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	<updated>2026-04-03T23:56:35Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Elemental_Blade_(411)&amp;diff=228387</id>
		<title>Talk:Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Elemental_Blade_(411)&amp;diff=228387"/>
		<updated>2024-11-10T15:05:27Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: /* Inconsistencies or the wiki is missing key information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== EBladed Weapon Messages ==&lt;br /&gt;
&lt;br /&gt;
If no one objects here, then soon, I will be putting the following messaging into the main article. It will help bards and other people shopping at the pawnshop to really understand and be able to identify an E-Bladed weapon. There is a lot of confusion concerning these weapons. Please say if you think this is too much to put in the article. The results of our testing today:&lt;br /&gt;
&lt;br /&gt;
===Air Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating white light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of air.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental air.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating white light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cold Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating blue light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of cold.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental cold.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating blue light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Earth Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating brown light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of earth.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental earth.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating brown light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating red light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental fire.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating red light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lightning Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating silver light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating silver light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could make a table of all this information, however, having the actual messaging helps a lot. The table that is currently in the article is fine to leave as-is I think. It is just confusing to some people and I hope this additional information will help to clarify. Thanks for the input about this, and to Polveiss for the awesome testing. -Soliere [[User:FIRENSIA|FIRENSIA]] ([[User talk:FIRENSIA|talk]]) 09:47, 24 December 2019 (CST)&lt;br /&gt;
&lt;br /&gt;
== Inconsistencies or the wiki is missing key information ==&lt;br /&gt;
&lt;br /&gt;
I have been frustrated on many occasions to find that elemental blade does not always work and this leads me to feel that perhaps there is some sort of hidden skill check or perhaps that certain properties on a weapon can cause an eblade attempt to fail.&lt;br /&gt;
&lt;br /&gt;
On occasion my mage even fails to eblade a weapon a short time after successfully eblading it when the current eblade has expired and the weapon has not been altered or cast on in any other way.&lt;br /&gt;
&lt;br /&gt;
I will try to see if I can figure out ways to find out where the inaccuracy lies but if anyone has already explored this and has an answer then please say.&lt;br /&gt;
&lt;br /&gt;
Ok, Urvo has helped me figure this out. The problem was that although my wizard was attuned to water they were not set to automatically use it via ATTUNE ELEMENT therefore sometime she was trying to eblade using the wrong element. I may update the wiki page to reflect this as it may save others frustration.&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Elemental_Blade_(411)&amp;diff=228386</id>
		<title>Talk:Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Elemental_Blade_(411)&amp;diff=228386"/>
		<updated>2024-11-10T10:07:36Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: /* Inconsistencies or the wiki is missing key information */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== EBladed Weapon Messages ==&lt;br /&gt;
&lt;br /&gt;
If no one objects here, then soon, I will be putting the following messaging into the main article. It will help bards and other people shopping at the pawnshop to really understand and be able to identify an E-Bladed weapon. There is a lot of confusion concerning these weapons. Please say if you think this is too much to put in the article. The results of our testing today:&lt;br /&gt;
&lt;br /&gt;
===Air Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating white light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of air.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental air.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating white light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cold Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating blue light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of cold.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental cold.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating blue light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Earth Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating brown light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of earth.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental earth.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating brown light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating red light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with elemental fire.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating red light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lightning Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look my runestaff&lt;br /&gt;
The runestaff is surrounded by a scintillating silver light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare 405&lt;br /&gt;
&amp;gt;cast my runestaff&lt;br /&gt;
You sense that the runestaff has a magical enhancement of its ability to hit, and will deliver intermittent blasts of lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;loresing (verse 4)&lt;br /&gt;
The harmonics generated tell you that the runestaff has been temporarily infused with lightning.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attack rolton&lt;br /&gt;
You swing a runestaff at a rolton!&lt;br /&gt;
  AS: +161 vs DS: +18 with AvD: +10 + d100 roll: +4 = +157&lt;br /&gt;
   ... and hit for 21 points of damage!&lt;br /&gt;
   Bones in right arm crack.&lt;br /&gt;
The scintillating silver light surrounding the runestaff fades some.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I could make a table of all this information, however, having the actual messaging helps a lot. The table that is currently in the article is fine to leave as-is I think. It is just confusing to some people and I hope this additional information will help to clarify. Thanks for the input about this, and to Polveiss for the awesome testing. -Soliere [[User:FIRENSIA|FIRENSIA]] ([[User talk:FIRENSIA|talk]]) 09:47, 24 December 2019 (CST)&lt;br /&gt;
&lt;br /&gt;
== Inconsistencies or the wiki is missing key information ==&lt;br /&gt;
&lt;br /&gt;
I have been frustrated on many occasions to find that elemental blade does not always work and this leads me to feel that perhaps there is some sort of hidden skill check or perhaps that certain properties on a weapon can cause an eblade attempt to fail.&lt;br /&gt;
&lt;br /&gt;
On occasion my mage even fails to eblade a weapon a short time after successfully eblading it when the current eblade has expired and the weapon has not been altered or cast on in any other way.&lt;br /&gt;
&lt;br /&gt;
I will try to see if I can figure out ways to find out where the inaccuracy lies but if anyone has already explored this and has an answer then please say.&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Muscular_supplicant&amp;diff=228141</id>
		<title>Muscular supplicant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Muscular_supplicant&amp;diff=228141"/>
		<updated>2024-11-06T10:15:40Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 67 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Temple Wyneb &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Flamberge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 342&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[MSTRIKE]] &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 246 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 238&lt;br /&gt;
| CleTD = 259&lt;br /&gt;
| EmpTD = 259&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 269&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 283&lt;br /&gt;
| MjSTD = 259&lt;br /&gt;
| MnSTD = 259&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet essence dust]],&lt;br /&gt;
[[Glowing violet essence shard]]&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Standing somewhere near average height for a human, the muscular supplicant is a lean frame of wiry muscle covered by scarred and dry skin.  A great mop of greasy hair covers her eyes, twisted up in long braids.  Intricate tattoos cover the exposed flesh, drawing unrecognizable patterns.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Like other creatures that use [[Two-Handed Weapons|two-handed weapons]], removing an arm will remove them from being a threat. &lt;br /&gt;
&lt;br /&gt;
Supplicants can be very quick.  Weapon users might want to wait till they have performed a [[mstrike]] - the extra [[roundtime]] can be quite helpful.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Muscular supplicants have an extremely quick roundtime between swings, approximately 3 seconds. In addition to this, they regularly perform three swing multistrikes. They also have the ability to break stuns - this ability seems to have about a 50% chance to fail, leaving them still stunned plus they can also break bind on their next turn. They are moderately difficult to stun - shots that would easily stun a hierophant or dogmatist might not stun a supplicant.&lt;br /&gt;
&lt;br /&gt;
Supplicants pose very little threat if your DS is high enough. A pure standing in guarded will find them to be completely harmless.&lt;br /&gt;
&lt;br /&gt;
While [[emaciated hierophant]]s and [[hunch-backed dogmatist]]s seem to regard supplicants as an ally, casting defensive spells on them or resurrecting them, the supplicants seem to share no such affinity, and will attack them freely.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Supplicant Supplicant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 65&lt;br /&gt;
|levelm1 = 66&lt;br /&gt;
|level = 67&lt;br /&gt;
|levelp1 = 68&lt;br /&gt;
|levelp2 = 69&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Muscular_supplicant&amp;diff=228058</id>
		<title>Muscular supplicant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Muscular_supplicant&amp;diff=228058"/>
		<updated>2024-11-05T14:09:51Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 67 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Temple Wyneb &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Flamberge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 342&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[MSTRIKE]] &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 246 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 238&lt;br /&gt;
| CleTD = 259&lt;br /&gt;
| EmpTD = 259&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 269&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 283&lt;br /&gt;
| MjSTD = 259&lt;br /&gt;
| MnSTD = 259&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet essence dust]],&lt;br /&gt;
[[Glowing violet essence shard]]&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Standing somewhere near average height for a human, the muscular supplicant is a lean frame of wiry muscle covered by scarred and dry skin.  A great mop of greasy hair covers her eyes, twisted up in long braids.  Intricate tattoos cover the exposed flesh, drawing unrecognizable patterns.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Like other creatures that use [[Two-Handed Weapons|two-handed weapons]], removing an arm will remove them from being a threat. &lt;br /&gt;
&lt;br /&gt;
Supplicants can be very quick.  Weapon users might want to wait till they have performed a [[mstrike]] - the extra [[roundtime]] can be quite helpful.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Muscular supplicants have an extremely quick roundtime between swings, approximately 3 seconds. In addition to this, they regularly perform three swing multistrikes. They also have the ability to break stuns - this ability seems to have about a 50% chance to fail, leaving them still stunned. They are moderately difficult to stun - shots that would easily stun a hierophant or dogmatist might not stun a supplicant.&lt;br /&gt;
&lt;br /&gt;
Supplicants pose very little threat if your DS is high enough. A pure standing in guarded will find them to be completely harmless.&lt;br /&gt;
&lt;br /&gt;
While [[emaciated hierophant]]s and [[hunch-backed dogmatist]]s seem to regard supplicants as an ally, casting defensive spells on them or resurrecting them, the supplicants seem to share no such affinity, and will attack them freely.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Supplicant Supplicant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 65&lt;br /&gt;
|levelm1 = 66&lt;br /&gt;
|level = 67&lt;br /&gt;
|levelp1 = 68&lt;br /&gt;
|levelp2 = 69&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Emaciated_hierophant&amp;diff=228057</id>
		<title>Emaciated hierophant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Emaciated_hierophant&amp;diff=228057"/>
		<updated>2024-11-05T14:06:06Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 66 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid  &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Temple Wyneb &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Espadon &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 331&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Unbalance &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 279&lt;br /&gt;
| OS1 = Sounds &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Tangle Weed&lt;br /&gt;
| OS3 = Spike Thorn&lt;br /&gt;
| OS4 = Spirit Strike&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 260 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 234 to 244&lt;br /&gt;
| CleTD = 268&lt;br /&gt;
| EmpTD = 268&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 277&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 288&lt;br /&gt;
| MjSTD = 268&lt;br /&gt;
| MnSTD = 268&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Defense &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding II&lt;br /&gt;
| DSP3 = Fasthr&#039;s Reward&lt;br /&gt;
| DSP4 = Lesser Shroud&lt;br /&gt;
| DSP5 = Natural Colors&lt;br /&gt;
| DSP6 = Resist Elements&lt;br /&gt;
| DSP7 = Mobility&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet essence dust]]&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The emaciated hierophant stands short for a human, and might pass for one except for the storm grey eyes that swirl with unearthly energy.  Long robes that appear to float in the air gap to reveal an ornate tunic and breeches with polished green leather boots to the knee.  A long golden chain hangs about his neck, a small glowing red crystal suspended as a pendant there.  Intricate tattoos cover his flesh, drawing ornate and unrecognizable patterns that glow a dull red and seem to pulse along as if it were blood.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Hierophants, though [[ranger]]-style semis, are highly susceptible to [[Dark Catalyst (719)]]. This spell is normally only moderately effective against semis.&lt;br /&gt;
&lt;br /&gt;
Hierophants will not walk around or spawn with spells prepared. However, they may, on some occasions, cast [[Spirit Strike (117)]] on themselves with no target in the room.&lt;br /&gt;
&lt;br /&gt;
Hierophants can be stunned easily but will also break stuns during their next action window. This will slow them down and allow you to stun them again in order to prevent their most dangerous weapon: spikethorn. They are rather squishy as well.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Hierophants are able to break through stuns and [[Web (118)]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Hierophant Hierophant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 64&lt;br /&gt;
|levelm1 = 65&lt;br /&gt;
|level = 66&lt;br /&gt;
|levelp1 = 67&lt;br /&gt;
|levelp2 = 68&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dimly_glowing_sky-blue_potion&amp;diff=227674</id>
		<title>Dimly glowing sky-blue potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dimly_glowing_sky-blue_potion&amp;diff=227674"/>
		<updated>2024-10-31T11:55:46Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[dimly glowing sky-blue potion]] casts [[Undisease]].&lt;br /&gt;
&lt;br /&gt;
{{Recipe info 2&lt;br /&gt;
|Profession1 = Cleric&lt;br /&gt;
|Profession2 = Empath&lt;br /&gt;
|Profession3 = Sorcerer&lt;br /&gt;
|Discipline = Potions&lt;br /&gt;
|Spell = 113&lt;br /&gt;
|Uses = &lt;br /&gt;
|Rank taught = 38&lt;br /&gt;
|Rank end = 56&lt;br /&gt;
|Location = All}}&lt;br /&gt;
&lt;br /&gt;
{{AR2}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{RC2&lt;br /&gt;
|Product = dimly glowing sky-blue potion&lt;br /&gt;
|Width=310}}&lt;br /&gt;
#Add water&lt;br /&gt;
#Add 2 doses of blue trafel mushroom&lt;br /&gt;
#[[Boil]]&lt;br /&gt;
#Add 3 doses of ogre tooth from [[ogre warrior]]s&lt;br /&gt;
#[[Simmer]]&lt;br /&gt;
#Add powdered [[Topaz#an orange imperial topaz|orange imperial topaz]]&lt;br /&gt;
#[[ALCHEMY INFUSE (verb)|Infuse]]&lt;br /&gt;
#[[ALCHEMY CHANT (verb)|Chant]]  [[Undisease (113)]]&lt;br /&gt;
{{RC2 mid|Width = 300}}&lt;br /&gt;
#Add water&lt;br /&gt;
#Add 2 doses of blue trafel mushroom&lt;br /&gt;
#Boil&lt;br /&gt;
#Add 2 doses of troll heart from [[war troll]]s&lt;br /&gt;
#Simmer&lt;br /&gt;
#Add powdered [[Jade#a piece of green jade|green jade]]&lt;br /&gt;
#Infuse&lt;br /&gt;
#Chant Undisease (113)&lt;br /&gt;
{{RE}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
powdered orange imperial topaz can be purchased at the Illistim Empath guild for 1,600 silvers&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.virilneus.com/recipes/ingredient.php?named=blue+trafel+mushroom Blue trafel mushroom on Roomdata]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locker&amp;diff=224487</id>
		<title>Locker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locker&amp;diff=224487"/>
		<updated>2024-08-24T10:49:17Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added name of moving service in Ta&amp;#039;Vaalor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} &#039;&#039;&#039;Lockers&#039;&#039;&#039; are storage units in which adventurers can store items safely when they do not want to carry them on their person.&lt;br /&gt;
&lt;br /&gt;
==Item Limits==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Status !!Items&lt;br /&gt;
|-&lt;br /&gt;
|Prime Account ||50&lt;br /&gt;
|-&lt;br /&gt;
|[[Premium subscription]] ||+50&lt;br /&gt;
|-&lt;br /&gt;
|[[CHE|House]] Member ||+50&lt;br /&gt;
|-&lt;br /&gt;
|}[[F2P]] subscriptions have no base access to a locker. Characters on a [[standard subscription]] (also known as a prime account) have base access to 50 item slots while those on a [[premium subscription]] have base access to 100 item slots. If a character is in any of the [[Co-operative Houses of Elanthia]], they will add +50 to the base item slots for whichever account type they are on. Locker capacities may also be increased through the [[Simucoin]] Store or occasionally through [[giftbox|giftboxes]].  There is a maximum of +750 total item slots; if the maximum is exceeded, a [[GameMaster]] will need to assist with what is leftover.&lt;br /&gt;
&lt;br /&gt;
When {{boldmono|[[OPEN (verb)|OPEN]]}}ed, the locker will give messaging reflecting how many items it is holding and what the capacity is.  One can {{boldmono|[[INSPECT (verb)|INSPECT]]}} the locker to get updated information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;open locker&lt;br /&gt;
&lt;br /&gt;
As you open the locker, you hear the faint creak of a pulley turning behind the wall.  Descending from above, a weapon rack, armor stand, and clothing wardrobe come to rest at your feet.  Two panels slide open on the floor, and a magical item bin and a deep chest rise up from their hidden depths.&lt;br /&gt;
&lt;br /&gt;
Your locker is currently holding 19 items out of a maximum of 100.&lt;br /&gt;
&lt;br /&gt;
You place the traveller&#039;s cloak in the locker, and it quickly disappears.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inspect locker&lt;br /&gt;
Your locker is currently holding 20 items out of a maximum of 100.&lt;br /&gt;
&lt;br /&gt;
==Family Vault==&lt;br /&gt;
With the release of [[Locker Updates and Family Vaults]] an account now has access to a Family Vault at their local locker. Family vaults are account-wide lockers that allow all characters on a single account to access a shared locker. F2P characters are ineligible (they&#039;re restricted to 1 character per account, so there&#039;s no need for one). Basic subscribers have a base capacity of 25 items and Premium subscribers have a base capacity of 50 items. Like existing lockers, in the future, expansion slots will be available to increase the base numbers that are separate from the locker contracts. To start using a family locker, a character simply needs to visit a local locker and open it. A new dark stained antique oak trunk bound in wrought iron will be revealed in the room.&lt;br /&gt;
&lt;br /&gt;
==Locker Locations and Moving Services==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!City !!Public Lockers !!CHE House Lockers !!Movers&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]||[[Moot Hall]] (TSE)||Individual Houses or [[Ebonstone Manor]]||[[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]]||Warehouse (1w, 2sw of NM)&amp;lt;br&amp;gt;Warehouse (Vornavis Caravansary, SE corner)||Warehouse (upstairs)|| [[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]]||[[Clovertooth Hall]]||[[Silvermule Gaming Hall|Silvermule Gaming Hall]] (3s, 1w of TC)||[[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Timor&#039;s Storage]]||[[Timor&#039;s Storage]]||[[Timor&#039;s Storage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]]||[[Hale Hall]] (downstairs)||[[Hale Hall]] (upstairs)||[[Island Shipping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]]||[[Rockslinger Relocation Services]] (hallway)||[[Rockslinger Relocation Services]] (corridor)||[[Rockslinger Relocation Services]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kharam Dzu]] (Teras)||[[Borthuum Company Store]]||[[Adventurer&#039;s Rest]]||[[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cysaegir]]||[[Rhyaesdid Hall]]||[[Rhyaesdid Hall]]||Moving Company (Rubicaene Way)&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]||[[Ta&#039;Illistim Keep]]||[[Lost Home]]|| [[Sylvarrglin Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]]||[[Wyvern Keep]] ||[[Dancing Dahcre]] (Aethenireas Wey)||Glimaerseen Moving Company&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraken&#039;s Fall]]||[[Inking Den]]||[[Inking Den]]|| [[Cartwright]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moving Lockers==&lt;br /&gt;
&lt;br /&gt;
Lockers can be moved from one town to another but at a cost in both silvers and time which varies based upon game subscription level. This service can be accessed by visiting each town&#039;s local moving company office.&lt;br /&gt;
&lt;br /&gt;
===Cost and Transport Times===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
![[Subscription|Subscription Type]]&lt;br /&gt;
!Delivery Method&lt;br /&gt;
!Cost&lt;br /&gt;
!Transport Time&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Standard subscription|Standard]]&lt;br /&gt;
| Standard&lt;br /&gt;
| 1,000&lt;br /&gt;
| 2 hrs.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Standard subscription|Standard]]&lt;br /&gt;
| Express&lt;br /&gt;
| 10,000&lt;br /&gt;
| 30 min.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Premium subscription|Premium]]/[[Platinum subscription|Platinum]]&lt;br /&gt;
| Standard&lt;br /&gt;
| 1,000&lt;br /&gt;
| 2 hrs.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Premium subscription|Premium]]/[[Platinum subscription|Platinum]]&lt;br /&gt;
| Express&lt;br /&gt;
| 2,500&lt;br /&gt;
| 30 min.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Premium subscription|Premium]]/[[Platinum subscription|Platinum]]&lt;br /&gt;
| Immediate&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1 min.&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
===Process===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| Click &amp;quot;Expand&amp;quot; for a very simple how-to (spoiler): &lt;br /&gt;
|- &lt;br /&gt;
|How to use the Locker Moving Company&#039;s services:&lt;br /&gt;
#go to any Moving Company&lt;br /&gt;
#ask clerk about rates&lt;br /&gt;
#ask clerk about shipping&lt;br /&gt;
#say yes&lt;br /&gt;
#say &amp;lt;the town where you want your locker&amp;gt;&lt;br /&gt;
#say &amp;lt;the town your locker currently is in&amp;gt;&lt;br /&gt;
#choose one &amp;lt;Standard, Express, Immediate&amp;gt; and say your choice&lt;br /&gt;
&lt;br /&gt;
*This process swaps your locker between the two towns you specified.&lt;br /&gt;
*Any moving company can serve you, no matter which lockers you want to swap. You do not have to be in the same town as either locker.&lt;br /&gt;
*These town names seem to work, though a few others are possible: Wehnimer&#039;s Landing, Teras Isle, Icemule Trace, Kraken&#039;s Fall, Solhaven, River&#039;s Rest, Cysaegir, Ta&#039;Illistim, Ta&#039;Vaalor, Zul Logoth, Four Winds Isle.&lt;br /&gt;
*You can not abbreviate most of the town names shorter than 5 characters: wehni, teras, icemu. krake, solha, river, cysae, illis (or ta&#039;ill), vaalo (or ta&#039;vaa), zul l (must have a space), four w (must have a space).&lt;br /&gt;
*Note that the &amp;quot;immediate&amp;quot; option seems to actually take about 1-2 minutes, and during those couple of minutes, you are not allowed to initiate moving other lockers.&lt;br /&gt;
*In at least some locations, a promissory note is an acceptable form of payment.&lt;br /&gt;
*If your House does not have lockers in a particular location, the clerk will refuse to provide a transfer service:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask clerk about cysaegir&lt;br /&gt;
The young clerk kindly informs you that your House does not maintain lockers there and refuses the business.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask clerk about shipping&lt;br /&gt;
The young clerk smiles sunnily at you, &amp;quot;Moving, are we?  How nice!&amp;quot; she says.  The young clerk consults somes files, running a delicate finger down each page as she reads.&lt;br /&gt;
&lt;br /&gt;
The young clerk says to you, &amp;quot;Would you like us to ship your locker for you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young clerk smiles at you, waiting patiently for your answer.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The young clerk smiles and says, &amp;quot;If you&#039;d like your locker moved, just ASK me.  I know all ABOUT shipping.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;quot;Yes&lt;br /&gt;
You say, &amp;quot;Yes.&amp;quot;&lt;br /&gt;
The young clerk smiles brightly.  &amp;quot;Very good, &amp;lt;Player&amp;gt;!  We offer shipping services to and from Wehnimer&#039;s Landing, Teras Isle, Icemule Trace, Solhaven, River&#039;s Rest, Ta&#039;Illistim, Zul Logoth and Ta&#039;Vaalor and Four Winds Isle.  From which town would you like your locker shipped?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young clerk waits attentively for your answer.&lt;br /&gt;
&amp;gt;&amp;quot;Wehnimer&#039;s Landing&lt;br /&gt;
You say, &amp;quot;Wehnimer&#039;s Landing.&amp;quot;&lt;br /&gt;
The young clerk smiles.  &amp;quot;Ah, you&#039;re planning on staying a while.  Now, &amp;lt;Player&amp;gt;, we&#039;re going to ship that locker from Wehnimer&#039;s Landing, but what locker did you want to exchange it with?  Just SAY the name of the town!&amp;quot;&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The young clerk smiles and says, &amp;quot;If you&#039;d like your locker moved, just ASK me.  I know all ABOUT shipping.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;quot;Four Winds Isle&lt;br /&gt;
You say, &amp;quot;Four Winds Isle.&amp;quot;&lt;br /&gt;
The young clerk smiles.  &amp;quot;Ah, hrmn, alrighty.  Now, &amp;lt;Player&amp;gt;, we&#039;re going to ship that locker to Mist Harbor.  Did you want the standard rate, express rate, or immediate rate?  Go ahead and just SAY STANDARD, EXPRESS, or IMMEDIATE.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;quot;IMMEDIATE&lt;br /&gt;
You say, &amp;quot;IMMEDIATE.&amp;quot;&lt;br /&gt;
The young clerk nods and jots something down.  &amp;quot;Okay, it&#039;s done!  Immediate rate locker shipping from Wehnimer&#039;s Landing to Mist Harbor.&amp;quot;&lt;br /&gt;
You hand the young clerk 5,000 silvers.&lt;br /&gt;
&lt;br /&gt;
==Locker Manifest==&lt;br /&gt;
[[Premium subscription|Premium members]] automatically gain access to locker manifests through the {{boldmono|LOCKER}} verb (see below) or through a physical locker manifest which can be obtained in the [[Mist Harbor]] bank, east from the teller.&lt;br /&gt;
&lt;br /&gt;
Access to {{boldmono|LOCKER MANIFEST}} can be purchased by non-Premium players in the [[SimuCoin]]s Store for 25 SCs.&lt;br /&gt;
&lt;br /&gt;
==LOCKER (verb)==&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|LOCKER}} verb can be used to access manifests and runners.  [[standard subscription|Standard subscribers]] may gain access the manifest function through the [[Simucoin]] Store for 25 SimuCoins.  [[premium subscription|Premium]] and standard subscribers may also purchase access to the Locker Runner system for 300 simucoins for either 30 days of unlimited access or 60 uses over an unlimited time.  The Locker Runner function will only work in places where the [[justice]] system applies (most outdoor places in towns).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;locker&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  LOCKER INFO               - View information on the status of your locker(s).&lt;br /&gt;
  LOCKER MANIFEST [OPTION]  - View the contents of your locker.  Valid options are TOWN, FAMILY VAULT, or ASTRAL VAULT.&lt;br /&gt;
  LOCKER GET [MANIFESTID#]  - Retrieve an item from your locker while in town.&lt;br /&gt;
                              To specify the item, use the item id number from LOCKER MANIFEST.&lt;br /&gt;
  LOCKER SEND [ITEM]        - Send a held item to your locker while in town.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
;I downgraded from premium!  What happens to my lockers?&lt;br /&gt;
If you downgrade from Premium, all of your lockers are going to consolidate into one and you won&#039;t be able to leave until you remove enough items to be able to close your locker.  You will have the choice of removing them by hand or {{boldmono|SURRENDER}}ing them to pick up later (with applicable fines) as outlined below when you downgrade and attempt to open your locker:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your locker is about to be converted from a premium locker to a basic locker.  This means that all of your belongings, in all of your lockers will be stuffed into just one locker.  You&#039;ll need to ensure that the locker, after conversion, does not exceed its standard limit before being able to close it.&lt;br /&gt;
You can do this by either removing items directly by hand or by temporarily SURRENDERing them to the local town officials for later pickup at the nearest justice office.  If you choose to SURRENDER an item, you will need to pay any fines you may owe to the local town before you can retrieve your items.&lt;br /&gt;
If you&#039;re prepared to continue with the conversion please OPEN LOCKER again within in the next 15 seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I put an armor-filled backpack in and now my halfling/gnome can&#039;t pull it out!&lt;br /&gt;
This is related to the &amp;quot;You can only pick up a certain percentage of your weight&amp;quot; issue.  Find some CON enhancives or {{boldmono|[[ASSIST (verb)|ASSIST]]}}.&lt;br /&gt;
&lt;br /&gt;
;My locker isn&#039;t here!  Where is it?&lt;br /&gt;
It&#039;s wherever you started the game, or wherever you last moved it to.  You can use {{boldmono|LOCKER INFO}} or go to the local Mover&#039;s and ask them about moving your locker.  Either option will tell you where your locker is.&lt;br /&gt;
&lt;br /&gt;
;No, really, it says my locker isn&#039;t here but I&#039;m in the House Annex.&lt;br /&gt;
Oh, that.  Yeah, people post about that on the forums and a [[GameMaster]] tells them its a known issue.  It comes up if you try to move your locker to a locker that hasn&#039;t been accessed in a while.  Try to ask if someone can visit the annex lockers and then try to move your locker again.&lt;br /&gt;
&lt;br /&gt;
;I can&#039;t figure out how to get into my locker in my House Annex.&lt;br /&gt;
A lot of the House Annexes have puzzles to get into the lockers.  Ask on your House [[ESP]] channel or look on your house website.  Or just start pulling and turning everything in the room.  If you have a House pin, you can {{boldmono|TURN}} it from inside any city (except the city with the main branch) to teleport you to the local locker annex.  The pins can usually be purchased near the main branch entry for a modest fee and do not degrade.&lt;br /&gt;
&lt;br /&gt;
;I&#039;m on an F2P subscription. Is there any way I can access a locker to store a few things?&lt;br /&gt;
An [[F2P]] subscription has no base access to a locker, but through the [[Simucoin Store]], a Basic Locker Access (30 days) token can be purchased for a temporary 10 item locker pass, and other locker upgrades may also be available for purchase.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[http://beaconhall.net/index.php?Lockers Beacon Hall Archive lockers]&lt;br /&gt;
*[[Helden_Hall#Town_Annexes|Helden Hall lockers]]&lt;br /&gt;
*[[House Brigatta lockers]]&lt;br /&gt;
*[[Silvergate_Inn#Annexes_and_Lockers|Silvergate Inn lockers]]&lt;br /&gt;
*[[Twilight_Hall#Annexes|Twilight Hall lockers]]&lt;br /&gt;
*[[SimuCoin store]]&lt;br /&gt;
*[[SimuCoin (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arch_wight&amp;diff=223831</id>
		<title>Arch wight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arch_wight&amp;diff=223831"/>
		<updated>2024-08-15T06:00:01Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added melee defence strength&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = ArchWight_Colored.jpg&lt;br /&gt;
| level = 20&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Wight&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area =  Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Plains of Bone &lt;br /&gt;
| area3 =  Temple of Hope&lt;br /&gt;
| area4 =  The Graveyard&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 170&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Scimitar&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 156&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 136&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Mind Jolt (706)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 123&lt;br /&gt;
| WD2 = Empathy (1108)&lt;br /&gt;
| OS1 =  Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Gas cloud&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =113 &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 55&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 66&lt;br /&gt;
| CleTD = 60&lt;br /&gt;
| EmpTD = 60&lt;br /&gt;
| PalTD = 60&lt;br /&gt;
| RanTD = 60&lt;br /&gt;
| SorTD = 60&lt;br /&gt;
| WizTD = 60&lt;br /&gt;
| MjETD = 60&lt;br /&gt;
| MnETD = 60&lt;br /&gt;
| MjSTD = 60&lt;br /&gt;
| MnSTD = 60&lt;br /&gt;
| MnMTD = 60&lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spell Shield (219)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a wight skin&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The arch wight moves along ponderously, its gaunt humanoid frame often bent nearly double as it walks through the corridors of the deceased.  Massive upper arms contrast with a thin torso and narrow hips.  Its liquid golden eyes seem to be filled with tiny red sparks, and the lack of flesh on its face causes the arch wight to sport a horrific toothy grin.  Very proficient in the ways of magic, the arch wight feasts upon the flesh of the deceased, but often cooks the living to death before indulging in its grisly meal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Arch wights cast [[Earthen Fury (917)]] which makes them relatively dangerous for their level.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Wight lords were originally creatures of [[Darkstone Castle|Castle Claedesbrim]] before replacing shadow assassins in the [[purgatory]] and [[Bandur Etrevion#Behind the Scenes|frozen pit]] sections of [[The Graveyard]]. In their [[Rolemaster]] lore they are non-corporeal vestiges of nobility, found in [[tomb wight|burial mounds]] and the cemeteries of strongholds. Their description in the game itself was made to highlight the cannibalism theme in The Graveyard, represented also by the [[Lesser ghoul|ghouls]], which is also its relevance to their presence in [[Castle Anwyn]]. Castle Anwyn notably seems partly derived from Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/rw.aspx &amp;quot;The Rats in the Walls&amp;quot;] where this happens deep below ground, where [[Bandur Etrevion#Behind the Scenes|Nyarlathotep]] is at the center of the Earth like Satan, and victims had dug their [[Purgatory#Archaeology|way up]] from underneath.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wight Wight on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 18&lt;br /&gt;
|levelm1 = 19&lt;br /&gt;
|level = 20&lt;br /&gt;
|levelp1 = 21&lt;br /&gt;
|levelp2 = 22&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Blessing_and_eblading_arrows_(guide)&amp;diff=222397</id>
		<title>Talk:Blessing and eblading arrows (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Blessing_and_eblading_arrows_(guide)&amp;diff=222397"/>
		<updated>2024-07-11T21:57:06Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Created page with &amp;quot;Is this page still accurate and relevent?  My understanding is that bundles of arrows/bolts are now infinite and an eblade on the bundle will give a specific number of charges (100?)  Not sure if blessing is the same though&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this page still accurate and relevent?&lt;br /&gt;
&lt;br /&gt;
My understanding is that bundles of arrows/bolts are now infinite and an eblade on the bundle will give a specific number of charges (100?)&lt;br /&gt;
&lt;br /&gt;
Not sure if blessing is the same though&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=220876</id>
		<title>Monstrous direwolf</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=220876"/>
		<updated>2024-06-14T15:11:59Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added empath TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 67&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Red Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes&amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 365&lt;br /&gt;
| PA2 = Claw (attack)&lt;br /&gt;
| PAB = 355&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[Pounce (attack)|Pounce]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = [[Lunge (attack)|Lunge]]&lt;br /&gt;
| ABA = Prone&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 281 - 305&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 243&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 240&lt;br /&gt;
| CleTD = 271&lt;br /&gt;
| EmpTD =261 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 272 - 284&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 298&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 267&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = TD boost&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = Red eye&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The monstrous direwolf is a huge powerful beast with baleful red eyes that seem to bore through to the very soul. Impressively large bone deposits protrude across the breadth of the beast&#039;s back and neck. Large teeth that seem too big even for the massive maw can easily be seen even when the powerful jaws are closed. Mist, or perhaps tendrils of smoke, occasionally drift up from the flaring nostrils. Sharp eyes, and a sense of smell to match, and a cunning said to rival demons make a direwolf something to avoid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The &amp;quot;bony protrusions&amp;quot; on the direwolf can deflect attacks from hitting in much the same way as the special &amp;quot;protrusions&amp;quot; messaging on [[myklian]].&lt;br /&gt;
&lt;br /&gt;
They have a +50 TD boost maneuver that sometimes triggers, and a +68 AS boost that occurs semi-frequently giving their claws +433 AS.&lt;br /&gt;
&lt;br /&gt;
The bears have several maneuvers that can lock you into RT and force your stance down. The [[warped tree spirit|warped tree spirits]] have [[sheer fear]].&lt;br /&gt;
&lt;br /&gt;
They can attack twice in one round by mauling you if they knock you down first.&lt;br /&gt;
&lt;br /&gt;
The wolves will sometimes attack the [[direbear|direbears]] instead of you. &lt;br /&gt;
&lt;br /&gt;
;Knockdown Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf leaps on you, knocking you painfully to the ground!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Invisible force gives you a rabbit punch.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
;DS Penalty Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf focuses his glare on you and looses an eerie, bone-chilling howl! &#039;&#039;&#039;(steep DS penalty)&#039;&#039;&#039;&lt;br /&gt;
You quake uncontrollably, convulsing with terrified shivers!&lt;br /&gt;
&lt;br /&gt;
;Lunges&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf lunges at your throat!&lt;br /&gt;
The direwolf grabs your neck in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Throat nearly crushed.  You gurgle as you gasp for air.&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
Your vocal cords are painfully crushed!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lunges at your leg!&lt;br /&gt;
The direwolf grabs your leg in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Strike punctures thigh and shatters femur!&lt;br /&gt;
You fall screaming to the ground grasping your mangled left leg!&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
;Disease&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf claws at you! &lt;br /&gt;
  AS: +365 vs DS: +156 with AvD: +35 + d100 roll: +17 = +261&lt;br /&gt;
   ... and hits for 47 points of damage!&lt;br /&gt;
   Hard slash to belly severs a few nerve endings.&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
You suddenly feel deathly ill as your body is wracked by a virulent disease! &#039;&#039;&#039;(23 damage/round, 5 dissipation/round)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Other Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf stalks in!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lumbers in with a vicious snarl!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes suddenly emanate a bright red glow! &#039;&#039;&#039;(TD boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes glow bright red! &#039;&#039;&#039;(AS boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s foams at the mouth! &#039;&#039;&#039;(mauling/two simulaneous attacks)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attack is deflected harmlessly away by the direwolf&#039;s bony protrusions.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf drools with ravenous hunger!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf snorts the ground hungrily.&lt;br /&gt;
&lt;br /&gt;
Large droplets of spittle fall from a monstrous direwolf&#039;s mouth in anticipation of her upcoming meal.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf rolls over and dies.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf falls to the ground and dies.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A monstrous direwolf stares at you hungrily, foam frothing heavily upon her lips.  The direwolf&#039;s eyes gleem with excitement as she spies your right arm.  With a swift and sudden movement, the direwolf sinks her large, canine teeth into your right arm and with a quick head jerk, severs the limb from your body.  Content with her new found snack, the direwolf shreds and voraciously consumes every ounce of flesh, leaving only a bare bone.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Dire_wolf Dire wolf on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 65&lt;br /&gt;
|levelm1 = 66&lt;br /&gt;
|level = 67&lt;br /&gt;
|levelp1 = 68&lt;br /&gt;
|levelp2 = 69&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Three-toed_tegu&amp;diff=220131</id>
		<title>Three-toed tegu</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Three-toed_tegu&amp;diff=220131"/>
		<updated>2024-05-31T21:08:32Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added several TD values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = three-toed_tegu.jpg&lt;br /&gt;
| level = 33&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Reptilian &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Teorainn Dale&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 380&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Impale&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 237&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = 237&lt;br /&gt;
| PA3 = Claw&lt;br /&gt;
| PAC = 237&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Tail Sweep&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 154 - 175&lt;br /&gt;
| Ranged = 159&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 96-99&lt;br /&gt;
| CleTD = 96-102&lt;br /&gt;
| EmpTD =103-106 &lt;br /&gt;
| PalTD =99 &lt;br /&gt;
| RanTD = 99-105&lt;br /&gt;
| SorTD = 103 - 120&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD =114 &lt;br /&gt;
| MnETD = 111-114&lt;br /&gt;
| MjSTD =103-106 &lt;br /&gt;
| MnSTD =103-106 &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a tailspike&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Despite its lumbering appearance, this heavily plated creature can show surprising bursts of speed.  Each of the three toes on the tegu&#039;s forelegs are incredibly sharp, capable of slicing through the toughest hide.  The armored tail of this male tegu is tipped with pointy spikes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
* The tegu have quite a bit of health, be prepared to spend a good bit of mana or time swinging at them if killing them through damage attrition.&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a three-toed tegu&#039;s tailsweep:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;A three-toed tegu lashes its tail out at your legs with lightning speed!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You slip gracefully backwards avoiding the three-toed tegu&#039;s attempt to trip you!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Location Information==&lt;br /&gt;
Eleven Nations &amp;gt; Sapphire Gate &amp;gt; Lich Room #1635&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Tegu Tegu on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 31&lt;br /&gt;
|levelm1 = 32&lt;br /&gt;
|level = 33&lt;br /&gt;
|levelp1 = 34&lt;br /&gt;
|levelp2 = 35&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_bear&amp;diff=219203</id>
		<title>Black bear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_bear&amp;diff=219203"/>
		<updated>2024-05-14T14:26:15Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added Empath and major spirit TD&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Black_bear_Colored.jpg&lt;br /&gt;
| level = 16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bear&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Neartofar Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Old Mine Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 180&lt;br /&gt;
| PA2 = Claw (attack)&lt;br /&gt;
| PAB = 190&lt;br /&gt;
| PA3 = Charge (attack)&lt;br /&gt;
| PAC = 190&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Pounce&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Damage, Knockdown, Stun &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 104 -109&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 97&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 48 - 54&lt;br /&gt;
| CleTD = 45 - 48&lt;br /&gt;
| EmpTD =48 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 48&lt;br /&gt;
| SorTD = 48&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD =48 &lt;br /&gt;
| MnSTD = 45 - 48&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = none&lt;br /&gt;
 | magic items = none&lt;br /&gt;
 | gems = none&lt;br /&gt;
 | boxes = none&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a bear hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The &#039;&#039;&#039;black bear&#039;&#039;&#039; is a medium sized bear with a body about six feet long and appears to weigh around 440 pounds.  Mostly blackish in color, asone would expect from a black bear, its muzzle is somewhat lighter and a distinct V-shaped patch of cream colored fur can be found on the chest.  Also of note are the ears which appear much larger than those of other bears.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Although they do not wear physical [[armor]], their skin provides protection equivalent to double leather ASG 8. Since there is no actual armor worn the [[CvA]] value is +25.&lt;br /&gt;
&lt;br /&gt;
In addition to a natural weapon [[Charge (attack)|charge attack]], they also have a charge maneuver with the potential for [[Unbalance critical table|unbalance]] critical damage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A black bear charges at you, throwing her weight behind her shoulder, the bear knocks you painfully to the ground!&lt;br /&gt;
  ... 25 points of damage!&lt;br /&gt;
  Chest strike sprawls you flat on your back.&lt;br /&gt;
You are stunned for 5 rounds!&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1455 Black bear on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Agresh_troll_warrior&amp;diff=218565</id>
		<title>Agresh troll warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Agresh_troll_warrior&amp;diff=218565"/>
		<updated>2024-04-28T09:36:48Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added bolt DS and Major Spirit and Wizard TD&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Agresh_Troll_Warrior_Colored.jpg&lt;br /&gt;
| level =  16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Grasslands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = War hammer  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 155 to 197&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 55&lt;br /&gt;
| Ranged = 35&lt;br /&gt;
| Bolt = 66&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 55&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 59&lt;br /&gt;
| WizTD = 55&lt;br /&gt;
| MjETD = 55&lt;br /&gt;
| MnETD = 55 - 59&lt;br /&gt;
| MjSTD = 63&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The troll warrior stands silenty still.  Disdain touches its face as it awaits any who would challenge its bulking muscles.  Stripes of ash run down its cheeks in illegible runes as bits of its straggly hair blow in front of it.  The eyes that stare out from under its low brow are those of a natural born killer awaiting its next victim.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
These creatures are known to drop pale water sapphires, which are an [[Adventurer&#039;s Guild]] quest item.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Troll article, [http://en.wikipedia.org/wiki/Troll Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grasslands creatures]]&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Agresh_troll_scout&amp;diff=218564</id>
		<title>Agresh troll scout</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Agresh_troll_scout&amp;diff=218564"/>
		<updated>2024-04-28T09:34:58Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added ranged DS and TD for Major Elemental and Wizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  14 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Troll &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Grasslands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 170 &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = War hammer&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +171&lt;br /&gt;
| PA2 = Ensnare &lt;br /&gt;
| PAB = disarmed 161&lt;br /&gt;
| PA3 = Pound&lt;br /&gt;
| PAC = disarmed 161&lt;br /&gt;
| PA4 = Stomp&lt;br /&gt;
| PAD = disarmed 161&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 5 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 114 &lt;br /&gt;
| Ranged = 115&lt;br /&gt;
| Bolt = 119&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 49&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 53&lt;br /&gt;
| WizTD = 49&lt;br /&gt;
| MjETD = 49&lt;br /&gt;
| MnETD = 49&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 57&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The troll scout grimaces as it surveys its surroundings with suspicion.  Crudely drawn runic symbols painted with ash cover its face.  Tufts of straggly, yellow hair are spread over its otherwise barren body giving it a vaguely lionish appearance.  Only occasionally can sparks of true intelligence be seen in its otherwise dull eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
If disarmed the scouts will resort to [[ensnare]], [[pound]] and [[stomp]] attacks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Troll article, [http://en.wikipedia.org/wiki/Troll Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 12&lt;br /&gt;
|levelm1 = 13&lt;br /&gt;
|level = 14&lt;br /&gt;
|levelp1 = 15&lt;br /&gt;
|levelp2 = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grasslands creatures]]&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_orc&amp;diff=217127</id>
		<title>Dark orc</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_orc&amp;diff=217127"/>
		<updated>2024-04-17T08:58:57Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: added values to two TD&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Dark_Orc_Colored.jpg&lt;br /&gt;
| level = 12&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Orc&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Wehnimer&#039;s Environs&lt;br /&gt;
| area3 = Yander&#039;s Farm&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 150&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Halberd&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 157&lt;br /&gt;
| PA2 = Scimitar&lt;br /&gt;
| PAB = 157&lt;br /&gt;
| PA3 = Morning star&lt;br /&gt;
| PAC = 157&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 14&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =65-75 &lt;br /&gt;
| Ranged = 39 -57&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 36&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 36&lt;br /&gt;
| SorTD = 36&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD =36 &lt;br /&gt;
| MnETD = 36&lt;br /&gt;
| MjSTD =36 &lt;br /&gt;
| MnSTD = 36&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = an orc ear&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The dark orc obtains her name not from having dark coloration, but from her proclivity for seeking out dark places in which to live.  In fact, the dark orc&#039;s body is covered by a fine layer of salt-and-pepper fur, with a preponderance of the lighter shade.  Thick of skull and lacking good reasoning ability, the dark orc subsists on whatever creatures are foolish enough to find their way into her line of sight with no real concern as to how tough to kill or dangerous they might be.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* Dark orcs on Yander&#039;s Farm, outside of [[Ta&#039;Vaalor]], wear double chain that is [[slash critical table|slash]] and [[crush critical table|crush]] resistant but [[puncture critical table|puncture]] vulnerable.&lt;br /&gt;
&lt;br /&gt;
==Historic information==&lt;br /&gt;
An old description for dark orcs:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Massive and sullen looking, the dark orc glares and grimaces at all who come within its sight. Larger than the more well known orc varieties, there is rumor that an unknown power resides in this horrific appearing monster.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1472 Dark orc on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 10&lt;br /&gt;
|levelm1 = 11&lt;br /&gt;
|level = 12&lt;br /&gt;
|levelp1 = 13&lt;br /&gt;
|levelp2 = 14&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_leopard&amp;diff=217126</id>
		<title>Black leopard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_leopard&amp;diff=217126"/>
		<updated>2024-04-17T08:11:30Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: added major spirit TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 15&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Feline &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Grasslands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 140&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 168&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = 168&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Pounce&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = maneuver&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 150&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 82 - 85&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 45&lt;br /&gt;
| CleTD = 42 - 51&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 45&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 39 - 45&lt;br /&gt;
| MnETD = 45&lt;br /&gt;
| MjSTD =45 &lt;br /&gt;
| MnSTD = 45&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = no &lt;br /&gt;
 | magic items = no&lt;br /&gt;
 | gems = no&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a black leopard paw&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;At first glance, the black leopard has pure black fur but upon the shifting of light, faint auburn rosette patterns fade in and out of sight against the sleek darkness.  The only visible part of the leopard when she&#039;s stealthily hidden in the wilds is her deeply-toned amber eyes, which are always gazing warily at her surroundings.  With the ability to retract her claws into her large padded paws, the black leopard is able to conceal her movement and stalk silently behind her prey with great success.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
*Pounce maneuver&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;[SMR result: -243 (Open d100: 37)]&lt;br /&gt;
A black leopard leaps towards you, but misses and sprawls to the ground!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Leopard Leopard on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 13&lt;br /&gt;
|levelm1 = 14&lt;br /&gt;
|level = 15&lt;br /&gt;
|levelp1 = 16&lt;br /&gt;
|levelp2 = 17&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Darkwoode&amp;diff=217125</id>
		<title>Darkwoode</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Darkwoode&amp;diff=217125"/>
		<updated>2024-04-17T06:49:12Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added Major spirit TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Darkwoode_Colored.jpg&lt;br /&gt;
| level = 13 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Tree &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Toadwort&lt;br /&gt;
| area2 = Sentoph&lt;br /&gt;
| area3 = Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 120&lt;br /&gt;
| roundtime = 5 &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 127&lt;br /&gt;
| PA2 = Ensnare&lt;br /&gt;
| PAB = 137&lt;br /&gt;
| BT1 = Minor Water (903) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 125&lt;br /&gt;
| BT2 = Major Shock (910)&lt;br /&gt;
| BTB = 125&lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Tremors (909)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 7N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 57&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 39&lt;br /&gt;
| CleTD = 39&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 39&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 39&lt;br /&gt;
| MnETD = 39&lt;br /&gt;
| MjSTD = 39&lt;br /&gt;
| MnSTD = 39&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A skeletal tree-trunk with long straggling branches, the darkwoode holds the unliving force of a once sentient tree-spirit.  An unfelt breeze seems to stir the dead and decaying leaves that still cling to it, giving it a travesty of the beauty it once held as a living tree.  Given its original form long ago to protect sacred groves, it remains now, warped and twisted, yet still attempting to carry out the duties it failed in long ago.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
;Noncorporeal quick decay messaging:&lt;br /&gt;
The darkwoode will fade with this message at the next action it has.  Roundtime is 5 seconds, so loot it quickly.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;A darkwoode vanishes in a brisk wind that rips through the trees!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Wind]] messaging:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;A darkwoode gestures mystically!&lt;br /&gt;
A gust of wind tugs at your sleeves.  Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.&lt;br /&gt;
You are unaffected.&lt;br /&gt;
The wind then subsides.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tremors]] messaging:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;A darkwoode gestures mystically!&lt;br /&gt;
The ground begins to shake violently, making it hard to stand.&lt;br /&gt;
&lt;br /&gt;
The ground begins to shake violently, making it hard to stand.&lt;br /&gt;
&lt;br /&gt;
The ground begins to shake violently, making it hard to stand.&lt;br /&gt;
&lt;br /&gt;
The ground stops shaking as quickly as it started.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 11&lt;br /&gt;
|levelm1 = 12&lt;br /&gt;
|level = 13&lt;br /&gt;
|levelp1 = 14&lt;br /&gt;
|levelp2 = 15&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dark_orc&amp;diff=217111</id>
		<title>Dark orc</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dark_orc&amp;diff=217111"/>
		<updated>2024-04-16T17:22:29Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added melee DS and Armor type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Dark_Orc_Colored.jpg&lt;br /&gt;
| level = 12&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Orc&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Wehnimer&#039;s Environs&lt;br /&gt;
| area3 = Yander&#039;s Farm&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 150&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Halberd&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 157&lt;br /&gt;
| PA2 = Scimitar&lt;br /&gt;
| PAB = 157&lt;br /&gt;
| PA3 = Morning star&lt;br /&gt;
| PAC = 157&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 14&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =65-75 &lt;br /&gt;
| Ranged = 39 -57&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 36&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 36&lt;br /&gt;
| SorTD = 36&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 36&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 36&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = an orc ear&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The dark orc obtains her name not from having dark coloration, but from her proclivity for seeking out dark places in which to live.  In fact, the dark orc&#039;s body is covered by a fine layer of salt-and-pepper fur, with a preponderance of the lighter shade.  Thick of skull and lacking good reasoning ability, the dark orc subsists on whatever creatures are foolish enough to find their way into her line of sight with no real concern as to how tough to kill or dangerous they might be.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* Dark orcs on Yander&#039;s Farm, outside of [[Ta&#039;Vaalor]], wear double chain that is [[slash critical table|slash]] and [[crush critical table|crush]] resistant but [[puncture critical table|puncture]] vulnerable.&lt;br /&gt;
&lt;br /&gt;
==Historic information==&lt;br /&gt;
An old description for dark orcs:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Massive and sullen looking, the dark orc glares and grimaces at all who come within its sight. Larger than the more well known orc varieties, there is rumor that an unknown power resides in this horrific appearing monster.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1472 Dark orc on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 10&lt;br /&gt;
|levelm1 = 11&lt;br /&gt;
|level = 12&lt;br /&gt;
|levelp1 = 13&lt;br /&gt;
|levelp2 = 14&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lesser_faeroth&amp;diff=213350</id>
		<title>Lesser faeroth</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lesser_faeroth&amp;diff=213350"/>
		<updated>2024-02-01T20:09:49Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added some TD values, ranged and bolt defence values and amended details of their SMR attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Lesser_faeroth.jpg&lt;br /&gt;
| level = 46&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Faeroth&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Gyldemar Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 271 - 281&lt;br /&gt;
| PA2 = Claw &lt;br /&gt;
| PAB = 281 - 291&lt;br /&gt;
| PA3 = Pound&lt;br /&gt;
| PAC = 271 - 281&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 208&lt;br /&gt;
| Ranged =205 - 216 &lt;br /&gt;
| Bolt =229 &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 143 - 153&lt;br /&gt;
| CleTD = 158&lt;br /&gt;
| EmpTD =157 - 166 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD =138 &lt;br /&gt;
| SorTD = 166&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 175&lt;br /&gt;
| MjSTD =157 -166 &lt;br /&gt;
| MnSTD = 157 - 166&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = a mottled faeroth crest&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The &#039;&#039;&#039;lesser faeroth&#039;&#039;&#039; looks as though she is a near relative to a monkey. Standing on powerful forelimbs, her body is lifted entirely off the ground. Two atrophied legs with filthy claws dangle loosely below the body and look to be double-jointed.  A spark of malevolent intelligence burns in her eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a lesser faeroth&#039;s frenzy [[Creature maneuver|attack]], dodged:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A lesser faeroth shifts his weight, moving between forelimbs.&lt;br /&gt;
With a piercing howl the lesser faeroth becomes a blur of fists and feet directed at you!&lt;br /&gt;
You dodge away from the frenzied attack of the lesser faeroth!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This attack can also be blocked by a [[shield]].&lt;br /&gt;
&lt;br /&gt;
When the hit lands, it can make the victim prone, in [[roundtime]] and can also lower your stance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With a piercing howl the lesser faeroth becomes a blur of fists and feet directed at you!&lt;br /&gt;
You collapse under the flurry of blows!&lt;br /&gt;
Roundtime: 7 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 44&lt;br /&gt;
|levelm1 = 45&lt;br /&gt;
|level = 46&lt;br /&gt;
|levelp1 = 47&lt;br /&gt;
|levelp2 = 48&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_forest_viper&amp;diff=212746</id>
		<title>Black forest viper</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_forest_viper&amp;diff=212746"/>
		<updated>2024-01-15T09:09:03Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: updated Empath TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  Black_forest_Viper_Colored.jpg{{!}}frameless{{!}}upright=0.75{{!}}center&lt;br /&gt;
| level = 59 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Reptilian &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Ophidian &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Blighted Forest &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 334&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Venomous spit &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 272&lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 292&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 200 to 206&lt;br /&gt;
| CleTD = 220&lt;br /&gt;
| EmpTD = 211 - 229&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = 181 to 196&lt;br /&gt;
| SorTD = 234&lt;br /&gt;
| WizTD = 246&lt;br /&gt;
| MjETD = 246&lt;br /&gt;
| MnETD = 246&lt;br /&gt;
| MjSTD = 220&lt;br /&gt;
| MnSTD = 220&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Dodging}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = no&lt;br /&gt;
 | magic items = no&lt;br /&gt;
 | gems = no&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = no&lt;br /&gt;
 | skin = a viper fang&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The black forest viper is a shadowy charcoal grey, complemented by its paler grey underbelly.  Small horned protrusions rise above each of the viper&#039;s eyes, giving the creature a devilish appearance.  Much larger than a typical snake, the viper is nearly ten feet long, and it is quite capable of slaying foes as large as a human.  The snake&#039;s lazy movement belies its ability to strike rapidly when threatened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Vipers are ophidians, and as such, they do not suffer from critical hits to the body and do not have arms or legs.  Therefore, when ambushing, it is ideal to aim for the head, neck, eyes, or back.  It is recommended to ambush the back or neck, as any head damage reduces the value of the viper&#039;s fangs.&lt;br /&gt;
&lt;br /&gt;
Black forest vipers have an [[Attack Strength]] of about +330 and a [[Defensive Strength]] of +300.  They are capable of spitting venom into a target&#039;s eyes, which will do a minor amount of damage, a possible stun, and cause blindness, which lowers attack strength. Being bitten or hit with the venomous spit has the potential to inflict extremely dangerous poisons upon the victim.&lt;br /&gt;
&lt;br /&gt;
Black forest vipers can be knocked down, despite logic dictating that they are &amp;quot;always&amp;quot; on the ground. In addition to this, they can easily slither out of webs, which is a form of web breaking.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Skinning vipers for their fangs has the potential of inflicting poison.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Viperidae Viper on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_forest_ogre&amp;diff=212745</id>
		<title>Black forest ogre</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_forest_ogre&amp;diff=212745"/>
		<updated>2024-01-15T09:07:10Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: updated Empath TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Black_Forest_Ogre_Colored.jpg{{!}}frameless{{!}}upright=0.75{{!}}center&lt;br /&gt;
| level = 60 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = ogre &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Blighted Forest &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Aradhul Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Dhara{{!}}Dhara (Rogues) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 340&lt;br /&gt;
| PA2 = Closed fist{{!}}Closed fist (Wizards)&lt;br /&gt;
| PAB = 294&lt;br /&gt;
| BT1 = Hand of Tonis (505) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 379&lt;br /&gt;
| BT2 = Minor Acid (904)&lt;br /&gt;
| BTB = 379&lt;br /&gt;
| BT3 = Minor Fire (906)&lt;br /&gt;
| BTC = 379&lt;br /&gt;
| BT4 = Major Cold (907)&lt;br /&gt;
| BTD = 379&lt;br /&gt;
| MT5 = Major Shock (910)&lt;br /&gt;
| BTE = 379&lt;br /&gt;
| WD1 = Cold Snap (512) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 222&lt;br /&gt;
| OS1 = Elemental Dispel (417) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Tremors (909)&lt;br /&gt;
| OS3 = Call Wind (912)&lt;br /&gt;
| OS4 = Elemental Focus (513)&lt;br /&gt;
| OS5 = Elemental Targeting (425)&lt;br /&gt;
| MN1 = Cheapshots &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[Familiar Gate (930)]] &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = Foam&lt;br /&gt;
| ABB = Increase AS&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 250 to 261&lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 229&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 205&lt;br /&gt;
| CleTD = 219&lt;br /&gt;
| EmpTD = 217 - 219&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = 179 - 193&lt;br /&gt;
| SorTD = 231 to 234&lt;br /&gt;
| WizTD = 246&lt;br /&gt;
| MjETD = 246&lt;br /&gt;
| MnETD = 246&lt;br /&gt;
| MjSTD = 219&lt;br /&gt;
| MnSTD = 219&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Elemental Defense I &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II&lt;br /&gt;
| DSP3 = Elemental Defense III&lt;br /&gt;
| DSP4 = Elemental Barrier&lt;br /&gt;
| DSP5 = Thurfel&#039;s Ward&lt;br /&gt;
| DSP6 = Prismatic Guard&lt;br /&gt;
| DSP7 = Mass Blur&lt;br /&gt;
| DSP8 = Wizard&#039;s Shield&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet essence shard]]&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A black forest ogre plods through the countryside, her immense arm and leg muscles rippling with each wide step.  An oversized, slavering lower jaw and two long, pointed, lower teeth give the ogre a constant toothy sneer.  The thick bones of her protruding forehead shade beady black eyes, and if there is any intelligence in those eyes, it is completely obscured by the black forest ogre&#039;s vicious malevolence.  Short, coal black hair covers the creature&#039;s body and appendages, though in many places the hair is broken by long, deep scars.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Depending on your hunting style, and the number of hunters in the entire [[Blighted Forest]], you may see far fewer wizard ogres than rogue ogres. This is because they tend to use [[Familiar Gate (930)]] to warp throughout the forest, often to other hunters. Especially in the treetop portion of the forest, they will often be present for only a short period of time before they gate into the much larger ground level portion of the forest. Additionally, both rogues and wizards tend to spawn in groups. One will often encounter multiple ogre wizards in a row, and then no more for the entirety of a hunt. This can be particularly difficult when attempting to combat a grizzled ogre that is a wizard. If not dealt with promptly, it will likely gate to another portion of the forest, requiring a great deal of searching to find it.&lt;br /&gt;
&lt;br /&gt;
Wizard ogres spawn with a spell prepped. In addition to this, despite conventional logic, they can use familiar gate with a spell prepped. For this reason, it is important to differentiate between spawning wizard ogres and rogue ogres quickly.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Black forest ogres come in two varieties.  Most of them are [[rogue]]s, but a few of them are [[wizard]]s.  The rogue ogres use [[cheapshot]]s, are armed with dharas, and are capable of throwing weapons at an opponent.  The wizard ogres will use [[Hand of Tonis (505)]] in bolt form, focused [[Ice Patch (512)]], most of the [[Wizard Base|Wizard circle]] [[bolt]]s, [[Call Wind (912)]] with a high potential for vortex formation, [[Tremors (909)]], [[Elemental Dispel (417)]] and [[Familiar Gate (930)]], in addition to many defensive spells.  The ogre mages do not carry any weapons, but otherwise look the same as their rogue counterparts. For casting professions, a quick way to tell them apart is by their [[CvA]], the rogues having a CvA of 8, while the wizards having a CvA of 17. Like other creatures, such as [[shan warrior]]s, they can foam at the mouth for a temporary increase in [[Attack strength|AS]].&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;div {{log2|margin-right=35%}}&amp;gt;A black forest ogre spots a small woodland creature.  With speed impressive for a creature of her bulk, she snatches up the hapless animal, holding it in front of herself in her large fist.  Slowly she squeezes until the animal&#039;s eyes burst out of its head.  Then she drops the carcass and roars in laughter.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1289 Black forest ogre on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 58&lt;br /&gt;
|levelm1 = 59&lt;br /&gt;
|level = 60&lt;br /&gt;
|levelp1 = 61&lt;br /&gt;
|levelp2 = 62&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Massive_black_boar&amp;diff=212744</id>
		<title>Massive black boar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Massive_black_boar&amp;diff=212744"/>
		<updated>2024-01-15T09:04:34Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: updated Empath TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Massive_black_boar.jpg&lt;br /&gt;
| level = 59&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Suine&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Blighted Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Red Forest&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Charge (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 335&lt;br /&gt;
| PA2 = Impale (attack)&lt;br /&gt;
| PAB = 292&lt;br /&gt;
| PA3 = Bite (attack)&lt;br /&gt;
| PAC = 312&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 200 &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 194 - 215&lt;br /&gt;
| CleTD = 223 &lt;br /&gt;
| EmpTD = 208 - 229 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 190 - 202&lt;br /&gt;
| SorTD = 234 &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 246 &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 220 &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a heavy grey tusk&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The black boar snorts loudly and scrapes at the ground, peering around with his close-set, bloodshot eyes in hopes of finding something he can gore into a bloody pulp or pound into the earth.  His body is covered with coarse, black hair, and dull grey tusks protrude from each side of his gaping mouth.  A good ten feet long from dripping snout to curly tail and weighing more than a ton, the black boar moves with surprising speed and dexterity as he bears down, squealing furiously, on his intended prey.  The murderous glint in the boar&#039;s eyes betrays an intelligence much greater than his mundane kin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Black boars are completely immune to stuns, including the [[sorcerer]] spell [[Mind Jolt (706)|Mind Jolt]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Boars have a [[charge (attack)|charge]] ([[crush critical table|crush]]/[[unbalance critical table|unbalance]]), an [[impale (attack)|impale]] ([[puncture critical table|puncture]]/[[crush critical table|crush]]/[[unbalance critical table|unbalance]]) and a [[bite (attack)|bite]] ([[puncture critical table|puncture]]/[[crush critical table|crush]]/[[slash critical table|slash]]) attack.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wild_boar Boar on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Colossus_vulture&amp;diff=212176</id>
		<title>Colossus vulture</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Colossus_vulture&amp;diff=212176"/>
		<updated>2024-01-06T15:12:38Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added major elemental TD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Colossus_Vulture_Colored.jpg&lt;br /&gt;
| level = 34&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bird&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Avian&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Black Moor&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Yegharren Plains&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 390&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 235&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 245&lt;br /&gt;
| PA3 = Impale&lt;br /&gt;
| PAC = 235&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Wing buffet&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 192 - 207&lt;br /&gt;
| Ranged = 165&lt;br /&gt;
| Bolt = 150&lt;br /&gt;
| UDF = 200&lt;br /&gt;
| BarTD = 93 - 102&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 102&lt;br /&gt;
| SorTD = 113&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD =119 &lt;br /&gt;
| MnETD = 119&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 107&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a ruff of vulture feathers&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The colossus vulture is a large, distinctly marked bird, with a wingspan twice the height of a giantman.  Glossy black feathers and white markings on its broad wings and rounded tail give the vulture an ominous appearance, and feathers cover its legs to its feet.  A dark ruff borders the colossus vulture&#039;s bald red head and neck.  Its hooked bill and powerful talons are well suited for hunting.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a colossus vulture&#039;s wing buffet:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A colossus vulture swoops down over you, buffeting you with its wings!&lt;br /&gt;
One of the vulture&#039;s wings swats the side of your head with a stinging blow, and you reel as stars appear before your eyes!&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The colossus vulture spear attack messaging uses the [[impale]] natural weapon table while the impale attack messaging uses the [[bite]] natural weapon table.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A colossus vulture tries to spear you with its beak!&lt;br /&gt;
  AS: +211 vs DS: +646 with AvD: +37 + d100 roll: +98 = -300&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A colossus vulture tries to impale you on its beak!&lt;br /&gt;
  AS: +235 vs DS: +646 with AvD: +39 + d100 roll: +40 = -332&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Vulture Vulture on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Giant_hawk-owl&amp;diff=211676</id>
		<title>Giant hawk-owl</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Giant_hawk-owl&amp;diff=211676"/>
		<updated>2023-12-28T16:04:57Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added and updated TD for various classes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 28&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bird &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Avian&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Sorcerer&#039;s Isle&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Teorainn Dale&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Impale&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 247&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = 247&lt;br /&gt;
| PA3 = Claw&lt;br /&gt;
| PAC = 247&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 176&lt;br /&gt;
| Ranged = 151&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 84 - 87&lt;br /&gt;
| CleTD =78 - 90 &lt;br /&gt;
| EmpTD =84 &lt;br /&gt;
| PalTD =84 - 87 &lt;br /&gt;
| RanTD = 81 - 90&lt;br /&gt;
| SorTD = 84 - 87&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD =87 - 96 &lt;br /&gt;
| MnETD = 88 - 97&lt;br /&gt;
| MjSTD =78 - 90 &lt;br /&gt;
| MnSTD =78 - 90 &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = a tufted hawk-owl ear&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;This large, stocky &#039;&#039;&#039;owl&#039;&#039;&#039; seems designed for predation.  Its sharp talons are only partially concealed by its feathered legs, and the hawk-owl&#039;s beak is comparatively small, but razor sharp.  Coal black eyes are set deep in the great bird&#039;s mottled facial disks.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
* Giant hawk-owls are very susceptible to being [[critical|critted]], and as per, are easily [[stun|stunned]].&lt;br /&gt;
* If the hawk-owl is still stunned and flying when it is time for it to attack it will fall to the ground.&lt;br /&gt;
==Other information==&lt;br /&gt;
When hunting giant hawk-owls, and wanting the best quality ears from skinning them, it is best to avoid the head and eyes for attacks; the neck is a very preferable aiming choice.&lt;br /&gt;
&lt;br /&gt;
The giant hawk-owl spear attack messaging uses the [[impale]] natural weapon table while the impale attack messaging uses the [[bite]] natural weapon table.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A giant hawk-owl tries to spear you with its beak!&lt;br /&gt;
  AS: +216 vs DS: +370 with AvD: +40 + d100 roll: +24 = -90&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A giant hawk-owl tries to impale a scaly burgee on its beak!&lt;br /&gt;
  AS: +185 vs DS: +143 with AvD: +24 + d100 roll: +62 = +128&lt;br /&gt;
   ... and hits for 16 points of damage!&lt;br /&gt;
   Minor puncture to the right leg.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Northern_hawk-owl Hawk-owl on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 26&lt;br /&gt;
|levelm1 = 27&lt;br /&gt;
|level = 28&lt;br /&gt;
|levelp1 = 29&lt;br /&gt;
|levelp2 = 30&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Snow_madrinol&amp;diff=211564</id>
		<title>Snow madrinol</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Snow_madrinol&amp;diff=211564"/>
		<updated>2023-12-21T21:30:51Z</updated>

		<summary type="html">&lt;p&gt;CHOPPER666: Added empath and major spirit TD values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = snow_madrinol.jpg&lt;br /&gt;
| level = 52&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Madrinol&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Gossamer Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 301&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 311&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Tail Sweep&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 15N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 246&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 260&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 177&lt;br /&gt;
| CleTD = 184 - 196&lt;br /&gt;
| EmpTD =188 - 197 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 203 - 212&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 222&lt;br /&gt;
| MjSTD =188 - 197 &lt;br /&gt;
| MnSTD = 200&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = [[Glowing violet essence dust]]&lt;br /&gt;
[[Glowing violet essence shard]]&lt;br /&gt;
 | skin = a madrinol skin&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The heavily armored snow madrinol moves ponderously through the area searching for easy prey to consume.  Plates of extremely thick slate grey skin cover this quadruped on nearly all its exterior surfaces except its long, leathery tail and cupped, upright ears.  Tufts of off-white fur protrude between the plates, however, giving the impression that the madrinol is wearing pieces of armor rather than a total covering.  Unique to the snow madrinol seems to be its flared, circular hooves.  Sharp claws protrude from all sides of each hoof, allowing the creature to grip the ice or frozen ground for greater stability.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
The snow madrinol is the weakest of the three inhabitants of [[Gossamer Valley]], with a lower AS than the [[glacial morph]], and a maneuver that pales in comparison to the [[animated slush]]&#039;s [[slush wall]] attack. Unlike the other two, madrinols are not immune to stun or other disabling techniques, and can be dealt with using spells such as [[Blood Burst (701)]] or [[Bone Shatter (1106)]], which are effective only on &amp;quot;living&amp;quot; creatures. They have an average AS, and while they possess rather strong natural armor, hindering melee attacks, they possess no other particular defensive strengths. The only maneuver they possess is the Tail Sweep, which can inflict up to 20 [[RT]], though it is often easily avoided. A single madrinol is likely incapable of killing someone by tail sweeping him or her, but the true danger of this maneuver comes into play when used around the other inhabitants of Gossamer Valley. The animated slush has a plethora of dangerous attacks which will be especially dangerous on a proned individual, while the glacial morph&#039;s high AS and high DF weapon base can quickly dispatch anyone that they can hit.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
They drop a variety of fairly high quality gems.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 50&lt;br /&gt;
|levelm1 = 51&lt;br /&gt;
|level = 52&lt;br /&gt;
|levelp1 = 53&lt;br /&gt;
|levelp2 = 54&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CHOPPER666</name></author>
	</entry>
</feed>