failed!&lt;br /&gt;
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!&lt;br /&gt;
The wraith is hit for 45 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped in half at the elbow!&lt;br /&gt;
   The fallen arm evaporates as a new one materializes.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The wraith is hit for 45 points of damage!&#039;&#039;&#039;&#039;&#039; is the first (non-critical HP) damage cycle.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes.&#039;&#039;&#039;&#039;&#039; is the second (critical damage) cycle with injury location messaging, in this case using the non-corporeal critical table.&lt;br /&gt;
&lt;br /&gt;
=== [[Non-corporeal]] [[Undead]] ===&lt;br /&gt;
When cast upon non-corporeal type creatures the second cycle is plasma critical [[hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Smite/Bane_(302)&amp;diff=115664</id>
		<title>Talk:Smite/Bane (302)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Smite/Bane_(302)&amp;diff=115664"/>
		<updated>2019-04-24T18:21:33Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell has received various makeovers so there&#039;s a few things I&#039;m unsure of.&lt;br /&gt;
&lt;br /&gt;
1) You can still only infuse when channeling, right?&lt;br /&gt;
2) The formula for the amount of mana infused.&lt;br /&gt;
&lt;br /&gt;
Also, given that people often ask about which deities grant Bane or Smite, this should be somewhere on the page.  Maybe the top/bottom division of CONVERT.  A seperate page would probably be better, with the flares of [[317]] listed with all of that but I don&#039;t think that information is going to come easily. [[User:CONNATIC|CONNATIC]]&lt;br /&gt;
&lt;br /&gt;
:I actually have a list of various messages from 317, though it is largely incomplete. -[[User:BELATHUS|Andy]] &amp;lt;sup&amp;gt;[[User talk:BELATHUS|talk]]&amp;lt;/sup&amp;gt; 17:15, 11 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
Changes today to 302 made via the Announcement on the official forums and information from Estild on Discord.  Whether Smite still deals 0.6 to undead vs. living is unknown at this time.[[User:CHAROJ|CHAROJ]] ([[User talk:CHAROJ|talk]]) 13:21, 24 April 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115663</id>
		<title>Smite/Bane (302)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115663"/>
		<updated>2019-04-24T18:20:39Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 |mnemonic = SMITE&lt;br /&gt;
 |duration = [[Instantaneous]]&lt;br /&gt;
 |type = Attack&lt;br /&gt;
 |subtype = [[Warding]]&lt;br /&gt;
 |target = Single&lt;br /&gt;
 |interval = None&lt;br /&gt;
 |dtype = [[Hitpoint]]&lt;br /&gt;
 |ctype = [[Plasma critical table|Plasma]]&lt;br /&gt;
 |status = None&lt;br /&gt;
 |navigation = {{Cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Bane&amp;quot; redirects here. For &amp;quot;creature/type bane&amp;quot; items, see [[bane weapon]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
Depending on the [[Arkati|deity]] a [[cleric]] worships, the cleric will receive either the spell &#039;&#039;&#039;Smite&#039;&#039;&#039; or the spell &#039;&#039;&#039;Bane&#039;&#039;&#039;. Both spells inflict damage onto a hosts body, with [[Plasma critical table|plasma]] flares that induce further harm.&lt;br /&gt;
&lt;br /&gt;
Smite&#039;s effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the [[undead]]. Bane&#039;s effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.&lt;br /&gt;
&lt;br /&gt;
Specifically, on the [[CONVERT (verb)]] list, the upper half of Major Arkati/Spirit and Lesser Arkati/Spirit are Smite, and the lower half are Bane. Clerics who have not yet chosen a deity or are converted to Other/999 via CONVERT use Smite by default.&lt;br /&gt;
&lt;br /&gt;
Smite/Bane deals damage in two [[damage cycle|cycles]]. The first cycle deals [[hitpoint]] damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on [[Spiritual Lore, Religion]] training and warding margin (up to around 9%).&lt;br /&gt;
&lt;br /&gt;
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies.  If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana). However, the chance to instantly kill the target remains regardless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Smite has a slightly higher base [[damage factor]] (0.6) than Bane (0.5) against their respectively aligned targets.&#039;&#039;&lt;br /&gt;
{{Usage-channel|s=302}}&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases damage and the chance of an &#039;&#039;infusion&#039;&#039; by {{mono|[[skill bonus]] &amp;amp;divide; 10}}, which increases the damage dealt by the first cycle (hitpoint damage). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Religion ranks||2||10||24||50||100||150||200||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Chance for infusion||1%||5%||10%||15%||20%||25%||30%||35%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;This effect was once called a &amp;quot;mana infusion,&amp;quot; but the additional mana cost was removed.  Thus, there is now no additional mana cost.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Channel Damage ==&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from &#039;Tiny filaments of blue-white energy&#039; to &#039;A scintilla of blue-white energy&#039;.&lt;br /&gt;
&lt;br /&gt;
;Smite Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|Tiny filaments of blue-white energy pierce a &amp;lt;target&amp;gt;, lightly agitating a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|A scintilla of blue-white energy slightly agitates a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|Small globes of blue-white energy crash into a &amp;lt;target&amp;gt;, causing small bruises to form.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|Prismatic shards of blue-white energy shatter against a &amp;lt;target&amp;gt;, inflicting moderate wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|A pinpoint of blue-white energy traces its way along a &amp;lt;target&amp;gt;&#039;s skin, leaving a blackened line in its wake.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|A cascade of blue-white energy waves buffets a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|An explosion of blue-white energy near a &amp;lt;target&amp;gt; consumes the surrounding area with a blinding light.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;175 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|Multiple rays of blue-white energy ignite several patches of a &amp;lt;target&amp;gt;&#039;s skin in a blaze of energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|Large wisps of blue-white energy lash out at a &amp;lt;target&amp;gt;, cauterizing the impact marks on the skin in an instant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|A massive beam of blue-white energy engulfs a &amp;lt;target&amp;gt; in a luminous column of light!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Smite Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka&#039;s skin.  Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light.  Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Smite Infusion Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Smite spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze lightly swirls around the &amp;lt;target&amp;gt;, inducing light wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze softly swirls around the &amp;lt;target&amp;gt;, causing tiny abrasions upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze slowly swirls around the &amp;lt;target&amp;gt;, inducing temperate wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze steadily swirls around the &amp;lt;target&amp;gt;, discoloring patches on a &amp;lt;target&amp;gt;&#039;s skin that came in direct contact with the haze.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze eddies and swirls around the &amp;lt;target&amp;gt;, lashing out at a &amp;lt;target&amp;gt;&#039;s skin with ethereal tendrils.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze quickly swirls around the &amp;lt;target&amp;gt;, and the velocity causes large pieces of a &amp;lt;target&amp;gt;&#039;s skin to peel off.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze rapidly swirls around the &amp;lt;target&amp;gt;, sparking with pockets of chaotic, plasma energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;176 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze furiously swirls around the &amp;lt;target&amp;gt;, striking at a &amp;lt;target&amp;gt; with small flashes of plasma.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze violently swirls around the &amp;lt;target&amp;gt;, scorching the skin of a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze chaotically swirls around the &amp;lt;target&amp;gt;, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bane Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere.  The pulsating orbs take up a position directly in front of the &amp;lt;target&amp;gt;, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature.  Encasing the &amp;lt;target&amp;gt; within this framework, the triangle begins to rotate with tremendous speed, binding the &amp;lt;target&amp;gt; with a cocoon of energy ribbons.  A blur of violet and black obscures a &amp;lt;target&amp;gt; from view and as mysteriously as the orbs appeared, they fade away.&amp;lt;br&amp;gt;  &lt;br /&gt;
All that remains of the &amp;lt;target&amp;gt; is a charred ashen figure of its former self lying upon the floor.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Infusion Messaging&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Bane spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Resolution===&lt;br /&gt;
Successful cast:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;You channel at a wraith.&lt;br /&gt;
A scintillating, blue-white aura encompasses a wraith.&lt;br /&gt;
   CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227&lt;br /&gt;
   Warding failed!&lt;br /&gt;
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!&lt;br /&gt;
The wraith is hit for 45 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped in half at the elbow!&lt;br /&gt;
   The fallen arm evaporates as a new one materializes.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The wraith is hit for 45 points of damage!&#039;&#039;&#039;&#039;&#039; is the first (non-critical HP) damage cycle.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes.&#039;&#039;&#039;&#039;&#039; is the second (critical damage) cycle with injury location messaging, in this case using the non-corporeal critical table.&lt;br /&gt;
&lt;br /&gt;
=== [[Non-corporeal]] [[Undead]] ===&lt;br /&gt;
When cast upon non-corporeal type creatures the second cycle is plasma critical [[hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115661</id>
		<title>Smite/Bane (302)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115661"/>
		<updated>2019-04-24T18:02:26Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 |mnemonic = SMITE&lt;br /&gt;
 |duration = [[Instantaneous]]&lt;br /&gt;
 |type = Attack&lt;br /&gt;
 |subtype = [[Warding]]&lt;br /&gt;
 |target = Single&lt;br /&gt;
 |interval = None&lt;br /&gt;
 |dtype = [[Hitpoint]]&lt;br /&gt;
 |ctype = [[Plasma critical table|Plasma]]&lt;br /&gt;
 |status = None&lt;br /&gt;
 |navigation = {{Cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Bane&amp;quot; redirects here. For &amp;quot;creature/type bane&amp;quot; items, see [[bane weapon]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
Depending on the [[Arkati|deity]] a [[cleric]] worships, the cleric will receive either the spell &#039;&#039;&#039;Smite&#039;&#039;&#039; or the spell &#039;&#039;&#039;Bane&#039;&#039;&#039;. Both spells inflict damage onto a hosts body, with [[Plasma critical table|plasma]] flares that induce further harm.&lt;br /&gt;
&lt;br /&gt;
Smite&#039;s effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the [[undead]]. Bane&#039;s effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.&lt;br /&gt;
&lt;br /&gt;
Specifically, on the [[CONVERT (verb)]] list, the upper half of Major Arkati/Spirit and Lesser Arkati/Spirit are Smite, and the lower half of are Bane. Clerics who have not yet chosen a deity via CONVERT can use a default version of Smite.&lt;br /&gt;
&lt;br /&gt;
Smite/Bane deals damage in two [[damage cycle|cycles]]. The first cycle deals [[hitpoint]] damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on [[Spiritual Lore, Religion]] training and warding margin (up to around 9%).&lt;br /&gt;
&lt;br /&gt;
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies.  If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana). However, the chance to instantly kill the target remains regardless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Smite has a slightly higher base [[damage factor]] (0.6) than Bane (0.5) against their respectively aligned targets.&#039;&#039;&lt;br /&gt;
{{Usage-channel|s=302}}&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases damage and the chance of an &#039;&#039;infusion&#039;&#039; by {{mono|[[skill bonus]] &amp;amp;divide; 10}}, which increases the damage dealt by the first cycle (hitpoint damage). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Religion ranks||2||10||24||50||100||150||200||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Chance for infusion||1%||5%||10%||15%||20%||25%||30%||35%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;This effect was once called a &amp;quot;mana infusion,&amp;quot; but the additional mana cost was removed.  Thus, there is now no additional mana cost.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Channel Damage ==&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from &#039;Tiny filaments of blue-white energy&#039; to &#039;A scintilla of blue-white energy&#039;.&lt;br /&gt;
&lt;br /&gt;
;Smite Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|Tiny filaments of blue-white energy pierce a &amp;lt;target&amp;gt;, lightly agitating a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|A scintilla of blue-white energy slightly agitates a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|Small globes of blue-white energy crash into a &amp;lt;target&amp;gt;, causing small bruises to form.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|Prismatic shards of blue-white energy shatter against a &amp;lt;target&amp;gt;, inflicting moderate wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|A pinpoint of blue-white energy traces its way along a &amp;lt;target&amp;gt;&#039;s skin, leaving a blackened line in its wake.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|A cascade of blue-white energy waves buffets a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|An explosion of blue-white energy near a &amp;lt;target&amp;gt; consumes the surrounding area with a blinding light.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;175 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|Multiple rays of blue-white energy ignite several patches of a &amp;lt;target&amp;gt;&#039;s skin in a blaze of energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|Large wisps of blue-white energy lash out at a &amp;lt;target&amp;gt;, cauterizing the impact marks on the skin in an instant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|A massive beam of blue-white energy engulfs a &amp;lt;target&amp;gt; in a luminous column of light!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Smite Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka&#039;s skin.  Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light.  Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Smite Infusion Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Smite spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze lightly swirls around the &amp;lt;target&amp;gt;, inducing light wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze softly swirls around the &amp;lt;target&amp;gt;, causing tiny abrasions upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze slowly swirls around the &amp;lt;target&amp;gt;, inducing temperate wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze steadily swirls around the &amp;lt;target&amp;gt;, discoloring patches on a &amp;lt;target&amp;gt;&#039;s skin that came in direct contact with the haze.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze eddies and swirls around the &amp;lt;target&amp;gt;, lashing out at a &amp;lt;target&amp;gt;&#039;s skin with ethereal tendrils.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze quickly swirls around the &amp;lt;target&amp;gt;, and the velocity causes large pieces of a &amp;lt;target&amp;gt;&#039;s skin to peel off.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze rapidly swirls around the &amp;lt;target&amp;gt;, sparking with pockets of chaotic, plasma energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;176 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze furiously swirls around the &amp;lt;target&amp;gt;, striking at a &amp;lt;target&amp;gt; with small flashes of plasma.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze violently swirls around the &amp;lt;target&amp;gt;, scorching the skin of a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze chaotically swirls around the &amp;lt;target&amp;gt;, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bane Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere.  The pulsating orbs take up a position directly in front of the &amp;lt;target&amp;gt;, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature.  Encasing the &amp;lt;target&amp;gt; within this framework, the triangle begins to rotate with tremendous speed, binding the &amp;lt;target&amp;gt; with a cocoon of energy ribbons.  A blur of violet and black obscures a &amp;lt;target&amp;gt; from view and as mysteriously as the orbs appeared, they fade away.&amp;lt;br&amp;gt;  &lt;br /&gt;
All that remains of the &amp;lt;target&amp;gt; is a charred ashen figure of its former self lying upon the floor.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Infusion Messaging&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Bane spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Resolution===&lt;br /&gt;
Successful cast:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;You channel at a wraith.&lt;br /&gt;
A scintillating, blue-white aura encompasses a wraith.&lt;br /&gt;
   CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227&lt;br /&gt;
   Warding failed!&lt;br /&gt;
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!&lt;br /&gt;
The wraith is hit for 45 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped in half at the elbow!&lt;br /&gt;
   The fallen arm evaporates as a new one materializes.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The wraith is hit for 45 points of damage!&#039;&#039;&#039;&#039;&#039; is the first (non-critical HP) damage cycle.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes.&#039;&#039;&#039;&#039;&#039; is the second (critical damage) cycle with injury location messaging, in this case using the non-corporeal critical table.&lt;br /&gt;
&lt;br /&gt;
=== [[Non-corporeal]] [[Undead]] ===&lt;br /&gt;
When cast upon non-corporeal type creatures the second cycle is plasma critical [[hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115660</id>
		<title>Smite/Bane (302)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=115660"/>
		<updated>2019-04-24T18:00:39Z</updated>

		<summary type="html">&lt;p&gt;CHAROJ: Patch notes talked over with Estild in Discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 |mnemonic = SMITE&lt;br /&gt;
 |duration = [[Instantaneous]]&lt;br /&gt;
 |type = Attack&lt;br /&gt;
 |subtype = [[Warding]]&lt;br /&gt;
 |target = Single&lt;br /&gt;
 |interval = None&lt;br /&gt;
 |dtype = [[Hitpoint]]&lt;br /&gt;
 |ctype = [[Plasma critical table|Plasma]]&lt;br /&gt;
 |status = None&lt;br /&gt;
 |navigation = {{Cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Bane&amp;quot; redirects here. For &amp;quot;creature/type bane&amp;quot; items, see [[bane weapon]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
Depending on the [[Arkati|deity]] a [[cleric]] worships, the cleric will receive either the spell &#039;&#039;&#039;Smite&#039;&#039;&#039; or the spell &#039;&#039;&#039;Bane&#039;&#039;&#039;. Both spells inflict damage onto a hosts body, with [[Plasma critical table|plasma]] flares that induce further harm.&lt;br /&gt;
&lt;br /&gt;
Smite&#039;s effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the [[undead]]. Bane&#039;s effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.&lt;br /&gt;
&lt;br /&gt;
Specifically, on the [[CONVERT (verb)]] list, choices 1 to 39 are Smite, and choices 50-74 are Bane. Clerics who have not yet chosen a deity via CONVERT can use a default version of Smite.&lt;br /&gt;
&lt;br /&gt;
Smite/Bane deals damage in two [[damage cycle|cycles]]. The first cycle deals [[hitpoint]] damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on [[Spiritual Lore, Religion]] training and warding margin (up to around 9%).&lt;br /&gt;
&lt;br /&gt;
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies.  If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana). However, the chance to instantly kill the target remains regardless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Smite has a slightly higher base [[damage factor]] (0.6) than Bane (0.5) against their respectively aligned targets.&#039;&#039;&lt;br /&gt;
{{Usage-channel|s=302}}&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases damage and the chance of an &#039;&#039;infusion&#039;&#039; by {{mono|[[skill bonus]] &amp;amp;divide; 10}}, which increases the damage dealt by the first cycle (hitpoint damage). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Religion ranks||2||10||24||50||100||150||200||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Chance for infusion||1%||5%||10%||15%||20%||25%||30%||35%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;This effect was once called a &amp;quot;mana infusion,&amp;quot; but the additional mana cost was removed.  Thus, there is now no additional mana cost.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Channel Damage ==&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from &#039;Tiny filaments of blue-white energy&#039; to &#039;A scintilla of blue-white energy&#039;.&lt;br /&gt;
&lt;br /&gt;
;Smite Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|Tiny filaments of blue-white energy pierce a &amp;lt;target&amp;gt;, lightly agitating a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|A scintilla of blue-white energy slightly agitates a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|Small globes of blue-white energy crash into a &amp;lt;target&amp;gt;, causing small bruises to form.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|Prismatic shards of blue-white energy shatter against a &amp;lt;target&amp;gt;, inflicting moderate wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|A pinpoint of blue-white energy traces its way along a &amp;lt;target&amp;gt;&#039;s skin, leaving a blackened line in its wake.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|A cascade of blue-white energy waves buffets a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|An explosion of blue-white energy near a &amp;lt;target&amp;gt; consumes the surrounding area with a blinding light.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;175 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|Multiple rays of blue-white energy ignite several patches of a &amp;lt;target&amp;gt;&#039;s skin in a blaze of energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|Large wisps of blue-white energy lash out at a &amp;lt;target&amp;gt;, cauterizing the impact marks on the skin in an instant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|A massive beam of blue-white energy engulfs a &amp;lt;target&amp;gt; in a luminous column of light!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Smite Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka&#039;s skin.  Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light.  Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Smite Infusion Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Smite spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Damage Messaging&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze lightly swirls around the &amp;lt;target&amp;gt;, inducing light wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze softly swirls around the &amp;lt;target&amp;gt;, causing tiny abrasions upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze slowly swirls around the &amp;lt;target&amp;gt;, inducing temperate wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze steadily swirls around the &amp;lt;target&amp;gt;, discoloring patches on a &amp;lt;target&amp;gt;&#039;s skin that came in direct contact with the haze.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze eddies and swirls around the &amp;lt;target&amp;gt;, lashing out at a &amp;lt;target&amp;gt;&#039;s skin with ethereal tendrils.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze quickly swirls around the &amp;lt;target&amp;gt;, and the velocity causes large pieces of a &amp;lt;target&amp;gt;&#039;s skin to peel off.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze rapidly swirls around the &amp;lt;target&amp;gt;, sparking with pockets of chaotic, plasma energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;176 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze furiously swirls around the &amp;lt;target&amp;gt;, striking at a &amp;lt;target&amp;gt; with small flashes of plasma.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze violently swirls around the &amp;lt;target&amp;gt;, scorching the skin of a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze chaotically swirls around the &amp;lt;target&amp;gt;, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bane Instant Death Messaging&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere.  The pulsating orbs take up a position directly in front of the &amp;lt;target&amp;gt;, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature.  Encasing the &amp;lt;target&amp;gt; within this framework, the triangle begins to rotate with tremendous speed, binding the &amp;lt;target&amp;gt; with a cocoon of energy ribbons.  A blur of violet and black obscures a &amp;lt;target&amp;gt; from view and as mysteriously as the orbs appeared, they fade away.&amp;lt;br&amp;gt;  &lt;br /&gt;
All that remains of the &amp;lt;target&amp;gt; is a charred ashen figure of its former self lying upon the floor.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bane Infusion Messaging&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Bane spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Resolution===&lt;br /&gt;
Successful cast:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;You channel at a wraith.&lt;br /&gt;
A scintillating, blue-white aura encompasses a wraith.&lt;br /&gt;
   CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227&lt;br /&gt;
   Warding failed!&lt;br /&gt;
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!&lt;br /&gt;
The wraith is hit for 45 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Left arm ripped in half at the elbow!&lt;br /&gt;
   The fallen arm evaporates as a new one materializes.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The wraith is hit for 45 points of damage!&#039;&#039;&#039;&#039;&#039; is the first (non-critical HP) damage cycle.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes.&#039;&#039;&#039;&#039;&#039; is the second (critical damage) cycle with injury location messaging, in this case using the non-corporeal critical table.&lt;br /&gt;
&lt;br /&gt;
=== [[Non-corporeal]] [[Undead]] ===&lt;br /&gt;
When cast upon non-corporeal type creatures the second cycle is plasma critical [[hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]&lt;/div&gt;</summary>
		<author><name>CHAROJ</name></author>
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