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	<updated>2026-04-24T05:20:08Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Nexus&amp;diff=130213</id>
		<title>Nexus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nexus&amp;diff=130213"/>
		<updated>2020-03-23T20:55:40Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Added wording from teleporation phase 2 updates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses4 | the third tier of the spell [[Holy Receptacle (325)]]| the front end| Nexus (front end)}}&lt;br /&gt;
&lt;br /&gt;
The third tier of [[Holy Receptacle (325)]] creates a [[nexus]] gem.  This gem is linked to an anchor point set by the cleric. The cleric can then activate the gem and bring their entire group back to that anchor point.&lt;br /&gt;
&lt;br /&gt;
Nexus gems can be set to realms that are further than adjacent but still within a teleportation zone. Similar to [[Transference]], if the user of the gem is bearing a standard [[gold ring]], then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of [[Spiritual Lore, Religion]] beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be Chrono-locked upon interception for 15 minutes, making them unable to illicitly access the time tunnels during that time (access via gold rings will still be permissible during a Chrono-lock). In either case, only the cleric rubbing the gem will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
A cleric can only be anchored to one location at a time. It is useful to return a group to [[Ta&#039;Illistim]] directly from [[Old Ta&#039;Faendryl]], or to transport a body from the Icemule trail past the ice patches.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
To create a Nexus gem, a cleric must have:&lt;br /&gt;
*An [[orb gem]] with a value &amp;gt; 2000 silver&lt;br /&gt;
*25 + X mana: 25 for the spell, X being a variable cost (presumably based on value and lore)&lt;br /&gt;
*[[Spiritual Lore, Blessings]]: 5 ranks (25 skill)&lt;br /&gt;
*[[Spiritual Lore, Summoning]]: 10 ranks (50 skill)&lt;br /&gt;
*[[Spiritual Lore, Religion]]: 20 ranks (90 skill)&lt;br /&gt;
&lt;br /&gt;
Nexus gems are usable only by clerics, but any cleric can use one once created.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax -  &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;bless deity common 3&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;bless emerald&lt;br /&gt;
You begin chanting an intricate benediction ... suddenly all light in the area blinks out of existence and you can see nothing in the empty blackness that now consumes you.  Your attention is suddenly drawn to the emerald as it floats up from your hand and hangs silently in the air in stark contrast to the ebony darkness surrounding you.&lt;br /&gt;
&lt;br /&gt;
The emerald begins to fly around in a small circular pattern that seems to pick up speed with every pass by you.  Soon the emerald is nothing more than a blur of movement.  This vortex of movement begins to pull at the darkness surrounding it, quickly absorbing the blackness that once dulled your senses.  The emerald drops into your hand and you notice the environment around you is seemingly unchanged by the events you have just beheld.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After creating the Nexus gem, LOOKing at it will let the cleric know the strength of the stone, which is directly tied to how likely the stone is to successfully activate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax -  &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;look (gem)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;look thunderstone&lt;br /&gt;
Peering closely at the opalescent thunderstone you notice black clouds swirling within the gem&#039;s walls.  You able to discern from the movement of the clouds that this opalescent thunderstone has an immeasurable chance of creating a successful nexus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 10 tiers of strength for a Nexus gem.  Using one causes a reduction in strength, as discussed below.  They are:&lt;br /&gt;
#immeasurable&lt;br /&gt;
#excellent&lt;br /&gt;
#great&lt;br /&gt;
#good&lt;br /&gt;
#average&lt;br /&gt;
#so-so&lt;br /&gt;
#slim&lt;br /&gt;
#meager&lt;br /&gt;
#paltry&lt;br /&gt;
#hardly any&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Use of a Nexus gem is a two-part process, much like using a gold ring.  First, one must attune oneself to a location by [[TAP (verb)|TAP]]ping any Nexus gem, which attunes the cleric to their current location.  TAPping the same or another Nexus gem in a different location will reattune the cleric to the nex locale.  Setting the bind location to a spot holy to the cleric&#039;s deity will bestow a significant boost to the nexus gem&#039;s chance of success.  Using a shrine of a deity of the same pantheon also results in a boost.  Using a shrine of a deity of the opposing pantheon will result in a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax - &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;tap (gem)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tap thun&lt;br /&gt;
You peer closely at your thunderstone as you tap its surface.  You notice the black clouds contained within the opalescent thunderstone eddy and swirl around.  You suddenly get the feeling of a great weight placed upon your soul.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tap thun (when at a spot holy to the cleric&#039;s deity)&lt;br /&gt;
You peer closely at your thunderstone as you tap its surface.  You notice the black clouds contained within the opalescent thunderstone appear calm and steadfast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After attuning themselves, the cleric may attempt to transport themselves and their group to the attuned location by [[RUB (verb)|RUB]]bing a Nexus gem.  The chance for success of this is based upon the current power of the gem and the presence of hostile creatures.  The power of the gem is initially based on the value of the stone used and the [[Spiritual Lore, Summoning]] ranks of the cleric that created the stone, and is reduced as the stone is used.  The amount the strength of the Nexus gem is reduced is based upon the number of people transported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax - &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;rub (gem)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;rub thun&lt;br /&gt;
You cautiously rub your opalescent thunderstone.&lt;br /&gt;
A dark shroud engulfs all viewable light leaving you in a state of suspension.  Within moments, you feel a sharp tug on your mind as your sight becomes clear again ...&lt;br /&gt;
[Solhaven, Liabo Plaza]&lt;br /&gt;
Easily as large as the entire North Market, the plaza is paved with a spiral pattern of alternating terra-cotta and golden-yellow bricks.  On the eastern edge of the plaza stands an ornate, white limestone arch, and beyond it the brick-paved avenue stretches toward Vornavis&#039; towering west wall.  A steady mix of merchants, artisans, and clerics pass through the arch in both directions.  You also see an old barrel and a terra-cotta bench with some stuff on it.&lt;br /&gt;
Obvious paths: north, west&lt;br /&gt;
 &lt;br /&gt;
The power contained within your opalescent thunderstone fades slightly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub thun (failure to activate)&lt;br /&gt;
You cautiously rub your opalescent thunderstone.&lt;br /&gt;
Your opalescent thunderstone turns into a fine powder that wafts away with a passing breeze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure of the gem to activate results in the gem shattering.  Another nexus gem can be created and used in such a situation.  Particularly dramatic failures warp the flows of mana around the cleric, resulting in a mana regeneration penalty for three minutes.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Nexus jewelry]]&lt;br /&gt;
*[[Cleric Base (saved posts)#Holy Receptacle (325)|Saved posts]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#325 Cleric Base Spells: Holy Receptacle], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Cleric Base Spells]]&lt;br /&gt;
[[Category:Transport]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Silent_Strike&amp;diff=130212</id>
		<title>Silent Strike</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Silent_Strike&amp;diff=130212"/>
		<updated>2020-03-23T18:54:14Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cman &lt;br /&gt;
| cost = Base 20 (-8 Rank 1, -6 Rank 2, -4 Rank 3)&lt;br /&gt;
| mnemonic =SILENTSTRIKE&lt;br /&gt;
| roundtime = same as [[ATTACK (verb)|ATTACK]]&lt;br /&gt;
| available = [[Rogue]]s&lt;br /&gt;
| requirements = [[Shadow Mastery]] (Rank 2)&lt;br /&gt;
| prereqs = Training in Ambush and Stalking and Hiding is recommended.&lt;br /&gt;
| sq1 = 2&lt;br /&gt;
| sq2 = 4&lt;br /&gt;
| sq3 = 6&lt;br /&gt;
| sq4 = 8&lt;br /&gt;
| sq5 = 10&lt;br /&gt;
| se1 = - &lt;br /&gt;
| pu1 = -}}&lt;br /&gt;
&#039;&#039;&#039;Silent strike&#039;&#039;&#039; is a [[rogue]]-only [[Combat Maneuvers|combat maneuver]] that allows a [[character]] to attack a target from [[Stalking and Hiding|hiding]] without revealing his or her location. Characters that witness a successful Silent Strike will see &amp;quot;a shadowy figure&amp;quot; strike a target in place of the character&#039;s name. &lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
You may specify an attack modifier of [[WAYLAY_(verb)|WAYLAY]], [[JAB (verb)|JAB]], [[GRAPPLE (verb)|GRAPPLE]], [[PUNCH (verb)|PUNCH]], or [[KICK (verb)|KICK]] after CMAN SILENTSTRIKE to use that attack type instead. Silent Strike reduces [[AIM (verb)|aiming]] chance by 50% at rank 1 and scales down to 10% at rank 5 (10% per rank).&lt;br /&gt;
&lt;br /&gt;
* {{boldmono|cman silentstrike [attack modifier] &amp;lt;target&amp;gt; [aimed location if aiming]}}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
This skill is useful because it allows a character to jump back into hiding without the need to [[HIDE (verb)|HIDE]] again. &lt;br /&gt;
&lt;br /&gt;
A rogue must obtain at least two ranks of [[Shadow Mastery]] before training in Silent Strike. Additional ranks in Silent Strike will help to ensure an attack without revealing one&#039;s self. The character&#039;s [[level]] versus the target also seems to play a role in determining whether the maneuver is successful.&lt;br /&gt;
&lt;br /&gt;
If a rogue does not successfully perform the Silent Strike, they will attack the target normally, as if attempting to [[AMBUSH (verb)|AMBUSH]] from hiding. The character will still incur the maneuver&#039;s normal [[stamina]] cost.&lt;br /&gt;
&lt;br /&gt;
If the rogue has learned at least rank 3 of Silent Strike, they will attempt to remain hidden when performing the [[Cutthroat]] or [[Subdue]] maneuvers.&lt;br /&gt;
&lt;br /&gt;
While characters may not see the rogue that performs a silent strike, it does not excuse rogues from the [[JUSTICE (verb)|JUSTICE]] system if they attack a character in town.&lt;br /&gt;
&lt;br /&gt;
Having the [[Armored Stealth]] [[Armor Specialization]] active will add to success. The chance for success is capped at 99%. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Messaging==&lt;br /&gt;
;First-person&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You quickly leap from hiding to deliver your attack!&lt;br /&gt;
You swing a rusty old wakizashi at a velnalin!&lt;br /&gt;
  AS: +282 vs DS: +7 with AvD: +40 + d100 roll: +100 = +415&lt;br /&gt;
  ... and hit for 140 points of damage!&lt;br /&gt;
  Left hand severed at the wrist!&lt;br /&gt;
The velnalin groans loudly as he slumps to the ground and cradles his wounded left hoof.&lt;br /&gt;
The velnalin lets out a final agonized sigh and dies.&lt;br /&gt;
You retreat back into the shadows.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Third-person&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A shadowy figure leaps from hiding to attack!&lt;br /&gt;
The figure swings a rusty old wakizashi at a velnalin!&lt;br /&gt;
  AS: +282 vs DS: +7 with AvD: +40 + d100 roll: +100 = +415&lt;br /&gt;
  ... and hits for 140 points of damage!&lt;br /&gt;
  Left hand severed at the wrist!&lt;br /&gt;
The velnalin groans loudly as he slumps to the ground and cradles his wounded left hoof.&lt;br /&gt;
The velnalin lets out a final agonized sigh and dies.&lt;br /&gt;
The figure quickly disappears from view.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* [[Combat Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://www.play.net/gs4/info/maneuvers/list.asp#silentstrike Combat Maneuvers List: Silent Strike] on play.net&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Waylay&amp;diff=130199</id>
		<title>Waylay</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Waylay&amp;diff=130199"/>
		<updated>2020-03-23T17:15:03Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Mechanics */ Added silent strike and attack example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WAYLAY&#039;&#039;&#039; is a mechanical attack verb used to deliver open or [[AIM (verb)|aimed]] [[melee]] attacks from [[Stalking and Hiding|hiding]] using the [[ambush|ambush skill]] wherein the resulting attack has bonus [[Weighting#Damage_Weighting|damage weighting]] instead of the bonus [[Weighting#Critical_Weighting|critical weighting]] formerly associated with ambush. This attack verb is open to any profession, but given that you must be hidden to use it and the damage bonus is based upon ambush skill, the design intent was for it to primarily be beneficial for rogues, warriors, and rangers who use melee weapons. This verb is an alternate to [[AMBUSH (verb)|AMBUSH]] and [[ATTACK (verb)|ATTACK]].&lt;br /&gt;
&lt;br /&gt;
The new mechanic was announced in December 2019 by [[:USER:GS4-ESTILD|Senior GameMaster Estild]] and worked on by [[:USER:GS4-NAIJIN|GameMaster Naijin]] and [[:USER:GS4-MERAKI|GameMaster Meraki]].&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{boldmono|WAYLAY {target} {location} }}attempts to attack the target in the specified location&lt;br /&gt;
* {{boldmono|WAYLAY {target} }}attempts to attack the target in the default aiming location specified by the [[AIM]] verb (and attacks openly if no default aiming location is set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;H&amp;gt;waylay elemental&lt;br /&gt;
You step out of hiding to waylay a greater water elemental!&lt;br /&gt;
You swing a marred falchion at a greater water elemental!&lt;br /&gt;
  AS: +458 vs DS: +240 with AvD: +36 + d100 roll: +72 = +326&lt;br /&gt;
   ... and hit for 235 points of damage!&lt;br /&gt;
   The water elemental is knocked to the ground!&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
This mechanic is effectively identical to using a hidden AMBUSH with the ambush skill. The differences are that you must be hidden in order to WAYLAY and the output is bonus damage weighting instead of bonus critical weighting. The bonus damage weighting is equal to the following (DEX bonus + (Ambush skill bonus / 2)), subject to the end roll result of the attack. 100% of the calculated bonus is applied if the end result is at 250, then ±1% for every 2 points below/above 250, capped at ±100%. The bonus damage is subject to randomization and stacks with normal weapon properties (such as additional critical or damage weighting). &lt;br /&gt;
&lt;br /&gt;
Strategically, this verb may best be used against critical hit resistant/immune targets such as [[:Category:Elemental_Creatures|elementals]], [[:Category:Non-corporeal_undead_creatures|non-corporeal undead]], and certain [[:Category:Mini-boss_creatures|boss creatures]].&lt;br /&gt;
&lt;br /&gt;
Waylay may also be used in combination with [[silent strike]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cman silent waylay&lt;br /&gt;
You quickly step from hiding to deliver your waylay!&lt;br /&gt;
You swing with a vultite-bound thick leather blackjack at a dybbuk!&lt;br /&gt;
  AS: +502 vs DS: +179 with AvD: +19 + d100 roll: +57 = +399&lt;br /&gt;
   ... and hit for 205 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into lungs.&lt;br /&gt;
   The dybbuk is stunned!&lt;br /&gt;
You retreat back into the shadows.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
Any condition that prevents a character from attacking normally will prevent this verb from working, as will attempting to aim at a nonexistent (&#039;&#039;e.g.&#039;&#039;, the legs of a worm) or already severed body part.&lt;br /&gt;
&lt;br /&gt;
Size disparity can also prevent aiming at specific body parts. Large [[character]]s will not be able to aim at specific parts of small critters (&#039;&#039;e.g.&#039;&#039;, a [[human]] cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a [[creature]] that, because of size limitations, is out of his or her reach unless they have the appropriate [[combat maneuver]] (&#039;&#039;e.g.&#039;&#039;, a [[dwarf]] cannot aim at the head or neck of a [[giant]] that is standing up ). The use of longer weapons can somewhat mitigate this.&lt;br /&gt;
&lt;br /&gt;
If you aim your attack and miss the location, you get half of the normal damage weighting bonus.&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
* [[AMBUSH (verb)]]&lt;br /&gt;
* [[ATTACK (verb)]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?123005-WAYLAY-(Attack)-Verb-Released&amp;amp;p=2133033#post2133033 Player research]&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animate_Dead_(730)&amp;diff=129577</id>
		<title>Animate Dead (730)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animate_Dead_(730)&amp;diff=129577"/>
		<updated>2020-03-19T11:54:32Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Character Animates */ added some additional info about rescuing with 730&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Animate Dead&lt;br /&gt;
 | number = 730&lt;br /&gt;
 | mnemonic = ANIMATEDEAD&lt;br /&gt;
 | duration = Special &lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Attack&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a [[gems|gem]], [[crimson salt crystals]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Animate Dead&#039;&#039;&#039; allows a sorcerer to animate the corpses of [[creature]]s or fellow [[character]]s, then maintain an amount of control over the reanimated body. Creature animates can attack, cast defensive magic, and hold items for their master. Player animates can only move. &lt;br /&gt;
&lt;br /&gt;
==Duration==&lt;br /&gt;
Without [[crimson salt crystals]], the initial duration of the spell is a flat 10 minutes.  Each corpse may be treated with crimson salt crystals prior to casting to increase the initial duration to 20 minutes + 15 seconds per level of troll blood.  Crystals consist of sea water, troll blood, and a moonflower, and must be prepared prior to using the spell.  A cast of [[Dark Catalyst (719)]] at the homogenous solution will begin the crystallization process.  Using level 63 [[massive troll king]] blood, an animate will have an initial duration of approximately 35 minutes and 45 seconds.  Using level 100 [[grimswarm]] troll blood, the initial duration will cap at 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Successfully using {{boldmono|[[sacrifice|SACRIFICE]] CHANNEL {target} }}on another appropriate creature will refresh an animate to the initial duration and heal all injuries on creature animates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Any [[massive troll king]] or [[grimswarm]] troll blood gathered (or crystals made) prior to the [[/saved_posts#Additional_Updates|update]] made on 2016 Jan 12 (post #3449) will have the former maximum level 63 restriction still applied.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to animate an appropriate creature or character for 10 minutes (refreshable).&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;SPREAD CRYSTALS ON {target} | PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to animate an appropriate creature or character for 20 minutes + 15 seconds per level of troll blood (refreshable).&lt;br /&gt;
*&amp;lt;tt&amp;gt;SPREAD CRYSTALS ON {target}&amp;lt;/tt&amp;gt; (optional) &#039;&#039;&#039;&amp;lt;tt&amp;gt;| GET {gem} | PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to [[Animate Dead (730)#Raising_the_Level_of_an_Animate|raise the level]] of a creature animate +1 for every 400 value of the gem used, maxed at the caster&#039;s MAL (see above for applicable duration).&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em}}&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!width=&amp;quot;155px&amp;quot;|[[TELL (verb)|TELL ANIMATE TO...]]&lt;br /&gt;
!Action&lt;br /&gt;
!Creature-only&lt;br /&gt;
!Player-only&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK&lt;br /&gt;
|Animate will attack any foe in sight.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK &amp;lt;nowiki&amp;gt;{creature|player}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Instructs animate to attack the specified target.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GUARD&lt;br /&gt;
|Animate will attack any creatures that attack its master. Non-BCS animates are not able to guard.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GO &amp;lt;nowiki&amp;gt;{direction|portal}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Animate moves in the specified direction (must be in same room).&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|FOLLOW&lt;br /&gt;
|Animate will follow its master. Using this command again will stop the animate from following.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|STOP&lt;br /&gt;
|Animate will cease most recent command. Will not stop the animate from following.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GET {item}&lt;br /&gt;
|Animate picks up specified item (maximum 2 items).&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|DROP {item}&lt;br /&gt;
|Animate will drop specified item.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAGIC&lt;br /&gt;
|Instructs the animate to cast defensive/enhancive magic at its master (must be in same room).&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|EXPLODE &lt;br /&gt;
|Animate will explode, injuring other near-by creatures in the process. (player-friendly, animate is lost)&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SIT&lt;br /&gt;
|Animate will sit.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|LIE&lt;br /&gt;
|Animate will lay down.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|STAND&lt;br /&gt;
|Animate will stand up.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|DIE&lt;br /&gt;
|Breaks the master&#039;s control over the animate. Body will return to its original dead state.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maximum Animatable Level==&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 20):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Determining Target Level===&lt;br /&gt;
;Estimating&lt;br /&gt;
Creature levels can be estimated using [[ASSESS]] (or [[APPRAISE]]).  A message will be displayed of the creature&#039;s level in relation to the character&#039;s.  Performing this action is typically good enough for normal use of the spell.&lt;br /&gt;
&lt;br /&gt;
;Calculating&lt;br /&gt;
[[Corrupt Essence (703)]] has a TD pushdown that is partially based on creature level relative to the sorcerer&#039;s level.  ([[BCS]] creatures will generate on a range of levels centered around the creature&#039;s base level.  Example: Shan are a base level of 42, though you may find individual Shan to range from the high 30&#039;s to mid 40&#039;s.)  When animating near one&#039;s MAL, it is important to keep track of the individual creature one is attempting to animate.  Failure will result in injury.  To determine the level of a creature using [[Corrupt Essence (703)]], use the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;TD Pushdown = (WISDOM bonus &amp;amp;minus; 1) + (Caster&#039;s level - Creature&#039;s level)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Creature Level = Caster level + (WISDOM bonus - 1) - TD Pushdown&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, one must determine the creature&#039;s normal TD vs. [[Sorcerer Base|sorcerous magic]]. [[Mind Jolt (706)]] is generally the best choice for this purpose, because it will not damage the potential animate&#039;s body, and will also stun the target. Next, cast [[Corrupt Essence (703)]] at it.  The TD pushdown is the original TD used against the first spell minus the corrected TD against [[Corrupt Essence (703)]].  A character&#039;s level and Wisdom bonus values can be found in the [[INFO]] verb.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&#039;Sorcerer A&#039; casts [[Pain (711)]] at the creature whose level is to be determined, resulting in a TD of 189. &#039;Sorcerer B&#039; then immediately casts [[Corrupt Essence (703)]] at the same creature, and the resulting TD is 156.  Sorcerer B is level 44 and their Wisdom bonus is 30. Solve for &#039;C&#039; which is the value of the creature&#039;s level. (189-156)=(30-1)+(44-C); 33 = 29 + 44 - C; C = 40. This tells us that the creature in question is level 40, or 4 levels below Sorcerer B. Now the sorcerer may determine, based on their MAL, whether or not they will be able to animate that particular creature.&lt;br /&gt;
&lt;br /&gt;
== Character Animates ==&lt;br /&gt;
All player characters can be animated.  Animate Dead is primarily used as an alternative to dragging fallen comrades, and rescuing people from places where dragging is not possible.  The success of player character animation also has an MAL check based on the target. If a sorcerer&#039;s MAL is lower then the character&#039;s level, it will NOT make it impossible for the player to animate the corpse, but it will make it more difficult to successfully animate it. &lt;br /&gt;
&lt;br /&gt;
The target must have their [[group]] open or the spell will fail. An animated character may UNLINK ANIMATION to release themselves from the caster&#039;s control, causing their body to return to a dead state.  Using either a [[White flask|white flask]] or [[Symbol of Preservation]] on the corpse prior to casting is recommended to prevent the character from decaying.&lt;br /&gt;
&lt;br /&gt;
Animating dead player characters makes for considerable utility as rescuer. Bodies can be animated and brought back from hard to reach hunting areas, like through the runes at the Broken Lands, or even from any town to the Isle of Four Winds assuming both the body and sorcerer are premium subscribers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Crimson salt crystals no longer preserve corpses.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Creature Animates ==&lt;br /&gt;
Creature animates can make highly effective hunting partners and can be broken down into three distinct types:&lt;br /&gt;
&lt;br /&gt;
;*Animal&lt;br /&gt;
:These are generally quadrupeds, they use natural attacks (bite, claw, etc.) and may also attack with [[maneuver]]s. This type is the least effective animate overall because their attacks do poor damage and cannot be bolstered by the use of a weapon, and they know no magic to be of defensive use either.&lt;br /&gt;
;*Magical&lt;br /&gt;
:Creatures which rely primarily on magic as their means of attack. These are generally the least effective attacking animates, though they may know certain defensive spells which can be quite useful to their master. It is important to note that only creatures on the [[BCS]] system cast defensive magic upon their masters. The duration of defensive magic cast by an animate on the sorcerer is limited to the remaining duration of the animate.&lt;br /&gt;
;*Warrior&lt;br /&gt;
:These are creatures which wield weapons and shields. Generally bipedal and often even intelligent these are the best choices for offensive animates. The faster the creature, the better animate it will make. Once animated they may also be instructed to wield a weapon of their masters choice (commonly [[claidhmore]]s or [[flare|flaring]] weapons) to drastically increase their damage potential.&lt;br /&gt;
&lt;br /&gt;
[[construct family creatures|Construct]]s, [[golem]]s, [[Elemental family creatures|elementals]], and most [[non-corporeal]] [[undead]] creatures &#039;&#039;cannot&#039;&#039; be animated by this magic. Other dead creatures are suitable so long as the sorcerer&#039;s [[Maximum Animatable Level]] (MAL) is equal to or higher then the creature&#039;s level, preferably not [[wound]]ed ones. If a creature&#039;s suitability for animation is in question, [[ASSESS (verb)|ASSESS]] may be used prior to casting. &lt;br /&gt;
&lt;br /&gt;
===Raising the Level of an Animate===&lt;br /&gt;
If a [[gems|gem]] is used for the animation process it will raise the level of the animated creature by +1 for every 400 value of the gem used, maxed at the caster&#039;s MAL. This will include the appropriate combat stats for the creature. The gem must be held in hand when casting to obtain this benefit, though the spell can be cast without a gem if desired.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate - Lore Benefits===&lt;br /&gt;
&#039;&#039;&#039;TELL ANIMATE TO EXPLODE&#039;&#039;&#039; will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + ([[Sorcerous Lore, Necromancy]] ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Useful Animates ===&lt;br /&gt;
As the level of creature animates can now be raised by using a gem, the following chart is somewhat obsolete, but remains here since what was previously a good animate is still a good animate.  Readers should keep in mind, however, that the number of possible usable animates has increased considerably, and that some animates with certain skills will do well in one hunting ground, but might not be as successful in another.&lt;br /&gt;
&lt;br /&gt;
Per [[Animate Dead (guide)|Querthose&#039;s Guide]], the most useful animates tend to be warriors - those that swing a weapon and do little else.  Such animates can usually swing a [[claidhmore]] (provided by their animator), which can be very effective.  Here are some examples of creatures that fit this mold:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; {{prettytable}} width=&amp;quot;85%&amp;quot; font-size=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!Creature&lt;br /&gt;
!Average Level&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|Varies&lt;br /&gt;
|If you can afford to take a few swings, look for a fast swinger, and not one with a bow.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shan warrior]]&lt;br /&gt;
|42&lt;br /&gt;
|Physical attacks, disarm&lt;br /&gt;
|-&lt;br /&gt;
|[[Shan ranger]]&lt;br /&gt;
|42&lt;br /&gt;
|Only slightly lower AS than a shan warrior, and can be told to cast mobility on you&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomb troll]]&lt;br /&gt;
|52&lt;br /&gt;
|Rapidly regenerates from any wounds received&lt;br /&gt;
|-&lt;br /&gt;
|[[Decaying Citadel guardsman]]&lt;br /&gt;
|58&lt;br /&gt;
|Undead animates can hit other undead animates without a blessed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Massive pyrothag]]&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black forest ogre]]&lt;br /&gt;
|60&lt;br /&gt;
|Make sure to pick out a rogue rather than a wizard&lt;br /&gt;
|-&lt;br /&gt;
|[[Muscular supplicant]]&lt;br /&gt;
|67&lt;br /&gt;
|Ideal animate.  Does nothing but swing.  If you look around, you can find ones with 3 second attack RT.&lt;br /&gt;
|-&lt;br /&gt;
|[[Raving lunatic]]&lt;br /&gt;
|77&lt;br /&gt;
|This is one option for hitting vvrael witches/warlocks (though their DS is usually too high to make it practical).  Be sure to tell your animate to stop following before you leave the rift, or else you&#039;ll lose it on the way out.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ithzir scout]]/[[Ithzir janissary]]&lt;br /&gt;
|89/92&lt;br /&gt;
|Some of the other ithzir has high DS, but these are still fairly useful.  They&#039;ll frequently hurl their weapon, though - keep an eye on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Triton executioner]]/[[Triton combatant]]/[[Triton radical]]&lt;br /&gt;
|96/98/98/100&lt;br /&gt;
|All reasonable choices. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ranged hunted can also be useful (e.g. [[Rotting Citadel arbalester]]).  They will swing a claidhmore at 0 AS, so let them keep the bow.  They do not run out of arrows.  They will do considerably less damage per attack, but generally attack very quickly.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Hollow soulstone wand]]&lt;br /&gt;
*[[Trolls (animate dead)]]&lt;br /&gt;
*[[Crimson salt crystals]]&lt;br /&gt;
*[[Necromantic regeneration potion]]&lt;br /&gt;
*[[Virktoth|A Cautionary Tale?]]&lt;br /&gt;
*[[Animate Dead (guide)|Querthose&#039;s Guide to Using Animate Dead]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128874</id>
		<title>Locksmith pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128874"/>
		<updated>2020-03-06T06:19:56Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Adjusted typo on a bulletpoint (d99-&amp;gt;d90)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The locksmith pool is a new system that lets players drop off boxes for [[locksmith|locksmiths]] to open. The goal of this system is to reduce the usage of the NPC Townsmith and increase usage of player locksmiths.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|+Locksmith pool NPC locations by town&lt;br /&gt;
|-&lt;br /&gt;
! Town&lt;br /&gt;
! Room Name&lt;br /&gt;
! [[Lich]] Room #&lt;br /&gt;
! NPC Description&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing&lt;br /&gt;
|Land Tower East, Office&lt;br /&gt;
|3807&lt;br /&gt;
|a scruffy human worker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Customer==&lt;br /&gt;
&lt;br /&gt;
In order to deposit a [[box]] into the pool for another character to pick the lock, the syntax is either GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; or GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT. The first tips a flat amount of silvers regardless of the contents of the box while the second will tip a percentage of the value of the silvers and gems within the box. With either of these commands, the silvers must be in the character&#039;s inventory and paid upfront. They are forfeited regardless of if the box is unlocked later. Characters may then leave the area and return when they are ready to see the status of their boxes. &lt;br /&gt;
&lt;br /&gt;
Upon return, ASK &amp;lt;NPC&amp;gt; FOR LIST to see all the boxes that have been added to the pool as well as their current status. ASK &amp;lt;NPC&amp;gt; TO RETURN # (where the # is from the LIST command) to retreive the box (remembering that you will lose the tip if you return the box before it is opened). You may also return the first finished box from your queue with ASK &amp;lt;NPC&amp;gt; FOR RETURN. Each box completed via the locksmith pool will give the person depositing the box 10 [[long-term experience]] per day up to a maximum of 250 long-term experience.&lt;br /&gt;
&lt;br /&gt;
As of 3/1/2020 at 6:11 PM CST, customers using the locksmith pool can deposit up to 100 boxes in the pool at any given time.&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Locksmith==&lt;br /&gt;
&lt;br /&gt;
In order to retrieve a box from the locksmith pool, the locksmith must have 10 or more ranks in lockpicking. Then, the locksmith must go to the location of the NPC in their current town and ASK &amp;lt;NPC&amp;gt; FOR JOB. If one is available, the NPC will place the box on a table where the syntax is &amp;lt;locksmith&#039;s name&amp;gt;&#039;s &amp;lt;box noun&amp;gt;. At this point, the locksmith may [[DISARM (verb)|DISARM]] and [[PICKLOCK (verb)|PICK]] like they would normally. Once completed, the locksmith will ASK &amp;lt;NPC&amp;gt; FOR CHECK. If the box has been disarmed and is unlocked, the NPC will exchange the box for the specified tip. If the locksmith could not complete the job and returns the box, the locksmith is unable to get another job for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Each box that comes out of the pool will also inform the locksmith of where the box came from:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The worker says, &amp;quot;Ah, here we are.  The client is offering a tip of 50 silvers and mentioned it being from a wood sprite (level 38).  The coffer is setup up on the table for you.  When you&#039;re finished, ASK me to CHECK your work.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other items of note:&lt;br /&gt;
&lt;br /&gt;
* Rogues have priority for 10 minutes before boxes become generally available to all other classes.&lt;br /&gt;
* Locksmiths can retrieve up to 10 boxes every 10 minutes.&lt;br /&gt;
* Locksmiths keep all scarabs.&lt;br /&gt;
* Locksmiths can ASK &amp;lt;NPC&amp;gt; FOR CHECK a box they haven&#039;t attempted to disarm or unlock and it will return it to the locksmith pool with no penalties.&lt;br /&gt;
* The queue is ordered by highest tip to lowest tip.&lt;br /&gt;
* Locksmiths only retrieve boxes which they are capable of picking. This will depend on your picklock skill, whether you know 403, and will range between a d1 with a copper lockpick and a d90 with a vaalin lockpick.&lt;br /&gt;
* Plated boxes will only be distributed to rogues that have knowledge of wedge creation from lock mastery, or if the locksmith knows 407. If a non-rogue, enruned or mithril plated boxes won&#039;t be distributed.&lt;br /&gt;
* Phantom difficulty is added to boxes every 15 minutes as soon as the box is added in order to move it into a difficulty level where another locksmith could open it.&lt;br /&gt;
* The boxes on the work tables stay for awhile and then assume they are abandoned and get sent back into the locksmith pool.&lt;br /&gt;
* If you can&#039;t get a read on a lock using your best pick, it is likely that your best pick has been broken and repaired too many times. Replace it or have it checked by a rogue with lock mastery finished.&lt;br /&gt;
* If you trigger a dangerous trap that destroys the box, or if you turn a box in unopened, you will be prevented from retrieving boxes from the pool for a short time.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt;&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR HELP&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; ABOUT BOXES&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR LIST&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; TO RETURN&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR JOB&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR CHECK&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Locksmith_pool/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128837</id>
		<title>Locksmith pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128837"/>
		<updated>2020-03-04T22:49:55Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Adding snippets of info for locksmiths working via the pool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The locksmith pool is a new system that lets players drop off boxes for [[locksmith|locksmiths]] to open. The goal of this system is to reduce the usage of the NPC Townsmith and increase usage of player locksmiths.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|+Locksmith pool NPC locations by town&lt;br /&gt;
|-&lt;br /&gt;
! Town&lt;br /&gt;
! Room Name&lt;br /&gt;
! [[Lich]] Room #&lt;br /&gt;
! NPC Description&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing&lt;br /&gt;
|Land Tower East, Office&lt;br /&gt;
|3807&lt;br /&gt;
|a scruffy human worker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Customer==&lt;br /&gt;
&lt;br /&gt;
In order to deposit a [[box]] into the pool for another character to pick the lock, the syntax is either GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; or GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT. The first tips a flat amount of silvers regardless of the contents of the box while the second will tip a percentage of the value of the silvers and gems within the box. With either of these commands, the silvers must be in the character&#039;s inventory and paid upfront. They are forfeited regardless of if the box is unlocked later. Characters may then leave the area and return when they are ready to see the status of their boxes. &lt;br /&gt;
&lt;br /&gt;
Upon return, ASK &amp;lt;NPC&amp;gt; FOR LIST to see all the boxes that have been added to the pool as well as their current status. ASK &amp;lt;NPC&amp;gt; TO RETURN # (where the # is from the LIST command) to retreive the box (remembering that you will lose the tip if you return the box before it is opened). You may also return the first finished box from your queue with ASK &amp;lt;NPC&amp;gt; FOR RETURN. Each box completed via the locksmith pool will give the person depositing the box 10 [[long-term experience]] per day up to a maximum of 250 long-term experience.&lt;br /&gt;
&lt;br /&gt;
As of 3/1/2020 at 6:11 PM CST, customers using the locksmith pool can deposit up to 100 boxes in the pool at any given time.&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Locksmith==&lt;br /&gt;
&lt;br /&gt;
In order to retrieve a box from the locksmith pool, the locksmith must have 10 or more ranks in lockpicking. Then, the locksmith must go to the location of the NPC in their current town and ASK &amp;lt;NPC&amp;gt; FOR JOB. If one is available, the NPC will place the box on a table where the syntax is &amp;lt;locksmith&#039;s name&amp;gt;&#039;s &amp;lt;box noun&amp;gt;. At this point, the locksmith may [[DISARM (verb)|DISARM]] and [[PICKLOCK (verb)|PICK]] like they would normally. Once completed, the locksmith will ASK &amp;lt;NPC&amp;gt; FOR CHECK. If the box has been disarmed and is unlocked, the NPC will exchange the box for the specified tip. If the locksmith could not complete the job and returns the box, the locksmith is unable to get another job for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Each box that comes out of the pool will also inform the locksmith of where the box came from:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The worker says, &amp;quot;Ah, here we are.  The client is offering a tip of 50 silvers and mentioned it being from a wood sprite (level 38).  The coffer is setup up on the table for you.  When you&#039;re finished, ASK me to CHECK your work.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other items of note:&lt;br /&gt;
&lt;br /&gt;
* Rogues have priority for 10 minutes before boxes become generally available to all other classes.&lt;br /&gt;
* Locksmiths can retrieve up to 10 boxes every 10 minutes.&lt;br /&gt;
* Locksmiths keep all scarabs.&lt;br /&gt;
* Locksmiths can ASK &amp;lt;NPC&amp;gt; FOR CHECK a box they haven&#039;t attempted to disarm or unlock and it will return it to the locksmith pool with no penalties.&lt;br /&gt;
* The queue is ordered by highest tip to lowest tip.&lt;br /&gt;
* Locksmiths only retrieve boxes which they are capable of picking. This will depend on your picklock skill, whether you know 403, and will range between a d1 with a copper lockpick and a d99 with a vaalin lockpick.&lt;br /&gt;
* Plated boxes will only be distributed to rogues that have knowledge of wedge creation from lock mastery, or if the locksmith knows 407. If a non-rogue, enruned or mithril plated boxes won&#039;t be distributed.&lt;br /&gt;
* Phantom difficulty is added to boxes every 15 minutes as soon as the box is added in order to move it into a difficulty level where another locksmith could open it.&lt;br /&gt;
* The boxes on the work tables stay for awhile and then assume they are abandoned and get sent back into the locksmith pool.&lt;br /&gt;
* If you can&#039;t get a read on a lock using your best pick, it is likely that your best pick has been broken and repaired too many times. Replace it or have it checked by a rogue with lock mastery finished.&lt;br /&gt;
* If you trigger a dangerous trap that destroys the box, or if you turn a box in unopened, you will be prevented from retrieving boxes from the pool for a short time.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt;&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR HELP&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; ABOUT BOXES&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR LIST&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; TO RETURN&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR JOB&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR CHECK&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Locksmith_pool/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128798</id>
		<title>Locksmith pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128798"/>
		<updated>2020-03-04T12:47:39Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Using the Locksmith Pool as a Customer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The locksmith pool is a new system that lets players drop off boxes for [[locksmith|locksmiths]] to open. The goal of this system is to reduce the usage of the NPC Townsmith and increase usage of player locksmiths.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|+Locksmith pool NPC locations by town&lt;br /&gt;
|-&lt;br /&gt;
! Town&lt;br /&gt;
! Room Name&lt;br /&gt;
! [[Lich]] Room #&lt;br /&gt;
! NPC Description&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing&lt;br /&gt;
|Land Tower East, Office&lt;br /&gt;
|3807&lt;br /&gt;
|a scruffy human worker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Customer==&lt;br /&gt;
&lt;br /&gt;
In order to deposit a [[box]] into the pool for another character to pick the lock, the syntax is either GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; or GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT. The first tips a flat amount of silvers regardless of the contents of the box while the second will tip a percentage of the value of the silvers and gems within the box. With either of these commands, the silvers must be in the character&#039;s inventory and paid upfront. They are forfeited regardless of if the box is unlocked later. Characters may then leave the area and return when they are ready to see the status of their boxes. &lt;br /&gt;
&lt;br /&gt;
Upon return, ASK &amp;lt;NPC&amp;gt; FOR LIST to see all the boxes that have been added to the pool as well as their current status. ASK &amp;lt;NPC&amp;gt; TO RETURN # (where the # is from the LIST command) to retreive the box (remembering that you will lose the tip if you return the box before it is opened). You may also return the first finished box from your queue with ASK &amp;lt;NPC&amp;gt; FOR RETURN. Each box completed via the locksmith pool will give the person depositing the box 10 [[long-term experience]] per day up to a maximum of 250 long-term experience.&lt;br /&gt;
&lt;br /&gt;
As of 3/1/2020 at 6:11 PM CST, customers using the locksmith pool can deposit up to 100 boxes in the pool at any given time.&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Locksmith==&lt;br /&gt;
&lt;br /&gt;
In order to retrieve a box from the locksmith pool, the locksmith must have 10 or more ranks in lockpicking. Then, the locksmith must go to the location of the NPC in their current town and ASK &amp;lt;NPC&amp;gt; FOR JOB. If one is available, the NPC will place the box on a table where the syntax is &amp;lt;locksmith&#039;s name&amp;gt;&#039;s &amp;lt;box noun&amp;gt;. At this point, the locksmith may [[DISARM (verb)|DISARM]] and [[PICKLOCK (verb)|PICK]] like they would normally. Once completed, the locksmith will ASK &amp;lt;NPC&amp;gt; FOR CHECK. If the box has been disarmed and is unlocked, the NPC will exchange the box for the specified tip. If the locksmith could not complete the job and returns the box, the locksmith is unable to get another job for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Each box that comes out of the pool will also inform the locksmith of where the box came from:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The worker says, &amp;quot;Ah, here we are.  The client is offering a tip of 50 silvers and mentioned it being from a wood sprite (level 38).  The coffer is setup up on the table for you.  When you&#039;re finished, ASK me to CHECK your work.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other items of note:&lt;br /&gt;
&lt;br /&gt;
* Rogues have priority for 10 minutes before boxes become generally available to all other classes.&lt;br /&gt;
* Locksmiths can retrieve up to 10 boxes every 10 minutes.&lt;br /&gt;
* Locksmiths keep all scarabs.&lt;br /&gt;
* Locksmiths can ASK &amp;lt;NPC&amp;gt; FOR CHECK a box they haven&#039;t attempted to disarm or unlock and it will return it to the locksmith pool with no penalties.&lt;br /&gt;
* The queue is ordered by highest tip to lowest tip.&lt;br /&gt;
* Locksmiths only retrieve boxes which they are capable of picking.&lt;br /&gt;
* Plated boxes will only be distributed to rogues that have knowledge of wedge creation from lock mastery, or if the locksmith knows 407. If a non-rogue, enruned or mithril plated boxes won&#039;t be distributed.&lt;br /&gt;
* Phantom difficulty is added to boxes every 15 minutes as soon as the box is added in order to move it into a difficulty level where another locksmith could open it.&lt;br /&gt;
* The boxes on the work tables stay for awhile and then assume they are abandoned and get sent back into the locksmith pool.&lt;br /&gt;
* If you can&#039;t get a read on a lock using your best pick, it is likely that your best pick has been broken and repaired too many times. Replace it or have it checked by a rogue with lock mastery finished.&lt;br /&gt;
* If you trigger a dangerous trap that destroys the box, or if you turn a box in unopened, you will be prevented from retrieving boxes from the pool for a short time.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt;&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR HELP&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; ABOUT BOXES&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR LIST&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; TO RETURN&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR JOB&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR CHECK&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Locksmith_pool/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128797</id>
		<title>Locksmith pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128797"/>
		<updated>2020-03-04T12:34:46Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Using the Locksmith Pool as a Locksmith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The locksmith pool is a new system that lets players drop off boxes for [[locksmith|locksmiths]] to open. The goal of this system is to reduce the usage of the NPC Townsmith and increase usage of player locksmiths.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|+Locksmith pool NPC locations by town&lt;br /&gt;
|-&lt;br /&gt;
! Town&lt;br /&gt;
! Room Name&lt;br /&gt;
! [[Lich]] Room #&lt;br /&gt;
! NPC Description&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing&lt;br /&gt;
|Land Tower East, Office&lt;br /&gt;
|3807&lt;br /&gt;
|a scruffy human worker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Customer==&lt;br /&gt;
&lt;br /&gt;
In order to deposit a [[box]] into the pool for another character to pick the lock, the syntax is either GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; or GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT. The first tips a flat amount of silvers regardless of the contents of the box while the second will tip a percentage of the value of the silvers and gems within the box. With either of these commands, the silvers must be in the character&#039;s inventory and paid upfront. They are forfeited regardless of if the box is unlocked later. Characters may then leave the area and return when they are ready to see the status of their boxes. &lt;br /&gt;
&lt;br /&gt;
Upon return, ASK &amp;lt;NPC&amp;gt; FOR LIST to see all the boxes that have been added to the pool as well as their current status. ASK &amp;lt;NPC&amp;gt; TO RETURN # (where the # is from the LIST command) to retreive the box (remembering that you will lose the tip if you return the box before it is opened). Each box completed via the locksmith pool will give the person depositing the box 10 [[long-term experience]] per day up to a maximum of 250 long-term experience.&lt;br /&gt;
&lt;br /&gt;
As of 3/1/2020 at 6:11 PM CST, customers using the locksmith pool can deposit up to 100 boxes in the pool at any given time.&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Locksmith==&lt;br /&gt;
&lt;br /&gt;
In order to retrieve a box from the locksmith pool, the locksmith must have 10 or more ranks in lockpicking. Then, the locksmith must go to the location of the NPC in their current town and ASK &amp;lt;NPC&amp;gt; FOR JOB. If one is available, the NPC will place the box on a table where the syntax is &amp;lt;locksmith&#039;s name&amp;gt;&#039;s &amp;lt;box noun&amp;gt;. At this point, the locksmith may [[DISARM (verb)|DISARM]] and [[PICKLOCK (verb)|PICK]] like they would normally. Once completed, the locksmith will ASK &amp;lt;NPC&amp;gt; FOR CHECK. If the box has been disarmed and is unlocked, the NPC will exchange the box for the specified tip. If the locksmith could not complete the job and returns the box, the locksmith is unable to get another job for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Each box that comes out of the pool will also inform the locksmith of where the box came from:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The worker says, &amp;quot;Ah, here we are.  The client is offering a tip of 50 silvers and mentioned it being from a wood sprite (level 38).  The coffer is setup up on the table for you.  When you&#039;re finished, ASK me to CHECK your work.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other items of note:&lt;br /&gt;
&lt;br /&gt;
* Rogues have priority for 10 minutes before boxes become generally available to all other classes.&lt;br /&gt;
* Locksmiths can retrieve up to 10 boxes every 10 minutes.&lt;br /&gt;
* Locksmiths keep all scarabs.&lt;br /&gt;
* Locksmiths can ASK &amp;lt;NPC&amp;gt; FOR CHECK a box they haven&#039;t attempted to disarm or unlock and it will return it to the locksmith pool with no penalties.&lt;br /&gt;
* The queue is ordered by highest tip to lowest tip.&lt;br /&gt;
* Locksmiths only retrieve boxes which they are capable of picking.&lt;br /&gt;
* Plated boxes will only be distributed to rogues that have knowledge of wedge creation from lock mastery, or if the locksmith knows 407. If a non-rogue, enruned or mithril plated boxes won&#039;t be distributed.&lt;br /&gt;
* Phantom difficulty is added to boxes every 15 minutes as soon as the box is added in order to move it into a difficulty level where another locksmith could open it.&lt;br /&gt;
* The boxes on the work tables stay for awhile and then assume they are abandoned and get sent back into the locksmith pool.&lt;br /&gt;
* If you can&#039;t get a read on a lock using your best pick, it is likely that your best pick has been broken and repaired too many times. Replace it or have it checked by a rogue with lock mastery finished.&lt;br /&gt;
* If you trigger a dangerous trap that destroys the box, or if you turn a box in unopened, you will be prevented from retrieving boxes from the pool for a short time.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt;&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR HELP&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; ABOUT BOXES&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR LIST&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; TO RETURN&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR JOB&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR CHECK&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Locksmith_pool/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128796</id>
		<title>Locksmith pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128796"/>
		<updated>2020-03-04T12:32:38Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Using the Locksmith Pool as a Locksmith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The locksmith pool is a new system that lets players drop off boxes for [[locksmith|locksmiths]] to open. The goal of this system is to reduce the usage of the NPC Townsmith and increase usage of player locksmiths.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|+Locksmith pool NPC locations by town&lt;br /&gt;
|-&lt;br /&gt;
! Town&lt;br /&gt;
! Room Name&lt;br /&gt;
! [[Lich]] Room #&lt;br /&gt;
! NPC Description&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing&lt;br /&gt;
|Land Tower East, Office&lt;br /&gt;
|3807&lt;br /&gt;
|a scruffy human worker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Customer==&lt;br /&gt;
&lt;br /&gt;
In order to deposit a [[box]] into the pool for another character to pick the lock, the syntax is either GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; or GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT. The first tips a flat amount of silvers regardless of the contents of the box while the second will tip a percentage of the value of the silvers and gems within the box. With either of these commands, the silvers must be in the character&#039;s inventory and paid upfront. They are forfeited regardless of if the box is unlocked later. Characters may then leave the area and return when they are ready to see the status of their boxes. &lt;br /&gt;
&lt;br /&gt;
Upon return, ASK &amp;lt;NPC&amp;gt; FOR LIST to see all the boxes that have been added to the pool as well as their current status. ASK &amp;lt;NPC&amp;gt; TO RETURN # (where the # is from the LIST command) to retreive the box (remembering that you will lose the tip if you return the box before it is opened). Each box completed via the locksmith pool will give the person depositing the box 10 [[long-term experience]] per day up to a maximum of 250 long-term experience.&lt;br /&gt;
&lt;br /&gt;
As of 3/1/2020 at 6:11 PM CST, customers using the locksmith pool can deposit up to 100 boxes in the pool at any given time.&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Locksmith==&lt;br /&gt;
&lt;br /&gt;
In order to retrieve a box from the locksmith pool, the locksmith must have 10 or more ranks in lockpicking. Then, the locksmith must go to the location of the NPC in their current town and ASK &amp;lt;NPC&amp;gt; FOR JOB. If one is available, the NPC will place the box on a table where the syntax is &amp;lt;locksmith&#039;s name&amp;gt;&#039;s &amp;lt;box noun&amp;gt;. At this point, the locksmith may [[DISARM (verb)|DISARM]] and [[PICKLOCK (verb)|PICK]] like they would normally. Once completed, the locksmith will ASK &amp;lt;NPC&amp;gt; FOR CHECK. If the box has been disarmed and is unlocked, the NPC will exchange the box for the specified tip. If the locksmith could not complete the job and returns the box, the locksmith is unable to get another job for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Each box that comes out of the pool will also inform the locksmith of where the box came from:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The worker says, &amp;quot;Ah, here we are.  The client is offering a tip of 50 silvers and mentioned it being from a wood sprite (level 38).  The coffer is setup up on the table for you.  When you&#039;re finished, ASK me to CHECK your work.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other items of note:&lt;br /&gt;
&lt;br /&gt;
* Rogues have priority for 10 minutes before boxes become generally available to all other classes.&lt;br /&gt;
* Locksmiths can retrieve up to 10 boxes every 10 minutes.&lt;br /&gt;
* Locksmiths keep all scarabs.&lt;br /&gt;
* Locksmiths can ASK &amp;lt;NPC&amp;gt; FOR CHECK a box they haven&#039;t attempted to disarm or unlock and it will return it to the locksmith pool with no penalties.&lt;br /&gt;
* The queue is ordered by highest tip to lowest tip.&lt;br /&gt;
* Locksmiths only retrieve boxes which they are capable of picking.&lt;br /&gt;
* Plated boxes will only be distributed to rogues that have knowledge of wedge creation from lock mastery, or if the locksmith knows 407. If a non-rogue, enruned or mithril plated boxes won&#039;t be distributed.&lt;br /&gt;
* Phantom difficulty is added to boxes every 15 minutes as soon as the box is added in order to move it into a difficulty level where another locksmith could open it.&lt;br /&gt;
* The boxes on the work tables stay for awhile and then assume they are abandoned and get sent back into the locksmith pool.&lt;br /&gt;
* If you can&#039;t get a read on a lock using your best pick, it is likely that your best pick has been broken and repaired too many times. Replace it or have it checked by a rogue with lock mastery finished.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt;&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR HELP&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; ABOUT BOXES&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR LIST&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; TO RETURN&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR JOB&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR CHECK&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Locksmith_pool/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128795</id>
		<title>Locksmith pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locksmith_pool&amp;diff=128795"/>
		<updated>2020-03-04T12:28:21Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Using the Locksmith Pool as a Locksmith */  Removed disarming from the 6th bulletpoint as Naijin confirmed during platinum testing that the only criteria tested against the locksmith&amp;#039;s skill is picklock, not disarming traps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The locksmith pool is a new system that lets players drop off boxes for [[locksmith|locksmiths]] to open. The goal of this system is to reduce the usage of the NPC Townsmith and increase usage of player locksmiths.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; width:100%&amp;quot;&lt;br /&gt;
|+Locksmith pool NPC locations by town&lt;br /&gt;
|-&lt;br /&gt;
! Town&lt;br /&gt;
! Room Name&lt;br /&gt;
! [[Lich]] Room #&lt;br /&gt;
! NPC Description&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing&lt;br /&gt;
|Land Tower East, Office&lt;br /&gt;
|3807&lt;br /&gt;
|a scruffy human worker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Customer==&lt;br /&gt;
&lt;br /&gt;
In order to deposit a [[box]] into the pool for another character to pick the lock, the syntax is either GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; or GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT. The first tips a flat amount of silvers regardless of the contents of the box while the second will tip a percentage of the value of the silvers and gems within the box. With either of these commands, the silvers must be in the character&#039;s inventory and paid upfront. They are forfeited regardless of if the box is unlocked later. Characters may then leave the area and return when they are ready to see the status of their boxes. &lt;br /&gt;
&lt;br /&gt;
Upon return, ASK &amp;lt;NPC&amp;gt; FOR LIST to see all the boxes that have been added to the pool as well as their current status. ASK &amp;lt;NPC&amp;gt; TO RETURN # (where the # is from the LIST command) to retreive the box (remembering that you will lose the tip if you return the box before it is opened). Each box completed via the locksmith pool will give the person depositing the box 10 [[long-term experience]] per day up to a maximum of 250 long-term experience.&lt;br /&gt;
&lt;br /&gt;
As of 3/1/2020 at 6:11 PM CST, customers using the locksmith pool can deposit up to 100 boxes in the pool at any given time.&lt;br /&gt;
&lt;br /&gt;
==Using the Locksmith Pool as a Locksmith==&lt;br /&gt;
&lt;br /&gt;
In order to retrieve a box from the locksmith pool, the locksmith must have 10 or more ranks in lockpicking. Then, the locksmith must go to the location of the NPC in their current town and ASK &amp;lt;NPC&amp;gt; FOR JOB. If one is available, the NPC will place the box on a table where the syntax is &amp;lt;locksmith&#039;s name&amp;gt;&#039;s &amp;lt;box noun&amp;gt;. At this point, the locksmith may [[DISARM (verb)|DISARM]] and [[PICKLOCK (verb)|PICK]] like they would normally. Once completed, the locksmith will ASK &amp;lt;NPC&amp;gt; FOR CHECK. If the box has been disarmed and is unlocked, the NPC will exchange the box for the specified tip. If the locksmith could not complete the job and returns the box, the locksmith is unable to get another job for a short period of time.&lt;br /&gt;
&lt;br /&gt;
Each box that comes out of the pool will also inform the locksmith of where the box came from:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The worker says, &amp;quot;Ah, here we are.  The client is offering a tip of 50 silvers and mentioned it being from a wood sprite (level 38).  The coffer is setup up on the table for you.  When you&#039;re finished, ASK me to CHECK your work.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other items of note:&lt;br /&gt;
&lt;br /&gt;
* Rogues have priority for 10 minutes before boxes become generally available to all other classes.&lt;br /&gt;
* Locksmiths can retrieve up to 10 boxes every 10 minutes.&lt;br /&gt;
* Locksmiths keep all scarabs.&lt;br /&gt;
* Locksmiths can ASK &amp;lt;NPC&amp;gt; FOR CHECK a box they haven&#039;t attempted to disarm or unlock and it will return it to the locksmith pool with no penalties.&lt;br /&gt;
* The queue is ordered by highest tip to lowest tip.&lt;br /&gt;
* Locksmiths only retrieve boxes which they are capable of picking.&lt;br /&gt;
* Phantom difficulty is added to boxes every 15 minutes as soon as the box is added in order to move it into a difficulty level where another locksmith could open it.&lt;br /&gt;
* The boxes on the work tables stay for awhile and then assume they are abandoned and get sent back into the locksmith pool.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt;&lt;br /&gt;
* GIVE &amp;lt;NPC&amp;gt; &amp;lt;tip amount&amp;gt; PERCENT&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR HELP&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; ABOUT BOXES&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR LIST&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; TO RETURN&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR JOB&lt;br /&gt;
* ASK &amp;lt;NPC&amp;gt; FOR CHECK&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [[Locksmith_pool/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Miasmal_Forest_creatures&amp;diff=128508</id>
		<title>Category:Miasmal Forest creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Miasmal_Forest_creatures&amp;diff=128508"/>
		<updated>2020-02-15T21:58:48Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Added an updated map from the Lich mapdb that includes the connector to Marsh Keep. The previous map did not include this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RR-maelstrom-bay.png|thumb|Tsoran&#039;s map]]&lt;br /&gt;
This category lists all creatures found in the Miasmal Forest hunting area.  The Miasmal Forest hunting area is nearest to the town of [[River&#039;s Rest]].  It is found on the Tsoran map [[:Image:RR-maelstrom.gif|RR-maelstrom]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Miasmal Forest&#039;&#039;&#039; is across [[Maelstrom Bay]] from River&#039;s Rest.  There are two mazes in the Miasmal Forest.&lt;br /&gt;
&lt;br /&gt;
[[Oteska&#039;s Haven]] is located in the northeastern corner of the Miasmal Forest.  [[Marsh Keep]] is located in the southeast corner.&lt;br /&gt;
&lt;br /&gt;
==Words of Warning==&lt;br /&gt;
Using caution in this area is strongly advised.  [[Skeletal soldier]]s can [[Disarm Weapon|disarm]], [[lesser moor wight]]s cast [[Death Cloud (1713)]], [[greater bog troll]]s cast [[Tangle Weed (610)]], [[swamp hag]]s drop small black kettles and cast a host of nasty area affect spells, and the fetid corpses may entangle you when they enter the area.  This area is notorious for its creature swarms, which often leads to an untimely end for visitors.&lt;br /&gt;
Characters are advised to move swiftly and peer into adjacent rooms to avoid inconvenience and death.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Lightning===&lt;br /&gt;
Occasionally lightning strikes in the [[Miasmal Forest]].  If it hits you, it may cause a minor wound.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;small&amp;gt;&lt;br /&gt;
The stink of sulphur seems to drift down from the fog overhead.  A moment later the fog is illuminated by slow moving, blue-tinted arcs of lightning.  A muted sizzling sound crackles overhead.&lt;br /&gt;
&lt;br /&gt;
A narrow finger of blue-tinted lightning streaks out of the fog, striking your vultite sica!  The air crackles and pops.  Bright spots dance before your eyes.  The stink of sulphur is intense.&lt;br /&gt;
&lt;br /&gt;
You are dazed by the light!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
The acrid smell of your own singed hair fills your nostrils.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mood messaging===&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;small&amp;gt;&lt;br /&gt;
*A small cloud of gnats passes by.  The whirring of their tiny wings is like a plaintive whine.&lt;br /&gt;
*A soft mewling can be heard in the distance...perhaps a bog cat crying, perhaps a child weeping.  The dense fog makes any attempt to ascertain the direction of the sound futile.&lt;br /&gt;
*A sudden, loud squawking from the nearby fog disrupts the silence.  The squawking continues for a moment, faster and louder, before ending abruptly in a sharp screech.&lt;br /&gt;
*From out of the dense fog comes an eerie howling, as if someone or something is in grievous pain.  The forlorn sound increases in volume and pitch, until the voice can no longer sustain it and it breaks.&lt;br /&gt;
*In the distance, the fog brightens suddenly as forks of blue-tinted electricity slither through it.  A light crackling sound, like the shifting of dried leaves, arrives a moment later.&lt;br /&gt;
*The high-pitched trilling of a bog toad carries through the fog.  The trilling is echoed by another toad.  A chorus of toads begin to trill in response.  For a brief moment the area is alive with sound...then silence, leaden and dull, returns.&lt;br /&gt;
*The hoarse croak of a gore crow breaks the silence.  The thick fog makes it impossible to tell the direction from which it came.&lt;br /&gt;
*The nauseating stink of putrefaction moves through the fog in a slow wave, followed by a brief, unnatural hush.  A gore crow caws in the distance.&lt;br /&gt;
*The rhythmic, basso belch of a bullfrog resounds through the fog.&lt;br /&gt;
*The soft &#039;whuffing&#039; of wings attracts your attention.  A single gore crow flies by, heading northeast.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=481 Geographic Area: Miasmal Forest], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:River&#039;s Rest Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:RR-maelstrom-bay.png&amp;diff=128507</id>
		<title>File:RR-maelstrom-bay.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:RR-maelstrom-bay.png&amp;diff=128507"/>
		<updated>2020-02-15T21:57:12Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Updated map of Maelstrom bay to include the connector to Marsh Keep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated map of Maelstrom bay to include the connector to Marsh Keep&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reiver&amp;diff=128470</id>
		<title>Reiver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reiver&amp;diff=128470"/>
		<updated>2020-02-14T06:55:15Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Updated History of Reivers link to an archived copy, as it was dead&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 = 24&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 = Reiver&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 = &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 = Old Mine Road&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 = 270&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 = Broadsword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 222&lt;br /&gt;
| PA2 = Handaxe&lt;br /&gt;
| PAB = 222&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;
| 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 = 19&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 = 131&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 153&lt;br /&gt;
| BarTD = 72&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 72&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 72&lt;br /&gt;
| MnMTD = 72&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 = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The reiver stands tall and proud.  Moss-green eyes dominate the strong face and tousled, dark hair crowns the head.  The reiver is well-muscled and toned, with calloused hands used to the wielding of weapons.  Forged by a hard history and a harsh climate, the reiver is a tough fighter with a sense of honor and duty.  Normally calm and amiable, the reiver&#039;s visage is thunderous when kith and kin are threatened or there are krolvins lurking.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
- Reivers recover abnormally quickly from both stuns, and from being knocked down. Be careful when attacking after either of these occur if you cannot defend in your attack stance.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
More information pertaining to reivers and their background can be found by perusing the reivers category (see bottom of page.)&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
The reiver looks at you with doubt.  &amp;quot;If ye have come tae join our efforts against the krol&#039;, we&#039;ll have tae first see if yer tough enough tae be one o&#039; us.  &#039;tis ae hard life and ae harsh place up &#039;ere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reiver peers at you and says, &amp;quot;Have ye come to help us drive those bloody krolvins off our continent?  Nae many seem tae care anymore.  Cowards, the lot o&#039; them!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ye best run home tae yer mum now.  This is nae the place for ae wee one like ye,&amp;quot; mumbles the reiver.&lt;br /&gt;
&lt;br /&gt;
The reiver sneers at you and says, &amp;quot;I hope ye have nae come tae steal our roltons!  Food is ae precious commodity up here.  Petty rustlers will be dealt wi&#039; harshly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reiver smiles sadly, &amp;quot;Ol&#039; [[Talbot Dabbings]] would surely turn in his grave, if he could see this, Pushkin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1395 Reiver on Play.net bestiary]&lt;br /&gt;
* [https://web.archive.org/web/20100324165318/http://www.gemstone.net/etimes/et1/annals.html History of Reivers]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 22&lt;br /&gt;
|levelm1 = 23&lt;br /&gt;
|level = 24&lt;br /&gt;
|levelp1 = 25&lt;br /&gt;
|levelp2 = 26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Old Mine Road creatures]]&lt;br /&gt;
[[Category: Reivers]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=F2P_subscription&amp;diff=128233</id>
		<title>F2P subscription</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=F2P_subscription&amp;diff=128233"/>
		<updated>2020-02-07T17:28:38Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Geography */ F2P can use the boat to travel to River&amp;#039;s Rest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;F2P subscriptions&#039;&#039;&#039; were created in 2015 as an option for new accounts only, with no character transfers allowed.  This subscription is highly restricted (see specifics below), with passes around the restrictions available through the [[SimuCoin#F2P_Subscription_Items|SimuCoin Store]].  None of these items, however, will provide a greater mechanical benefit than what can be obtained by having a [[standard subscription]].&lt;br /&gt;
&lt;br /&gt;
Once an account is upgraded to a monthly paying subscription (standard or [[premium]]), it cannot be reverted back.  &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
*The weekly Gift of Lumnis does not occur. It is accessible via a pass.&lt;br /&gt;
*Experience absorption is less efficient on a sliding scale. The first 10 levels are unchanged. After level 10, the efficiency of absorption gradually decreases. This can be fully or partially offset with [[experience pass]]es.&lt;br /&gt;
*Experience gained per monster killed is also reduced under same scale.&lt;br /&gt;
*Field experience cannot be absorbed while logged off.&lt;br /&gt;
*There is no bonus experience point per pulse absorbed while grouped with a non-F2P character.&lt;br /&gt;
*No yearly [[fixskills]].&lt;br /&gt;
&lt;br /&gt;
The exact formula of exp loss is not yet known, but so far research tends to favor the formula for on-node exp loss:  Exp Loss Per Pulse = (Level - 10) / 1.75 .&lt;br /&gt;
So for instance, a typical character will see loss per pulse similar to this table...&lt;br /&gt;
:{| {{prettytable|1=text-align:center}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Level||10||15||20||25||30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Exp Loss Per Pulse On-Node||0||3||6||10||13&lt;br /&gt;
|}&lt;br /&gt;
This is a severely debilitating loss above level 25ish. Beyond that point levels will take 50+ hours of gametime to achieve.&lt;br /&gt;
&lt;br /&gt;
==Organization Access==&lt;br /&gt;
*One task per hour will be available from the [[Adventurer&#039;s Guild]]. This can be upgraded to 1 task per 30 minutes with an Adventure Boost.&lt;br /&gt;
*Cannot gain [[Artisan Guild]] ranks. Will allow access purchases down the line.&lt;br /&gt;
*Can gain the first rank of a [[society]] and advance to the cusp of the 2nd rank. A society pass is required to gain rank 2 and beyond, as well as use any powers beyond 2nd rank. (Any ranks above 2 earned during Society Pass will remain but unusable after boost expires with no penalties or down ranking will occurring due to lack of attendance to duties.  Last gained rank returned on pass renewal.)&lt;br /&gt;
*Cannot join a profession [[guild]]. Will allow access purchases down the line.&lt;br /&gt;
*Cannot join [[CHE]]s.&lt;br /&gt;
&lt;br /&gt;
==Combat/Magic==&lt;br /&gt;
*No direct PvP attacks allowed. Mass Attack spells like [[Elemental Wave (410)]] that can hit players as well as creatures have a 30 second cooldown (to prevent careless spamming). If actually used to attack another player, this cooldown increases to 5 minutes (cooldown can be removed with a cooldown remover).&lt;br /&gt;
*Spells that significantly impact a room without attacking a player (notably [[Minor Sanctuary]]) are restricted from use.&lt;br /&gt;
*Attack spells (vs. creatures) are largely unrestricted, aside from the mass attack spell limitations noted above.  Sorcerers may cast [[Focused Implosion]].&lt;br /&gt;
*All beneficial spells are self-cast only, except for [[Spirit Warding I (101)]], [[Elemental Defense I (401)]], and [[Foresight (1204)]] which may be cast on others up to the 2 hour duration limit. Mass spells [[Mass Blur (911)]], [[Mass Colors (611)]] , and [[Mass Elemental Defense (419)]] will buff yourself but not your party. [[ARMOR]] abilities are also self-cast only. A casting pass allows casting on anyone else. If the caster does not have a casting pass, the receiving player can choose to purchase a receiving pass to allow any F2P caster to cast upon them. Only one pass needs to be present.&lt;br /&gt;
*All beneficial spell [[duration]]s cap at 2 hours.&lt;br /&gt;
*Permanent/Long-term item boosts have complete/partial restrictions ([[Enchant Item]], [[Charge Item]], [[Magic Item Creation]], [[Imbue]], [[Resist Nature]], [[Scroll Infusion]], [[Holy Receptacle]], [[Ensorcell]], Damage Specializations, etc.).&lt;br /&gt;
*Utility spells such as teleportation, locate, and such have a four hour cooldown period between each use. These cooldowns can be removed with a cooldown remover.&lt;br /&gt;
*Only access to random attunement, unless a purchase is made to select one.&lt;br /&gt;
*Only access to one particular sort of pet for pet spells (Call Familiar, Animal Companion, etc).&lt;br /&gt;
*[[Loresinging]] is restricted, unless a pass is purchased which allows loresinging on a per item basis.&lt;br /&gt;
*Cannot [[SEND]] mana.  A casting pass purchased by one of the parties will remove this restriction.&lt;br /&gt;
&lt;br /&gt;
Listed above are the general rules for casting, and these are the exceptions found so far...&lt;br /&gt;
*[[Spirit Fog (106)]] is unrestricted, you may fog up rooms as you wish.&lt;br /&gt;
*[[Stun Relief (108)]] is unrestricted, you may unstun as many players as you wish.&lt;br /&gt;
*[[Undisease (113)]] is unrestricted, you may undisease as many players as you wish.&lt;br /&gt;
*[[Unpoison (114)]] is unrestricted, you may unpoison as many players as you wish.&lt;br /&gt;
*[[Manna (203)]] is unrestricted, you may create this and give to anyone.&lt;br /&gt;
*[[Light (205)]] is unrestricted, you may brighten/darken a room as you wish.&lt;br /&gt;
*[[Untrammel (209)]] is unrestricted, you may unweb as many players as you wish.&lt;br /&gt;
*[[Bless (304)]] is unrestricted, you may bless as many items as you like.&lt;br /&gt;
*[[Preservation (305)]] is unrestricted, you may lifekeep as many players as you like.&lt;br /&gt;
*[[Holy Receptacle (325)]] is completely unusable even for yourself.&lt;br /&gt;
*[[Elemental Detection (405)]] is unrestricted, you may detect spells on players and in items.&lt;br /&gt;
*[[Elemental Blade (411)]] is unrestricted, you may eblade your weapons and those of others.&lt;br /&gt;
*[[Herb Production (1118)]] is unrestricted, you may grow all the herbs you want.&lt;br /&gt;
*[[Troll&#039;s Blood (1125)]] does in fact buff your party, and can even be cast over the 2 hour limit.&lt;br /&gt;
*[[Vertigo (1219)]] does not suffer from the normal AOE limit of 4 hours.&lt;br /&gt;
*[[Consecrate (1604)]] is unrestricted, you may consecrate all you want.&lt;br /&gt;
*[[Arm of the Arkati (1605)]] buffs your party.&lt;br /&gt;
*[[Divine Shield (1609)]] buffs your party.&lt;br /&gt;
*[[Guard the Meek (1613)]] buffs your party.&lt;br /&gt;
*[[Zealot (1617)]] buffs your party.&lt;br /&gt;
*[[Crusade (1618)]] buffs your party.&lt;br /&gt;
&lt;br /&gt;
==Healing/Raising==&lt;br /&gt;
*The last 10 players healed are kept track of. Each time a new person is healed, the oldest name on the list is bumped off. A single player can only appear 2 times on the list. A healing pass increases this to 4 times.&lt;br /&gt;
*An empath must first [[empathic linking|link]] (via [[TOUCH]]) to their prospective client. This linking process takes 30 seconds (15 with a healing pass). Once established, the link lasts for 3 minutes. All wound transfers done during this link are considered part of a single healing session (one entry on the above list).&lt;br /&gt;
*The last 10 players raised are kept track of. Each time a new person is raised, the oldest name on the list is bumped off. A single player can only appear 2 times on the list. A pass removes this restriction.&lt;br /&gt;
*A cleric must have a Resurrection Pass active to use a [[chrism]].&lt;br /&gt;
&lt;br /&gt;
==Treasure/Items/Banks==&lt;br /&gt;
*In-bank limits start at 100,000 and can be permanently increased in 100,000 silver increments pretty cheaply. &lt;br /&gt;
*5k in-pocket silver maximum to hunt with (can carry as much as desired outside of combat). Waived with a Treasure Boost.&lt;br /&gt;
*One bank account (F2P accounts will receive a warning before using a bank for the first time as they need to pay to move it from town to town).&lt;br /&gt;
*Notes cost 1% more.&lt;br /&gt;
*Silvers apply twice as much encumbrance.&lt;br /&gt;
*50k daily treasure cap. Cap can be reset with a Treasure Cap Reset. Lowered treasure per kill. No treasure when killing creatures when unable to learn from them. Expanded to 100k cap with a Treasure Boost, and increased treasure. Limits on Purify silver value boosts and increased difficulty.&lt;br /&gt;
*Shop prices are less favorable.&lt;br /&gt;
*No base access to a [[locker]]. Can purchase a temporary 10 item locker pass, or the existing locker upgrades (both permanent and temporary).&lt;br /&gt;
*100 item personal carry limit. Can be expanded to 300 items with a pass.&lt;br /&gt;
*Can use up to 5x (+25) gear (any additional bonus is not applied). Similarly limited to &amp;quot;somewhat&amp;quot; padding/weighting/sighting. Gear passes are available that allow the full benefit of any equipment&#039;s enchantment, weighting, padding, sighting, TD enhancement, or Defensive Bonus (DB), just like a paid subscriber.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
*During the release, transportation to [[River&#039;s Rest]] and [[Teras Isle]] was said to restricted by boat or teleportation. [[Chronomage]] orb purchases are similarly restricted in-game and thus, the player must purchase one from the SimuCoin store.&lt;br /&gt;
* The boot to River&#039;s Rest prevents F2P travel by foot and directs the player to purchase a Chronomage orb from the store.&lt;br /&gt;
* Passage on the smuggler&#039;s cutter to River&#039;s Rest is not restricted.&lt;br /&gt;
* TBD on whether Teras ticket purchase is also restricted.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Lockpicking (and popping/bashing) limited to self-found boxes only. Plans for this to change based on how the rotating lists for healing/raising work.&lt;br /&gt;
*Foraging is harder. F2P cannot take the last two forageables out of a room. Max 15 items per hour. Foraging pass removes restrictions and makes foraging easier.&lt;br /&gt;
*Pickpocketing skill cannot be used to steal from other player characters.&lt;br /&gt;
&lt;br /&gt;
==Login Rewards==&lt;br /&gt;
[[Login Rewards]] are awarded to characters that login daily on all types of accounts, but F2P subscribers receive fewer or a lesser form of what paying subscribers receive, as well as limits on the amount of rewards that can be stockpiled.  Also, F2P subscribers must logout and login each day (past 00:00 on game [[TIME]]) as the system will not keep track automatically for them.  &lt;br /&gt;
&lt;br /&gt;
Currently F2P is limited to stockpile 1 Gift of the Gods and 1 Experience Booster, so they should be spent every month. In addition, only 2 daily [[Login bridge|login bridges]] may be stockpiled through login rewards, so at most one can only miss 2 consecutive days of logins to maintain a streak (without obtaining bridges from an alternate source).&lt;br /&gt;
{| {{prettytable}} width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|DAY&lt;br /&gt;
!REWARD&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1||500 fame&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2||1 random magical crystal ([[blue crystal|blue]]/[[white crystal|white]]/[[black crystal|black]]). Can stockpile up to 5 uses at once.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3||1 Minor Loot Boost (small boost on [[LOOT]] rolls for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4||1 Temporary Urchin Guide access (access to the [[URCHIN]] guides for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5||1 Bounty Boost (reduces all bounty wait times (to a nominal few seconds) until the character shares a task or successfully completes it, max 1 hour)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6||1 Enhancive Boost (player&#039;s choice of either 5 enhancive pauses, or 15 minutes of +5 to all Base Stat Bonuses, or 15 minutes of +15 to Stamina and Mana Regen)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7||1 Urchin Runner (allows characters to use the remote [[BANK (verb)|BANK]] and [[LOCKER]] access commands. Comes with a free 15 minutes of LOCKER MANIFEST access)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8||1 Encumbrance Boost (minus 50 lbs to effective encumbrance for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9||1 Guild Boost (player&#039;s choice of either doubled TPs earned for each profession guild task or another use of the Bounty Boosts)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10||1 Lesser Experience Pass (60 minute Exp Pass)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11||2 hours of Bounty Waivers (choose one Adventurer Guild task type (Forage Herbs, Escort NPC, etc) that they do not want to get assigned for the duration). Can stockpile up to 10 uses at once.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12||1 Major Loot Boost (larger boost on LOOT rolls. Minor and Major Loot Boosts don&#039;t stack with one another)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13||1 Login Bridge. Can stockpile up to 2 unredeemed Login Bridges.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 14||1 Minor Loot Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15||1 Bounty Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16||1 Enhancive Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 17||2 uses of the Urchin Runners&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18||1 Encumbrance Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 19||1 Guild Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 20||1 Instant Mind Clearer (instantly moves 1000 current field exp into their absorbed exp pool. It does not apply any RPA, XXX, or other modifiers to this amount)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 21||1 [[Death&#039;s Sting|Deathsting]] Reducer (reduces deathsting penalties by 1 priestess potion sip per use)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 22||2 hours of Bounty Waivers. Can stockpile up to 10 uses at once.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 23||1 Major Loot Boost(Larger boost on LOOT rolls. Minor and Major Loot Boosts don&#039;t stack with one another)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 24||1 Login Bridge. Can stockpile up to 2 unredeemed Login Bridges.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25||2 Item Superchargers (when activated, any standard flaring gear that the character uses will flare more often, any weighted/padded/sighted gear will gain bonus additional weighting/padding/sighting, and any item&#039;s enchantment bonus will provide an extra 50% bonus to AS/DS for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 26||2 Luck Boosters (When activated, all standard offensive combat rolls made by the character will reroll d100 results of 10 or less (keeping the new number if it is higher) for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 27||3-day [[society]] pass&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 28||2 Major Loot Boosts&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 29||1 Gift of the Gods.  You can only choose Lorminstra (5 deeds)and can only stockpile 1 unredeemed. Be sure to redeem it before your next 29-day reward rolls around  or you will lose that one.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 30||2 Doubled Experience Boosters (Double experience absorption for 15 minutes.) Can stockpile only &#039;&#039;&#039;1&#039;&#039;&#039; unredeemed Doubled Experience Booster. Make sure to use both of them before the next 30-day reward rolls around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official Message Boards==&lt;br /&gt;
As of May 2016, F2P accounts only have access to selected sections of the official message boards, all of which are linked here:&lt;br /&gt;
&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/view Officials F2P Discussions main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20Subscription/view F2P Subscription]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20General%20Discussion/view F2P General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20Game%20Mechanics/view F2P Game Mechanics]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20Professions/view F2P Professions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20World%20Discussions/view F2P World Discussions]&lt;br /&gt;
&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/view Help for Players main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Software%20&amp;amp;%20Hardware%20Help/view Software &amp;amp; Hardware Help main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Socializing/view Socializing main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/The%20Marketplace/view The Marketplace main folder]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Login Rewards]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94776-Getting-Lich-to-work-with-F2P-accounts Getting Lich to work with F2P]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?95891-F2P-Experience&amp;amp;p=1773183#post1773183 F2P Experience Penalty Analysis]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96614-F2P-Spell-Research Maerit&#039;s F2P Spell Research]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94753-F2P-thread Unofficial&#039;s general F2P thread]&lt;br /&gt;
&lt;br /&gt;
[[category: Subscriptions]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Night_at_the_Academy&amp;diff=128214</id>
		<title>Night at the Academy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Night_at_the_Academy&amp;diff=128214"/>
		<updated>2020-02-06T13:04:03Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Updated suggested level under quest details due to not being able to hold the eahnor shield on a level 10 character.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:QUEST-NightAtTheAcademy.png|thumb|right|&#039;&#039;&#039;WARNING&#039;&#039;&#039;: Map containers spoilers.]]&lt;br /&gt;
Once maintained by Lord and Lady Tallary, the Turamzzyrian Academy of Elanthian History hosts a bounty of artifacts from all across Elanthia. Lord and Lady Tallary spent hours researching artifacts and were once considered the cornerstone of archeological history and its preservation. Historians from around the world would come to the Academy with unknown artifacts, and their team of scholars would find answers for them. &lt;br /&gt;
&lt;br /&gt;
In 5102, the Academy opened an enormous Hunt for History, the second of its kind, and asked adventurers from around the globe to solve the various puzzles that presented themselves to the scholars. It was a grand undertaking that is still fondly remembered by adventurers. Unfortunately, several years later a curse befell the Academy.&lt;br /&gt;
&lt;br /&gt;
During the occupation of Solhaven by the Sheruvian villan Draezir, a curse befell the keep, and those that sought help from Vornavis to quickly exterminate it were killed on their way to the Baron. The Lord and Lady Tallary, as well as many of the great scholars of the time and all their servants, were slaughtered by a malign spirit that had arisen from one of the artifacts they were studying. By the time the Vornavians had discovered what had happened, it was far too late. Unrest now roams in the haunted halls of the Academy, though much of the time it can be kept peaceful within.&lt;br /&gt;
&lt;br /&gt;
Not much is known about the spirit that haunts the Academy, though it is not the only phantasm. Several of the past residents of the Academy wander the halls as well. It is rumored that in the final hours of the Academy, one of the scholars placed a spell on the artifacts to preserve them from thieves. This spell creates an energy that passes from one artifact to another, and if a ghost, spirit, or any other being passes into the field, it causes them to explode. Yet, somehow, every once in a while, something manages to take some artifacts and hide them somewhere on the grounds. That&#039;s when the undead within start to grow strong and rise up more and more.&lt;br /&gt;
&lt;br /&gt;
When the undead do rise, Vornavis guardsmen hire out adventurers to set the problem straight! Adventurers explore the Academy grounds, and while battling undead, search the area for the artifacts to return them to their proper locations. Once that&#039;s done, everything seems to settle down for a time. There&#039;s a time limit involved, however, because as the undead energies keep rising, eventually the adventurers will be overwhelmed!&lt;br /&gt;
&lt;br /&gt;
==Quest Details==&lt;br /&gt;
Up to 10 players can participate in this small-scale &amp;quot;quest&amp;quot; that takes roughly three hours to complete. This is a task-based quest that relies on good party balance and a breadth of available party skills. Players are strongly encouraged to bring a diverse group of professions, especially a cleric, an empath, a rogue, and a bard for maximum success. It is also suggested that players may want to group up with others close to their own level, as the creatures in the quest will be scaled to match the levels of group members. Also, don&#039;t forget to bring your blessed weapon, and have the ability to rebless! Race the clock to collect hidden artifacts before the undead rise to block your path! Please note that one party member must be at least level 13 to complete this quest, as solving the puzzles potentially involves handling up to 5x enchanted materials.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis, Outlands Road&lt;br /&gt;
|desc=A shallow depression in the plains, nothing is visible from here but wind-swept green rising gently toward the vastness of the sky.  Only the wheel ruts, forming a pair of shallow grooves in the sea of grass, give any sign that more than nature has touched the land.   You also see a large slate table with some stuff on it, a grassy path and a robust Vornavian guard.&lt;br /&gt;
|paths = east, southwest, northwest&lt;br /&gt;
|rnum=5481}}&lt;br /&gt;
&lt;br /&gt;
==Prizes==&lt;br /&gt;
Listed prizes are as of 3/27/2016.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|font-size:95%;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 250px | Item || Purpose || Stats&lt;br /&gt;
|-&lt;br /&gt;
|a dark obsidian runestone with emerald-inlaid symbols||This is a tossable runestone with various imbedded symbols.  Fun for gambling!||&lt;br /&gt;
|-&lt;br /&gt;
|a plaid pleated kilt with a silver dagger pin||This has a large number of customized actions that are appropriate for such a lovely garment.||&lt;br /&gt;
|-&lt;br /&gt;
|a long antique brass spyglass||This allows you to peer multiple areas away, if you have a straight shot.  Good for seeing the creatures coming!||&lt;br /&gt;
|-&lt;br /&gt;
|a squat pale grey crystal bottle||A number of pills reside within that make spelling yourself up so much easier!||&lt;br /&gt;
|-&lt;br /&gt;
|a midnight blue mithglin tower shield||This shield is five times enchanted, and has a harness for holding weapons.||&lt;br /&gt;
|-&lt;br /&gt;
|a raven black spidersilk skirt with silver fringe||This skirt has a number of actions involving bells!||&lt;br /&gt;
|-&lt;br /&gt;
|a polished silver mithril greathelm covered with thin black rolaren scales||This helmet has a number of actions, it is also heavily padded against critical injuries.||&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black mithril warblade edged with silvery rolaren||This is enchanted once over vultite and disintegrates things quite well.||&lt;br /&gt;
|-&lt;br /&gt;
|a rune-carved black ironwood staff capped with a bleached ivory skull||This is a four times enchanted runestaff with the ability to change its appearance.  It is also imbued with acuity.||&lt;br /&gt;
|-&lt;br /&gt;
|a large black mithglin sledgehammer with polished rolaren caps on its head||This is a zested up four times enchanted weapon of destruction, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a kelyn-spiked crimson ora morning star with a steel-linked chain||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a faenor-twined slender vultite pike with a thick ironwood shaft||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a carved dark orase runestaff capped with a glowing crimson orb||This is a five times enchanted runestaff with a glowing orb attached!  It can also disintegrate things.  Careful!||&lt;br /&gt;
|-&lt;br /&gt;
|a ray-incised orange and red sunstone bead mottled with black||This is a lovely hair bauble with a number of actions!||&lt;br /&gt;
|-&lt;br /&gt;
|a rolaren-edged dark blue mithglin gladius swirled with coppery inclusions||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a kelyn-edged black mithril waraxe with a leather-wrapped ironwood handle||This is a highly zested four times enchanted waraxe, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a razern-edged golden vultite warblade||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a golden imflass pegasus symbol with polished lapis eyes||This is a highly charged item holding the Mobility spell.  A talented wizard could recharge it.||&lt;br /&gt;
|-&lt;br /&gt;
|a clenched silver fist symbol gilded with eahnor||This is a highly charged item holding the Strength spell.  A talented wizard could recharge it.||&lt;br /&gt;
|-&lt;br /&gt;
|a small ball of urnon||This is... urnon!||&lt;br /&gt;
|-&lt;br /&gt;
|a spherical black iron censer||This is a highly scripted censer, useful in whatever ceremonies you have!||&lt;br /&gt;
|-&lt;br /&gt;
|a suit of rolaren-studded brigandine||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||&lt;br /&gt;
|-&lt;br /&gt;
|a set of gold-linked vultite augmented chainmail||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||5x, Anfelt scripts, not completely unlocked&amp;lt;br /&amp;gt;&lt;br /&gt;
combat effectiveness rating of 5 points of Critical padding. 0 of 20 services towards the next full rank.&lt;br /&gt;
|-&lt;br /&gt;
|a set of hooded black cotton robes with crimson silk-banded sleeves||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||&lt;br /&gt;
|-&lt;br /&gt;
|a polished crimson mithril cuirass trimmed with golden rolaren||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||&lt;br /&gt;
|-&lt;br /&gt;
|a brilliant golden topaz sunburst symbol inlaid with blue lapis||This is a highly charged item holding the Phoen&#039;s Strength spell.  A talented wizard could recharge it.||&lt;br /&gt;
|-&lt;br /&gt;
|a pale green leather hat topped with a bright golden plume||This enhancive item will allow you to be an excellent marksman!|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 10 to Dexterity Bonus.&lt;br /&gt;
It provides a boost of 25 to Ranged Weapons Bonus.&lt;br /&gt;
It provides a boost of 15 to Perception Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a thick brown leather belt with a polished silver fist buckle||This enhancive item helps you to be stronger, be better at various combat maneuvers, and be better in combat against multiple foes.||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 15 to Strength Bonus.&lt;br /&gt;
It provides a boost of 10 to Combat Maneuvers Bonus.&lt;br /&gt;
It provides a boost of 5 to Multi Opponent Combat Bonus.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a flat black rolaren band inlaid with ruby veins||This enhancive item gives a good bonus to constitution, your stamina, and the ability to recover more quickly.||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 20 to Stamina Recovery.&lt;br /&gt;
It provides a boost of 25 to Max Stamina.&lt;br /&gt;
It provides a boost of 10 to Constitution Bonus.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a ruby-eyed carved bone skull amulet inscribed with sigils||This enhancive item is for the warrior who appreciates swinging a big two-handed weapon around a lot.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 10 to Strength Bonus.&lt;br /&gt;
It provides a boost of 20 to Two-Handed Weapons Bonus.&lt;br /&gt;
It provides a boost of 10 to Multi Opponent Combat Bonus.&lt;br /&gt;
It provides a boost of 10 to Combat Maneuvers Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a polished blued steel spearhead pendant||This enhancive item helps you out with your polearm skills, as well as making you stronger and more agile!|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 20 to Polearm Weapons Bonus.&lt;br /&gt;
It provides a boost of 10 to Strength Bonus.&lt;br /&gt;
It provides a boost of 10 to Agility Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a polished white ora shield medallion inlaid with soulstone runes||This enhancive item helps you recover your spiritual energy more quickly.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 2 to Spirit Recovery.&lt;br /&gt;
It provides a boost of 3 to Max Spirit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a braided mithril and gold circlet set with a faceted crimson firestone||This enhancive item helps you to aim spells better, increases magical power, and increase the rate at which said power returns.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 20 to Spell Aiming Bonus.&lt;br /&gt;
It provides a boost of 15 to Mana Recovery.&lt;br /&gt;
It provides a boost of 10 to Max Mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a gold-framed dark ironwood talisman||This enhancive item gives a bonus to ones aura and magical power.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 10 to Aura Bonus.&lt;br /&gt;
It provides a boost of 10 to Mana Recovery.&lt;br /&gt;
It provides a boost of 10 to Max Mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a pair of thin black leather gloves with reinforced palms||This enhancive item is for the one who enjoys jumping out from shadows with a bladed weapon to strike in ambush.*|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 25 to Edged Weapons Bonus.&lt;br /&gt;
It provides a boost of 15 to Ambush Bonus.&lt;br /&gt;
It provides a boost of 15 to Stalking and Hiding Bonus.&lt;br /&gt;
It provides a boost of 15 to Dodging Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a pair of fingerless black leather gloves threaded with golvern||This enhancive item is perfect for the lockpicking and silver-gathering rogue.*||&lt;br /&gt;
|-&lt;br /&gt;
|a pair of scuffed leather boots||This enhancive footgear will help you stalk in the wilderness, as well as survive in the wilderness.  They also help you be more agile and have more stamina.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The braided mithril and gold circlet is not rechargeable at the adventurer&#039;s guild, nor with simucoins potions.  It has &amp;quot;quite a few&amp;quot; (10-14) charges.  It seems reasonable to expect that the other enhancives have the same properties.&lt;br /&gt;
&lt;br /&gt;
WARNING:  Selecting one of the enhancive items will bind the item specifically to you.  Nobody else.  Period.  Just you.&lt;br /&gt;
* The two sets of gloves have their descriptions flipped in game on the sign, but the wiki correctly matches the descriptions with the properties.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solutions==&lt;br /&gt;
The following table can be used to help assist with placement of items in the cases to finish the quest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spoiler alert!  This section contains spoilers&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Room Name&lt;br /&gt;
! Plaque Description&lt;br /&gt;
! Item in Case&lt;br /&gt;
|-&lt;br /&gt;
| [Academy, Dragach Halls] || This item is a relic borne by the representative for Summer in the great battle re-enacted yearly between Winter and Summer in the Krinklehorn region.|| an old woven grass buckler&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, North Niche]|| This item is thought to have belonged to a Stone Tending practitioner of Aldora, and was used in their practices.|| a moon-etched fractured star-of-Tamzyrr diamond&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, East Niche]|| This weapon is thought to have been passed down the generations of a Aldoran family that practiced the art of Stone Tending.  It was found outside the city of Elstreth.|| an ancient twisted rosewood staff capped with a faceted star sapphire&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, South Niche]|| This weapon was wielded against the Horned Cabal in the battle of Tyllan.|| an eagle-winged blue vultite longsword&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, West Niche]|| This item is also thought to have belonged to a Stone Tending practitioner of Aldora, and was used to inscribe runes into the stones.|| an eonake chisel engraved with silvery thorns along its sharp beveled edge&lt;br /&gt;
|-&lt;br /&gt;
| [Bourth Room, East Niche]|| This relic was once owned by a devout follower of Voln, the Destroyer of the Undead.|| a small white shield amulet&lt;br /&gt;
|-&lt;br /&gt;
| [Bourth Room, West Niche]|| These items were often worn as decorations in the hair of humans that were sympathetic to the elven plight in the early days of the Empire, showing solidarity with others of similar beliefs.|| a single hawk feather&lt;br /&gt;
|-&lt;br /&gt;
| [Hendor Room, East Niche]|| A crude artifact, believed to have been created and worn by ogres.  Human soldiers looted it after defeating the ogres in battle.|| a skull-clasped thrakhide belt&lt;br /&gt;
|-&lt;br /&gt;
| [Hendor Room, West Niche]|| This beautiful bejeweled container is thought to have originated in the Nydds area.|| a bejewelled emerald-scaled winged serpent with golden toned wings&lt;br /&gt;
|-&lt;br /&gt;
| [Honneland Room, North Niche]|| This item is a game piece from a tavern game of balance.|| a green bronze leaping panther charm&lt;br /&gt;
|-&lt;br /&gt;
| [Honneland Room, East Niche]|| This weapon is one of many exact duplicates of the weapon once held by Empress Selantha Anodheles during her reign.|| a silver replica blade&lt;br /&gt;
|-&lt;br /&gt;
| [Honneland Room, West Niche]|| This ring, displaying the signet of the House of Kestrel, is thought to have been worn by Chaston Kestrel during his reign as Emperor of Tamzyrr.|| an enruned gold signet ring set with a brilliant fire pearl&lt;br /&gt;
|-&lt;br /&gt;
| [Imperial Halls, Trauntor Halls]|| This article of clothing was once part of the uniform of soldiers serving at Barrett&#039;s Gorge, a fortress city in the County of Trauntor.|| a tattered bloody empath&#039;s armband&lt;br /&gt;
|-&lt;br /&gt;
| [Research, East Niche]|| This weapon is thought to be one of many similar weapons used at the Battle at Maelshyve.|| a sturdy vultite-plated shortbow&lt;br /&gt;
|-&lt;br /&gt;
| [Research, West Niche]|| This item was found at the remains of a great battle site in the Elven Nations area near Ta&#039;Vaalor.  Its history is unknown.|| a venerable crimson eahnor shield&lt;br /&gt;
|-&lt;br /&gt;
| [Riverwood Room, East Niche]|| This garment is suspected to have belonged to one of the Maidens of Riverwood, a forest dwelling clan that is thought to have worshiped the spirit Jes&#039;Tamaline.|| a vermilion spidersilk greatcloak&lt;br /&gt;
|-&lt;br /&gt;
| [Riverwood Room, West Niche]|| This musical instrument is believed to be an example of the craftsmanship of the rural towns in the Barony of Riverwood.|| an amber-inlaid engraved silver flute&lt;br /&gt;
|-&lt;br /&gt;
| [Seareach Room, East Niche]|| This artifact is thought to be of Tehir origin, though its purpose is unknown.|| a misty blue snake-stone&lt;br /&gt;
|-&lt;br /&gt;
| [Seareach Room, West Niche]|| This tool was one of a set offered as a gift to Emperor Immuros Kestrel early in his reign.  Immuros declined to accept a gift from a guild of thieves.|| an obsidian and black veniom lockpick&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, East Niche]|| Often used to bind prisoners taken during plundering, these cuffs are thought to have been used extensively in sea raiding activities by the famous pirate ship, &amp;quot;Nightshade.&amp;quot;|| a cracked mithril-bound manacle&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, North Niche]|| This weapon, originally forged in the city of Tamzyrr, was plundered by pirates and used extensively in sea raiding activity aboard the famous pirate ship, &amp;quot;Nightshade.&amp;quot;|| a bone-handled rolaren baselard&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, South Niche]|| This article is an example of classic Tamzyrrian fashion and was commonly carried by well to do gentlemen and ladies.|| a pallid white veniom-threaded handkerchief&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, West Niche]|| This piece of jewelry is a fine example of old Tamzyrrian craftsmanship, and is thought to have belonged to a minor outlying noble lady.|| a black seed pearl in silver anklet&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, East Niche]|| The battered headgear displayed here is an example of the type worn by a powerful guild of thieves hailing from Fairport long ago.  It was often given as a sign of acceptance into the guild.|| a scuffed red leather cap&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, North Niche]|| This weapon is thought to have belonged to a notorious assassin working in Fairport.  These daggers were commonly left at the scene of the crime, always in pairs.|| a hoof-hilted curved vultite dagger&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, South Niche]|| This petrified fossil was found off of Turtle Island, near River&#039;s Rest.|| a petrified turtle egg&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, West Niche]|| This garment hailed from River&#039;s Rest, and is thought to have belonged to a prominent and devout gardener of the area.|| a green silk scarf embroidered with white lilies&lt;br /&gt;
|-&lt;br /&gt;
| [Vornavis Room, East Niche]|| An artifact from the era surrounding the building of a temple to Luukos.  It is unknown how exactly this item is linked to the temple.|| a tiny emerald sliver&lt;br /&gt;
|-&lt;br /&gt;
| [Vornavis Room, North Niche]|| A precious stone believed to have been found long ago at the site now called the Cascade of Tears.|| a teardrop-shaped dragonfire pendant&lt;br /&gt;
|-&lt;br /&gt;
| [Vornavis Room, West Niche]|| This macabre item is thought to be a remnant from one of the workers involved in the building of areas around Solhaven.|| a rune-carved bleached skull&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [https://www.play.net/gs4/news.asp?id=1034 item and quest description]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/A%20Night%20at%20the%20Academy!/view Officials Quest Folder]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?72562-A-Night-at-the-Academy&amp;amp;highlight=night+academy GemStone IV Players&#039; Corner thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pay Quests]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Night_at_the_Academy&amp;diff=128213</id>
		<title>Night at the Academy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Night_at_the_Academy&amp;diff=128213"/>
		<updated>2020-02-06T06:05:22Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Added level requirement tip under quest details after I required GM intervention to complete a run&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:QUEST-NightAtTheAcademy.png|thumb|right|&#039;&#039;&#039;WARNING&#039;&#039;&#039;: Map containers spoilers.]]&lt;br /&gt;
Once maintained by Lord and Lady Tallary, the Turamzzyrian Academy of Elanthian History hosts a bounty of artifacts from all across Elanthia. Lord and Lady Tallary spent hours researching artifacts and were once considered the cornerstone of archeological history and its preservation. Historians from around the world would come to the Academy with unknown artifacts, and their team of scholars would find answers for them. &lt;br /&gt;
&lt;br /&gt;
In 5102, the Academy opened an enormous Hunt for History, the second of its kind, and asked adventurers from around the globe to solve the various puzzles that presented themselves to the scholars. It was a grand undertaking that is still fondly remembered by adventurers. Unfortunately, several years later a curse befell the Academy.&lt;br /&gt;
&lt;br /&gt;
During the occupation of Solhaven by the Sheruvian villan Draezir, a curse befell the keep, and those that sought help from Vornavis to quickly exterminate it were killed on their way to the Baron. The Lord and Lady Tallary, as well as many of the great scholars of the time and all their servants, were slaughtered by a malign spirit that had arisen from one of the artifacts they were studying. By the time the Vornavians had discovered what had happened, it was far too late. Unrest now roams in the haunted halls of the Academy, though much of the time it can be kept peaceful within.&lt;br /&gt;
&lt;br /&gt;
Not much is known about the spirit that haunts the Academy, though it is not the only phantasm. Several of the past residents of the Academy wander the halls as well. It is rumored that in the final hours of the Academy, one of the scholars placed a spell on the artifacts to preserve them from thieves. This spell creates an energy that passes from one artifact to another, and if a ghost, spirit, or any other being passes into the field, it causes them to explode. Yet, somehow, every once in a while, something manages to take some artifacts and hide them somewhere on the grounds. That&#039;s when the undead within start to grow strong and rise up more and more.&lt;br /&gt;
&lt;br /&gt;
When the undead do rise, Vornavis guardsmen hire out adventurers to set the problem straight! Adventurers explore the Academy grounds, and while battling undead, search the area for the artifacts to return them to their proper locations. Once that&#039;s done, everything seems to settle down for a time. There&#039;s a time limit involved, however, because as the undead energies keep rising, eventually the adventurers will be overwhelmed!&lt;br /&gt;
&lt;br /&gt;
==Quest Details==&lt;br /&gt;
Up to 10 players can participate in this small-scale &amp;quot;quest&amp;quot; that takes roughly three hours to complete. This is a task-based quest that relies on good party balance and a breadth of available party skills. Players are strongly encouraged to bring a diverse group of professions, especially a cleric, an empath, a rogue, and a bard for maximum success. It is also suggested that players may want to group up with others close to their own level, as the creatures in the quest will be scaled to match the levels of group members. Also, don&#039;t forget to bring your blessed weapon, and have the ability to rebless! Race the clock to collect hidden artifacts before the undead rise to block your path! Please note that one party member must be at least level 10 to complete this quest, as solving the puzzles involves handling 4x enchanted materials.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis, Outlands Road&lt;br /&gt;
|desc=A shallow depression in the plains, nothing is visible from here but wind-swept green rising gently toward the vastness of the sky.  Only the wheel ruts, forming a pair of shallow grooves in the sea of grass, give any sign that more than nature has touched the land.   You also see a large slate table with some stuff on it, a grassy path and a robust Vornavian guard.&lt;br /&gt;
|paths = east, southwest, northwest&lt;br /&gt;
|rnum=5481}}&lt;br /&gt;
&lt;br /&gt;
==Prizes==&lt;br /&gt;
Listed prizes are as of 3/27/2016.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|font-size:95%;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 250px | Item || Purpose || Stats&lt;br /&gt;
|-&lt;br /&gt;
|a dark obsidian runestone with emerald-inlaid symbols||This is a tossable runestone with various imbedded symbols.  Fun for gambling!||&lt;br /&gt;
|-&lt;br /&gt;
|a plaid pleated kilt with a silver dagger pin||This has a large number of customized actions that are appropriate for such a lovely garment.||&lt;br /&gt;
|-&lt;br /&gt;
|a long antique brass spyglass||This allows you to peer multiple areas away, if you have a straight shot.  Good for seeing the creatures coming!||&lt;br /&gt;
|-&lt;br /&gt;
|a squat pale grey crystal bottle||A number of pills reside within that make spelling yourself up so much easier!||&lt;br /&gt;
|-&lt;br /&gt;
|a midnight blue mithglin tower shield||This shield is five times enchanted, and has a harness for holding weapons.||&lt;br /&gt;
|-&lt;br /&gt;
|a raven black spidersilk skirt with silver fringe||This skirt has a number of actions involving bells!||&lt;br /&gt;
|-&lt;br /&gt;
|a polished silver mithril greathelm covered with thin black rolaren scales||This helmet has a number of actions, it is also heavily padded against critical injuries.||&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black mithril warblade edged with silvery rolaren||This is enchanted once over vultite and disintegrates things quite well.||&lt;br /&gt;
|-&lt;br /&gt;
|a rune-carved black ironwood staff capped with a bleached ivory skull||This is a four times enchanted runestaff with the ability to change its appearance.  It is also imbued with acuity.||&lt;br /&gt;
|-&lt;br /&gt;
|a large black mithglin sledgehammer with polished rolaren caps on its head||This is a zested up four times enchanted weapon of destruction, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a kelyn-spiked crimson ora morning star with a steel-linked chain||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a faenor-twined slender vultite pike with a thick ironwood shaft||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a carved dark orase runestaff capped with a glowing crimson orb||This is a five times enchanted runestaff with a glowing orb attached!  It can also disintegrate things.  Careful!||&lt;br /&gt;
|-&lt;br /&gt;
|a ray-incised orange and red sunstone bead mottled with black||This is a lovely hair bauble with a number of actions!||&lt;br /&gt;
|-&lt;br /&gt;
|a rolaren-edged dark blue mithglin gladius swirled with coppery inclusions||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a kelyn-edged black mithril waraxe with a leather-wrapped ironwood handle||This is a highly zested four times enchanted waraxe, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a razern-edged golden vultite warblade||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.||&lt;br /&gt;
|-&lt;br /&gt;
|a golden imflass pegasus symbol with polished lapis eyes||This is a highly charged item holding the Mobility spell.  A talented wizard could recharge it.||&lt;br /&gt;
|-&lt;br /&gt;
|a clenched silver fist symbol gilded with eahnor||This is a highly charged item holding the Strength spell.  A talented wizard could recharge it.||&lt;br /&gt;
|-&lt;br /&gt;
|a small ball of urnon||This is... urnon!||&lt;br /&gt;
|-&lt;br /&gt;
|a spherical black iron censer||This is a highly scripted censer, useful in whatever ceremonies you have!||&lt;br /&gt;
|-&lt;br /&gt;
|a suit of rolaren-studded brigandine||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||&lt;br /&gt;
|-&lt;br /&gt;
|a set of gold-linked vultite augmented chainmail||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||5x, Anfelt scripts, not completely unlocked&amp;lt;br /&amp;gt;&lt;br /&gt;
combat effectiveness rating of 5 points of Critical padding. 0 of 20 services towards the next full rank.&lt;br /&gt;
|-&lt;br /&gt;
|a set of hooded black cotton robes with crimson silk-banded sleeves||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||&lt;br /&gt;
|-&lt;br /&gt;
|a polished crimson mithril cuirass trimmed with golden rolaren||This is highly scripted five times enchanted armor.  It also reduces the strength of blows against the wearer.||&lt;br /&gt;
|-&lt;br /&gt;
|a brilliant golden topaz sunburst symbol inlaid with blue lapis||This is a highly charged item holding the Phoen&#039;s Strength spell.  A talented wizard could recharge it.||&lt;br /&gt;
|-&lt;br /&gt;
|a pale green leather hat topped with a bright golden plume||This enhancive item will allow you to be an excellent marksman!|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 10 to Dexterity Bonus.&lt;br /&gt;
It provides a boost of 25 to Ranged Weapons Bonus.&lt;br /&gt;
It provides a boost of 15 to Perception Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a thick brown leather belt with a polished silver fist buckle||This enhancive item helps you to be stronger, be better at various combat maneuvers, and be better in combat against multiple foes.||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 15 to Strength Bonus.&lt;br /&gt;
It provides a boost of 10 to Combat Maneuvers Bonus.&lt;br /&gt;
It provides a boost of 5 to Multi Opponent Combat Bonus.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a flat black rolaren band inlaid with ruby veins||This enhancive item gives a good bonus to constitution, your stamina, and the ability to recover more quickly.||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 20 to Stamina Recovery.&lt;br /&gt;
It provides a boost of 25 to Max Stamina.&lt;br /&gt;
It provides a boost of 10 to Constitution Bonus.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a ruby-eyed carved bone skull amulet inscribed with sigils||This enhancive item is for the warrior who appreciates swinging a big two-handed weapon around a lot.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 10 to Strength Bonus.&lt;br /&gt;
It provides a boost of 20 to Two-Handed Weapons Bonus.&lt;br /&gt;
It provides a boost of 10 to Multi Opponent Combat Bonus.&lt;br /&gt;
It provides a boost of 10 to Combat Maneuvers Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a polished blued steel spearhead pendant||This enhancive item helps you out with your polearm skills, as well as making you stronger and more agile!|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 20 to Polearm Weapons Bonus.&lt;br /&gt;
It provides a boost of 10 to Strength Bonus.&lt;br /&gt;
It provides a boost of 10 to Agility Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a polished white ora shield medallion inlaid with soulstone runes||This enhancive item helps you recover your spiritual energy more quickly.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 2 to Spirit Recovery.&lt;br /&gt;
It provides a boost of 3 to Max Spirit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a braided mithril and gold circlet set with a faceted crimson firestone||This enhancive item helps you to aim spells better, increases magical power, and increase the rate at which said power returns.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 20 to Spell Aiming Bonus.&lt;br /&gt;
It provides a boost of 15 to Mana Recovery.&lt;br /&gt;
It provides a boost of 10 to Max Mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a gold-framed dark ironwood talisman||This enhancive item gives a bonus to ones aura and magical power.|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 10 to Aura Bonus.&lt;br /&gt;
It provides a boost of 10 to Mana Recovery.&lt;br /&gt;
It provides a boost of 10 to Max Mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a pair of thin black leather gloves with reinforced palms||This enhancive item is for the one who enjoys jumping out from shadows with a bladed weapon to strike in ambush.*|||&amp;lt;pre{{log-inline}}&amp;gt;It provides a boost of 25 to Edged Weapons Bonus.&lt;br /&gt;
It provides a boost of 15 to Ambush Bonus.&lt;br /&gt;
It provides a boost of 15 to Stalking and Hiding Bonus.&lt;br /&gt;
It provides a boost of 15 to Dodging Bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|a pair of fingerless black leather gloves threaded with golvern||This enhancive item is perfect for the lockpicking and silver-gathering rogue.*||&lt;br /&gt;
|-&lt;br /&gt;
|a pair of scuffed leather boots||This enhancive footgear will help you stalk in the wilderness, as well as survive in the wilderness.  They also help you be more agile and have more stamina.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The braided mithril and gold circlet is not rechargeable at the adventurer&#039;s guild, nor with simucoins potions.  It has &amp;quot;quite a few&amp;quot; (10-14) charges.  It seems reasonable to expect that the other enhancives have the same properties.&lt;br /&gt;
&lt;br /&gt;
WARNING:  Selecting one of the enhancive items will bind the item specifically to you.  Nobody else.  Period.  Just you.&lt;br /&gt;
* The two sets of gloves have their descriptions flipped in game on the sign, but the wiki correctly matches the descriptions with the properties.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solutions==&lt;br /&gt;
The following table can be used to help assist with placement of items in the cases to finish the quest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spoiler alert!  This section contains spoilers&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Room Name&lt;br /&gt;
! Plaque Description&lt;br /&gt;
! Item in Case&lt;br /&gt;
|-&lt;br /&gt;
| [Academy, Dragach Halls] || This item is a relic borne by the representative for Summer in the great battle re-enacted yearly between Winter and Summer in the Krinklehorn region.|| an old woven grass buckler&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, North Niche]|| This item is thought to have belonged to a Stone Tending practitioner of Aldora, and was used in their practices.|| a moon-etched fractured star-of-Tamzyrr diamond&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, East Niche]|| This weapon is thought to have been passed down the generations of a Aldoran family that practiced the art of Stone Tending.  It was found outside the city of Elstreth.|| an ancient twisted rosewood staff capped with a faceted star sapphire&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, South Niche]|| This weapon was wielded against the Horned Cabal in the battle of Tyllan.|| an eagle-winged blue vultite longsword&lt;br /&gt;
|-&lt;br /&gt;
| [Aldora Room, West Niche]|| This item is also thought to have belonged to a Stone Tending practitioner of Aldora, and was used to inscribe runes into the stones.|| an eonake chisel engraved with silvery thorns along its sharp beveled edge&lt;br /&gt;
|-&lt;br /&gt;
| [Bourth Room, East Niche]|| This relic was once owned by a devout follower of Voln, the Destroyer of the Undead.|| a small white shield amulet&lt;br /&gt;
|-&lt;br /&gt;
| [Bourth Room, West Niche]|| These items were often worn as decorations in the hair of humans that were sympathetic to the elven plight in the early days of the Empire, showing solidarity with others of similar beliefs.|| a single hawk feather&lt;br /&gt;
|-&lt;br /&gt;
| [Hendor Room, East Niche]|| A crude artifact, believed to have been created and worn by ogres.  Human soldiers looted it after defeating the ogres in battle.|| a skull-clasped thrakhide belt&lt;br /&gt;
|-&lt;br /&gt;
| [Hendor Room, West Niche]|| This beautiful bejeweled container is thought to have originated in the Nydds area.|| a bejewelled emerald-scaled winged serpent with golden toned wings&lt;br /&gt;
|-&lt;br /&gt;
| [Honneland Room, North Niche]|| This item is a game piece from a tavern game of balance.|| a green bronze leaping panther charm&lt;br /&gt;
|-&lt;br /&gt;
| [Honneland Room, East Niche]|| This weapon is one of many exact duplicates of the weapon once held by Empress Selantha Anodheles during her reign.|| a silver replica blade&lt;br /&gt;
|-&lt;br /&gt;
| [Honneland Room, West Niche]|| This ring, displaying the signet of the House of Kestrel, is thought to have been worn by Chaston Kestrel during his reign as Emperor of Tamzyrr.|| an enruned gold signet ring set with a brilliant fire pearl&lt;br /&gt;
|-&lt;br /&gt;
| [Imperial Halls, Trauntor Halls]|| This article of clothing was once part of the uniform of soldiers serving at Barrett&#039;s Gorge, a fortress city in the County of Trauntor.|| a tattered bloody empath&#039;s armband&lt;br /&gt;
|-&lt;br /&gt;
| [Research, East Niche]|| This weapon is thought to be one of many similar weapons used at the Battle at Maelshyve.|| a sturdy vultite-plated shortbow&lt;br /&gt;
|-&lt;br /&gt;
| [Research, West Niche]|| This item was found at the remains of a great battle site in the Elven Nations area near Ta&#039;Vaalor.  Its history is unknown.|| a venerable crimson eahnor shield&lt;br /&gt;
|-&lt;br /&gt;
| [Riverwood Room, East Niche]|| This garment is suspected to have belonged to one of the Maidens of Riverwood, a forest dwelling clan that is thought to have worshiped the spirit Jes&#039;Tamaline.|| a vermilion spidersilk greatcloak&lt;br /&gt;
|-&lt;br /&gt;
| [Riverwood Room, West Niche]|| This musical instrument is believed to be an example of the craftsmanship of the rural towns in the Barony of Riverwood.|| an amber-inlaid engraved silver flute&lt;br /&gt;
|-&lt;br /&gt;
| [Seareach Room, East Niche]|| This artifact is thought to be of Tehir origin, though its purpose is unknown.|| a misty blue snake-stone&lt;br /&gt;
|-&lt;br /&gt;
| [Seareach Room, West Niche]|| This tool was one of a set offered as a gift to Emperor Immuros Kestrel early in his reign.  Immuros declined to accept a gift from a guild of thieves.|| an obsidian and black veniom lockpick&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, East Niche]|| Often used to bind prisoners taken during plundering, these cuffs are thought to have been used extensively in sea raiding activities by the famous pirate ship, &amp;quot;Nightshade.&amp;quot;|| a cracked mithril-bound manacle&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, North Niche]|| This weapon, originally forged in the city of Tamzyrr, was plundered by pirates and used extensively in sea raiding activity aboard the famous pirate ship, &amp;quot;Nightshade.&amp;quot;|| a bone-handled rolaren baselard&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, South Niche]|| This article is an example of classic Tamzyrrian fashion and was commonly carried by well to do gentlemen and ladies.|| a pallid white veniom-threaded handkerchief&lt;br /&gt;
|-&lt;br /&gt;
| [Selantha Room, West Niche]|| This piece of jewelry is a fine example of old Tamzyrrian craftsmanship, and is thought to have belonged to a minor outlying noble lady.|| a black seed pearl in silver anklet&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, East Niche]|| The battered headgear displayed here is an example of the type worn by a powerful guild of thieves hailing from Fairport long ago.  It was often given as a sign of acceptance into the guild.|| a scuffed red leather cap&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, North Niche]|| This weapon is thought to have belonged to a notorious assassin working in Fairport.  These daggers were commonly left at the scene of the crime, always in pairs.|| a hoof-hilted curved vultite dagger&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, South Niche]|| This petrified fossil was found off of Turtle Island, near River&#039;s Rest.|| a petrified turtle egg&lt;br /&gt;
|-&lt;br /&gt;
| [Torre Room, West Niche]|| This garment hailed from River&#039;s Rest, and is thought to have belonged to a prominent and devout gardener of the area.|| a green silk scarf embroidered with white lilies&lt;br /&gt;
|-&lt;br /&gt;
| [Vornavis Room, East Niche]|| An artifact from the era surrounding the building of a temple to Luukos.  It is unknown how exactly this item is linked to the temple.|| a tiny emerald sliver&lt;br /&gt;
|-&lt;br /&gt;
| [Vornavis Room, North Niche]|| A precious stone believed to have been found long ago at the site now called the Cascade of Tears.|| a teardrop-shaped dragonfire pendant&lt;br /&gt;
|-&lt;br /&gt;
| [Vornavis Room, West Niche]|| This macabre item is thought to be a remnant from one of the workers involved in the building of areas around Solhaven.|| a rune-carved bleached skull&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [https://www.play.net/gs4/news.asp?id=1034 item and quest description]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/A%20Night%20at%20the%20Academy!/view Officials Quest Folder]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?72562-A-Night-at-the-Academy&amp;amp;highlight=night+academy GemStone IV Players&#039; Corner thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pay Quests]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cast_of_characters&amp;diff=128090</id>
		<title>Cast of characters</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cast_of_characters&amp;diff=128090"/>
		<updated>2020-01-23T06:02:45Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Lutika */ Removing bio of banned player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Please feel free to add a brief description of your [[Platinum]] character(s) here.  &lt;br /&gt;
&lt;br /&gt;
== NPCS ==&lt;br /&gt;
&lt;br /&gt;
=== Jeofrey ===&lt;br /&gt;
----&lt;br /&gt;
Originally an evil magic user with plans for world domination, he created a group of Homunculi called [[Cast_of_characters#Sieka|Seika]]s to assist him in his work...as well as a vessel for his soul, a young child named Chayka. Through the efforts of various adventurers, he was dissuaded from his evil plan and convinced to walk instead the path of Light. Creating a golem body to inhabit instead of the child, he transferred his essence and became the Golem Lich. He has been missing for many months, along with his vessel Chayka.&lt;br /&gt;
&lt;br /&gt;
=== Leiana ===&lt;br /&gt;
----&lt;br /&gt;
Leiana, daughter of the Thrak Inn proprietor Sabrien, has lived in Wehnimer&#039;s Landing most of her life. After losing her mother to disease at the age of 10, Leiana and her father moved to the Landing in search of community and business. She has never left the walls of the Frontier town until 5118 and has led a very sheltered life that bred privilege and a dangerous sense of curiosity as a result.  Acting upon that desire to explore, she has begun seeking out contracts for treasure and adventure across Elanthia.&lt;br /&gt;
&lt;br /&gt;
=== Seika ===&lt;br /&gt;
----&lt;br /&gt;
[[Cast_of_characters#Jeofrey|Jeofrey]] created a total of 20 Seika Homunculi originally that awakened upon his death. Many were killed by a mob of villagers angry at the experiments her father, [[Cast_of_characters#Jeofrey|Jeofrey]], was performing in their village. After [[Cast_of_characters#Jeofrey|Jeofrey]] abandoned his evil plans, he deactivated 11 of them...but one Seika escaped his control and was able to absorb the essences of the others. She then was able to use [[Cast_of_characters#Jeofrey|Jeofrey]]&#039;s eye to become a lich herself. She has been tormenting [[Cast_of_characters#Qualeric|Qualeric]], possessing him and using his essence to create a group of hybrid bats and elves. Currently her whereabouts are unknown, but dark rumors surround her and her future plots to gain even more power. She has claimed to kill Chayka and [[Cast_of_characters#Jeofrey|Jeofrey]] herself.&lt;br /&gt;
&lt;br /&gt;
===Olivia ===&lt;br /&gt;
----&lt;br /&gt;
[[Olivia|Olivia Holster]], widow of Lord Eamon Murchadha and Mother of [[Jaynon]] Murchadha. Born into a lowborn Honneland family. Married into the Murchadha family (a minor noble house in Honneland) with a desire to improve her power, status and legacy. Fell in to the dark arts through societal pressures, and later following the death of her husband made a pact with and joined a clandestine order, in return for aid in her social climbing. She attempted, and ultimately failed, to have her son [[Jaynon]] killed and yet had already announced his death in the Immuron courts. This allowed her to marry Lord Holster (another minor Honneland noble, and former rival to Eamon), passing the Murchadha estates into his name and denying [[Jaynon|Jaynon]] his inheritance and birthright.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
=== Achsel ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Lead singer of the heavy metal band &#039;Mithril Mayhem&#039;, this gruff but friendly fellow is constantly on the look out for inspiration for his next song. With hits like &#039;Invar Mine Lady&#039;, &#039;On the Razern&#039;s Edge&#039;, and &#039;Caligos Isle&#039;, he and his fellow band member [[Cast_of_characters#Zundrar|Zundrar]] have played in such famous locales as The Bluerock Brewery in Zul Logoth, The Thrak Inn at the Landing, and even Caligos Isle itself. He doesn&#039;t pay much attention to politics, though he has a keen sense of right and wrong. He is also a bit of a lush, and has strong opinions on beards, music, and beer.&lt;br /&gt;
&lt;br /&gt;
=== Calauria ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The shy and rather secretive Elven bard hails from Ta’Illistim, but shows little interest in returning. Possessed of proper, ladylike manners, she is easily taken aback by some of her acquaintances, particularly [[Cast_of_characters#Tanai|Tanai]], hinting at a sheltered upbringing. Her current itinerant and rather poor state, given her apparent background, could lead to disconcerting questions. In the past few months, she has started a relationship with Ulvian, grown friendlier, and developed a noticeable distrust of [[Cast_of_characters#Whick|Lord Whick]].&lt;br /&gt;
&lt;br /&gt;
=== Daenamaryllis ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
=== Dazen ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Full of boundless energy that could only be described as &#039;manic&#039;, the always cheerful jester seems in a perpetual state of song, dance, and fits of laughter.  Dazen and his twin brother Vinar were abandoned by a traveling Carnival of Freaks for dubious reasons, though it is implied it was because they were getting too old for their act and becoming too hard to control.  Often hinting at a past of horrid abuse and gleefully reveling in those memories with clapping hands and squealing giggles, Dazen seems to outright revel in pain both inflicted and sustained.  Obsessed with fire and the &#039;Dancing Light&#039;, he also babbles about a mysterious Lady in White with burnt out eyes with reverence and awe. &amp;quot;Watch them dance in the dancing light, we&#039;ll sing them back and dance all night!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Ezabell ===&lt;br /&gt;
----&lt;br /&gt;
Ezabell hasn’t been seen since she was a toddler on the 30th of Jastatos.  She’d been carried through the portal that night in the arms of an Aelotoi man, no relations to the child he carried.  After he’d hid her away for protection when the kiramon came through the portal after the Aelotoi, she was gone.  Now she’s rejoined Elanthian society, albeit, a little off than any normal teenager.  She doesn’t talk much about where she’s been the last 16 years but is all too eager to mention her favorite ways to tear local wild nuisances apart.&lt;br /&gt;
&lt;br /&gt;
=== Gedeon ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gedeon was raised in the Wsalamir Arctic Clan, and yet he doesn&#039;t share the need for seclusion like most the clan. Gedeon enjoys being out amongst others and heeds the call for adventure.  While he is a quiet man, he is a devout follower of Ronan and became a paladin in Ronan&#039;s honor.  He would often visit the temple in Icemule to say his prayers, but lately, you can see him wandering with his new found companion, Jourwen.&lt;br /&gt;
&lt;br /&gt;
=== Heliantha ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Twin to Roseantha.&lt;br /&gt;
&lt;br /&gt;
=== Idun ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Child-like and free spirited, Idun is kind, very friendly and genuinely cares about others. She loves to be helpful and is easily entertained, usually finding joy in small things.  A difficult and isolated past has had a profound effect on her.  She is most comfortable with another in control.  Idun can be unpredictable and is a bit &amp;quot;touched&amp;quot;, even unstable at times. She is loyal to a fault and values those in her life above all else.  Her dislike of being alone is somewhat mitigated by her love of gowns, toys and visits with her animal friends.&lt;br /&gt;
&lt;br /&gt;
=== Ilynriel ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ilynriel left her home in Ta’Ardenai to improve her skills as a warrior and train with the Guardians of Sunfist, and can most often be found in Ta’Illistim or Ta’Vaalor. Born a bastard, she has steadfastly ignored her father’s side of the family all her life, but is now finding it rather harder to avoid at least one of her half-siblings.&lt;br /&gt;
&lt;br /&gt;
=== Ishvari ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A banished Priestess of Lumnis, this knowledge-thirsty Faendryl found an alternative method to become an empath (but not without some heavy side-effects). She is polite, somewhat quiet, and very ladylike although she is not above the &amp;lt;del&amp;gt;frequent&amp;lt;/del&amp;gt; occasional snide remark. Currently, she is often seen with the Dhe&#039;nar, Xindrell, as they are united in a mission yet to be revealed to anyone other than themselves. She is self-conscious of her pale skin, and dislikes anyone staring at her one crimson-hued eye for too long. They can stare at her silver eye all they want, however.&lt;br /&gt;
&lt;br /&gt;
=== Jaired ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Trying to live his best life and leave his checkered past behind, Jaired keeps getting drawn back into the troubles of the world.  Once a thief, once a burglar, and once an assassin.  Once a Lord Marshal, once a Warden of Charl, and once a simple barkeep. Through it all he has remained a professional meddler.  For reasons beyond his understanding he is once again burdened with the mantle of a Spirit Walker, a particular state in which he is forced to tread in a state between life and undeath. Husband to Leiana, they now look towards the horizon and the beckoning call of adventure upon their ship, The Whispering Muse... if only they could break away from it all.&lt;br /&gt;
&lt;br /&gt;
=== Jaynon ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Formerly a Paladin of Voln, he has recently heard the call of the Sea...partly due to his affiliation with the rogue Tanai. Lord Whick and Jaynon have been bitter enemies, with Jaynon taking a leading role in the prosecution of Whick after his arrest for the kidnapping of Leiana and murder of Izaar. He is a guardian in combat, fighting with a sword and shield, more concerned with the protection of his allies than a quick and easy win. He values honour above all else, and is honest to a fault.&lt;br /&gt;
&lt;br /&gt;
=== Jourwen ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Jourwen doesn&#039;t know much about her parents, only that her mother was an entertainer to men as they travelled through Highmount onto Kragswell.  Jourwen was sent to River&#039;s Rest when she was 5 years old to get an education from the cleric&#039;s guild there and learn the teachings of Ronan, Lord of Dreams.  Now, as a young adult, she visits temples and shrines learning what she can about Ronan and aiding those in need with her companion, Gedeon.&lt;br /&gt;
&lt;br /&gt;
=== Kaija ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A young Aelotoi orphan recently adopted by [[Cast_of_characters#Jaynon|Jaynon]] and [[Cast_of_characters#Tanai|Tanai]], she has finally chosen Niima as her patron deity, also deciding to follow her adopted father&#039;s footsteps in joining the Order of Voln. She is a teenage girl whose emotions are in a constant state of fluctuation, and she often takes them out on her adopted brother, Luca. Normally quiet and polite, Kaija has a tendency to be a know-it-all and correct people if they use bad grammar (usually tormenting Luca with her prim corrections to his amusement).&lt;br /&gt;
&lt;br /&gt;
=== Kiver ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Named after the boat he was found in, Kiver washed ashore as a babe at [[Maelstrom Bay]] in [[River&#039;s Rest]]. He was adopted into the arms of a reclusive sect of druids. The Half-Krol found his calling not with the old Gods of his [[Klinast]], but instead a militant dedication to the Goddess [[Imaera]]. &lt;br /&gt;
&lt;br /&gt;
=== Lilium ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Lilium]]&#039;s origins are as strange as her appearance.  One day she appeared on [[Lorminstra]]&#039;s Altar in the [[Wehnimer&#039;s Landing]] Temple without any memories or possessions to explain who she is or how she came to be there.  She took her appearance on Lorminstra&#039;s Altar as a sign to dedicate herself to the Goddess.  As a Master in the Order of Voln, Lilium is quite zealous in scouring the undead from all of Elanthia.&lt;br /&gt;
&lt;br /&gt;
Recent events involving Lord Whick and the death of Bareth have caused Lilium to reconsider her role in safeguarding the souls of the innocent.  A more proactive approach, rather than reactive, might be the best way to prevent another tragedy from occurring.&lt;br /&gt;
&lt;br /&gt;
=== Luthene ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Having called both New Ta&#039;Faendryl and Ta&#039;Nalfein home at different points in his life, Luthene is now in the process of exploring other regions while plying his trades as locksmith, loresinger, and lapidary.  His coloring is considered suspiciously dark for a Nalfein elf by some, his blue eyes uncharacteristic of a Faendryl by others. A bastard by both blood and inclination, he has a deep appreciation for the proper application of violence as well as the crisp lines of a well-tailored coat.&lt;br /&gt;
&lt;br /&gt;
=== Maralah ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Born and raised in Ta’Loenthra, Maralah began traveling after the untimely death of her twin brother as well as the beginning of Jastev-granted dreams and visions. While she prefers to stick to the Elven Nations, she can often be found in Mist Harbor or Wehnimer’s Landing as well.  Understandably reticent about being a sorceress, she strives to balance this by being a member of Voln, but lacks the proper mindset about undead.&lt;br /&gt;
&lt;br /&gt;
=== Megaira ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
A dwarf of questionable sanity, Megaira went to Caligos Isle when the Ebon Gate opened to it for the first time, and there she stayed. By the time it reopened in 5118, her mind was warped and her devotion to her prior deity was cast off. Now, she was a cleric in service to Ghezresh. She&#039;s been cast out and back into Elanthia with the closing of the Ebon Gate in 5118, and she now spreads the deceitful and manipulative word of her Arkati. Quite nicely fills the role of crazed witch, too, right down to the slivers of bone piercing her ears and brow. For all of her flaws and peculiarities, Megaira does wield real power granted by her god, and it&#039;s yet to be seen what she intends to do with it.&lt;br /&gt;
&lt;br /&gt;
=== Nimarue ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Likened to a curious bird of prey, the young sylvan seems an untamed creature that belongs in the wilderness, and perhaps kept far away from civilized people.  Her speech patterns are occasionally awkward as though she struggles both for the correct word and, perhaps, polite phrasing. (She fails, often, though this seems little to bother her.) &lt;br /&gt;
&lt;br /&gt;
=== Oezzilm ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Oezzilm is a local farmer of pumpkins, turnips, and carrots near the Landing.  He hopes to eventually have an entire herd of urghs and roltons, but so far he has only one of each.  He can be found selling produce around town, fresh after coming from his fields.  He has a brother who is great at plowing, and a collection of hoes.&lt;br /&gt;
&lt;br /&gt;
=== Phocosoen ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Everyone deserves to be free and [[Phocosoen]] will always oppose those that seek to enslave others against their will like any member of the [[Maeramil Wind Runner Clan]] should.  Boisterous and outgoing, he loves nothing more than regaling others with the numerous ways in which he crushes his enemies on a daily basis.  The [[Guardians of Sunfist]] have no shortage of enemies and Phocosoen is a proud member that is all too happy to mercilessly slaughter [[orc]]s, [[troll]]s, [[ogre]]s, and [[giant]]s.  Freedom, muscles, and a song in his heart is all a man needs to enjoy life.&lt;br /&gt;
&lt;br /&gt;
=== Qadheon ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Qadheon is a Faendryl monk and proprieter of [[https://ps.lichproject.org/shops/6077 Ta&#039;Faendryl Importers]], a business located in the Landing.  In addition to this, he has been searching for some lost artifacts, but rumor has it he is not very focused on this task.  He has been seen worshipping [[Ghezresh]] on Caligos Isle and made mention of importing that spirit&#039;s presence to the Isle of Four Winds.  Despite this intrigue, he is a generally nice fellow.&lt;br /&gt;
&lt;br /&gt;
=== Qoshkalia ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Qoshkalia is a Faendryl paladin of Fash&#039;lo&#039;nae dedicated to learning, particularly the use of bladed weapons.  In the pursuit of this, she has been recognized as a Palestra of the Peltast rank.  Recently she has been seen working with [[Cast_of_characters#Whick|Lord Whick]] in his actions in the Landing, though the exact reasoning is unclear.  Word has it that she originally came to the Landing to work on finding some ancient artifacts for a Sorcerer in Ta&#039;Faendryl.&lt;br /&gt;
&lt;br /&gt;
=== Qualeric ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Qualeric]] is an elderly wizard,  student of the arcane, and an active follower of [[Jastev]].  Hailing from Ta&#039;Illistim, he enjoys learning, raining destruction upon usurpers, and all the opportunities the Shining City represents.  He is currently engaged in sorting through some things owned by his widow that were recently found in an old storage shed, as well as attempting to discover a new metal which he believes exists but is otherwise undocumented.  His familiar is a bat named Klysmar.&lt;br /&gt;
&lt;br /&gt;
=== Rafferty ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A rustic half-elf from the edges of the Wyrdeep Forest, [[Rafferty]] is wary of towns and their folk but cautiously open to broadening his horizons. He&#039;s got little patience for airs and graces, and bullies make him grouchy. Though he keeps his problems to himself, he&#039;s willing to lend a hand where he&#039;s able. Literally, if you&#039;re missing one. For some reason, people keep mistaking him for a pirate.&lt;br /&gt;
&lt;br /&gt;
=== Roseantha ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Twin to Heliantha.&lt;br /&gt;
&lt;br /&gt;
=== Tanai ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tanai is an orphaned street-rat with a mysterious past. She loves sweets, the ocean, [[Cast_of_characters#Jaynon|Jaynon]], and her children, not necessarily in that order. She considers [[Cast_of_characters#Whick|Lord Whick]] one of her mortal enemies, especially after being possessed and manipulated by him for a time. She is finally learning what a family entails, as she and Jaynon are the proud parents to Eamon, their natural born son, and Kaija and Luca, two orphans they adopted. She can be very blunt, downright rude, and occasionally volatile. She is also, however, fiercely loyal, kind-hearted (at times), and enthusiastic (especially for sweets).&lt;br /&gt;
&lt;br /&gt;
=== Thresher ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A quiet man, this Half-Krolvin is very devout in his worship of &#039;&#039;&#039;[[::Marlu|Marlu, the Lord of Destruction]]&#039;&#039;&#039;. Despite the stereotype surrounding Marluites, Thresher himself is a kind soul, not wishing any undue harm or pain to anyone. However, he is of the firm belief that the only way to have lasting peace on Elanthia is to &#039;start fresh&#039;...by burning what is, so something new may grow. He believes Undead are an Abomination to his Lord...and fights against any who practice such arts fiercely.&lt;br /&gt;
&lt;br /&gt;
=== Tsukiko ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Tsukiko supposedly hails from Eloth-Ra, the capital city of the Erithian nation located on the continent of Atan Irith. A stranger in a strange land (to her), she often stands out for the traditional garb of her people, honoring both her Yachan Dai clan bloodline and her devotion to the Volnath Dai sect. To say that Tsukiko is committed to Voln&#039;s cause would be an understatement, given the Volnath Dai association, and she persistently works to liberate the souls of the dead from unlife as a holy cause. Tsukiko tends to be unerringly polite, if sometimes ignorant of local ways, but she is a reliable ally and skilled wielder of the katana. Tsukiko is said to make lovely jewelry from most any gemstone for a modest fee, and she has a small shop in Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
=== Varuna ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Little is known of Varuna, save that she apparently hails from Caligos Isle and left for Elanthia when the Ebon Gate closed in 5118. By some unknown magic or transformation, she always appears to be a cloud of indigo mist threaded with silver streamers. Few have seen her true appearance. She would claim herself to be the Incarnation of the Mist or the False Prophet, both titles indicative of her devotion to the deity Ghezresh. She attempts no deception regarding her use of dark magic, as well as her involvement in dark deeds on Caligos Isle and beyond the gate aimed to serve her deity. Interestingly, Varuna is also skilled at creating artistic scars and provides this service for a price. Her work is done utilizing a strange knife with a blade cut from a large emerald.&lt;br /&gt;
&lt;br /&gt;
=== Whick ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[::Whick|Great Lord Whick]]&#039;&#039;&#039; is polite, personable, and a man of many talents and much knowledge. He is gracious, can be kind, and he always is ready to help out those in need. At the same time, he is an unrepentant murderer and has a sadistic streak that runs deep. There is much speculation as to who his true masters are. Though he claims to be working for the Empire and the Hall of Mages (and many records will confirm that), dark whispers in the shadows speak of his true loyalty lying to something...other. He is meticulous and clever, preferring manipulation to brute force. He values order and security.&lt;br /&gt;
&lt;br /&gt;
Quote: &amp;quot;Sometimes, to do something good, you have to be the bad guy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurers]] &lt;br /&gt;
[[Category:Platinum]]&lt;br /&gt;
[[Category:Platinum Player Characters]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=127863</id>
		<title>Talk:Starchitin&#039;s Guide to Hunting the Rest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=127863"/>
		<updated>2020-01-14T19:39:15Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding the mazes in Miasmal Forest, I corrected the incorrect info about the design of them that I originally had when it was pointed out to me by someone that has experimented with it MUCH more then I have. The same person also gave me a couple potential routes through them (which I have not confirmed at this point), but I&#039;ve decided not to include those directions in this guide even if they&#039;re correct. My reasoning is that these paths are not commonly known and if they were commonly known it would have a huge impact on the enjoyability of the hunting area. I obviously cannot stop anyone from posting them elsewhere on Krakii, but I&#039;d appreciate it if anyone else that edits this guide refrain from adding them here. [[User:OM1E5GA|OM1E5GA]] 06:20, 27 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why the advice to use fire flaring weapons against phantasmal bestial swordsmen? They&#039;re undead, so unless you&#039;re rocking a permablessed fire flaring weapon (almost no one is) then that advice only applies to pures. Also, they aren&#039;t weak against fire, so really any flaring runestaff will do. [[User:CLAIRETTE|CLAIRETTE]] ([[User talk:CLAIRETTE|talk]])&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=127862</id>
		<title>Talk:Starchitin&#039;s Guide to Hunting the Rest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=127862"/>
		<updated>2020-01-14T15:44:12Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding the mazes in Miasmal Forest, I corrected the incorrect info about the design of them that I originally had when it was pointed out to me by someone that has experimented with it MUCH more then I have. The same person also gave me a couple potential routes through them (which I have not confirmed at this point), but I&#039;ve decided not to include those directions in this guide even if they&#039;re correct. My reasoning is that these paths are not commonly known and if they were commonly known it would have a huge impact on the enjoyability of the hunting area. I obviously cannot stop anyone from posting them elsewhere on Krakii, but I&#039;d appreciate it if anyone else that edits this guide refrain from adding them here. [[User:OM1E5GA|OM1E5GA]] 06:20, 27 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why the advice to use fire flaring weapons against phantasmal bestial swordsmen? They&#039;re undead, so unless you&#039;re rocking a permablessed fire flaring weapon (almost no one is) then that advice only applies to squares. Also, they aren&#039;t weak against fire, so really any flaring runestaff will do. [[User:CLAIRETTE|CLAIRETTE]] ([[User talk:CLAIRETTE|talk]])&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=127861</id>
		<title>Talk:Starchitin&#039;s Guide to Hunting the Rest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=127861"/>
		<updated>2020-01-14T15:43:56Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding the mazes in Miasmal Forest, I corrected the incorrect info about the design of them that I originally had when it was pointed out to me by someone that has experimented with it MUCH more then I have. The same person also gave me a couple potential routes through them (which I have not confirmed at this point), but I&#039;ve decided not to include those directions in this guide even if they&#039;re correct. My reasoning is that these paths are not commonly known and if they were commonly known it would have a huge impact on the enjoyability of the hunting area. I obviously cannot stop anyone from posting them elsewhere on Krakii, but I&#039;d appreciate it if anyone else that edits this guide refrain from adding them here. [[User:OM1E5GA|OM1E5GA]] 06:20, 27 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why the advice to use fire flaring weapons against phantasmal bestial swordsmen? They&#039;re undead, so unless you&#039;re rocking a permablessed fire flaring weapon (almost no one is) then that advice only applies to squares. Also, aren&#039;t weak against fire, so really any flaring runestaff will do. [[User:CLAIRETTE|CLAIRETTE]] ([[User talk:CLAIRETTE|talk]])&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Master_Key_lockpick&amp;diff=110798</id>
		<title>Master Key lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Master_Key_lockpick&amp;diff=110798"/>
		<updated>2018-10-05T07:03:36Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Master Key lockpicks&#039;&#039;&#039; are scripted [[lockpick]]s and lockpick cases that first appeared at [[Ebon Gate 2018]] in [[EGShop:Master Key|The Master Key]].  The verb traps are fluff only and the lockpicks will only activate for [[rogue]]s. These lockpicks cannot be CLEANed or customized with [[Lock Mastery]].&lt;br /&gt;
&lt;br /&gt;
==Lockpicks==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the spider leg lockpick and sense that the creator has provided the following information:&lt;br /&gt;
This script provides fluff messaging for lockpicks.&lt;br /&gt;
You can turn, touch, push, and lean the lockpick.&lt;br /&gt;
The messaging will only work for rogues.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the lockpick may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|TIER&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;|&#039;&#039;Off The Shelf&#039;&#039;&lt;br /&gt;
! TURN&lt;br /&gt;
| You deftly twirl your bloodstained lockpick, flipping it across the backs of your fingers in a flurry&lt;br /&gt;
| Clairette deftly twirls her bloodstained lockpick, flipping it across the backs of her fingers in a flurry of twists and spins!&lt;br /&gt;
|-&lt;br /&gt;
! TOUCH&lt;br /&gt;
| Your fingers gently brush your bloodstained lockpick as you lose yourself in memories of past deeds.&lt;br /&gt;
| Clairette gently brushes her fingers along her bloodstained lockpick, her eyes glazing over as she loses herself in memory.&lt;br /&gt;
|-&lt;br /&gt;
! PUSH&lt;br /&gt;
| You settle your bloodstained lockpick firmly between your fingers as you glance around the room, looking for a lock in need of opening.&lt;br /&gt;
| Clairette grasps her bloodstained lockpick firmly between her fingers, her eyes quickly scanning the area with a hint of avarice.&lt;br /&gt;
|-&lt;br /&gt;
! LEAN&lt;br /&gt;
| You tap your bloodstained lockpick against your thighs in impatience.&lt;br /&gt;
| Clairette taps her bloodstained lockpick against her thighs impatiently.&lt;br /&gt;
|}&lt;br /&gt;
==Cases==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the lockpick case and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;There do not seem to be any specific limitations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This case can hold only lockpicks.  You will receive special messaging on WEAR, REMOVE, OPEN, and CLOSE.  There are no unlockable tiers.  It can be altered with a long or a show description, but the reference to the velvet compartments will always be a part of the show.&lt;br /&gt;
&lt;br /&gt;
You can tell that the case is as light as it can get, but you might be able to have a talented merchant deepen its pockets for you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
!WEAR&lt;br /&gt;
|You reach down and carefully attach your bone-inlaid case to your &amp;lt;belt&amp;gt;.&lt;br /&gt;
|Clairette reaches down and carefully attaches her bone-inlaid case to her &amp;lt;belt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!REMOVE&lt;br /&gt;
|You reach down and carefully remove your bone-inlaid case from your &amp;lt;belt&amp;gt;.&lt;br /&gt;
|Clairette reaches down and carefully removes her bone-inlaid case from her &amp;lt;belt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!OPEN&lt;br /&gt;
|With a flick of your wrist, you release the clasp on your bone-inlaid case, and it snaps open.&lt;br /&gt;
|Clairette snaps a jet-black bone-inlaid case with an ivory and silver latch closed and its clasp clicks into place.&lt;br /&gt;
|-&lt;br /&gt;
!CLOSE&lt;br /&gt;
|You snap your bone-inlaid case closed and its clasp clicks into place.&lt;br /&gt;
|With a flick of her wrist, Clairette releases the clasp on her bone-inlaid case, and it snaps open.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category: Scripted Items]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Master_Key_lockpick&amp;diff=110797</id>
		<title>Master Key lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Master_Key_lockpick&amp;diff=110797"/>
		<updated>2018-10-05T07:02:17Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Master Key lockpicks&#039;&#039;&#039; are scripted [[lockpick]]s and lockpick cases that first appeared at [[Ebon Gate 2018]] in [[EGShop:Master Key|The Master Key]].  The verb traps are fluff only and the lockpicks will only activate for [[rogue]]s. These lockpicks cannot be CLEANed or customized with [[Lock Mastery]].&lt;br /&gt;
&lt;br /&gt;
==Lockpicks==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the spider leg lockpick and sense that the creator has provided the following information:&lt;br /&gt;
This script provides fluff messaging for lockpicks.&lt;br /&gt;
You can turn, touch, push, and lean the lockpick.&lt;br /&gt;
The messaging will only work for rogues.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the lockpick may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|TIER&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;|&#039;&#039;Off The Shelf&#039;&#039;&lt;br /&gt;
! TURN&lt;br /&gt;
| You deftly twirl your bloodstained lockpick, flipping it across the backs of your fingers in a flurry&lt;br /&gt;
| Clairette deftly twirls her fang-shaped lockpick, flipping it across the backs of her fingers in a flurry of twists and spins!&lt;br /&gt;
|-&lt;br /&gt;
! TOUCH&lt;br /&gt;
| Your fingers gently brush your bloodstained lockpick as you lose yourself in memories of past deeds.&lt;br /&gt;
| Clairette gently brushes her fingers along her fang-shaped lockpick, her eyes glazing over as she loses herself in memory.&lt;br /&gt;
|-&lt;br /&gt;
! PUSH&lt;br /&gt;
| You settle your bloodstained lockpick firmly between your fingers as you glance around the room, looking for a lock in need of opening.&lt;br /&gt;
| Clairette grasps her fang-shaped lockpick firmly between her fingers, her eyes quickly scanning the area with a hint of avarice.&lt;br /&gt;
|-&lt;br /&gt;
! LEAN&lt;br /&gt;
| You tap your bloodstained lockpick against your thighs in impatience.&lt;br /&gt;
| Clairette taps her fang-shaped lockpick against her thighs impatiently.&lt;br /&gt;
|}&lt;br /&gt;
==Cases==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the lockpick case and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;There do not seem to be any specific limitations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This case can hold only lockpicks.  You will receive special messaging on WEAR, REMOVE, OPEN, and CLOSE.  There are no unlockable tiers.  It can be altered with a long or a show description, but the reference to the velvet compartments will always be a part of the show.&lt;br /&gt;
&lt;br /&gt;
You can tell that the case is as light as it can get, but you might be able to have a talented merchant deepen its pockets for you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
!WEAR&lt;br /&gt;
|You reach down and carefully attach your bone-inlaid case to your &amp;lt;belt&amp;gt;.&lt;br /&gt;
|Clairette reaches down and carefully attaches her bone-inlaid case to her &amp;lt;belt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!REMOVE&lt;br /&gt;
|You reach down and carefully remove your bone-inlaid case from your &amp;lt;belt&amp;gt;.&lt;br /&gt;
|Clairette reaches down and carefully removes her bone-inlaid case from her &amp;lt;belt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!OPEN&lt;br /&gt;
|With a flick of your wrist, you release the clasp on your bone-inlaid case, and it snaps open.&lt;br /&gt;
|Clairette snaps a jet-black bone-inlaid case with an ivory and silver latch closed and its clasp clicks into place.&lt;br /&gt;
|-&lt;br /&gt;
!CLOSE&lt;br /&gt;
|You snap your bone-inlaid case closed and its clasp clicks into place.&lt;br /&gt;
|With a flick of her wrist, Clairette releases the clasp on her bone-inlaid case, and it snaps open.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category: Scripted Items]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_Hand_Trading_Co&amp;diff=110273</id>
		<title>Black Hand Trading Co</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_Hand_Trading_Co&amp;diff=110273"/>
		<updated>2018-09-28T18:25:24Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Black Hand Trading Co.&#039;&#039;&#039; is a [[Meeting Hall Organization]] near [[Wehnimer&#039;s Landing]].  Their structure was officially built on Charlatos 9, 5118 (March 9, 2018) in the [[Wehnimer&#039;s Landing|Landing]].&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Broker (Pres.)&lt;br /&gt;
|Draccor&lt;br /&gt;
|-&lt;br /&gt;
|Trader (VP)&lt;br /&gt;
|Chaddeaux Doire&lt;br /&gt;
|-&lt;br /&gt;
|Lender (Treasurer)&lt;br /&gt;
|Drektor&lt;br /&gt;
|-&lt;br /&gt;
|Negotiator (Secretary)&lt;br /&gt;
|[[Kayse Thaellian]]&lt;br /&gt;
|-&lt;br /&gt;
|Publicist (Co-Secretary)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
&lt;br /&gt;
The Black Hand Trading Company is a group of misfits that consist of smugglers, thieves, and the like.  They operate as a mercantile company that distributes trade goods to the surrounding towns based on need.  They have been known to rob from the rich to feed the poor and if the price is right, defend against invasions to protect their interests.  They run a mix of events ranging from gambling nights to pit fights that are intermixed with more cultural and lore oriented entertainment to help their cover. &lt;br /&gt;
&lt;br /&gt;
==History of The Black Hand Trading Co.==&lt;br /&gt;
&lt;br /&gt;
Eli “Blackhands” Gladden was a sea captain who sailed the Western Sea.  Gladden built a fortune smuggling precious metals and whiskey to the surrounding ports.  But his career as a smuggler is not what made him known well enough to write his name upon the pages of historical documents.&lt;br /&gt;
&lt;br /&gt;
After years of smuggling, Gladden had decided to retire from his seafaring days and on the night of his retirement, docked in Tamzyrr.  It was on this night that Gladden met the love of of his life.  An adventurous and shall I say, rebellious young woman, by the name of Murraei.  The two were quite a pair and it wasn’t long before Gladden wed the blue-eyed beauty, who happened to be a daughter of an Archmagister of the Hall of Mages.&lt;br /&gt;
&lt;br /&gt;
The idea of his daughter marrying an ex-smuggler outraged the Archmagister--he forbid Murraei from marrying Gladden, but being the spitfire she was, Murraei snuck out on the day of the wedding to marry her love.  The Archmagister was known for his temper and was not one to keep his emotions in check.  Upon finding his daughter missing, he confronted the two lovers on their wedding night.&lt;br /&gt;
The confrontation ended in a rather drastic manner.  Since fire was the Archmagister’s element of choice, he handled the sea captain in the best way he knew how--scorching Gladden’s hands into useless blackened clumps so that he could never touch Murraei again.  Thus the nickname “Blackhands.”  &lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear in the legend what happened to the captain&#039;s wife, although many presume her angry and powerful mage father whisked her back home after leaving the captain wounded as a warning.&lt;br /&gt;
&lt;br /&gt;
Fueled by grief and anger, Gladden took back to his first love, the sea.  It was many years later, in the year 4500, when Eli &amp;quot;Blackhands&amp;quot; Gladden started up a mercenary company comprised mostly of fellow ex-pirates and some unsavory imperial sailors.  This created “The Black Hands Company.”&lt;br /&gt;
&lt;br /&gt;
Gladden used what wealth he had amassed on the high seas and started up a band of merry mercenaries to help provide protection for merchants and other trade vessels up and down the length of the Tempest River.  His services could not have come at a better time, as sea pirates had recently gained a strong foothold along the river banks through the regions of the Turamzzyrian Empire.  Because of this his business flourished and even expanded, many members of his crew branching out to provide protection along other vital rivers that winded through the lands of the Empire.&lt;br /&gt;
&lt;br /&gt;
In 4518, the Lords of Waterford within the Kingdom of Hendor met with “Blackhands” and offered him a sizable amount of money to bring his group of skilled mercenaries into service to the Hendoran Kingdom, where they could continue to operate as normal, but reap the benefits of an officially recognized branch of the Kingdom&#039;s military, and full pardons for many of the seedier members of his company.&lt;br /&gt;
&lt;br /&gt;
It is said that Gladden met with every single member of his organization to hear out their opinions before finally accepting Waterford&#039;s offer two and a half years later in 4520.  As promised, “The Black Hands Company” continued with business as usual, but now benefited from additional perks and respect brought about due to their affiliation with the Kingdom&#039;s army.&lt;br /&gt;
&lt;br /&gt;
Shortly after the deal with Waterford, Gladden officially retired and left behind his home and his trusted servant and was never seen again.  Some say he traveled south to once again see his bride who was stolen from him, and if that tale is true, then it is likely the captain finally met his demise at the end of an angry father&#039;s wrath.  Others say he merely set off to find a new comfortable home, likely upon some shore, to await Gosaena&#039;s arrival for him.&lt;br /&gt;
&lt;br /&gt;
Regardless of their founder&#039;s fate, “The Black Hands Company” continued to grow until their numbers suffered heavy casualties during the Witch Winter, when the Kingdom of Hendor eventually collapsed. &lt;br /&gt;
&lt;br /&gt;
Those soldiers and crew that survived escaped far to the south into the protection of the Turamzzyrian Empire.  In 4650, a few years after the Turamzzyrian Empire recaptured the fallen cities of Hendor and imperial citizens began to once again settle the area, “The Black Hands Company” sprang back into full operation with many of the veterans resuming their old roles.  Some took on the positions of officers and captains in a new specific branch of the Imperial Army with the Turamzzyrian nobles providing the funding needed to allow for new training and recruitment to strengthen the unit. &lt;br /&gt;
&lt;br /&gt;
The presence and success of “The Black Hands Company” were crucial to many northern and eastern nobles, as it helped to ensure safety along the vast rivers and offered a measure of economic security.&lt;br /&gt;
&lt;br /&gt;
Branches of the organization spread throughout the lands, but to this day the numbers have once again become faint.  There was a small division between the original company and some members, who split off as they did not want to be associated with any Imperials or the Empire.  A small group of them reside in the Landing and proudly call themselves members of “The Black Hand Trading Co.”   They carry on the same principles of the founder, “Blackhands,” and continue to build upon what he had established. &lt;br /&gt;
&lt;br /&gt;
They have taken on more merchanting roles and develop trade between towns in the area, but for the right price they&#039;ve been known to help in invasions to protect their assets and best interests.&lt;br /&gt;
&lt;br /&gt;
==Joining the Black Hand Trading Co.==&lt;br /&gt;
&lt;br /&gt;
*Potential members must attend at least one event.&lt;br /&gt;
&lt;br /&gt;
::Attendance for the whole event (unless RL restrictions)&lt;br /&gt;
&lt;br /&gt;
::Attendance must be marked by an officer to gain credit towards membership.&lt;br /&gt;
&lt;br /&gt;
*Applicants may indicate interest on the official MHO board either IC/OOC or can meet directly in game with ANY officer to declare interest.&lt;br /&gt;
&lt;br /&gt;
*Applicants must pre-interview with Broker/Trader/OR Lender to determine interest, availability, experience and what the applicant can offer to the group. &lt;br /&gt;
&lt;br /&gt;
*After the interview, interviewing officer(s) will schedule a meeting for the applicant to meet the rest of the officers. When concluded, the applicant must have received approval of all officers at review meeting. &lt;br /&gt;
&lt;br /&gt;
*All officers must meet to discuss applicant&#039;s offer and deeds, and background checks are done during a short 12-24 hour period before final decision.  All officers must agree. If not unanimous - reasons must be given and proof.  Officers decide whether or not there will be a trial period.&lt;br /&gt;
&lt;br /&gt;
*There is an initial donation of 100,000 silvers to acquire your insignia and cover membership dues.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Should an applicant be accepted, they will be tested. This gauntlet will help determine the skills and talents of the individual and help assess under what specialty they will be assigned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Circle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Agent: (silver tongues) – have the gift of gab, and have the ability to manipulate the thoughts and goals of others. &lt;br /&gt;
&lt;br /&gt;
:Shadow: (scouts) – have the gift of being silent and unnoticed, they are listeners and observers. &lt;br /&gt;
&lt;br /&gt;
:Enforcer: (thugs) – have the gift of intimidation, both subtle and obtuse to obtain the goals of the organization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Supplier: (gatherer) - has the gift of knowing what sells, procures items. All on the up and up, of course. &lt;br /&gt;
&lt;br /&gt;
:Smuggler: (acquisition specialist) - has the gift of finding and selling what shouldn’t be found or sold. Don’t ask. &lt;br /&gt;
&lt;br /&gt;
:Dealer: (gambling) - has the gift of knowing the odds, so the house wins. Always.&lt;br /&gt;
&lt;br /&gt;
==Bylaws of the Black Hand Trading Co.==&lt;br /&gt;
&#039;&#039;&#039;Article I: Behavior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1)  Any violation of game policy is ground for immediate removal from the group.&lt;br /&gt;
&lt;br /&gt;
2)  ALL members are to keep in mind their actions reflect on the group as a whole, should a member be found to bring negative attention to the Company they will be immediately terminated.&lt;br /&gt;
&lt;br /&gt;
3)  Once a member is trusted with the information of the group’s activities, they are required to follow the oath of silence all are required to take.&lt;br /&gt;
&lt;br /&gt;
4)  No member can be removed without a majority ruling of all officers, member in question MUST be present during discussion or forfeit any defense.&lt;br /&gt;
&lt;br /&gt;
5)  Any dispute is to be brought up in a meeting with at least three officers, all disputing parties are to be present to offer fairness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Article II: Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1)  Only the Broker and Negotiator are to contact the MHO GM to limit any confusion about events or the group.  It is their job to communicate to the group what has been discussed via bi-weekly meetings.&lt;br /&gt;
&lt;br /&gt;
2)  Each officer must host one event during the calendar year.  They are responsible for getting the event detail information to the Negotiator to submit for either calendar approval or criers.&lt;br /&gt;
 &lt;br /&gt;
3)  Officier Duties:	        &lt;br /&gt;
* Broker will be responsible for Leading Events/Meetings, and Recruitment.&lt;br /&gt;
* Negotiator will be responsible for Event/Meeting Planning and Decisions and Crier.&lt;br /&gt;
* Trader will be responsible for inventory of Company assets and records.&lt;br /&gt;
* Lender will be responsible for Endowment Records, and Bookkeeping.&lt;br /&gt;
* Publicist will be responsible for all Announcements and Public Information.&lt;br /&gt;
* Broker, Negotiator and Lender will be responsible for recruitment interviews.&lt;br /&gt;
&lt;br /&gt;
4)  No member can be promoted to an officer position without endorsement from 3 officers, and must have attended a majority of that year&#039;s events; within reason. Candidate will be given a task to express what they bring to the group as an officer, as well as a test of skill and loyalty. - Dependent on open seat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Article III: General Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1)  Any use of the food cart or MHO tents must be approved by the Broker or Negotiator.&lt;br /&gt;
 &lt;br /&gt;
2)  Any dispute is to be brought up in a meeting with both Broker and Negotiator, all disputing parties are to be present to offer fairness.&lt;br /&gt;
 &lt;br /&gt;
3)  All members are required to attend three or more events each year to remain considered active.&lt;br /&gt;
 &lt;br /&gt;
4)  No officer can be removed from office without a majority ruling of remaining officers, opposing officer and defending officer votes are nulled.&lt;br /&gt;
 &lt;br /&gt;
5)  No member can be promoted to an officer position without endorsement from 3 officers, and must have attended a majority of that year&#039;s events; within reason. Candidate will be given a task to express what they bring to the group, as well as a test of skill and loyalty.&lt;br /&gt;
 &lt;br /&gt;
6)  Any and all  purchases or business using Trading Funds is to be brought up with the Lender, Broker, and Negotiator.  ANY purchases made without clearance will NOT be refunded.&lt;br /&gt;
 &lt;br /&gt;
7)  If at any time an officer willfully steps down, becomes inactive (beyond active control), or leaves the lands said officer relinquishes their position for the remaining officers to share responsibility until a replacement is found. Should said officer return within 6 months, they are allowed the choice of a 3 month trial period in previous position before active officers vote on permanence - excluding Broker unless tiebreaker is needed.&lt;br /&gt;
&lt;br /&gt;
[[Category: Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=FDShop:Merchant_Hall/2018&amp;diff=109638</id>
		<title>FDShop:Merchant Hall/2018</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=FDShop:Merchant_Hall/2018&amp;diff=109638"/>
		<updated>2018-09-09T17:28:11Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* The Black Hand Trading Company */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MHOs==&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Brightly colored banners have been draped across each stall, the twine-bound loops encircling the bamboo poles that frame the various booths from floor to open ceiling.  Small bits of ribbon and other knickknacks hang from the lengths of bamboo, tokens from other market attendees past.&lt;br /&gt;
|exits = east, south, out}}&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Welcome to the First Annual MHO and CHE Craft Bazaar!  All the items sold on the tables were made by members of Elanthia&#039;s Meeting Hall Organizations and Great Houses!  Quantities are limited, so when they&#039;re gone, that&#039;s it!  All proceeds go to the organizations and houses that made them, so spend some silver!}}&lt;br /&gt;
===[[Faendryl Enclave]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=a star ruby: Casts Unpresence - Rub (4 charges) - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
a five-pointed star ruby: Casts Prayer of Protection - Rub (5 charges) - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
a spiraled glossy ivory cedar rod - Casts Strength - Raise (9 charges)&lt;br /&gt;
&lt;br /&gt;
a spiraled black ash rod - Casts Grasp of the Grave - Wave (8 charges) - 7,000 silver&lt;br /&gt;
&lt;br /&gt;
a slender ebon-streaked dusky wenge rod carved with a helical design - Casts Pain - Wave (7 charges) - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
a tapered modwir rod with a flame-carved crimson tip - Catss Major Fire - Raise (10 charges) - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
some sparkling step-cut ruby earrings - Zesty jewelry - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a five-pointed emerald - Chrism - 15,000 silver&lt;br /&gt;
&lt;br /&gt;
a crystalline flask containing a swirling grey potion - Casts Spirit Barrier (4 sips) - 3,000 silver&lt;br /&gt;
&lt;br /&gt;
a smooth blue lace agate runestone - Lorae&#039;tyr-abyran&#039;sa summon - 3,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the lacquered ebonwood table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a star ruby || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a five-pointed star ruby || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled glossy ivory cedar rod || |||| 7000&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled black ash rod || |||| 7000&lt;br /&gt;
|-&lt;br /&gt;
| a slender ebon-streaked dusky wenge rod carved with a helical design || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a tapered modwir rod with a flame-carved crimson tip || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| some sparkling step-cut ruby earrings || ||ears-worn|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a five-pointed emerald || |||| 15000&lt;br /&gt;
|-&lt;br /&gt;
| a crystalline flask containing a swirling grey potion || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth blue lace agate runestone || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[House Daingneach Onoir]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=&lt;br /&gt;
a lion skin sheath: belt worn, holds 3 normal-sized weapons - 20,000 silver&lt;br /&gt;
&lt;br /&gt;
a lion-capped red-tasseled mistwood rod: Casts Elemental Defense II - Wave (15 charges) - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a red and black spiral-stained modwir rod: Casts Thurfel&#039;s Ward - Wave (30 charges) - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a rune-carved black ironbark bracelet: Casts Strength - Rub (6 charges) - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a rune-carved ironbark anklet: Casts Disk - Rub (5 charges) - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a twisted bluegrass bracelet: Casts Lockpick Enhancement - Rub (20 charges) - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a twisted bluegrass anklet: Casts Disarm Enhancement - Rub (15 rubs) - 2,000 silver&lt;br /&gt;
&lt;br /&gt;
a lion-shaped diamond: chrism - 10,000 silver&lt;br /&gt;
&lt;br /&gt;
a small statue: 25 charges - 30,000 silver&lt;br /&gt;
&lt;br /&gt;
a bundle of arrows: 20 arrows per bundle, master fletched, lightning flaring - a silvery grey arrow - 25,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the lion-shaped table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bundle of arrows || |||| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a small statue || |||| 30000&lt;br /&gt;
|-&lt;br /&gt;
| a lion-shaped diamond || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a twisted bluegrass anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a twisted bluegrass bracelet || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved black ironbark anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved black ironbark bracelet || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a red and black spiral-stained modwir rod || |||| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a lion-capped red-tasseled mistwood rod || |||| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a lion skin sheath || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;several items||belt-worn&amp;lt;br&amp;gt;functional|| 20000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Hand of the Arkati]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=Heavy Quartz Orbs - 35 charges - 20,000 silver&lt;br /&gt;
&lt;br /&gt;
Small Statues - 34 charges - 15,000 silver&lt;br /&gt;
&lt;br /&gt;
Arrow Bundles - Master Fletched (100 per bundle) - 25,000 silver&lt;br /&gt;
&lt;br /&gt;
Chrisms - 12,500 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the lightning-incised mahogany table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bundle of arrows || |||| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a heavy quartz orb || |||| 20000&lt;br /&gt;
|-&lt;br /&gt;
| a heavy quartz orb || |||| 20000&lt;br /&gt;
|-&lt;br /&gt;
| a small statue || |||| 15000&lt;br /&gt;
|-&lt;br /&gt;
| a small statue || |||| 15000&lt;br /&gt;
|-&lt;br /&gt;
| a skull-shaped emerald || |||| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a wisp-etched emerald || |||| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a tentacle-cut diamond || |||| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a meteor-shaped diamond || |||| 12500&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Overflowing baskets of spices and herbs line the walkway of the area, the melange of fragrances scenting the air about the market.   A pudgy cat drapes lazily around a flimsy basket of catnip, nudging it slightly with an extended paw as its tail flicks across the leg of a nearby table.&lt;br /&gt;
|exits = north, south}}&lt;br /&gt;
===[[Independent Crafters of Elanthia]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=&lt;br /&gt;
a carved golden haon tiger amulet: 506 (Celerity), 10 Charges, Tap activated - 2,000 Silvers&lt;br /&gt;
&lt;br /&gt;
a triangular black ash medallion: 603 (Foraging), 20 Charges, Rub activated - 8,000 Silvers&lt;br /&gt;
&lt;br /&gt;
a silver and crimson swirled rod: 507 (Elemental Deflection), 13 Charges, Raise activated - 3000 silvers&lt;br /&gt;
&lt;br /&gt;
a carved black fel rod with an elaborate ram&#039;s head tip: 509 (Strength), 10 Charges, Raise activated - 3,000 silvers&lt;br /&gt;
&lt;br /&gt;
a spiraled black ash rod: 503 (Thurfel&#039;s Ward), 30 Charges, Raise activated - 3,000 silvers&lt;br /&gt;
&lt;br /&gt;
a dancing owl-carved bamboo anklet: 709 (Grasp of the Grave), 6 Charges, Tap activated - 3,000 silvers&lt;br /&gt;
&lt;br /&gt;
a wiregrass bracelet: 120 (Lesser Shroud), 3 Charges, Rub activated - 3,000 silvers&lt;br /&gt;
&lt;br /&gt;
a twined dark green ivy and wiregrass bracelet: 410 (Elemental Wave), 6 Charges, Tap activated - 3,000 silvers&lt;br /&gt;
&lt;br /&gt;
a bundle of arrows: 20 count (a faewood arrow fletched with blue-grey heron feathers), Master Fletched 5x Arrows with Vacuum Flares - 5,000 Silvers&lt;br /&gt;
&lt;br /&gt;
a bundle of arrows: 20 count (a faewood arrow fletched with matte burgundy feathers), Master Fletched 5x Arrows with Impact Flares - 5,000 Silvers}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the lacquered wooden table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a carved golden haon tiger amulet with intricate stripes || ||neck-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a triangular black ash medallion || ||neck-worn&amp;lt;br&amp;gt;functional|| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a silver and crimson swirled rod || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a carved black fel rod with an elaborate ram&#039;s head tip || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled black ash rod || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a dancing owl-carved bamboo anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a wiregrass bracelet || ||wrist-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a twined dark green ivy and wiregrass bracelet || ||wrist-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Fenog&#039;s Regulars]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=a channel-set crimson firestone band: fingerworn blank imbed, average amount of mana, non-crumbly - 100 silver&lt;br /&gt;
&lt;br /&gt;
a princess-cut crimson firestone ring: fingerworn blank imbed, average amount of mana, non-crumbly - 100 silver&lt;br /&gt;
&lt;br /&gt;
a heart-cut crimson firestone: full chrism - 1,000 silver&lt;br /&gt;
&lt;br /&gt;
a milk chocolate cleff note-shaped treat: edible chocolate treat with four bites - 10 silvers&lt;br /&gt;
&lt;br /&gt;
a snarling greatwolf amulet: neckworn, 5 rubs of strength, crumbly - 100 silvers&lt;br /&gt;
&lt;br /&gt;
a sprite-shaped crimson firestone: fortune gem, rub gem twice for fortunes, each fortune is unique, gem will crumble after the second rub - 100 silvers&lt;br /&gt;
&lt;br /&gt;
a black-veined crimson glaes runestone: prepared blank runestone - 1,000 silvers}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the wolf-carved ebonwood table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a black-veined crimson glaes runestone || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a snarling greatwolf amulet || ||neck-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a channel-set crimson firestone band || ||finger-worn|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a princess-cut crimson firestone ring || ||finger-worn|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a sprite-shaped crimson firestone || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a heart-cut crimson firestone || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a milk chocolate cleff note-shaped treat || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Order of the Shadow]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=a cruciform-cut ensigiled emerald: Bright chrism - 8,000 silver&lt;br /&gt;
&lt;br /&gt;
a cruciform-cut ensigiled diamond: Bright chrism - 8,000 silver&lt;br /&gt;
&lt;br /&gt;
a cruciform-cut fragment of emerald: Ordinary chrism - 3,000 silver&lt;br /&gt;
&lt;br /&gt;
a strip of vesperti jerky: made with a skinning knife - 300 silver&lt;br /&gt;
&lt;br /&gt;
a bone-inlaid rotting wyrwood wand etched with eldritch sigils: contains Corrupt Essence via WAVE for 15 charges - 6,666 silver&lt;br /&gt;
&lt;br /&gt;
a yellow firework: Vesperti firework - 666 silver&lt;br /&gt;
&lt;br /&gt;
some phosphorescent sickly yellow sovyn cloves: dyed herb - 500 silver&lt;br /&gt;
&lt;br /&gt;
a rune-carved coiled oak eel medallion: contains Presence via RUB for 25 charges - 6,666 silver&lt;br /&gt;
&lt;br /&gt;
a leather-strung bloodwood vathor fetish: contains Grasp of the Grave via RUB for 5 charges - 6,666 silver&lt;br /&gt;
&lt;br /&gt;
a carved mistwood ki-lin horn: contains Pain via WAVE for 7 charges - 10,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the wyrmwood table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a strip of vesperti jerky || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a cruciform-cut fragment of emerald || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a cruciform-cut ensigiled emerald || |||| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a cruciform-cut ensigiled diamond || |||| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a yellow firework || |||| 666&lt;br /&gt;
|-&lt;br /&gt;
| some phosphorescent sickly yellow sovyn cloves || |||| 500&lt;br /&gt;
|-&lt;br /&gt;
| a bone-inlaid rotting wyrwood wand etched with eldritch sigils || |||| 6666&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved coiled oak eel medallion || ||neck-worn&amp;lt;br&amp;gt;functional|| 6666&lt;br /&gt;
|-&lt;br /&gt;
| a leather-strung bloodwood vathor fetish || ||neck-worn&amp;lt;br&amp;gt;functional|| 6666&lt;br /&gt;
|-&lt;br /&gt;
| a carved mistwood ki-lin horn || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=The shouts of enthusiastic hawkers compete with the soft sounds of music playing somewhere within the market, the combination only amplified as it echoes against several large metal shields resting against a nearby booth.  The cacophony continues as a caged parrot imitates the environment, flapping its vivid wings in an attempt for attention.&lt;br /&gt;
|exits = north, south}}&lt;br /&gt;
===[[Black Hand Trading Co|The Black Hand Trading Company]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=&lt;br /&gt;
a phosphorescent celestial blue nettle berry: Removes Poison when eaten - 500 silver&lt;br /&gt;
&lt;br /&gt;
a twined flaeshorn vine and wiregrass bracelet: Imbedded with Lock Lore - 3,000 silver&lt;br /&gt;
&lt;br /&gt;
a twined flaeshorn vine and wiregrass anklet: Imbedded with Disarm Lore - 3,000 silver&lt;br /&gt;
&lt;br /&gt;
a leather-tied ebon silk gem pouch secured with a smooth gold clasp: Clasped and locked, opens with key, weighs &amp;lt;2 holds medium - 10,000 silver&lt;br /&gt;
&lt;br /&gt;
a leather-edged ebon canvas satchel secured with a smooth gold clasp: Clasped and locked, opens with key, weighs &amp;lt;2 holds medium - 10,000 silver&lt;br /&gt;
&lt;br /&gt;
a glossy black gold-edged steel key: Locks and opens pouches and satchels - 3,000 silver&lt;br /&gt;
&lt;br /&gt;
a glossy black glaes lockpick inset with a splayed hand-cut black opal - 9,500 silver&lt;br /&gt;
&lt;br /&gt;
a golden veniom lockpick inset with a skull-shaped ruby - 50,000 silver&lt;br /&gt;
&lt;br /&gt;
a sanguine vaalin lockpick inset with a hand-shaped black deathstone - 125,000 silver&lt;br /&gt;
&lt;br /&gt;
a rainbow golvern lockpick inset with a shard of rainbow quartz - 95,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the blackened oak table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some phosphorescent celestial blue nettle berry || |||| 500&lt;br /&gt;
|-&lt;br /&gt;
| a twined flaeshorn vine and wiregrass bracelet || ||wrist-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a twined flaeshorn vine and wiregrass anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a leather-tied ebon silk gem pouch secured with a smooth gold clasp || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;any number of items||belt-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a leather-edged ebon canvas satchel secured with a smooth gold clasp || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;any number of items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a glossy black gold-edged steel key || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a glossy black glaes lockpick inset with a splayed hand-cut black opal || |||| 9500&lt;br /&gt;
|-&lt;br /&gt;
| a golden veniom lockpick inset with a skull-shaped ruby || |||| 50000&lt;br /&gt;
|-&lt;br /&gt;
| a sanguine vaalin lockpick inset with a hand-shaped black deathstone || |||| 125000&lt;br /&gt;
|-&lt;br /&gt;
| a rainbow golvern lockpick inset with a shard of rainbow quartz || |||| 95000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Alliance of High Elven Society|The Alliance of High Elven Society]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=an effervescent pink potion: Lesser wisdom potion (+5 WIS for 30 min, 20 trains or higher) - 15,000 silver&lt;br /&gt;
&lt;br /&gt;
a dark translucent crystal: Elemental Wave (410), rubbable and useable in crystal holding jewelry - 1,500 silver&lt;br /&gt;
&lt;br /&gt;
a gleaming multicolored soulstone: Confluence soulstone, empty - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
an inky black potion: Ensorcell potion (5 pours) - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
a vial of glowing dye additive: Dye additive to be added to any POURable dye - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
a tiny vial of glue: Extra-strong skin glue, use with any gem for a cheap forehead gem (1 use) - 150,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the silk-draped table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a tiny vial of glue || |||| 150000&lt;br /&gt;
|-&lt;br /&gt;
| a vial of glowing dye additive || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| an inky black potion || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a gleaming multicolored soulstone || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a dark translucent crystal || |||| 1500&lt;br /&gt;
|-&lt;br /&gt;
| an effervescent pink potion || |||| 15000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Moonshine Manor]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=&lt;br /&gt;
a mithril bound marmot pelt weapon harness inlaid with M-etched emeralds - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
an M-etched diamond, a crescent-cut ruby, and an M-etched emerald (Chrism Gems) - 12,000 silver&lt;br /&gt;
&lt;br /&gt;
a milk chocolate upward curved full lips-shaped treat - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
a densely woven wrist-cuff of fragile white jasmines and tiny violet feystone butterflies, a loosely woven necklace of strung tiny midnight black roses and thick black leather cords, and a densely woven anklet of mountain laurel and cranberry watered silk ribbons (Woven Items) - 25,000 silver&lt;br /&gt;
&lt;br /&gt;
a piece of white paper (Fortunes) - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
a piece of ivory parchment (Scented Generic Love Letters) - 8,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the ale-stained table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a mithril bound marmot pelt weapon harness inlaid with M-etched emeralds || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;several items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a densely woven anklet of mountain laurel and cranberry watered silk ribbons || |||| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a loosely woven necklace of strung tiny midnight black roses and thick black leather cords || |||| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a densely woven wrist-cuff of fragile white jasmines and tiny violet feystone butterflies || |||| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a milk chocolate upward curved full lips-shaped treat || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| an M-etched emerald || |||| 12000&lt;br /&gt;
|-&lt;br /&gt;
| a crescent-cut ruby || |||| 12000&lt;br /&gt;
|-&lt;br /&gt;
| an M-etched diamond || |||| 12000&lt;br /&gt;
|-&lt;br /&gt;
| a piece of white paper || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Dozens of flora-stuffed vases encircle the area of the market, the colorful displays frequently visited by a number of butterflies and bumblebees that glide across the air.  A stand of wax-lined sleeves and heavy twine spools flank the blossoms, providing a perch for a pair of lovebirds.&lt;br /&gt;
|exits = north}}&lt;br /&gt;
===[[ICICLE]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=a turbid aquamarine potion: This potion cures overexertion caused by using too much stamina. (4 uses) - 10,000 silver&lt;br /&gt;
&lt;br /&gt;
a glowing dye additive: Dye additives are used to add descriptors to dyes and on altered items by merchants.  Can be used with dyer&#039;s tent dyes and cobbling dyes.  (1 use) - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
a flask of noxious tar: Lesser Lockrot Oil - lowers lock difficulty by -75 per pour.  If the box is not opened within 5 minutes, the benefits of the oil will fade from the box.  (3 uses) - 10,000 silver&lt;br /&gt;
&lt;br /&gt;
a bundle of frosty white arrows: 5x master fletched, grapple flares, 100 per bundle.  (A frosty white arrow fletched with icy blue feathers) - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
a bundle of icy blue arrows: 5x master fletched, blessed with holy water flares, 100 per bundle.  (An icy blue arrow fletched with frosty white feathers) - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
a bundle of arrows: 5x master fletched, disintegration flares, 100 per bundle.  (A faewood arrow fletched with obsidian feathers) - 100,000 silver&lt;br /&gt;
&lt;br /&gt;
an icicle-cut diamond: full ordinary chrism - 11,000 silver&lt;br /&gt;
&lt;br /&gt;
a penguin-cut emerald: full ordinary chrism - 11,000 silver&lt;br /&gt;
&lt;br /&gt;
a slender mistwood rod: Elemental Deflection (507) - Elemental Deflection provides a +20 bonus to defensive strength.  The spell will protect the user from a maneuver if the maneuver is able to be defended against by a shield.  (13 uses) - 5,000 silver&lt;br /&gt;
&lt;br /&gt;
a carved golden fel canary amulet with intricate feathers: Celerity (506) - Celerity reduces the stamina cost, possibly to zero, for all Quickstrike actions that reduce combat roundtimes.  (10 uses) - 5,000 silver}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the pale ivory table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a turbid aquamarine potion || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a vial of glowing dye additive || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a flask of noxious dark tar || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of frosty white arrows || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of icy blue arrows || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| an icicle-cut diamond || |||| 11000&lt;br /&gt;
|-&lt;br /&gt;
| a penguin-cut emerald || |||| 11000&lt;br /&gt;
|-&lt;br /&gt;
| a slender mistwood rod || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a carved golden fel canary amulet with intricate feathers || ||neck-worn&amp;lt;br&amp;gt;functional|| 5000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[TownCrier]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=The TownCrier thanks you for your support in matters both practical and fun.  We have made these magic things chock-full of charges to help keep you safer out there in search of News, Adventure, and Fun.  We provide the mana so you don&#039;t have to!&lt;br /&gt;
&lt;br /&gt;
All items are the same price on this table - 2,500 silvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a segmented thick bamboo rod has 4 charges of Lesser Shroud (120) and activates on RAISE&lt;br /&gt;
a silver and crimson swirled rod has 7 charges of Blur (911) and activates on RAISE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a slender mistwood rod has 10 charges of Elemental Bias (508) and activates on RAISE&lt;br /&gt;
a whorl-carved white oak rod has 11 charges of Elemental Deflection (507) and activates on RAISE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a petrified dreamvine-wound rod has 16 charges of Prismatic Guard (905) and activates on RAISE&lt;br /&gt;
a carved silver mistwood rod has 29 charges of Thurfel&#039;s Ward (503) and activates on RAISE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a thick silvery oak rod has 27 charges of Spirit Defense (103) and activates on RAISE&lt;br /&gt;
a tapered modwir rod with a flame-carved crimson tip has 41 charges of Spirit Barrier (102) and activates on RAISE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a carved black fel rod with an elaborate ram&#039;s head tip has 9 charges of Strength (509) and activates on RAISE&lt;br /&gt;
a twined grapevine anklet has 9 charges of Celerity (506) and activates on TAP}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the ink-covered table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a twined grapevine anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a thick silvery oak rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a tapered modwir rod with a flame-carved crimson tip || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a carved black fel rod with an elaborate ram&#039;s head tip || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a slender mistwood rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a whorl-carved white oak rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a petrified dreamvine-wound rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a carved silver mistwood rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a silver and crimson swirled rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a segmented thick bamboo rod || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==CHE==&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant&#039;s Hall, Open Market&lt;br /&gt;
|desc=The scent of freshly baked breads and rolls waft from a nearby stand, the display dotted with fruit-filled tarts and pies.  A stack of silk-tied paper boxes lean against the stand, wobbling with any movement to its food-covered foundation.&lt;br /&gt;
|exits = south, west}}&lt;br /&gt;
===[[Willow Hall]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Willow Hall *~&lt;br /&gt;
&lt;br /&gt;
 - Emerald - Full chrism&lt;br /&gt;
 - Fletchings - 30/bundle&lt;br /&gt;
 - Willow Rod - 30 charges/903&lt;br /&gt;
 - Mistwood Rod - 18 charges/705&lt;br /&gt;
 - Bracelet - 6 charges/509&lt;br /&gt;
 - Ankle-cuff - 5 charges/511&lt;br /&gt;
 - Regeneration - Alchemy Use &lt;br /&gt;
 - Sea salt - Alchemy Use&lt;br /&gt;
 - Arrows - 25/bundle Lightning Flares&lt;br /&gt;
 - Anklet - 8 charges/506}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the spindly grey willow table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a handful of sea salt || |||| 125&lt;br /&gt;
|-&lt;br /&gt;
| some essence of regeneration || |||| 125&lt;br /&gt;
|-&lt;br /&gt;
| a wiregrass anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 30000&lt;br /&gt;
|-&lt;br /&gt;
| a pale dried wiregrass ankle-cuff || ||ankle-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a pale dried wiregrass bracelet || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a slender mistwood rod || |||| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a slender willow bark rod || |||| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of blue griffin fletchings || |||| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a ghost-shaped emerald || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Obsidian Tower]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Obsidian Tower *~&lt;br /&gt;
&lt;br /&gt;
 - Lance - Natural ora enchant&lt;br /&gt;
 - Glossy black shard - Sanct breaker&lt;br /&gt;
 - Moonstone talisman - Luck}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the carved obsidian table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jagged glossy black shard || |||| 80000&lt;br /&gt;
|-&lt;br /&gt;
| a glowing moonstone talisman || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Swathes of brocade, paeline, and bourde are displayed across several rounded tables, each length meticulously folded and layered atop the next bolt.  Hemp-strung baskets full of buttons and pins hang high above the center of each table, swaying gently with the ambient breeze.&lt;br /&gt;
|exits = north, south}}&lt;br /&gt;
===[[House Arcane|Arcane Masters]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* House Arcane *~&lt;br /&gt;
&lt;br /&gt;
 - Cupcakes, tarts, and cookies - Food treats&lt;br /&gt;
 - Bulb - Uncursed rift herb&lt;br /&gt;
 - Bud - Uncursed rift herb&lt;br /&gt;
 - Rods - 5 waves of brilliance spell&lt;br /&gt;
 - Crystals - Charged}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the polished oak table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a hefty rod || |||| 5500&lt;br /&gt;
|-&lt;br /&gt;
| a blue crystal || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a cracked rod || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a moon-shaped sugar cookie frosted with bacon stars || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a sugar-glazed cupcake frosted with lime dragons || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a triangular lemon frosted tart frosted with blueberry halflings || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a blue crystal || |||| 422&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Silvergate Inn]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Silvergate Inn *~&lt;br /&gt;
&lt;br /&gt;
 - Emeralds - Chrisms&lt;br /&gt;
 - Anklets - Prismatic Guard 905, 10 charges&lt;br /&gt;
 - Wands - 40 charges, Gold = Minor Fire, Metal = Major Cold, Aquamarine = Minor Water&lt;br /&gt;
 - Pies and Treats - Food}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the lion-carved silvery oak table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an uncut emerald || |||| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-laced keyring || ||belt-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a coiled aquamarine wand || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a bloom-laden rose vine anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 500&lt;br /&gt;
|-&lt;br /&gt;
| a large banana and rum pie || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a stout metal wand || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a burnished gold wand || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a milk chocolate skull-flagged pirate ship treat || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
| an uncut emerald || |||| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a coiled aquamarine wand || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Several half-circle benches are surrounded by flora in various stages of bloom, the open area dotted by smaller vendors selling less common wares.  The musical sounds of gently swaying windchimes tinkle across the market, the thin copper tubes dancing about as they swirl from gossamer threads.&lt;br /&gt;
|exits = north, south}}&lt;br /&gt;
===[[Argent Aspis]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Argent Aspis *~&lt;br /&gt;
&lt;br /&gt;
 - Arrows - 24 ea. master-fletched arrows, enchanted 5 times&lt;br /&gt;
 - Quiver - Warrior guild made, belt-worn&lt;br /&gt;
 - Harness - Warrior guild made, shoulder-worn&lt;br /&gt;
 - Ankle-cuff - Blank imbed&lt;br /&gt;
 - Wristcuff - Blank imbed&lt;br /&gt;
 - Satchels - 2lbs, shoulder-worn, medium amount&lt;br /&gt;
 - Treat - candy}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the vibrant green elm table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a milk chocolate leaf-shaped treat || |||| 500&lt;br /&gt;
|-&lt;br /&gt;
| a bright silvery cloth satchel clasped with a beveled emerald solitaire || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;any number of items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a leather quiver || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;several items||belt-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| an emerald green leather weapon harness bound in silver || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;several items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 20000&lt;br /&gt;
|-&lt;br /&gt;
| a dragon-carved teak ankle-cuff || ||ankle-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a dragon-carved teak wristcuff || ||wrist-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a bright silvery cloth satchel set with whorls of beveled emerald chips || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;any number of items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a bright silvery cloth satchel set with tiny beveled emerald studs || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;any number of items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a bright silvery cloth satchel dusted with beveled emerald flecks || Pocketed: Medium (20-39)&amp;lt;br&amp;gt;any number of items||shoulder/back-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Sylvanfair]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Sylvanfair *~&lt;br /&gt;
&lt;br /&gt;
 - Arrows - 5x&lt;br /&gt;
 - Wands - 53 mana&lt;br /&gt;
 - Amulets = 61 mana&lt;br /&gt;
 - Anklets - 61 mana&lt;br /&gt;
 - Boots - Cobbled and zested}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the gilded maple table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a perfect steel-shafted drakar lance || ||[[lance]]|| 1500000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 45000&lt;br /&gt;
|-&lt;br /&gt;
| some soot black distressed leather boots inset with scorch-marked rubies || Pocketed: VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;a couple of items||foot-worn|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a wiregrass anklet || ||ankle-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a tree bark amulet || ||neck-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a star-spangled black oak wand || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a star-spangled black oak wand || |||| 5900&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Fresh fruits and vegetables line a nearby stand, the bright-colored columns covered in a light veil of dewdrops.  Bundles of twine-bound herbs hang from the bamboo rafters alongside bags of dried oats and beans.&lt;br /&gt;
|exits = north, east}}&lt;br /&gt;
===[[Twilight Hall]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Twilight Hall *~&lt;br /&gt;
&lt;br /&gt;
 - Firestone - full chrism&lt;br /&gt;
 - Treat - candy&lt;br /&gt;
 - Red fletchings - Fire flaring, 99/bundle&lt;br /&gt;
 - Salt crystals - Grimswarm animation blood&lt;br /&gt;
 - Lime green fletchings - Grapple flaring, 99/bundle&lt;br /&gt;
 - Twilight grey fletchings - Disruption flaring, 99/bundle}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall scarlet ash table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bundle of bright red fletchings || |||| 50000&lt;br /&gt;
|-&lt;br /&gt;
| an owl-shaped crimson firestone || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a milk chocolate treat of an owl in flight with a crescent moon in its talons || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
| a bunch of crimson salt crystals || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of lime green fletchings || |||| 50000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of twilight grey fletchings || |||| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Sovyn]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* House Sovyn *~&lt;br /&gt;
&lt;br /&gt;
 - Aquamarine potion - Adrenal Surge 1107, 4 uses&lt;br /&gt;
 - Shimmering dye additive - Change descriptors to dyes or used in merchant alterations, 1 use&lt;br /&gt;
 - Green arrows - 5x master fletched, 100/bundle&lt;br /&gt;
 - White arrows - 5x master fletched, 100/bundle&lt;br /&gt;
 - Diamond - Full chrism&lt;br /&gt;
 - Emerald - Full chrism}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the brightly painted oak table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a vial of shimmering dye additive || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a blood-flecked diamond || |||| 12000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of verdant green arrows || |||| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of bone white arrows || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a turbid aquamarine potion || |||| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a doe-shaped emerald || |||| 12000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Merchant Hall, Open Market&lt;br /&gt;
|desc=Strands of faceted crystals fringe the awning of a nearby stall, the prisms casting thin flashes of rainbow colors along the ground.  Faint tendrils of incense smoke rise from a nearby censer, casting a soft haze throughout the area, the honeyed scent of fig and amber lingering long after.&lt;br /&gt;
|exits = east, west}}&lt;br /&gt;
===[[White Haven]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* White Haven *~&lt;br /&gt;
&lt;br /&gt;
 - Bud - Uncursed rift herb&lt;br /&gt;
 - Bulb - Uncursed rift herb&lt;br /&gt;
 - Fleshbulb - Uncursed rift herb&lt;br /&gt;
 - Anklet - Woven ankle-worn jewelry&lt;br /&gt;
 - Mittens - Knitted hand-worn clothing&lt;br /&gt;
 - Oak wand - Casts unstun 108&lt;br /&gt;
 - Amulet - Strength 509, 5 charges}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the ice block table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an oaken wand || |||| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a simply woven anklet of winter roses and snow lilies || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a pair of knit bright white mittens emblazoned with a clumsy polar bear cub design || ||hand-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a white pine polar bear cub amulet || ||neck-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===[[Moonstone Abbey]]===&lt;br /&gt;
{{sign|margin-right=20%|sign=~* Moonstone Abbey *~&lt;br /&gt;
&lt;br /&gt;
 - Fireworks (green = vipers, golden = eagles, white = steeds)&lt;br /&gt;
 - Arrows - Master fletched, Voln master blessed, 20/bundle&lt;br /&gt;
 - Rods - Strength 509, 8 charges&lt;br /&gt;
 - Amulet - Celerity 506, 5 charges}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the glass-topped table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a green firework || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a white firework || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a golden firework || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of arrows || |||| 2000&lt;br /&gt;
|-&lt;br /&gt;
| a tree bark amulet || ||neck-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| a slender mistwood rod || |||| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]] [[Category: Meeting Hall Organizations]][[Category: Festivals]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_Hand_Trading_Co&amp;diff=109378</id>
		<title>Black Hand Trading Co</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_Hand_Trading_Co&amp;diff=109378"/>
		<updated>2018-09-01T05:23:55Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Black Hand Trading Co.&#039;&#039;&#039; is a [[Meeting Hall Organization]] near [[Wehnimer&#039;s Landing]].  Their structure was officially built on Charlatos 9, 5118 (March 9, 2018) in the [[Wehnimer&#039;s Landing|Landing]].&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Broker (Pres.)&lt;br /&gt;
|Draccor&lt;br /&gt;
|-&lt;br /&gt;
|Negotiator (VP)&lt;br /&gt;
|[[Kayse Thaellian]]&lt;br /&gt;
|-&lt;br /&gt;
|Lender (Treasurer)&lt;br /&gt;
|Drektor&lt;br /&gt;
|-&lt;br /&gt;
|Trader (Secretary)&lt;br /&gt;
|Chaddeaux Doire&lt;br /&gt;
|-&lt;br /&gt;
|Publicist (Co-Secretary)&lt;br /&gt;
|Clairette&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
&lt;br /&gt;
The Black Hand Trading Company is a group of misfits that consist of smugglers, thieves, and the like.  They operate as a mercantile company that distributes trade goods to the surrounding towns based on need.  They have been known to rob from the rich to feed the poor and if the price is right, defend against invasions to protect their interests.  They run a mix of events ranging from gambling nights to pit fights that are intermixed with more cultural and lore oriented entertainment to help their cover. &lt;br /&gt;
&lt;br /&gt;
==History of The Black Hand Trading Co.==&lt;br /&gt;
&lt;br /&gt;
Eli “Blackhands” Gladden was a sea captain who sailed the Western Sea.  Gladden built a fortune smuggling precious metals and whiskey to the surrounding ports.  But his career as a smuggler is not what made him known well enough to write his name upon the pages of historical documents.&lt;br /&gt;
&lt;br /&gt;
After years of smuggling, Gladden had decided to retire from his seafaring days and on the night of his retirement, docked in Tamzyrr.  It was on this night that Gladden met the love of of his life.  An adventurous and shall I say, rebellious young woman, by the name of Murraei.  The two were quite a pair and it wasn’t long before Gladden wed the blue-eyed beauty, who happened to be a daughter of an Archmagister of the Hall of Mages.&lt;br /&gt;
&lt;br /&gt;
The idea of his daughter marrying an ex-smuggler outraged the Archmagister--he forbid Murraei from marrying Gladden, but being the spitfire she was, Murraei snuck out on the day of the wedding to marry her love.  The Archmagister was known for his temper and was not one to keep his emotions in check.  Upon finding his daughter missing, he confronted the two lovers on their wedding night.&lt;br /&gt;
The confrontation ended in a rather drastic manner.  Since fire was the Archmagister’s element of choice, he handled the sea captain in the best way he knew how--scorching Gladden’s hands into useless blackened clumps so that he could never touch Murraei again.  Thus the nickname “Blackhands.”  &lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear in the legend what happened to the captain&#039;s wife, although many presume her angry and powerful mage father whisked her back home after leaving the captain wounded as a warning.&lt;br /&gt;
&lt;br /&gt;
Fueled by grief and anger, Gladden took back to his first love, the sea.  It was many years later, in the year 4500, when Eli &amp;quot;Blackhands&amp;quot; Gladden started up a mercenary company comprised mostly of fellow ex-pirates and some unsavory imperial sailors.  This created “The Black Hands Company.”&lt;br /&gt;
&lt;br /&gt;
Gladden used what wealth he had amassed on the high seas and started up a band of merry mercenaries to help provide protection for merchants and other trade vessels up and down the length of the Tempest River.  His services could not have come at a better time, as sea pirates had recently gained a strong foothold along the river banks through the regions of the Turamzzyrian Empire.  Because of this his business flourished and even expanded, many members of his crew branching out to provide protection along other vital rivers that winded through the lands of the Empire.&lt;br /&gt;
&lt;br /&gt;
In 4518, the Lords of Waterford within the Kingdom of Hendor met with “Blackhands” and offered him a sizable amount of money to bring his group of skilled mercenaries into service to the Hendoran Kingdom, where they could continue to operate as normal, but reap the benefits of an officially recognized branch of the Kingdom&#039;s military, and full pardons for many of the seedier members of his company.&lt;br /&gt;
&lt;br /&gt;
It is said that Gladden met with every single member of his organization to hear out their opinions before finally accepting Waterford&#039;s offer two and a half years later in 4520.  As promised, “The Black Hands Company” continued with business as usual, but now benefited from additional perks and respect brought about due to their affiliation with the Kingdom&#039;s army.&lt;br /&gt;
&lt;br /&gt;
Shortly after the deal with Waterford, Gladden officially retired and left behind his home and his trusted servant and was never seen again.  Some say he traveled south to once again see his bride who was stolen from him, and if that tale is true, then it is likely the captain finally met his demise at the end of an angry father&#039;s wrath.  Others say he merely set off to find a new comfortable home, likely upon some shore, to await Gosaena&#039;s arrival for him.&lt;br /&gt;
&lt;br /&gt;
Regardless of their founder&#039;s fate, “The Black Hands Company” continued to grow until their numbers suffered heavy casualties during the Witch Winter, when the Kingdom of Hendor eventually collapsed. &lt;br /&gt;
&lt;br /&gt;
Those soldiers and crew that survived escaped far to the south into the protection of the Turamzzyrian Empire.  In 4650, a few years after the Turamzzyrian Empire recaptured the fallen cities of Hendor and imperial citizens began to once again settle the area, “The Black Hands Company” sprang back into full operation with many of the veterans resuming their old roles.  Some took on the positions of officers and captains in a new specific branch of the Imperial Army with the Turamzzyrian nobles providing the funding needed to allow for new training and recruitment to strengthen the unit. &lt;br /&gt;
&lt;br /&gt;
The presence and success of “The Black Hands Company” were crucial to many northern and eastern nobles, as it helped to ensure safety along the vast rivers and offered a measure of economic security.&lt;br /&gt;
&lt;br /&gt;
Branches of the organization spread throughout the lands, but to this day the numbers have once again become faint.  There was a small division between the original company and some members, who split off as they did not want to be associated with any Imperials or the Empire.  A small group of them reside in the Landing and proudly call themselves members of “The Black Hand Trading Co.”   They carry on the same principles of the founder, “Blackhands,” and continue to build upon what he had established. &lt;br /&gt;
&lt;br /&gt;
They have taken on more merchanting roles and develop trade between towns in the area, but for the right price they&#039;ve been known to help in invasions to protect their assets and best interests.&lt;br /&gt;
&lt;br /&gt;
==Joining the Black Hand Trading Co.==&lt;br /&gt;
&lt;br /&gt;
*Potential members must attend at least one event.&lt;br /&gt;
&lt;br /&gt;
::Attendance for the whole event (unless RL restrictions)&lt;br /&gt;
&lt;br /&gt;
::Attendance must be marked by an officer to gain credit towards membership.&lt;br /&gt;
&lt;br /&gt;
*Applicants may indicate interest on the official MHO board either IC/OOC or can meet directly in game with ANY officer to declare interest.&lt;br /&gt;
&lt;br /&gt;
*Applicants must pre-interview with Broker/Negotiator/OR Lender to determine interest, availability, experience and what the applicant can offer to the group. &lt;br /&gt;
&lt;br /&gt;
*After the interview, interviewing officer(s) will schedule a meeting for the applicant to meet the rest of the officers. When concluded, the applicant must have received approval of all officers at review meeting. &lt;br /&gt;
&lt;br /&gt;
*All officers must meet to discuss applicant&#039;s offer and deeds, and background checks are done during a short 12-24 hour period before final decision.  All officers must agree. If not unanimous - reasons must be given and proof.  Officers decide whether or not there will be a trial period.&lt;br /&gt;
&lt;br /&gt;
*There is an initial donation of 100,000 silvers to acquire your insignia and cover membership dues.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Should an applicant be accepted, they will be tested. This gauntlet will help determine the skills and talents of the individual and help assess under what specialty they will be assigned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Circle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Agent: (silver tongues) – have the gift of gab, and have the ability to manipulate the thoughts and goals of others. &lt;br /&gt;
&lt;br /&gt;
:Shadow: (scouts) – have the gift of being silent and unnoticed, they are listeners and observers. &lt;br /&gt;
&lt;br /&gt;
:Enforcer: (thugs) – have the gift of intimidation, both subtle and obtuse to obtain the goals of the organization &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Supplier: (gatherer) - has the gift of knowing what sells, procures items. All on the up and up, of course. &lt;br /&gt;
&lt;br /&gt;
:Smuggler: (acquisition specialist) - has the gift of finding and selling what shouldn’t be found or sold. Don’t ask. &lt;br /&gt;
&lt;br /&gt;
:Dealer: (gambling) - has the gift of knowing the odds, so the house wins. Always.&lt;br /&gt;
&lt;br /&gt;
==Bylaws of the Black Hand Trading Co.==&lt;br /&gt;
&#039;&#039;&#039;Article I: Behavior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1)  Any violation of game policy is ground for immediate removal from the group.&lt;br /&gt;
&lt;br /&gt;
2)  ALL members are to keep in mind their actions reflect on the group as a whole, should a member be found to bring negative attention to the Company they will be immediately terminated.&lt;br /&gt;
&lt;br /&gt;
3)  Once a member is trusted with the information of the group’s activities, they are required to follow the oath of silence all are required to take.&lt;br /&gt;
&lt;br /&gt;
4)  No member can be removed without a majority ruling of all officers, member in question MUST be present during discussion or forfeit any defense.&lt;br /&gt;
&lt;br /&gt;
5)  Any dispute is to be brought up in a meeting with at least three officers, all disputing parties are to be present to offer fairness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Article II: Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1)  Only the Broker and Negotiator are to contact the MHO GM to limit any confusion about events or the group.  It is their job to communicate to the group what has been discussed via bi-weekly meetings.&lt;br /&gt;
&lt;br /&gt;
2)  Each officer must host one event during the calendar year.  They are responsible for getting the event detail information to the Negotiator to submit for either calendar approval or criers.&lt;br /&gt;
 &lt;br /&gt;
3)  Officier Duties:	        &lt;br /&gt;
* Broker will be responsible for Leading Events/Meetings, and Recruitment.&lt;br /&gt;
* Negotiator will be responsible for Event/Meeting Planning and Decisions and Crier.&lt;br /&gt;
* Trader will be responsible for inventory of Company assets and records.&lt;br /&gt;
* Lender will be responsible for Endowment Records, and Bookkeeping.&lt;br /&gt;
* Publicist will be responsible for all Announcements and Public Information.&lt;br /&gt;
* Broker, Negotiator and Lender will be responsible for recruitment interviews.&lt;br /&gt;
&lt;br /&gt;
4)  No member can be promoted to an officer position without endorsement from 3 officers, and must have attended a majority of that year&#039;s events; within reason. Candidate will be given a task to express what they bring to the group as an officer, as well as a test of skill and loyalty. - Dependent on open seat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Article III: General Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1)  Any use of the food cart or MHO tents must be approved by the Broker or Negotiator.&lt;br /&gt;
 &lt;br /&gt;
2)  Any dispute is to be brought up in a meeting with both Broker and Negotiator, all disputing parties are to be present to offer fairness.&lt;br /&gt;
 &lt;br /&gt;
3)  All members are required to attend three or more events each year to remain considered active.&lt;br /&gt;
 &lt;br /&gt;
4)  No officer can be removed from office without a majority ruling of remaining officers, opposing officer and defending officer votes are nulled.&lt;br /&gt;
 &lt;br /&gt;
5)  No member can be promoted to an officer position without endorsement from 3 officers, and must have attended a majority of that year&#039;s events; within reason. Candidate will be given a task to express what they bring to the group, as well as a test of skill and loyalty.&lt;br /&gt;
 &lt;br /&gt;
6)  Any and all  purchases or business using Trading Funds is to be brought up with the Lender, Broker, and Negotiator.  ANY purchases made without clearance will NOT be refunded.&lt;br /&gt;
 &lt;br /&gt;
7)  If at any time an officer willfully steps down, becomes inactive (beyond active control), or leaves the lands said officer relinquishes their position for the remaining officers to share responsibility until a replacement is found. Should said officer return within 6 months, they are allowed the choice of a 3 month trial period in previous position before active officers vote on permanence - excluding Broker unless tiebreaker is needed.&lt;br /&gt;
&lt;br /&gt;
[[Category: Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Enchant_(925)/Old_version_archived_information&amp;diff=104516</id>
		<title>Talk:Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Enchant_(925)/Old_version_archived_information&amp;diff=104516"/>
		<updated>2018-03-20T04:18:31Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: /* Temp enhancements can not be enchanted.  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A Work in Progress ==&lt;br /&gt;
Yes, this page is receving a major overhaul. No, your precious facts and previous contributions &#039;&#039;&#039;are not lost&#039;&#039;&#039;. I am simply in the middle of giving this page a serious makeover, and if you please bear with me I guarantee you will approve of the final result (or at very least agree its an improvement). I&#039;m fully aware I removed certain text which I fully agree is necessary, and I assure you it will be replaced. This interim version is merely sparse for my own sanity&#039;s sake. Any text which is missing is both saved in the history of this page, as well as on my own hard disk. I thank you all for your patience and tolerance. If you note anything missing not on my list, please feel free to add it or edit the article yourself! [[User:ULTHRIPE|&amp;lt;sub&amp;gt;who is&amp;lt;/sub&amp;gt;]] &#039;&#039;&#039;Ulthripe&#039;&#039;&#039; [[User talk:ULTHRIPE|&amp;lt;sup&amp;gt;reads this&amp;lt;/sup&amp;gt;]] 07:00, 23 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Good job bossman.  I changed a few things:&lt;br /&gt;
:* More than 25 mana does not help with your enchant&lt;br /&gt;
:* Took out the ranting about the rarity of DB items, I saw a DB cloak go out in plat a couple weeks ago&lt;br /&gt;
:* Moved the success-table because its placement bugged me&lt;br /&gt;
:* Changed the phrasing a bit because you can&#039;t wear tempered armor.&lt;br /&gt;
:I really think you undersell the whole NEEDing a workshop and familiar.  I mean, you don&#039;t NEED them, but if you enchant without them, you are an idiot.  Nice though, good work, keep it up. [[User:ALKALOIDS|justin]] &amp;lt;sup&amp;gt;[[User talk:ALKALOIDS|talk]]&amp;lt;/sup&amp;gt; 10:38, 23 August 2006 (EDT)&lt;br /&gt;
:* Perhaps because they are not &amp;quot;required&amp;quot;, just &amp;quot;heavily advised&amp;quot;. I enchant regularly on a regular earthnode that is vacant (the house locker annex in Ta&#039;Illistim for my house) and have not yet had any failures. Sometimes without my familiar present too (though in those cases because I didn&#039;t cast one, not with it elsewhere). And my wizard is not ideally trained for enchanting. (He only has 20 ranks each in MIU and ArcSymb, and is 61st level. His pour modifiers are only 152.) [[User:GREYCROISSANT]] &amp;lt;sup&amp;gt;[[User talk:GREYCROISSANT|talk]]&amp;lt;/sup&amp;gt; 20:47, 9 October 2007 (EDT)&lt;br /&gt;
:* Potions have now been modified so that armor and shields no longer require two doses. I deleted the appropriate line of text after GM Naos confirmed on the boards that this is intended and permanent. [[User:GREYCROISSANT]] &amp;lt;sup&amp;gt;[[User talk:GREYCROISSANT|talk]]&amp;lt;/sup&amp;gt; 14:47, 1 November 2007 (EDT)&lt;br /&gt;
:* I went through and reworked the potions chart, as I felt (based on Krakii&#039;s recent addition of post-chart notes to that effect) that its layout was confusing. Specifically, I felt that referring to the item by its starting stats, rather than destinantion stats (as many wizards speak of them), was leading to confusion. The new version of the chart uses both sets of stats. I also added a bit in a few other places, especially in the &amp;quot;workshop&amp;quot; paragraph under &amp;quot;necessary components&amp;quot; (as I mentioned before, it is NOT absolutely necessary, and a regular earthnode works fairly well when you&#039;re not pushing your limits). I myself have only used a workshop for the final casts on 5x and 6x projects. [[User:GREYCROISSANT]] &amp;lt;sup&amp;gt;[[User talk:GREYCROISSANT|talk]]&amp;lt;/sup&amp;gt; 23:37, 26 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unfinished Business ====&lt;br /&gt;
*The &amp;quot;special cases&amp;quot; section&lt;br /&gt;
*Some log clips (left blanks in)&lt;br /&gt;
*The 405 info needs to get moved to its own page&lt;br /&gt;
*I could reference it up a bit - maybe&lt;br /&gt;
*Info on casting failures&lt;br /&gt;
*A blurb or two in the &amp;quot;Necessary Components&amp;quot; section are missing&lt;br /&gt;
*Interlinking - text in paragraphs to headers in other parts of the article. This is what made [[725]] so wonderful&lt;br /&gt;
*Of course, quashing all the redlinks&lt;br /&gt;
&lt;br /&gt;
== Various ==&lt;br /&gt;
This whole negative enchant foolishness is really confusing and making the page EVEN more confusing.  I&#039;m gonna look into cleaning it up [[User:ALKALOIDS|justin]] &amp;lt;sup&amp;gt;[[User talk:ALKALOIDS|talk]]&amp;lt;/sup&amp;gt; 14:19, 19 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple sample messages incase anyone (maybe me) ever gets around to making this page.&lt;br /&gt;
===== pour failure =====&lt;br /&gt;
You pour your potion on the katar.&lt;br /&gt;
1d100: 8 + Modifiers: 137 == 145&lt;br /&gt;
&lt;br /&gt;
The liquid is quickly absorbed into your imflass katar and it looks good, but nothing else happens.&lt;br /&gt;
&lt;br /&gt;
===== pour success =====&lt;br /&gt;
&lt;br /&gt;
You pour your potion on the katar.&lt;br /&gt;
1d100: 84 + Modifiers: 214 == 298&lt;br /&gt;
&lt;br /&gt;
The liquid oozes over the surface of your imflass katar, creating a faint aura of steam.  With a soft cloth, you work the liquid in well until you hear a faint crackling noise coming from it, and it appears faded.  The tempering seems to have been successful.  Your imflass katar should be ready to enchant in 2 to 3 days.&lt;br /&gt;
[[User:ALKALOIDS|ALKALOIDS]] 16:43, 11 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
405 codes&lt;br /&gt;
no = 0-7;  weak = 8-17; mediocre = 18-27; mildly strong = 28 - 37; strong = 38 to 47; incredible = 47+[[User:ALKALOIDS|ALKALOIDS]] 18:48, 28 June 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Future of Enchanting==&lt;br /&gt;
http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view/3163 For safe keeping [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 14:34, 18 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
I feel like having the formula on the main page makes it too long and complicated and takes away from teaching the basic process. It is also not GM confirmed/official, which is what I have been trying to keep to for the main articles. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 12:26, 19 January 2018 (CST)&lt;br /&gt;
:I disagree. To me there is nothing more important than having both the pour and enchant formulas included in the main article. &#039;&#039;Pour potion on item,&#039;&#039; &#039;&#039;wait for temper&#039;&#039; followed by &#039;&#039;CHANNEL Enchant Item at item&#039;&#039; is the entire procedure. Everthing else is ancillary. The descriptive success and roll result messaging are superfluous once you know the formula. I&#039;ll grant that the messaging is still useful since most surcharge penalties for special/enhanced items are still to be determined, but for basic enchanting the messaging is not needed and is considerably less accurate than the formula.&lt;br /&gt;
&lt;br /&gt;
:Of all the factors in the pour formula (MIU, LOG, INT, AUR, WIS, potion bonus, encumbrance and armor penalties) not one has ever been officially announced as a contributing factor to a successful pour. Below is an example of the only information that the players have been given when pouring a potion, and despite this limited information we, the player base, have reconstructed an accurate formula.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;1d100: 79 + Modifiers: 96 == 175&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The amount of experience gained from enchanting is player derived and unofficial. The pre-temper ayveneh and eoveneh potion penalties are based on player research. As a matter of fact all of the potion pour bonuses are player derived and unofficial. I know this because I derived them. Should this information also be removed from the article because it&#039;s not official? Where would it be placed if not in the enchant article? The opposite situation exists with enchanting. We have been give both the positive and negative enchant factors but the success resolution formula is hidden. It&#039;s trivial to prove the accuracy of the formula I posted. Plug the relevant numbers of any wizard into the formula, then have the wizard CAST 925 at the item and verify that the endroll predicted by the formula corresponds to the success% messaging. Then reconfirm the results by performing hundreds of tests using different items and formula values. I&#039;ve done the testing but If you have any empirical data that contradicts either the pour potion or enchant formulas please post it. [[User:SPYRIDONM1|Mark]] ([[User talk:SPYRIDONM1|talk]]) 15:49, 19 January 2018 (CST)&lt;br /&gt;
&lt;br /&gt;
::Yes, everything from before 2015 was grandfathered to remain where they were, and I went and had a lot of issues verified one by one. The entire concept of the research pages was vetted by both senior staff and fellow moderators and I&#039;m sorry you were not here for it, but it is in the [[Help:Style#Research Pages|Style Guide]]. I realize you are still operating as you were in 2014/early 2015, but the fact is that we do not have any official documentation in an fully official fashion, and it is really helpful to indicate which parts are not GM confirmed. I&#039;ll also admit that it is beneficial to put things on pages in order to get more revealed from the development side, so hopefully we can just get this verified. It sucks that Simu/GMs won&#039;t write their own comprehensive documentation and that we have to do it, and that we end up in situations like this.  [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 21:24, 22 January 2018 (CST)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;m not sure why you&#039;re undoing all of those pages, all I said is it is helpful to indicate on an ongoing basis what is GM confirmed and what is not, and let&#039;s see if we can get this all verified. It seemed like over the years while you were away I had your support in what I did here, but I guess not. It makes me very sad to see. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 23:30, 22 January 2018 (CST)&lt;br /&gt;
&lt;br /&gt;
::::It doesn&#039;t belong in the main article because: it is too long and complicated, it is not GM confirmed, it does not comply with the style guide and it is not grandfathered in. Isn&#039;t that what you said? And what does this have to do with my past support for you? I&#039;ve created the appropriate research pages and now the information is no longer easily accessible in one location. I can&#039;t emphasize strongly enough how idiotic I think this is. [[User:SPYRIDONM1|Mark]] ([[User talk:SPYRIDONM1|talk]]) 00:10, 23 January 2018 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::Ok, I&#039;m going to weigh in.  Two thoughts - this (clearly) affects more than this article and as such probably should be moved to the Village Pump for discussion; and, I think we can split the nickel and benefit the player base, but I&#039;m hesitant to just throw it out as a suggestion because I sometimes presume a shared knowledge / goal that just isn&#039;t present.  So with that - I&#039;d suggest let&#039;s dial this down here, and dial it up on the Pump, if you would please be willing to join.  [[User:DOUG|DOUG]] ([[User talk:DOUG|talk]]) 12:53, 23 January 2018 (CST)&lt;br /&gt;
&lt;br /&gt;
== Temp enhancements can not be enchanted.  ==&lt;br /&gt;
&lt;br /&gt;
Estild - Today at 11:35 PM&lt;br /&gt;
Temporarily enhanced items cannot be tempered.&lt;br /&gt;
&lt;br /&gt;
This should probably be mentioned somewhere in the article, but I&#039;m not sure where to fit it. [[User:CLAIRETTE|CLAIRETTE]] ([[User talk:CLAIRETTE|talk]]) 23:18, 19 March 2018 (CDT)Clairette&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Brother_Aemis%27_Clerical_Supply&amp;diff=104475</id>
		<title>Talk:Brother Aemis&#039; Clerical Supply</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Brother_Aemis%27_Clerical_Supply&amp;diff=104475"/>
		<updated>2018-03-18T23:58:35Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You touch the crystal with one hand, your holy water sprinkler in the other hand.  Tiny sparks of brilliant golden light dance across your sprinkler.  A silver nimbus glows for a moment around your sprinkler.  An orange beam shoots up from your sprinkler toward the ceiling.&lt;br /&gt;
&lt;br /&gt;
Sprinkler is insanely expensive for only being plain white ora. Icemule cleric shop sells 4x sancted mace for half the price as this. Zul cleric shop sells a translucent white ora spikestar, 2x sanctified morning star for 27k, 50k less than this. --Clairette&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Brother_Aemis%27_Clerical_Supply&amp;diff=104474</id>
		<title>Talk:Brother Aemis&#039; Clerical Supply</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Brother_Aemis%27_Clerical_Supply&amp;diff=104474"/>
		<updated>2018-03-18T23:58:18Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Created page with &amp;quot;You touch the crystal with one hand, your holy water sprinkler in the other hand.  Tiny sparks of brilliant golden light dance across your sprinkler.  A silver nimbus glows fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You touch the crystal with one hand, your holy water sprinkler in the other hand.  Tiny sparks of brilliant golden light dance across your sprinkler.  A silver nimbus glows for a moment around your sprinkler.  An orange beam shoots up from your sprinkler toward the ceiling.&lt;br /&gt;
&lt;br /&gt;
Sprinkler is insanely expensive for only being plain white ora. Icemule cleric shop sells 4x sancted mace for half the price as this. Zul cleric shop sells a translucent white ora spikestar, 2x sanctified morning star for 27k, 50k less than this.&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Brother_Aemis%27_Clerical_Supply&amp;diff=104473</id>
		<title>Brother Aemis&#039; Clerical Supply</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Brother_Aemis%27_Clerical_Supply&amp;diff=104473"/>
		<updated>2018-03-18T23:56:21Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|itemtype = cleric&lt;br /&gt;
|town = Ta&#039;Illistim&lt;br /&gt;
|1 =&lt;br /&gt;
|roomname = Brother Aemis&#039; Clerical Supply&lt;br /&gt;
|desc = The austere surroundings are softened only by a single tapestry hung on the back wall of the shop.  A heavily carved maoral counter rests in front of the tapestry, tended by a tonsured clerk in dark brown robes.  The unremitting dullness of the chamber is allieviated only by a birdcage resting atop the counter, within which a bright yellow canary sings cheerfully.  You also see Brother Aemis and a carved maoral sign.&lt;br /&gt;
|inventory = &lt;br /&gt;
|2 =&lt;br /&gt;
|3 =  &lt;br /&gt;
}}&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Name&lt;br /&gt;
 !Price &lt;br /&gt;
 !Descrip&lt;br /&gt;
 |-&lt;br /&gt;
 |1. a silver-inlaid [[Liabo]] cameo&lt;br /&gt;
 |4,753&lt;br /&gt;
 |Neckworn, functional&lt;br /&gt;
 |-&lt;br /&gt;
 |2. a gem-inset [[Lorminstra]] tiara&lt;br /&gt;
 |4,753&lt;br /&gt;
 |Headworn, functional&lt;br /&gt;
 |-&lt;br /&gt;
 |3. a twisted [[Lornon]] necklace&lt;br /&gt;
 |4,753&lt;br /&gt;
 |Neckworn, functional&lt;br /&gt;
 |-&lt;br /&gt;
 |4. a blackened ora Lornon medallion&lt;br /&gt;
 |4,753&lt;br /&gt;
 |Neckworn, functional&lt;br /&gt;
 |-&lt;br /&gt;
 |5. a candle votive&lt;br /&gt;
 |19&lt;br /&gt;
 |&lt;br /&gt;
 |-&lt;br /&gt;
 |6. a rosewood prayer box&lt;br /&gt;
 |9,506&lt;br /&gt;
 |6lbs, holds 20-39, not worn&lt;br /&gt;
 |-&lt;br /&gt;
 |7. a pure white tapered candle&lt;br /&gt;
 |3,327&lt;br /&gt;
 |&lt;br /&gt;
 |-&lt;br /&gt;
 |8. an inky-black tapered candle&lt;br /&gt;
 |3,327&lt;br /&gt;
 |&lt;br /&gt;
 |-&lt;br /&gt;
 |9. an iridescent milky potion&lt;br /&gt;
 |11,407&lt;br /&gt;
 |&lt;br /&gt;
 |-&lt;br /&gt;
 |10. a pure cabochon crystal&lt;br /&gt;
 |9,506&lt;br /&gt;
 |Wand, WAVE, [[Bless Item (304)|Bless]]&lt;br /&gt;
 |-&lt;br /&gt;
 |11. a swept-hilt white epee&lt;br /&gt;
 |1,140&lt;br /&gt;
 |3lbs, rapier&lt;br /&gt;
 |-&lt;br /&gt;
 |12. a sacred cross-hilted dagger&lt;br /&gt;
 |5&lt;br /&gt;
 |&amp;lt;2lbs&lt;br /&gt;
 |-&lt;br /&gt;
 |13. a bejeweled pure white scimitar&lt;br /&gt;
 |1,140&lt;br /&gt;
 |5lbs&lt;br /&gt;
 |-&lt;br /&gt;
 |14. a consecrated mithglin blade&lt;br /&gt;
 |142,590&lt;br /&gt;
 |5lbs, broadsword&lt;br /&gt;
 |-&lt;br /&gt;
 |15. a faenor-hafted pure mace&lt;br /&gt;
 |950&lt;br /&gt;
 |7lbs&lt;br /&gt;
 |-&lt;br /&gt;
 |16. a white-ora holy water sprinkler&lt;br /&gt;
 |71,295&lt;br /&gt;
 |8lbs, 2x morning star&lt;br /&gt;
 |-&lt;br /&gt;
 |17. a holy faenor battle axe&lt;br /&gt;
 |20,913&lt;br /&gt;
 |10lbs&lt;br /&gt;
 |-&lt;br /&gt;
 |18. a white-ora broad axe&lt;br /&gt;
 |71,295&lt;br /&gt;
 |6lbs, handaxe&lt;br /&gt;
 |-&lt;br /&gt;
 |19. a white-ora holy battle axe&lt;br /&gt;
 |43,252&lt;br /&gt;
 |9lbs&lt;br /&gt;
 |}&lt;br /&gt;
The backroom does not offer any merchandise.&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Premium_transport_jewelry&amp;diff=103648</id>
		<title>Talk:Premium transport jewelry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Premium_transport_jewelry&amp;diff=103648"/>
		<updated>2018-02-17T17:56:25Z</updated>

		<summary type="html">&lt;p&gt;CLAIRETTE: Suggested correction for page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The room number for the IMT jewelry is wrong, but I can&#039;t seem to edit the table. The premium teleportation jewelry in in Room #20756, not the listed room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look&lt;br /&gt;
[Burga Hall, Porch]&lt;br /&gt;
Long and rectangular, this room encompasses about half of the front facade of the building.  The hardwood floor is kept free from debris and snow by an absorbent rug resting by the door leading out.  With stone bricks comprising the bottom half of the walls and wood planks making up the top, the room has a rustic feel, amplified by the wrought iron lanterns that illuminate the area from their perch in niches along the walls.  Near the entry, a white wooden table holds a variety of glittering objects.  You also see the white Chenni disk and a royal penguin.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;l on table&lt;br /&gt;
On the wooden table you see a silver-strung purple mithril-bloom, a hammered white gold armcuff, an agate-beaded dainty platinum wristlet, an enameled penguin chick brooch, a silver-dipped feather stickpin, a rose-inlaid ruby heart medallion, a cord-strung blue shale arrowhead, an etched red quartz wristcuff, a narrow morganite ring, a labyrinthine blue lace agate bracelet, a braided manticore hair armband, a carved thin blue gem band, a carved white iceblossom pendant and a tiny white jade snowhare pin.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
On the wooden table:&lt;br /&gt;
gem (1): a silver-strung purple mithril-bloom.&lt;br /&gt;
other (4): a hammered white gold armcuff, a cord-strung blue shale arrowhead, an etched red quartz wristcuff, an agate-beaded dainty platinum wristlet.&lt;br /&gt;
jewelry (8): a carved thin blue gem band, a labyrinthine blue lace agate bracelet, an enameled penguin chick brooch, a rose-inlaid ruby heart medallion, a carved white iceblossom pendant, a tiny white jade snowhare pin, a narrow morganite ring, a silver-dipped feather stickpin.&lt;br /&gt;
clothing (1): a braided manticore hair armband.&lt;br /&gt;
&amp;gt;;whereami&lt;br /&gt;
--- Lich: whereami active.&lt;br /&gt;
[whereami: Current room id: 20756]&lt;br /&gt;
--- Lich: whereami has exited.&lt;/div&gt;</summary>
		<author><name>CLAIRETTE</name></author>
	</entry>
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