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	<updated>2026-05-31T10:02:00Z</updated>
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		<id>https://gswiki.play.net/index.php?title=User_talk:DRIZZT-12&amp;diff=250869</id>
		<title>User talk:DRIZZT-12</title>
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		<updated>2026-01-01T17:12:03Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Blanked the page&lt;/p&gt;
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		<author><name>DRIZZT-12</name></author>
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		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=248857</id>
		<title>Lich:Script Bigshot</title>
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		<updated>2025-11-01T16:05:39Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* How Do I Make it GO!? */ grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room you are in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
* ;bigshot &amp;lt;options&amp;gt; &amp;lt;creature&amp;gt; - example: ;bigshot single giant rat - Will activate ranger tracking of a creature. Anything input besides the above commands will default to &amp;quot;track &amp;lt;input&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Map/Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], [[Sigil of Escape]], [[Familiar Gate (930)]] or Custom when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected. Custom option allows for comma separated list of commands to perform.&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate. 11/17/24: If you run into an error that calls to an &amp;quot;OOM&amp;quot; message, try setting this to 1.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds:&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || Char.percent_health &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || Char.percent_health &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
The following can be added to one of the above wound evaluations to also rest upon having popped muscles:&lt;br /&gt;
&amp;lt;PRE&amp;gt;|| Effects::Debuffs.active?(&amp;quot;Overexerted&amp;quot;)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundary rooms are separated by commas&lt;br /&gt;
Some popular Rift boundaries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Maaghara boundaries, you can use &lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
9734&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Confluence boundaries:&amp;lt;pre&amp;gt;&lt;br /&gt;
2300, 3519, 228, 188, 1932, 10855, 3668, 1438, 1005 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
* Sneaky Sneaky - sneak around while out in the hunting area&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &amp;lt;CODE&amp;gt;wand target&amp;lt;/CODE&amp;gt;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** wandolier - Similiar to wand, but uses wandoliers. Gets a wand from the fresh wand container and waves it, rubs container if no wands found. Default waves in offensive. Can change via &amp;lt;CODE&amp;gt;wandolier defensive&amp;lt;/CODE&amp;gt; to wave in a different stance&lt;br /&gt;
** fire - As in, &amp;lt;CODE&amp;gt;fire target&amp;lt;/CODE&amp;gt;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, &amp;lt;CODE&amp;gt;kill target (x3)&amp;lt;/CODE&amp;gt; will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &amp;lt;CODE&amp;gt;903 target (xx)&amp;lt;/CODE&amp;gt; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &amp;lt;CODE&amp;gt;920 target (m50)&amp;lt;/CODE&amp;gt; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &amp;lt;CODE&amp;gt;cman feint target (s10)&amp;lt;/CODE&amp;gt; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &amp;lt;CODE&amp;gt;mstrike target&amp;lt;/CODE&amp;gt;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will force evoke 610 ensuring the damage version&lt;br /&gt;
** curse &amp;lt;curse&amp;gt; - Clumsy/Weakness/Darkness/Itch/Hex/Pox/Nightmare/Star - will prep 715 and use curse command as defined. Will skip &amp;quot;curse star&amp;quot; if buff is up.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &amp;lt;CODE&amp;gt;sleep 10&amp;lt;/CODE&amp;gt;. Pause bigshot. Useful with fried hunting commands such as: &amp;lt;CODE&amp;gt;410, sleep 15&amp;lt;/CODE&amp;gt; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &amp;lt;CODE&amp;gt;stance defense&amp;lt;/CODE&amp;gt;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &amp;lt;CODE&amp;gt;force incant 1002 until 101&amp;lt;/CODE&amp;gt;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
** eachtarget  &amp;lt;cmd&amp;gt; - issues command to each valid target in room&lt;br /&gt;
** efury &amp;lt;fire|cold&amp;gt; - casts Earthern Fury (917) on the target and waits for DOT to end or 12secs to pass&lt;br /&gt;
** caststop &amp;lt;spell&amp;gt; - casts the spell and then immediately stops it after casting&lt;br /&gt;
** wield &amp;lt;noun&amp;gt; &amp;lt;left|right&amp;gt; - weilds new noun and stores the hand given to put new noun item in&lt;br /&gt;
** store - store left, right or both, but only if something is in those hands&lt;br /&gt;
** tether &amp;lt;recast&amp;gt; - casts 706 with built-in logic to wait, can also do recast to auto-recast 706 on creature death and DOTs transfer&lt;br /&gt;
** unravel &amp;lt;spell&amp;gt; - casts 1013 Song of Unravelling with an optional spell to target against creature&lt;br /&gt;
** depress - casts 1015 Song of Depression with some some built in logic&lt;br /&gt;
** phase - force CASTs 704 Phase due to needing to prep/cast for usage on NPC targets&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** fury - You can specify the default attack fury will use. Will jab if not specified: fury punch or fury kick&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, disarm, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kifocus, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
** chastise, excoriate - Will perform FEAT if available and affordable&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
&lt;br /&gt;
Commands need to use the following format:&lt;br /&gt;
&amp;lt;CODE&amp;gt;COMMAND (CHECKS)(REPETITIONS)&amp;lt;/CODE&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So &amp;lt;CODE&amp;gt;hamstring (mob1 prone)(x2)&amp;lt;/CODE&amp;gt; Any (x#) needs to be separate. Also (xx) is not unlimited and is just short for (x5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
&amp;lt;PRE&amp;gt;To further clarify the mob# implimentation&lt;br /&gt;
1 mob, mob2, 1 IS less than 2, attack should not proceed.&lt;br /&gt;
2 mob, mob2, 2 IS NOT less than 2, attack can proceed&lt;br /&gt;
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed&lt;br /&gt;
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed&lt;br /&gt;
3 mob, !mob2, 3 IS more than 2, attack should not proceed&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*once - Performs the command once on a specified target, resets on room change&lt;br /&gt;
*room - Performs the command once in a room only, resets on room change&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*rooted - Checks to see if the target is rooted. Performed command if target is rooted.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*holler - Checks for the Horland&#039;s Holler buff from Holler.&lt;br /&gt;
*voidweaver - checks for the Voidweaver buff from Implosion(720)&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,coupdegrace,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*tier# - Perform action if you are at the corresponding tier. (!tier3) don&#039;t do it if you are at tier3. (tier2) do it if you are tier2&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
*ancient - Checks for grizzled/ancient creatures&lt;br /&gt;
*animate - Checks for if you have an animate present or not&lt;br /&gt;
*rebuke - Checks for Righteous Rebuke buff&lt;br /&gt;
*scourge - Checks for Ardor of the Scourge buff&lt;br /&gt;
*momentum - Checks for Glorious Momentum buff&lt;br /&gt;
*coupdegrace - Checks for Empowered buff.&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and incant 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* To attack everything in the room &amp;lt;code&amp;gt;(?:.*)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Debugging:===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
+---------------------------------------------------------------------------+&lt;br /&gt;
|                         Bigshot Debug Help v5.8.5                         |&lt;br /&gt;
+---------------------------------------------------------------------------+&lt;br /&gt;
| Debug options have changed to be more helpful.                            |&lt;br /&gt;
+--------------------------------------+------------------------------------+&lt;br /&gt;
| ;bigshot debug file                  | Toggles logging to a file &amp;lt;on/off&amp;gt; |&lt;br /&gt;
| ;bigshot debug all &amp;lt;true/false&amp;gt;      |  Toggles true/false all the things |&lt;br /&gt;
| ;bigshot debug check                 |       Lists current debug settings |&lt;br /&gt;
| ;bigshot debug combat &amp;lt;true/false&amp;gt;   |         Combat and Creature Status |&lt;br /&gt;
| ;bigshot debug commands &amp;lt;true/false&amp;gt; |     Attacking and Casting Commands |&lt;br /&gt;
| ;bigshot debug status &amp;lt;true/false&amp;gt;   |    Status Checks of your Character |&lt;br /&gt;
| ;bigshot debug system &amp;lt;true/false&amp;gt;   |                   System processes |&lt;br /&gt;
|                                      |                                    |&lt;br /&gt;
| Options can be combined:                                                  |&lt;br /&gt;
|           ;bigshot debug combat commands status &amp;lt;true/false&amp;gt;              |&lt;br /&gt;
+---------------------------------------------------------------------------+&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2025&amp;diff=240492</id>
		<title>SimuCon 2025</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2025&amp;diff=240492"/>
		<updated>2025-06-21T20:41:52Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2025 are Thursday, July 10 through Sunday, July 13, 2025 at the Sheraton Westport Plaza Hotel. Room reservation link Room reservation link [https://www.marriott.com/event-reservations/reservation-link.mi?id=1741039429417&amp;amp;key=GRP&amp;amp;app=resvlink here].&lt;br /&gt;
&lt;br /&gt;
==2025 Schedule==&lt;br /&gt;
===Main Schedule===&lt;br /&gt;
All times CST (CENTRAL TIME)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Day&lt;br /&gt;
!Time&lt;br /&gt;
!Activity &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wednesday&amp;lt;br /&amp;gt;July 9th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thursday&amp;lt;br /&amp;gt;July 10th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Friday&amp;lt;br /&amp;gt;July 11th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saturday&amp;lt;br /&amp;gt;July 12th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sunday&amp;lt;br /&amp;gt;July 13th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For the Live Alteration Sessions:&amp;lt;br&amp;gt;&lt;br /&gt;
- First come, first served!  There are several sessions scheduled, and everyone is allowed to claim one alteration but they MUST make it to one of these sessions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This event requires a laptop or use of one of the workstations provided in the main conference room to access the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;D&amp;amp;D One Shots: You must pre-register for a session in the Box Office. It is strongly recommended to attend Session 0.&lt;br /&gt;
&lt;br /&gt;
Event Color Coding:&amp;lt;br&amp;gt;&lt;br /&gt;
This event is in the main conference room.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;This event is in Breakout 1.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#BF40BF&amp;quot;&amp;gt;This event is in Breakout 2.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;This event is in Breakout 3.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Streaming Schedule===&lt;br /&gt;
The following Gemstone IV panels will be streamed. All times CST (CENTRAL TIME)&lt;br /&gt;
&lt;br /&gt;
Streaming link: TBD&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Day&lt;br /&gt;
!Time&lt;br /&gt;
!Panel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Friday, July 11th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Friday, July 11th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saturday, July 12th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saturday, July 12th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* [[Altheren (prime)|Altheren]]&lt;br /&gt;
* Amerek&lt;br /&gt;
* [[Delindra (prime)|Delindra]]&lt;br /&gt;
* [[Dergoatean (prime)|Dergoatean]]&lt;br /&gt;
* Durakar&lt;br /&gt;
* [[Elgrim (prime)|Elgrim]]&lt;br /&gt;
* [[Fyg (prime)|Fyg]]&lt;br /&gt;
* Liras&lt;br /&gt;
* [[Maylan (prime)|Maylan]]&lt;br /&gt;
* Madmountan&lt;br /&gt;
* Mourdeyan&lt;br /&gt;
* Roblar&lt;br /&gt;
* Valanis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* unknown&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Drekoi&lt;br /&gt;
* Omrii&lt;br /&gt;
* Tysong&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Aergo&lt;br /&gt;
* Auchand&lt;br /&gt;
* Haxus&lt;br /&gt;
* Ivry&lt;br /&gt;
* Kaonashi&lt;br /&gt;
* Lydil&lt;br /&gt;
* Mestys&lt;br /&gt;
* Nyxus&lt;br /&gt;
* Tago&lt;br /&gt;
* Thandiwe&lt;br /&gt;
* Valyrka&lt;br /&gt;
* Xeraphina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
Attendance badges have previously cost $40 when purchased in advance. Tickets are available at the door, but will be more expensive. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
=== Where do I sign up?===&lt;br /&gt;
&lt;br /&gt;
Ticketing will likely be handled via the play.net Box Office when available. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2025 Schedule|2025 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring? ===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
=== Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES, pack your bathing suit! The Sheraton Westport Plaza has an indoor pool, and their sister property the Sheraton Westport Chalet has an outdoor pool. The Chalet&#039;s outdoor pool is very close and is a popular day time destination for attendees. All facilities at both hotels are available to any guest staying at either hotel. There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any. It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held in the St. Louis area, home of Simutronic&#039;s headquarters. While the host hotel may very, it is usually held at one of the many convention spaces at or near the Westport Plaza. For specific details on the official hotel, please see the below accommodations list. Also below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
https://www.marriott.com/event-reservations/reservation-link.mi?id=1741039429417&amp;amp;key=GRP&amp;amp;app=resvlink&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Distance||Address|| Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Plaza (Official Hotel)&#039;&#039;&#039;||onsite||900 Westport Plaza, St. Louis, MO 63146||[https://www.marriott.com/event-reservations/reservation-link.mi?id=1741039429417&amp;amp;key=GRP&amp;amp;app=resvlink Group Discount Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet||onsite||191 Westport Plaza, St. Louis, MO 63146||[https://www.marriott.com/en-us/hotels/stlsi-sheraton-westport-chalet-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites||0.3 miles||25 Progress Pkwy, St. Louis, MO 63146||[https://www.ihg.com/staybridge/hotels/us/en/st-louis/stlsb/hoteldetail Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites||0.7 miles||12031 Lackland Rd., Saint Louis, MO, 63146||[https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport||0.6 miles|| 11918 Westline Industrial Drive, St. Louis, MO 63146|| [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport||0.6 miles||11918 Westline Industrial Drive, St. Louis, MO 63146||[https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport||0.7 miles||11888 Westline Industrial Drive, St. Louis, MO 63146||[https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Drunken Fish||Sushi||onsite||639 West Port Plaza, St. Louis, MO 63146 ||https://www.drunkenfish.com/&lt;br /&gt;
|-&lt;br /&gt;
|Kobe Japanese Grill||Japanese/Hibachi||onsite||645 West Port Plaza, St. Louis, MO 63146||https://www.kobeofwestport.com/menus/&lt;br /&gt;
|-&lt;br /&gt;
|Starbucks||Coffee|| onsite||111 West Port Plaza, St. Louis, MO 63146 ||https://www.westportstl.com/tenant/starbucks/&lt;br /&gt;
|-&lt;br /&gt;
|Trainwreck Saloon||American/Grill||onsite|| 314 West Port Plaza, St. Louis, MO 63146||https://www.trainwrecksaloon.com/westport-home&lt;br /&gt;
|-&lt;br /&gt;
|Westport Social||Bar/Games/Karaoke||onsite||910 West Port Plaza Dr, St. Louis, MO 63146||https://westportsocial-stl.com/menu/&lt;br /&gt;
|-&lt;br /&gt;
|360 Westport||Rooftop Bar &amp;amp; Lounge||onsite||111 West Port Plaza, Suite 1200, St. Louis, MO 63146||https://www.360-stl.com/westport/&lt;br /&gt;
|-&lt;br /&gt;
|Soda Fountain Express||Modern Diner||onsite||147 West Port Plaza Dr, St. Louis, MO 63146||https://sodafountainexpress-stl.com/&lt;br /&gt;
|-&lt;br /&gt;
|Basso on the Plaza||Italian||onsite||545 West Port Plaza Dr, St. Louis, MO 63146||https://www.basso-stl.com/westport/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name|| Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Bread Company||Cafe &amp;amp; Bakery||0.3 mi||15 Progress Pkwy, Maryland Heights, MO 63043 ||https://www.panerabread.com/en-us/cafe/locations/mo/maryland-heights/15-progress-parkway&lt;br /&gt;
|-&lt;br /&gt;
|O&#039;Fallon Brewery||Beer/American Food||0.3 mi ||45 Progress Pkwy, Maryland Heights, MO 63043 ||http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
|Giola&#039;s Deli||Sandwiches||0.8 mi||11855 Adie Rd, Maryland Heights, MO 63043||https://www.gioiasdeli.com/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|DD Mau||Vietnamese / Bao||1.3 mi||11982 Dorsett Rd, Maryland Heights, MO 63043||http://www.ddmaustl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Gobble STOP Smokehouse|| BBQ Poultry||2.8 mi||1227 Castillon Arcade Plaza, Creve Coeur, MO 63141||http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL||Ramen / Japanese||3.0 mi||11423 Olive Blvd, St. Louis, MO 63141||http://nudohousestl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Dave &amp;amp; Tony&#039;s||Premium Burgers||3.2 mi||12766 Olive Blvd, St. Louis, MO 63146||http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
|Taqueria Durango|| Mexican||3.5 mi|| 10238 Page Ave, Overland, MO||https://www.facebook.com/TaqueriaDurangoSaintLouis&lt;br /&gt;
|-&lt;br /&gt;
| Nick &amp;amp; Elena&#039;s Pizzeria||Pizza/Italian||5.4 mi||3007 Woodson Rd, Overland, MO 63114||https://www.facebook.com/NICKnELENAS/&lt;br /&gt;
|-&lt;br /&gt;
|Sugarfire Smokehouse||BBQ||6.0 mi||9200 Olive Blvd, St. Louis, MO 63132||https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
|Salt + Smoke|| BBQ||9.0 mi||501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
|BEAST||BBQ||17.1 mi||4156 Manchester Ave, St. Louis, MO 63110||https://beastbbqstl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Pappy&#039;s Smokehouse||BBQ||18.7 mi||3106 Olive St, St. Louis, MO 63103||https://www.pappyssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
|Bogart&#039;s||BBQ||20.8 mi||71627 S 9th St, St. Louis, MO 63104||https://www.bogartssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
|Broadway Oyster Bar||Cajun||23.7 mi||736 S Broadway, St. Louis, MO 63102||http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes||Famous local frozen custard||21.6 mi||6726 Chippewa, St. Louis, MO 63109|| http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
|Bombay Food Junkies||Vegan Options||5.2 mi||3580 Adie Rd, St Ann, MO 63074||https://www.bombayfoodjunkies.com/&lt;br /&gt;
|-&lt;br /&gt;
|Hi-Point Drive-In||Burgers||12 mi||1033 McCausland Ave, St. Louis, MO 63117||https://hipointedrivein.com/about/&lt;br /&gt;
|-&lt;br /&gt;
|Bar Louie||Bar &amp;amp; Grill||8.4 mi||1650 Beale Street Suite 180, St. Charles, MO 63303||https://www.barlouie.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Sauce on the Side||Calzones||9.2 mi||7810 Forsyth Blvd., Clayton, MO 63105||https://sauceontheside.com/&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Hill||Landmark restaurant / Americana||9.4 mi||6504 Delmar Blvd, University City, MO 63130||https://blueberryhill.com/&lt;br /&gt;
|-&lt;br /&gt;
|Fitz&#039;s||Local root beer &amp;amp; burgers||9.3 mi||6605 Delmar Blvd, St. Louis, MO 63130||https://fitzsrootbeer.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Target||5.9 mi||12275 St Charles Rock Rd, Bridgeton, MO 63044||[https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
|Costco||13.3 mi||200 Costco Way, St Peters, MO 63376||[https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
|Schnucks Dorsett (Grocery Store) ||1.5 mi||2030 Dorsett Rd, Maryland Heights, MO 63043||[https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
|Walgreens ||1.6 mi||12509 Dorsett Rd, Maryland Heights, MO 63043||[https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
|BP Gas Station||0.3 mi||11988 Westline Industrial Dr, St. Louis, MO 63146||&lt;br /&gt;
|-&lt;br /&gt;
|ALDI||2.6 mi||11745 Olive Blvd, Creve Coeur, MO 63141||[https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
|Trader Joe&#039;s||[https://goo.gl/maps/3aV8WLBakaB2 2.4 mi]||11505 Olive Blvd, Creve Coeur, MO 63141||[https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
|D&amp;amp;J Liquor||[https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi]||1914 McKelvey Rd, Maryland Heights, MO 63043||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|The Gateway Arch||Oh look, it&#039;s the Arch||200 Washington Ave, St. Louis, MO 63102|| https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
|Busch Stadium ||Cardinals Baseball Stadium||700 Clark Ave, St. Louis, MO 63102||https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
|Forest Park||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112||https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Zoo||Free zoo, located inside Forest Park||Government Dr, St. Louis, MO 63110 ||https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Aquarium at Union Station||Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel||201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Art Museum||Free art museum, located inside Forest Park||1 Fine Arts Dr, St. Louis, MO 63110||https://www.slam.org/ &lt;br /&gt;
|-&lt;br /&gt;
|Creve Coeur Lake Park||[https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape||13725 Marine Ave, St. Louis, MO 63146||[https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
|The Muny||Outdoor theater, located inside Forest Park||1 Theatre Dr, St. Louis, MO 63112||https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
|Missouri Botanical Gardens||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 ||http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
|Anheuser-Busch St. Louis Brewery||Main brewery, offers tours||1200 Lynch St, St. Louis, MO 63118||https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
|City Museum||Architectural Anomaly/Interactive Art/Climbing Museum||750 N 16th St, St. Louis, MO 63103|| https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
|Grants Farm||Free wildlife park with tram tours and free beer||10501 Gravois Rd, St. Louis, MO 63123||https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
|The Butterfly House||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
|Science Center||Kid-friendly interactive museum, includes IMAX and planetarium||5050 Oakland Ave, St. Louis, MO 63110||https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic||516 S Kirkwood Rd, St. Louis, MO 63122||https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
|Fox Theatre||Historic theater, offers tours||527 NORTH GRAND BLVD., St. Louis, MO 63103||https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Neighborhoods||Shopping/Nightlife/Exploring|| Various||https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
|Live Music Venues||St. Louis is known for its blues and jazz scene||Various ||https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
|Casinos||Gambling||Various||https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
|Cahokia Mounds||Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel||30 Ramey Street Collinsville, IL 62234|| https://cahokiamounds.org/&lt;br /&gt;
|-&lt;br /&gt;
|A Gathering Place||Massages within walking distance of convention center||12140 Lackland Rd, St. Louis, MO 63146 ||https://www.agatheringplace.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ticketing==&lt;br /&gt;
Ticketing is handled through the play.net [https://www.play.net/gs4/quests/ Box Office] page. &#039;&#039;&#039;Be sure to click on the Details button in the Box Office to view the specifics of your selection.&#039;&#039;&#039; To attend, a badge is required and all attendees must display their badge at all times while in the official event rooms. Badges can be purchased at the door, but will be more expensive. &lt;br /&gt;
&lt;br /&gt;
===Non-Attendee Options===&lt;br /&gt;
&#039;&#039;&#039;Non-Attendee Goodie Bag: $40 - 1000 Available&#039;&#039;&#039;  &lt;br /&gt;
* 4x RPA orb (account attuned)&lt;br /&gt;
* Chronomage Spheres, 1x per town&lt;br /&gt;
* Urchin Guide, 90 days&lt;br /&gt;
* Adv Guild Vouchers, 20 uses&lt;br /&gt;
* Quest Orb, 1 use&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Special Item: $40 - 1000 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This an ADDITIONAL special item!  &lt;br /&gt;
*A unique Spirit Beast available only at SimuCon 2025!&lt;br /&gt;
&lt;br /&gt;
===Attendee Ticket Options===&lt;br /&gt;
&#039;&#039;&#039;Badge (Option 10 in the Box Office): $40 Base Price - 1000 Available&#039;&#039;&#039;&lt;br /&gt;
All attendees must display their badge at all times while in the official event rooms. Includes:&lt;br /&gt;
&lt;br /&gt;
Attendee Goodie Bag  &lt;br /&gt;
* 4x RPA orb (account attuned)&lt;br /&gt;
* Chronomage Spheres, 1x per town&lt;br /&gt;
* Urchin Guide, 90 days&lt;br /&gt;
* Adv Guild Vouchers, 20 uses&lt;br /&gt;
* Quest Orb, 1 use&lt;br /&gt;
* Special Attendee-only Scripted Item! (account attuned)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Special Item: $40 Add-On - 1000 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This an ADDITIONAL special item!  &lt;br /&gt;
* A unique Spirit Beast available only at SimuCon 2024!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Portrait: $250 Add-On - 8 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rendering of your character, copy to be provided to you and included in your character&#039;s LOOK in game.&lt;br /&gt;
&lt;br /&gt;
Provide your character&#039;s full LOOK description.  Include as much detail as possible to convey to the artist a clear vision of your character. &lt;br /&gt;
* You may note one or two items that you want specifically depicted.  If you prefer a certain pose, specify it.&lt;br /&gt;
You will be provided with a composite sketch and allowed one round of revision before the final product is completed.&lt;br /&gt;
&lt;br /&gt;
Images will be delivered in the following formats -&lt;br /&gt;
* Low res:830x1080 (to fit within the Wiki upload file size limit, if you want to display your image there)&lt;br /&gt;
* High res:2400x3000 pixels. (print size of 8x10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Room: $250 Add-On - 3 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purchaser will work with a GM to create a unique room that will be deployed to all instances of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Siegery Set: $200 Add-On - 10 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package contains:&lt;br /&gt;
* 1 repair / carrying case&lt;br /&gt;
* 1 (choice of) castle or fortress&lt;br /&gt;
* 2 siege weapons&lt;br /&gt;
* 2 soldiers&lt;br /&gt;
* You can design the appearance of each piece, and we will write custom messaging to match!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D&amp;amp;D One-Shot Game: $5 Add-On - 15 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Participate in one of the Elanthia-themed One-Shot campaigns. You will receive a pouch of dice to play the game with!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunch with Simutronics: $150 Add-On - 3 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Participate in the small group lunch on Friday at noon with DR PM Lyneya, GS PM Wyrom (tentative, and Simutronics CEO Skippy, Chris in Billing, and Mike the New Tech Guy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simu Swag: $50 Add-On - 25 Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SimuCon branded bag containing:&lt;br /&gt;
* 2024 Ceramic Mug&lt;br /&gt;
* 2024 SimuCon T-shirt&lt;br /&gt;
* ... and other stuff!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/ypGH9P4AsB Official Simutronics Discord Server]&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_sever&amp;diff=240485</id>
		<title>Spell sever</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_sever&amp;diff=240485"/>
		<updated>2025-06-21T17:44:15Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&amp;lt;section begin=description/&amp;gt;&#039;&#039;&#039;Spell sever&#039;&#039;&#039; is a balancing mechanic for hunting areas to manage the amount of outside spells a character can wear in the affected areas. Spell sever will strip any beneficial spells that a character does not know over a maximum allowed limit per area. The order in which the spells are stripped is in random order.&lt;br /&gt;
&lt;br /&gt;
Spells in the [[Arcane]] circle (such as [[Spirit Guard (1712)]]) are not removed or counted by Spell sever.&lt;br /&gt;
&amp;lt;section end=description/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue &lt;br /&gt;
!Area Name||Allowed&amp;lt;br&amp;gt;Unknown Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[:Category:Atoll creatures | Atoll]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Crawling Shore creatures | Crawling Shore]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Forgotten Vineyard creatures | Forgotten Vineyard]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Hinterwilds creatures | Hinterwilds]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Moonsedge creatures | Moonsedge]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Stormpeak creatures | Stormpeak]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:The F&#039;Eyrie creatures | The F&#039;Eyrie]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:The Hive creatures | The Hive]] || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Divergence]]&lt;br /&gt;
* [[Spellburst]]&lt;br /&gt;
&lt;br /&gt;
[[category:Magic]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grim_gigas_skald&amp;diff=239175</id>
		<title>Grim gigas skald</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grim_gigas_skald&amp;diff=239175"/>
		<updated>2025-06-02T23:52:14Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &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 = 105&lt;br /&gt;
| family = Gigas &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Stunning Shout (1008)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 494 - 499&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 430 - 469&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 449 - 461&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Warding Sphere (310) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Lesser Shroud (120)&lt;br /&gt;
| DSP3 = Resist Elements (602)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grim gigas skald is not especially tall for one of her kind, but still stands just under two stories tall.  She has a raw-boned face and a grim gaze.  The robes she wears are of dusky golden boarskin and appear ceremonial, having been stitched with hundreds of beads made from semiprecious gems.  A grim gigas skald wears a tremendous drinking horn at her belt.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Options like [[Hamstring]] or [[Brawling|unarmed combat]] essentially get around [[DS]], which is useful since skalds have pretty high DS even when forced into offensive stance and their unconventional lyre weapon can&#039;t be removed by typical tactics like [[Disarm Weapon]] or [[Vibration Chant (1002)]]. &lt;br /&gt;
* [[Standard_maneuver_roll|SMR]]-based offense like [[Condemn (309)]], [[Earthen Fury (917)]], and [[Spike Thorn (616)]] works well against skalds.&lt;br /&gt;
;Clerics&lt;br /&gt;
* Since the strength of each damaging round of Condemn is based only on the initial roll, it can often be worthwhile to cast Condemn again before the first cast has finished if that first cast had a low enough endroll. This is especially true if the first cast isn&#039;t doing enough damage to keep them stunned, which is crucial since skalds&#039; SMR attack can be lethal and their TD is sufficiently high that [[Soul Ward (319)]] isn&#039;t always reliable defense.&lt;br /&gt;
;Rangers&lt;br /&gt;
* Spike Thorn is an excellent option, but if the ranger is relatively untrained to make use of it because he has few ranks of [[Ranger Base]] and/or [[Spiritual Lore, Summoning|Summoning]] lore, or simply if mana needs to be conserved, then [[Animal Companion (630)|animal companions]] can also do significant damage to or even kill skalds affected by [[Wild Entropy (603)]] or [[Moonbeam (611)]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Preceded by a mournful dirge, a grim gigas skald stalks in, his song accompanied by the clacking of the crude jeweled beads adorning the ceremonial garb that he wears.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A grim gigas skald raises a hand as if to grasp for support as she collapses, life going out of her form.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A grim gigas skald&#039;s corpse succumbs to rot, collapsing in upon itself until naught but dust remains.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A grim gigas skald artfully plays her hoarbeam lyre, sending a ripple of shimmering air toward you!&lt;br /&gt;
  AS: +447 vs DS: +450 with AvD: +41 + d100 roll: +78 = +116&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Chest hit causes you to spin around like a halfling after a fresh tart.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=239147</id>
		<title>Ashen patrician vampire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ashen_patrician_vampire&amp;diff=239147"/>
		<updated>2025-06-01T20:48:41Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&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 = AshenPatricianVampire.jpg &lt;br /&gt;
| level = 107 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Moonsedge&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&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 =  Rapier&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA =  566 to&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 =  Blind&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA =  455&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Disarm Weapon&lt;br /&gt;
| MN2 =  Feint&lt;br /&gt;
| AB1 =  [[Mstrike]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  x5&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 =  [[Cripple]]&lt;br /&gt;
| ABB =  [[edged weapon|Edged weapon]]&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 480 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 490&lt;br /&gt;
| UDF = 530&lt;br /&gt;
| BarTD = 503 - 507&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 503 to 527&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 544&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 492&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Mindward (1208)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 =  Blink (1215)&lt;br /&gt;
| SDA1 =  [[Health]] regeneration&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Sleek and sinuous, the patrician vampire cuts a lithe figure in fine court attire, her coat a tailor&#039;s masterwork adorned with glittering samite the color of moonglow.  For all her finery, there is something otherworldly about her features: they are too fine and unsullied by blemishes, and there is an ashen pallor to her skin that cannot wholly be concealed by powder and paint.  Thin white fangs peek from between her blanched lips, giving her the appearance of being on the edge of a knowing smirk.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The patrician vampire is medium in size and about six feet high in her current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Bats swarm down from on high, little black bodies flying in a tight formation as if guided by a single sinister intellect.  Alighting nearby, their shapes shimmer and blend, taking on the graceful form of an ashen patrician vampire.  He bares his shining white fangs in a malicious sneer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
An ashen patrician vampire strides in, moving like flowing water.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
=== Regenerate/Repair ===&lt;br /&gt;
An ashen patrician vampire&#039;s injuries begin to tug themselves closed, the cold flesh knitting back together to erase any traces of harm.&lt;br /&gt;
&lt;br /&gt;
=== Luck/2nd Chance ===&lt;br /&gt;
Ashen patrician vampires appear to have the ability to survive fatal critical damage and escape into adjacent rooms by turning into a silvery mist.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You gesture at an ashen patrician vampire.&lt;br /&gt;
Dozens of long thorns suddenly grow out from the ground underneath an ashen patrician vampire!&lt;br /&gt;
[SMR result: 292 (Open d100: 51, Bonus: 122)]&lt;br /&gt;
Several of the thorns jab into the vampire!&lt;br /&gt;
   ... hits for 11 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Deft strike to the back cracks vertebrae!&lt;br /&gt;
   ... hits for 33 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   &#039;&#039;&#039;Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Aghast at the affront of her injury, an ashen patrician vampire&#039;s eyes narrow into black slits.  Her body erupts into silvery mist that violently churns westward!&#039;&#039;&#039;&lt;br /&gt;
   The patrician vampire is stunned!&lt;br /&gt;
   ... hits for 35 points of damage!&lt;br /&gt;
An earthy, sweet aroma clings to an ashen patrician vampire in a murky haze, accompanied by soot brown specks of leaf mold.&lt;br /&gt;
The vitality of nature bestows you with a burst of strength!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They also have a version of [[Sympathy]] that is based on the [[Standard success resolution system]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
An ashen patrician vampire stares at you, her eyes whirling into pits of hypnotic shadow.  Her influence threads through your mind, silken and sinuous.&lt;br /&gt;
[SSR result: 102 (Open d100: 80)]&lt;br /&gt;
You see the vampire for what she is, a luminous being of unparalleled power and grace.  You live to serve her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
An ashen patrician vampire stares at Player, his eyes whirling into pits of hypnotic shadow.&lt;br /&gt;
[SSR result: 141 (Open d100: 93)]&lt;br /&gt;
Player&#039;s&#039;s eyes begin to glow, turning the hollows of his face into deep chasms of shadow.&lt;br /&gt;
&lt;br /&gt;
Player shifts his focus to you...&lt;br /&gt;
Player gestures while summoning the spirits of nature to his aid...&lt;br /&gt;
Player gestures at you.&lt;br /&gt;
&lt;br /&gt;
A faint buzzing sound begins then grows louder as a small dark cloud forms and begins to move about wildly!&lt;br /&gt;
The swarm masses furiously in front of you, obscuring your vision.&lt;br /&gt;
Roundtime changed to 8 seconds.&lt;br /&gt;
Roundtime: 14 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Blind]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
An ashen patrician vampire flicks a finger impatiently at you!&lt;br /&gt;
  CS: +455 - TD: +394 + CvA: +5 + d100: +46 - -5 == +117&lt;br /&gt;
Your eyes suddenly cloud over.  A moment later you realize you cannot see at all.&lt;br /&gt;
You are dazed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Disarm Weapon]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
An ashen patrician vampire swings her veil iron rapier at your ghezyte framea!&lt;br /&gt;
[SMR result: 92 (Open d100: 30)]&lt;br /&gt;
An ashen patrician vampire fails to knock the framea away!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hamstring]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
An ashen patrician vampire reverses his grip on his veil iron rapier and darts toward you at an angle!&lt;br /&gt;
[SMR result: 130 (Open d100: 79, Penalty: 20)]&lt;br /&gt;
As you turn to track him, you feel a bright, slicing pain in your left leg!&lt;br /&gt;
   ... 6 points of damage!&lt;br /&gt;
   Banged your left shin.&lt;br /&gt;
   That&#039;ll raise a good welt.&lt;br /&gt;
The strike causes you to favor your wounded left leg!&lt;br /&gt;
You are rooted in place!&lt;br /&gt;
&lt;br /&gt;
You strain and struggle against the bindings holding your legs in place but cannot quite break free!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=239146</id>
		<title>Smouldering skeletal dreadsteed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=239146"/>
		<updated>2025-06-01T20:48:03Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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 = 103 &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 = Equine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Bite (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA =  520&lt;br /&gt;
| PA2 =  Charge (attack)&lt;br /&gt;
| PAB =  530&lt;br /&gt;
| PA3 =  Stomp (attack)&lt;br /&gt;
| PAC =  520&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Flaming Aura (1706)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Feint&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 =  Headbutt&lt;br /&gt;
| AB1 =  Charge&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  [[Impact critical table|Impact crits]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 15N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 395&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 408 to 437&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 425 to 447&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 388&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a flame-scarred dreadsteed skull&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clad in fatigued barding, the skeletal dreadsteed is an ossified vestige of a powerful steed.  Bits of dried flesh cling to the bones, but its ribcage is an open ruin that holds a twisting, nebulous orb of phantasmal blue flame.  More cerulean fire sprouts from its skull, neck, and hinquarters as an unearthly mane and tail.  Its bony hooves are shod in old steel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The skeletal dreadsteed is large in size and about five feet high in its current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
;[[Bite (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed opens its skeletal maw and tries to bite you!&lt;br /&gt;
  AS: +520 vs DS: +582 with AvD: +34 + d100 roll: +67 = +39&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Charge (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed gallops into a deadly charge at you!&lt;br /&gt;
  AS: +530 vs DS: +595 with AvD: +31 + d100 roll: +45 = +11&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stomp (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed rears up onto its ossified hind legs and kicks at you with steel-shod hooves!&lt;br /&gt;
  AS: +520 vs DS: +615 with AvD: +44 + d100 roll: +65 = +14&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Feint]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;[SMR result: 159 (Open d100: 90, Bonus: 57)]&lt;br /&gt;
A smouldering skeletal dreadsteed feints to the right, you spot the ruse too late as you twist awkwardly to block the blow that never came!&lt;br /&gt;
Roundtime: 7 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Headbutt]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed charges towards you and attempts a headbutt!&lt;br /&gt;
[SMR result: 32 (Open d100: 12)]&lt;br /&gt;
You manage to dodge a smouldering skeletal dreadsteed&#039;s headbutt in the nick of time!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charge Maneuver &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed scrapes at the ground with a steel-shod hoof, sending off a coruscation of sparks as it glares at you with eyes like burning sulphur.  It charges forward at a breakneck pace, leaving fiery hoofprints behind!&lt;br /&gt;
[SMR result: 129 (Open d100: 126)]&lt;br /&gt;
The dreadsteed barrels into you at full speed!&lt;br /&gt;
Your body resists the impacting damage and lessens the severity of the attack!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nasty blow to your neck!&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
Momentum carries the dreadsteed northward, dragging you painfully behind it!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Flaming Aura (1706)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The flaming aura surrounding a smouldering skeletal dreadsteed lashes out at you!&lt;br /&gt;
[SMR result: 188 (Open d100: 165, Bonus: 22)]&lt;br /&gt;
Your body resists the burning damage and lessens the severity of the attack!&lt;br /&gt;
   ... 2 points of damage!&lt;br /&gt;
   Minor burns to neck.  Feels uncomfortable.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical skeletal dreadsteed.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has some black steel chain barding (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed canters in, azure sparks flying from its fiery mane.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed canters in, ridden by an infernal death knight.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The clack of hooves and the flicker of azure firelight accompany the arrival of a smouldering skeletal dreadsteed as it canters in.  It raises its head to let out a shrill, unearthly whinny as a mane of flames blazes from the back of its bleached skull.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the skeletal dreadsteed&#039;s body and rises into the heavens.&lt;br /&gt;
A smouldering skeletal dreadsteed&#039;s head tosses and it lets out a terrible death whinny that slices coldly through the air.  It sags, lifeless, the blue flames of its mane winking out one by one.&lt;br /&gt;
The licks of blue flame surrounding a smouldering skeletal dreadsteed flare up one last time before vanishing with a staticky crackle.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Cracks spread through a smouldering skeletal dreadsteed&#039;s bony form as fingers of rust race to consume its barding.  Within moments, naught remains but a commingling of dust, ruddy and pale.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flickering_mist-wreathed_banshee&amp;diff=239144</id>
		<title>Flickering mist-wreathed banshee</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flickering_mist-wreathed_banshee&amp;diff=239144"/>
		<updated>2025-06-01T20:46:51Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&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 = 102 &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 = Ghost &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 464 - 494&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 487 to 517&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Mists pirouette about the tattered hem of the mist-wreathed banshee&#039;s gown so that it is unclear where the garment ends and they begin.  Though there are the remnants of loveliness to her visage, the banshee&#039;s cheeks are sunken and her eyes are empty chasms of shadow.  Dark hair, wild and unkempt, swirls around her face as if constantly blown by a howling breeze.  The banshee&#039;s form is barely substantial and light filters grimly through her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The mist-wreathed banshee is medium in size and about five feet high in her current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Fog glides into the area on silent tendrils, faintly luminous as if suffused with moonglow.  The mist writhes unnaturally, coalescing into the humanoid form of a woman clad in the shredded tatters of a gown.  The banshee&#039;s eyes are empty pits, but they sweep the surroundings mournfully, leaking stygian tears.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
Banshees cast [[Curse]], usually of the itch variety. You will be stunned every few seconds and drop your weapons. Either remove curse through an item or stow your weaponry until it dissipates.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flickering_mist-wreathed_banshee&amp;diff=239143</id>
		<title>Flickering mist-wreathed banshee</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flickering_mist-wreathed_banshee&amp;diff=239143"/>
		<updated>2025-06-01T20:46:24Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&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 = 102 &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 = Ghost &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 494&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 487 to 517&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Mists pirouette about the tattered hem of the mist-wreathed banshee&#039;s gown so that it is unclear where the garment ends and they begin.  Though there are the remnants of loveliness to her visage, the banshee&#039;s cheeks are sunken and her eyes are empty chasms of shadow.  Dark hair, wild and unkempt, swirls around her face as if constantly blown by a howling breeze.  The banshee&#039;s form is barely substantial and light filters grimly through her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The mist-wreathed banshee is medium in size and about five feet high in her current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Fog glides into the area on silent tendrils, faintly luminous as if suffused with moonglow.  The mist writhes unnaturally, coalescing into the humanoid form of a woman clad in the shredded tatters of a gown.  The banshee&#039;s eyes are empty pits, but they sweep the surroundings mournfully, leaking stygian tears.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
Banshees cast [[Curse]], usually of the itch variety. You will be stunned every few seconds and drop your weapons. Either remove curse through an item or stow your weaponry until it dissipates.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Infernal_death_knight&amp;diff=239142</id>
		<title>Infernal death knight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Infernal_death_knight&amp;diff=239142"/>
		<updated>2025-06-01T20:45:49Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&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 = Infernaldeathknight.png&lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 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 = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 426&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 425&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Judging from her height, the death knight is a mummified remnant of a powerful warrior, though the flesh has mostly come free from her animated bones.  Now, her heavy armor is all that holds her skeletal form together.  Her neck ends in a jagged ruin, but over the shattered fragments of her spine hovers a bleached skull that is wreathed in azure flames.  Fires burn malevolently in the skull&#039;s empty sockets.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The death knight is medium in size and about seven feet high in her current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Headless, an infernal death knight marches in with martial precision.  An instant later, a yellowed skull soars through the air to hover above her bony neck.  Cerulean flames wreathe the skull and roar from its eye sockets, and the knight gives a satisfied nod.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Her body pressed low to her mount, an infernal death knight charges into the area atop a smouldering skeletal dreadsteed.  Her flame-wreathed skull throws off sapphire cinders as she rides, drawing to a halt nearby with a savage tug of the reins.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Death knights ride [[smouldering skeletal dreadsteed]] into combat.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A skull soars in, wreathed in cerulean flames.  Moments later, the death knight&#039;s body marches in after it, and the skull hovers into place over the neckpiece of the knight&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
Judging from her height, the death knight is a mummified remnant of a powerful warrior, though the flesh has mostly come free from her animated bones.  Now, her heavy armor is all that holds her skeletal form together.  Her neck ends in a jagged ruin and her head is completely missing.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
They cast [[Spirit Strike]].&lt;br /&gt;
&lt;br /&gt;
They [[Mstrike]] in a series of four attacks with greatswords.&lt;br /&gt;
&lt;br /&gt;
[[Ability]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An infernal death knight centers himself, the burning embers of his eyes dimming momentarily as he shakes free from his dazed state.&lt;br /&gt;
An infernal death knight reaches up with a skeletal hand and lifts his skull from where it hovers over the bony ruin of his neck.  The spectral flames wreathing it flare white hot as he hurls the skull away.  Without warning, it conflagrates violently, the hungry fire roaring outward in a great arc!&lt;br /&gt;
[SMR result: 76 (Open d100: 90, Penalty: 14)]&lt;br /&gt;
You manage to dodge the raging inferno, and it passes harmlessly by!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Immolation]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An infernal death knight reaches up with a skeletal hand and lifts his skull from where it hovers over the bony ruin of his neck.  The spectral flames wreathing it flare white hot as he hurls the skull away.  Without warning, it conflagrates violently, the hungry fire roaring outward in a great arc!&lt;br /&gt;
[SMR result: 102 (Open d100: 54)]&lt;br /&gt;
Cerulean flames reach for you, their lapping tongues cruelly burning and searing your flesh!&lt;br /&gt;
   ... 4 points of damage!&lt;br /&gt;
   Minor burns to right arm.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Unknown]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An infernal death knight centers herself, the burning embers of her eyes dimming momentarily as she shakes free from her dazed state.&lt;br /&gt;
An infernal death knight twists a skeletal hand, uttering a blasphemous chant.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
An infernal death knight centers herself, the burning embers of her eyes dimming momentarily as she shakes free from her dazed state.&lt;br /&gt;
An infernal death knight raises her raspy voice in hoarse battle chant, inspiring her allies!&lt;br /&gt;
An infernal death knight is inspired by the chant!&lt;br /&gt;
A cadaverous tatterdemalion ghast is inspired by the chant!&lt;br /&gt;
A horned basalt grotesque is inspired by the chant!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=239141</id>
		<title>Horned basalt grotesque</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=239141"/>
		<updated>2025-06-01T20:44:49Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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 = 105 &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 = Golem&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 750&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 = Closed fist&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 525 to 565&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 526&lt;br /&gt;
| PA3 = Bite&lt;br /&gt;
| PAC = 530&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 387-417&lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 452&lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Call Wind (912)&lt;br /&gt;
| OS3 = Earthen Fury (917)&lt;br /&gt;
| MN1 = Haymaker&lt;br /&gt;
| MN2 = Bearhug&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N &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 = 518 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 409 to 429&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 490 - 520&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 483 to 504&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 487 to 522&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 471&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and hulking, the basalt grotesque is an imposing figure cut from black basalt.  Roughly humanoid in shape though not in particulars, the grotesque has a bestial visage.  The carved musculature of its back joins with two great wings that span wider than it is tall.  From its head sprouts a quintet of rounded horns.  Its eyes, a burning green, match the hue of a viridian soulstone embedded into the rock of its broad chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The basalt grotesque is large in size, about eight feet high in its current state, appears to be of exceptionally hardy constitution, is in a guarded stance, and is in relatively good shape.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A horned basalt grotesque pounds in, its stony footsteps shaking the ground.  With a malevolent glare, it spreads great stone wings and gives a single thunderous flap!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A cadaverous tatterdemalion ghast bounds in, landing with surprising grace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 3===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A shape against the sky resolves into a huge winged figure of stone.  Soaring low, the basalt grotesque descends toward the ground in a predatory spiral and lands nearby.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 4===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A horned basalt grotesque soars in and lands, distributing its weight between two heavy stone legs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
===For Wizards===&lt;br /&gt;
The grotesque is surrounded by a barrier. Player research found, on average, that it takes 50 mana worth of [[bolt]]ing/[[AS]] spells to break the barrier. It is suggested to cast [[Elemental Disjunction (530)]] at it twice, followed by [[Hurl Boulder (510)]], as the most efficient way to &amp;quot;skin this beast&amp;quot;. This was followed by spamming [[Minor Steam (1707)]]. Sometimes the beast has more than 50 mana in its barrier but never more than 60. This means after 50 mana, the boulder hits or the next cast minor steam will hit. It is wise to break this barrier ASAP, as the grotesque can quickly cause damage and/or death. Occasionally, the grotesque can replenish its barrier. This can be anywhere from a few mana to 50. &lt;br /&gt;
&lt;br /&gt;
The message for hitting its barrier is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;quot;You gesture at a horned basalt grotesque.&lt;br /&gt;
Your spell is deflected by the grotesque&#039;s barrier in a flash of orange light!&lt;br /&gt;
Cast Roundtime 1 Second.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You position yourself to attack a horned basalt grotesque.&lt;br /&gt;
The evanescent shield shrouding a horned basalt grotesque flares to life and absorbs the oncoming blow.&lt;br /&gt;
You position yourself to attack a horned basalt grotesque.&lt;br /&gt;
The evanescent shield shrouding a horned basalt grotesque flares to life and absorbs the oncoming blow.  Before fading, it flickers with a pale incandescence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
===Combat===&lt;br /&gt;
;[[Closed fist]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clenching a carved claw into an unyielding fist, a horned basalt grotesque takes a swing at you!&lt;br /&gt;
AS: +540 vs DS: +914 with AvD: +19 + d100 roll: +94 = -261&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stomp]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Raising a heavy stone foot, a horned basalt grotesque attempts to crush you with a vicious stomp!&lt;br /&gt;
  AS: +526 vs DS: +790 with AvD: +44 + d100 roll: +74 = -146&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stone Fist (514)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
The ground beneath a horned basalt grotesque rumbles, then erupts in a shower of rubble that coalesces in to an enormous hand in mid-air.&lt;br /&gt;
CS: +452 - TD: +500 + CvA: -2 + d100: +4 - +40 == -86&lt;br /&gt;
Warded off!&lt;br /&gt;
The enormous hand attempts to grab you, but you manage to avoid it at the last moment. Soon the enormous hand goes still and collapses to a pile of rubble that quickly disintegrates to invisible dust.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Wind (912)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque spreads its wings, its cragged features grinding into an intense glare. It brings its wings together with thunderous force, producing a powerful gust of swirling wind!&lt;br /&gt;
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.&lt;br /&gt;
The wind knocks you off your balance and you fall over.&lt;br /&gt;
Your arms are forced down to your sides!&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
Roundtime changed to 4 seconds&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental Wave (435)]] - The elemental damage type is random.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wave of formless black ripples moves outward from a horned basalt grotesque.&lt;br /&gt;
You are buffeted by the formless black waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Decompression causes muscles in arm to crack!&lt;br /&gt;
You are stunned for 1 round!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury (917)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 74 (Open d100: 71, Bonus: 1)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
&lt;br /&gt;
A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet begins to boil violently!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 66 (Open d100: 73)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Hurl Boulder (510)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
A horned basalt grotesque hurls a large boulder at you!&lt;br /&gt;
AS: +387 vs DS: +737 with AvD: +39 + d100 roll: +35 = -276&lt;br /&gt;
A clean miss&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Haymaker]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque clenches its right fist and brings its arm back for a roundhouse punch aimed at you!&lt;br /&gt;
[SMR result: 55 (Open d100: 74, Penalty: 19)]&lt;br /&gt;
You manage to dodge a horned basalt grotesque&#039;s blow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bearhug]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque charges towards you and attempts to grasp you in a ferocious bearhug!&lt;br /&gt;
[SMR result: 109 (Open d100: 76)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
 manages to catch you in a firm bearhug!&lt;br /&gt;
A horned basalt grotesque crushes you mercilessly!&lt;br /&gt;
   ... 33 points of damage!&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=239140</id>
		<title>Horned basalt grotesque</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=239140"/>
		<updated>2025-06-01T20:44:26Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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 = 105 &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 = Golem&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 750&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 = Closed fist&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 525 to 565&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 526&lt;br /&gt;
| PA3 = Bite&lt;br /&gt;
| PAC = 530&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 387-417&lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 452&lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Call Wind (912)&lt;br /&gt;
| OS3 = Earthen Fury (917)&lt;br /&gt;
| MN1 = Haymaker&lt;br /&gt;
| MN2 = Bearhug&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N &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 = 518 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 409 to 429&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 490&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 483 to 504&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 487 to 522&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 471&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and hulking, the basalt grotesque is an imposing figure cut from black basalt.  Roughly humanoid in shape though not in particulars, the grotesque has a bestial visage.  The carved musculature of its back joins with two great wings that span wider than it is tall.  From its head sprouts a quintet of rounded horns.  Its eyes, a burning green, match the hue of a viridian soulstone embedded into the rock of its broad chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The basalt grotesque is large in size, about eight feet high in its current state, appears to be of exceptionally hardy constitution, is in a guarded stance, and is in relatively good shape.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A horned basalt grotesque pounds in, its stony footsteps shaking the ground.  With a malevolent glare, it spreads great stone wings and gives a single thunderous flap!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A cadaverous tatterdemalion ghast bounds in, landing with surprising grace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 3===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A shape against the sky resolves into a huge winged figure of stone.  Soaring low, the basalt grotesque descends toward the ground in a predatory spiral and lands nearby.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 4===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A horned basalt grotesque soars in and lands, distributing its weight between two heavy stone legs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
===For Wizards===&lt;br /&gt;
The grotesque is surrounded by a barrier. Player research found, on average, that it takes 50 mana worth of [[bolt]]ing/[[AS]] spells to break the barrier. It is suggested to cast [[Elemental Disjunction (530)]] at it twice, followed by [[Hurl Boulder (510)]], as the most efficient way to &amp;quot;skin this beast&amp;quot;. This was followed by spamming [[Minor Steam (1707)]]. Sometimes the beast has more than 50 mana in its barrier but never more than 60. This means after 50 mana, the boulder hits or the next cast minor steam will hit. It is wise to break this barrier ASAP, as the grotesque can quickly cause damage and/or death. Occasionally, the grotesque can replenish its barrier. This can be anywhere from a few mana to 50. &lt;br /&gt;
&lt;br /&gt;
The message for hitting its barrier is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;quot;You gesture at a horned basalt grotesque.&lt;br /&gt;
Your spell is deflected by the grotesque&#039;s barrier in a flash of orange light!&lt;br /&gt;
Cast Roundtime 1 Second.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You position yourself to attack a horned basalt grotesque.&lt;br /&gt;
The evanescent shield shrouding a horned basalt grotesque flares to life and absorbs the oncoming blow.&lt;br /&gt;
You position yourself to attack a horned basalt grotesque.&lt;br /&gt;
The evanescent shield shrouding a horned basalt grotesque flares to life and absorbs the oncoming blow.  Before fading, it flickers with a pale incandescence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
===Combat===&lt;br /&gt;
;[[Closed fist]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clenching a carved claw into an unyielding fist, a horned basalt grotesque takes a swing at you!&lt;br /&gt;
AS: +540 vs DS: +914 with AvD: +19 + d100 roll: +94 = -261&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stomp]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Raising a heavy stone foot, a horned basalt grotesque attempts to crush you with a vicious stomp!&lt;br /&gt;
  AS: +526 vs DS: +790 with AvD: +44 + d100 roll: +74 = -146&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stone Fist (514)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
The ground beneath a horned basalt grotesque rumbles, then erupts in a shower of rubble that coalesces in to an enormous hand in mid-air.&lt;br /&gt;
CS: +452 - TD: +500 + CvA: -2 + d100: +4 - +40 == -86&lt;br /&gt;
Warded off!&lt;br /&gt;
The enormous hand attempts to grab you, but you manage to avoid it at the last moment. Soon the enormous hand goes still and collapses to a pile of rubble that quickly disintegrates to invisible dust.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Wind (912)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque spreads its wings, its cragged features grinding into an intense glare. It brings its wings together with thunderous force, producing a powerful gust of swirling wind!&lt;br /&gt;
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.&lt;br /&gt;
The wind knocks you off your balance and you fall over.&lt;br /&gt;
Your arms are forced down to your sides!&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
Roundtime changed to 4 seconds&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental Wave (435)]] - The elemental damage type is random.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wave of formless black ripples moves outward from a horned basalt grotesque.&lt;br /&gt;
You are buffeted by the formless black waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Decompression causes muscles in arm to crack!&lt;br /&gt;
You are stunned for 1 round!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury (917)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 74 (Open d100: 71, Bonus: 1)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
&lt;br /&gt;
A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet begins to boil violently!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 66 (Open d100: 73)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Hurl Boulder (510)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
A horned basalt grotesque hurls a large boulder at you!&lt;br /&gt;
AS: +387 vs DS: +737 with AvD: +39 + d100 roll: +35 = -276&lt;br /&gt;
A clean miss&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Haymaker]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque clenches its right fist and brings its arm back for a roundhouse punch aimed at you!&lt;br /&gt;
[SMR result: 55 (Open d100: 74, Penalty: 19)]&lt;br /&gt;
You manage to dodge a horned basalt grotesque&#039;s blow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bearhug]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque charges towards you and attempts to grasp you in a ferocious bearhug!&lt;br /&gt;
[SMR result: 109 (Open d100: 76)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
 manages to catch you in a firm bearhug!&lt;br /&gt;
A horned basalt grotesque crushes you mercilessly!&lt;br /&gt;
   ... 33 points of damage!&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaudy_phantasmic_conjurer&amp;diff=239139</id>
		<title>Gaudy phantasmic conjurer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaudy_phantasmic_conjurer&amp;diff=239139"/>
		<updated>2025-06-01T20:44:00Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&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 = 106 &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 = Ghost &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 325&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 544 - 574&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 558&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Prismatic Guard (905) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Melgorehn&#039;s Aura (913)&lt;br /&gt;
| DSP3 = Wizard&#039;s Shield (919)&lt;br /&gt;
| DSP4 = Mage Armor (520)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A pale, silver-blue aura wavers around the phantasmic conjurer&#039;s form, muting the hues of his brightly colored robes.  Though insubstantial, the garments&#039; hues are a loud clash of vibrant reds and strident greys.  On his head, he wears a jaunty cap adorned with a flagrant white plume.  The conjurer&#039;s ghostly form is uninjured save for a jagged line across his neck.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The phantasmic conjurer is medium in size and about five feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A gaudy phantasmic conjurer stalks in impatiently, her gaudy robes drifting several inches above the floor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Wisps of fog gather into a humanoid shape, taking on a slightly stooped posture and raucous color.  Fine garb, resplendent though devoid of substance, takes shape over a gaudy phantasmic conjurer as she gives a wary look around.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical phantasmic conjurer.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a glowing ethereal staff capped with a flickering crystal sphere.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the phantasmic conjurer&#039;s body and rises into the heavens.&lt;br /&gt;
A gaudy phantasmic conjurer staggers dramatically, a phantasmal hand trailing wisps of fog as it rises to her chest.  With a last, surprised blink, she collapses and rapidly begins losing cohesion.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Weapon maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A gaudy phantasmic conjurer gives a flourish of one translucent hand, sending a filament of shimmering violet energy streaking toward your rune-scribed maul!&lt;br /&gt;
[SMR result: 126 (Open d100: 75, Bonus: 1)]&lt;br /&gt;
Your WEAPON tears free from your hands and floats threateningly in the air around you, darting about as if possessed!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 104&lt;br /&gt;
|levelm1 = 105&lt;br /&gt;
|level = 106&lt;br /&gt;
|levelp1 = 107&lt;br /&gt;
|levelp2 = 108&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaudy_phantasmic_conjurer&amp;diff=239138</id>
		<title>Gaudy phantasmic conjurer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaudy_phantasmic_conjurer&amp;diff=239138"/>
		<updated>2025-06-01T20:43:19Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&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 = 106 &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 = Ghost &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 325&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 574&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 558&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Prismatic Guard (905) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Melgorehn&#039;s Aura (913)&lt;br /&gt;
| DSP3 = Wizard&#039;s Shield (919)&lt;br /&gt;
| DSP4 = Mage Armor (520)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A pale, silver-blue aura wavers around the phantasmic conjurer&#039;s form, muting the hues of his brightly colored robes.  Though insubstantial, the garments&#039; hues are a loud clash of vibrant reds and strident greys.  On his head, he wears a jaunty cap adorned with a flagrant white plume.  The conjurer&#039;s ghostly form is uninjured save for a jagged line across his neck.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The phantasmic conjurer is medium in size and about five feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A gaudy phantasmic conjurer stalks in impatiently, her gaudy robes drifting several inches above the floor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Wisps of fog gather into a humanoid shape, taking on a slightly stooped posture and raucous color.  Fine garb, resplendent though devoid of substance, takes shape over a gaudy phantasmic conjurer as she gives a wary look around.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical phantasmic conjurer.&lt;br /&gt;
She appears to be in good shape.&lt;br /&gt;
She has a glowing ethereal staff capped with a flickering crystal sphere.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the phantasmic conjurer&#039;s body and rises into the heavens.&lt;br /&gt;
A gaudy phantasmic conjurer staggers dramatically, a phantasmal hand trailing wisps of fog as it rises to her chest.  With a last, surprised blink, she collapses and rapidly begins losing cohesion.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Weapon maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A gaudy phantasmic conjurer gives a flourish of one translucent hand, sending a filament of shimmering violet energy streaking toward your rune-scribed maul!&lt;br /&gt;
[SMR result: 126 (Open d100: 75, Bonus: 1)]&lt;br /&gt;
Your WEAPON tears free from your hands and floats threateningly in the air around you, darting about as if possessed!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 104&lt;br /&gt;
|levelm1 = 105&lt;br /&gt;
|level = 106&lt;br /&gt;
|levelp1 = 107&lt;br /&gt;
|levelp2 = 108&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iron_Skin_(1202)&amp;diff=237995</id>
		<title>Iron Skin (1202)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iron_Skin_(1202)&amp;diff=237995"/>
		<updated>2025-05-03T20:36:50Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Mental Lore, Transformation Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = IRONSKIN&lt;br /&gt;
 | base_dur = 2 hours&lt;br /&gt;
 | add_dur = 60 sec/rank of&amp;lt;br&amp;gt;[[Minor Mental]]&lt;br /&gt;
 | span = [[Stackable|Cumulative]]&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = [[Armor]]&lt;br /&gt;
 | ds = None&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = Armor&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Skin&#039;&#039;&#039; transforms the caster&#039;s skin into a thick hide that acted like [[armor]].  &amp;lt;section begin=description /&amp;gt;&amp;lt;includeonly&amp;gt;Iron Skin&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;It&amp;lt;/noinclude&amp;gt; provides a bonus to [[AsG]] when wearing robes ([[AsG|AsG 2]]).&amp;lt;section end=description /&amp;gt;  The caster gained the defensive benefits of wearing heavier armor without suffering the [[Armor#Action Penalties and Spell Hindrance|penalties]].  Wearing any armor heavier than robes (AsG 2) will completely nullify this effect!&lt;br /&gt;
&lt;br /&gt;
* The base effect is to create a [[full leather]] equivalent (Armor Subgroup ([[AsG]]) 6), and can be increased to more powerful armor with training.&lt;br /&gt;
* The AsG increases by one according to seed 1 of one fifth the caster&#039;s ranks in [[Mental Lore, Transformation]].&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s also receive an innate bonus to the AsG of seed 1 of one fifth the caster&#039;s [[level]].&lt;br /&gt;
For example, a level 15 Monk (15/5 = 3, seed 1 gives a bonus of 2) with 5 ranks of Mental Lore, Transformation (5/5 = 1, seed 1 gives a bonus of 1) can cast Iron Skin to create the equivalent of leather breastplate (AsG 9 = 6 +2 + 1).&lt;br /&gt;
&lt;br /&gt;
This spell is [[selfcast]] only.&lt;br /&gt;
&lt;br /&gt;
==AsG Bonus Tables==&lt;br /&gt;
The following tables contain the [[Level]] and [[Mental Lore, Transformation]] thresholds for [[Armor|armor sub-group]] bonuses.&lt;br /&gt;
&lt;br /&gt;
*To calculate the actual AsG add: Base 6 + Level Bonus + Lore Bonus&lt;br /&gt;
&lt;br /&gt;
===Level Bonus ([[Monks]] Only)===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!AsG Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the next level bonus would occur at level 105 which is currently not possible for player characters.&lt;br /&gt;
&lt;br /&gt;
===[[Mental Lore, Transformation]] Bonus===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Lore Ranks&lt;br /&gt;
!AsG Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;105&#039;&#039;&#039;&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;140&#039;&#039;&#039;&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;180&#039;&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;225&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;275&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Monks can only train 101 lore ranks, and can have 201 max ranks ([[Enhancive]] + [[Ascension]]).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor Table==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!AsG&lt;br /&gt;
!Description&lt;br /&gt;
!Armor Group&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Robes&lt;br /&gt;
|Cloth&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|Light leather&lt;br /&gt;
|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|bgcolor = lightgrey|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|bgcolor = lightgrey|Full leather (BASE)&lt;br /&gt;
|bgcolor = lightgrey|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|Reinforced Leather&lt;br /&gt;
|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|Double Leather&lt;br /&gt;
|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|Leather breastplate&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|Cuirbouilli leather&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|Studded leather&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|Brigandine armor&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
|Chain mail&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
|Double chain&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|Augmented chain&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|Hauberk&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;17&#039;&#039;&#039;&lt;br /&gt;
|Metal breastplate&lt;br /&gt;
|Plate&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
|Augmented plate&lt;br /&gt;
|Plate&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;19&#039;&#039;&#039;&lt;br /&gt;
|Half plate&lt;br /&gt;
|Plate&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|Full plate&lt;br /&gt;
|Plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Leather Armor Group (Asg 6/7/8):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;leathery quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scale Armor Group (AsG 9/10/11/12):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;scaly quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chain Armor Group (AsG 13/14/15/16):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;rippled quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plate Armor Group (AsG 17+):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;metallic quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing Off:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel the tension in your skin ease and notice that your complexion returns to normal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Minor_Mental_(saved_posts)#Iron_Skin_.281202.29|Iron Skin (1202) (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1202 Minor Mental Spell Circle: Iron Skin], on Play.net&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iron_Skin_(1202)&amp;diff=237994</id>
		<title>Iron Skin (1202)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iron_Skin_(1202)&amp;diff=237994"/>
		<updated>2025-05-03T20:30:43Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Mental Lore, Transformation Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = IRONSKIN&lt;br /&gt;
 | base_dur = 2 hours&lt;br /&gt;
 | add_dur = 60 sec/rank of&amp;lt;br&amp;gt;[[Minor Mental]]&lt;br /&gt;
 | span = [[Stackable|Cumulative]]&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = [[Armor]]&lt;br /&gt;
 | ds = None&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = Armor&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Skin&#039;&#039;&#039; transforms the caster&#039;s skin into a thick hide that acted like [[armor]].  &amp;lt;section begin=description /&amp;gt;&amp;lt;includeonly&amp;gt;Iron Skin&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;It&amp;lt;/noinclude&amp;gt; provides a bonus to [[AsG]] when wearing robes ([[AsG|AsG 2]]).&amp;lt;section end=description /&amp;gt;  The caster gained the defensive benefits of wearing heavier armor without suffering the [[Armor#Action Penalties and Spell Hindrance|penalties]].  Wearing any armor heavier than robes (AsG 2) will completely nullify this effect!&lt;br /&gt;
&lt;br /&gt;
* The base effect is to create a [[full leather]] equivalent (Armor Subgroup ([[AsG]]) 6), and can be increased to more powerful armor with training.&lt;br /&gt;
* The AsG increases by one according to seed 1 of one fifth the caster&#039;s ranks in [[Mental Lore, Transformation]].&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s also receive an innate bonus to the AsG of seed 1 of one fifth the caster&#039;s [[level]].&lt;br /&gt;
For example, a level 15 Monk (15/5 = 3, seed 1 gives a bonus of 2) with 5 ranks of Mental Lore, Transformation (5/5 = 1, seed 1 gives a bonus of 1) can cast Iron Skin to create the equivalent of leather breastplate (AsG 9 = 6 +2 + 1).&lt;br /&gt;
&lt;br /&gt;
This spell is [[selfcast]] only.&lt;br /&gt;
&lt;br /&gt;
==AsG Bonus Tables==&lt;br /&gt;
The following tables contain the [[Level]] and [[Mental Lore, Transformation]] thresholds for [[Armor|armor sub-group]] bonuses.&lt;br /&gt;
&lt;br /&gt;
*To calculate the actual AsG add: Base 6 + Level Bonus + Lore Bonus&lt;br /&gt;
&lt;br /&gt;
===Level Bonus ([[Monks]] Only)===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!AsG Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the next level bonus would occur at level 105 which is currently not possible for player characters.&lt;br /&gt;
&lt;br /&gt;
===[[Mental Lore, Transformation]] Bonus===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Lore Ranks&lt;br /&gt;
!AsG Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;105&#039;&#039;&#039;&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;140&#039;&#039;&#039;&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;180&#039;&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;225&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Monks can only train 101 lore ranks, and can have 201 max ranks ([[Enhancive]] + [[Ascension]]).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor Table==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!AsG&lt;br /&gt;
!Description&lt;br /&gt;
!Armor Group&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Robes&lt;br /&gt;
|Cloth&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|Light leather&lt;br /&gt;
|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|bgcolor = lightgrey|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|bgcolor = lightgrey|Full leather (BASE)&lt;br /&gt;
|bgcolor = lightgrey|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|Reinforced Leather&lt;br /&gt;
|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|Double Leather&lt;br /&gt;
|Leather&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|Leather breastplate&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|Cuirbouilli leather&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|Studded leather&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|Brigandine armor&lt;br /&gt;
|Scale&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
|Chain mail&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
|Double chain&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|Augmented chain&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|Hauberk&lt;br /&gt;
|Chain&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;17&#039;&#039;&#039;&lt;br /&gt;
|Metal breastplate&lt;br /&gt;
|Plate&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
|Augmented plate&lt;br /&gt;
|Plate&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;19&#039;&#039;&#039;&lt;br /&gt;
|Half plate&lt;br /&gt;
|Plate&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|Full plate&lt;br /&gt;
|Plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Leather Armor Group (Asg 6/7/8):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;leathery quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scale Armor Group (AsG 9/10/11/12):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;scaly quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chain Armor Group (AsG 13/14/15/16):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;rippled quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plate Armor Group (AsG 17+):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a &#039;&#039;&#039;&amp;lt;font color = red&amp;gt;metallic quality&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing Off:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You feel the tension in your skin ease and notice that your complexion returns to normal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Minor_Mental_(saved_posts)#Iron_Skin_.281202.29|Iron Skin (1202) (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1202 Minor Mental Spell Circle: Iron Skin], on Play.net&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Platinum_migration&amp;diff=237085</id>
		<title>Platinum migration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Platinum_migration&amp;diff=237085"/>
		<updated>2025-04-18T12:25:50Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Summary */ Silvers DO NOT auto-transfer as I learned from experience.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
On November 6th, 2024, GM Wyrom announced that official GameMaster support in the Platinum instance would end in Q1 of 2025.  In order to provide Platinum players an opportunity to retain access to GM support, it was also announced that characters would be given an opportunity to migrate to the Prime instance.&lt;br /&gt;
&lt;br /&gt;
Several details regarding the migration which were announced have needed to be adjusted to prevent those who actively began to game the system to obtain an unfair advantage.  Below are the new details and an explanation of the process.  Additional information regarding the transfer of Private Properties or additional perks for Platinum subscribers will be coming at a later date.&lt;br /&gt;
&lt;br /&gt;
== What are the character requirements for migration? ==&lt;br /&gt;
&lt;br /&gt;
To be eligible to migrate, a Platinum character must:&lt;br /&gt;
* be level 20 or higher&lt;br /&gt;
* be created prior to the announcement (11/06/2024 9:00 PM EST)&lt;br /&gt;
* be migrated into a Prime character of matching race and profession&lt;br /&gt;
&lt;br /&gt;
== What are the restrictions on items being migrated? ==&lt;br /&gt;
&lt;br /&gt;
Characters will be limited to bringing a total of 450 items each.  In addition to being account bound, most items (gear, magic, enhancive or scripted) will also have a new restriction placed on them which requires that a character must have been migrated from Platinum in order to be used. &lt;br /&gt;
&lt;br /&gt;
== What character data is being transferred? ==&lt;br /&gt;
&lt;br /&gt;
An effort has been made to copy over as much data as possible.  Players will have a limited set of character data options to choose from.&lt;br /&gt;
&lt;br /&gt;
The following data sets may be toggled to select whether to keep the PRIME or the PLATINUM data associated with that set:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character Base:&#039;&#039;&#039; This setting determines the &amp;quot;essence&amp;quot; of the character and includes many individual data points, including stats, training, skills, spells as well as RP-specific choices such as age, gender, culture, and demeanor.  This is the character which will receive 100% of the experience upon migration, subject to no penalty.  The experience and ascension experience from the instance not chosen will receive a 1% reduction in experience per level over 20.&lt;br /&gt;
* &#039;&#039;&#039;Profession Guild:&#039;&#039;&#039; Guild membership, skills and associated data&lt;br /&gt;
* &#039;&#039;&#039;Society:&#039;&#039;&#039; Society membership, rank and associated data&lt;br /&gt;
* &#039;&#039;&#039;Citizenship:&#039;&#039;&#039; Citizenship status&lt;br /&gt;
* &#039;&#039;&#039;OSA:&#039;&#039;&#039; OSA and SHIP information&lt;br /&gt;
* &#039;&#039;&#039;Lumnis Schedule:&#039;&#039;&#039; Lumnis status and preferences&lt;br /&gt;
* &#039;&#039;&#039;Adventurer&#039;s Guild:&#039;&#039;&#039; Bounty data, including task history and points&lt;br /&gt;
* &#039;&#039;&#039;Customizations:&#039;&#039;&#039; Custom titles, swears, signature verbs and spell preps&lt;br /&gt;
* &#039;&#039;&#039;Artisan Skills:&#039;&#039;&#039; Training in various artisan and learned skills&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Event tickets, login boosts, and locker expansions will be the sum from both instances.  &#039;&#039;&#039;Silvers DO NOT auto transfer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How will the process work? ==&lt;br /&gt;
&lt;br /&gt;
=== In the Platinum Instance: ===&lt;br /&gt;
&lt;br /&gt;
At a set date and time, a portal will be set up which will lead to the migration area.  Eligible characters may pull a &#039;&#039;&#039;crate&#039;&#039;&#039; from the pile in which to store the items they wish to migrate with.  This crate may be taken to various lockers and placed {{boldmono|AT FEET}}.&lt;br /&gt;
&lt;br /&gt;
Once the crate is full, a character will bring themselves and the crate back to the migration room and {{boldmono|RETIRE}} (requires confirmation).  At this point, the characters will be taken to an intermediate changing room.  In this room, characters may {{boldmono|GET}} tattoos and {{boldmono|PUT}} them into their migration crate.  Once this is done, you must {{boldmono|CLOSE}} the crate (requires confirmation) and {{boldmono|RETIRE}} a final time (requires confirmation).  Upon final confirmation, the character will be taken to a final “purgatory” location.  Logging into the character will not be restricted, however, no actions may be performed by the character after they have been retired.&lt;br /&gt;
&lt;br /&gt;
All characters who wish to migrate in the first wave will be required to {{boldmono|RETIRE}} by a specific date and time.  Once that date passes, any characters will need to wait until a later migration period is offered.  There are no guarantees for how many or when future migration periods occur.&lt;br /&gt;
&lt;br /&gt;
=== In the Prime Instance: ===&lt;br /&gt;
&lt;br /&gt;
At a set date and time, a portal will be set up leading to the migration area.  Characters may go to this area and {{boldmono|REDEEM}} to see a list of their retired Platinum characters which are eligible to be merged with the currently logged in character (race and profession).  The Prime character MUST be able to handle the quantity of items in the migration crate.&lt;br /&gt;
&lt;br /&gt;
Once a player {{boldmono|REDEEM &amp;lt;name&amp;gt;}} (requires confirmation), they will be taken to an intermediate changing room with their migration crate placed in their hand.  Players must {{boldmono|OPEN}} their crate and take all items out including a &#039;&#039;&#039;features mask&#039;&#039;&#039; and a &#039;&#039;&#039;platinum multipass&#039;&#039;&#039;.  This room will allow you to {{boldmono|GET}} any tattoos from the crate and {{boldmono|WEAR}} them.  Before leaving this room, characters must have removed every item from their crate, worn any tattoos and have redeemed their multipass (details below).&lt;br /&gt;
&lt;br /&gt;
=== Platinum Multipass: ===&lt;br /&gt;
&lt;br /&gt;
Players may {{boldmono|ANALYZE}} the multipass to view the current character data settings.  Once this multipass is {{boldmono|REDEEMed}} (requires confirmation), we are unable to reset to allow adjustments.  You MUST make sure that the settings are as desired BEFORE trying to {{boldmono|REDEEM}} the multipass.&lt;br /&gt;
&lt;br /&gt;
When a multipass is redeemed, it will disappear from the character&#039;s hands and the player may exit the migration room.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;analyze my multipass&lt;br /&gt;
You analyze the platinum multipass and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This item is a Platinum Migration Multipass for use in transferring character data between instances.&lt;br /&gt;
&lt;br /&gt;
------- Platinum Multipass Instructions -------&lt;br /&gt;
&lt;br /&gt;
 Migration Settings:&lt;br /&gt;
  - You may toggle an individual setting by using the VERB in parentheses beside each.&lt;br /&gt;
  - The instance selected for each determines which data will be used.&lt;br /&gt;
&lt;br /&gt;
 Character Base:     This setting determines the &amp;quot;essence&amp;quot; of the character and includes many individual data points, including stats, training, skills, spells as well as RP-specific choices such as age, gender, culture, and demeanor.  This is the character which will receive 100% of the experience upon migration, subject to no penalty.  The experience and ascension experience from the instance not chosen will receive a 1% reduction in experience per level over 20.&lt;br /&gt;
&lt;br /&gt;
 Profession Guild:     Guild membership, skills and associated data&lt;br /&gt;
 Society:              Society membership, rank and associated data&lt;br /&gt;
 Citizenship:          Citizenship status&lt;br /&gt;
 OSA:                  OSA and SHIP information&lt;br /&gt;
 Lumnis Schedule:      Lumnis status and preferences&lt;br /&gt;
 Adventurer&#039;s Guild:   Bounty data, including task history and points&lt;br /&gt;
 Customizations:       Custom titles, swears, signature verbs and spell preps&lt;br /&gt;
 Artisan Skills:       Training in various artisan and learned skills&lt;br /&gt;
&lt;br /&gt;
 Note: Silvers, event tickets, login boosts and locker expansions will be the sum from both instances.&lt;br /&gt;
&lt;br /&gt;
 REDEEM to use the multipass on an eligible character.  Confirmation is required.&lt;br /&gt;
&lt;br /&gt;
 ** WARNING: Do not REDEEM until the migration settings are configured as desired. **&lt;br /&gt;
&lt;br /&gt;
------- Platinum Character Information -------&lt;br /&gt;
  Name:                &amp;lt;name&amp;gt;&lt;br /&gt;
  Level:               &amp;lt;level&amp;gt;&lt;br /&gt;
  Race:                &amp;lt;race&amp;gt;&lt;br /&gt;
  Profession:          &amp;lt;profession&amp;gt;&lt;br /&gt;
  Experience:          &amp;lt;regular experience&amp;gt;&lt;br /&gt;
  Ascension:           &amp;lt;ascension experience&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------  Current Migration Settings  --------&lt;br /&gt;
  Character Base:      Platinum  (PUSH)    &lt;br /&gt;
  Profession Guild:    Platinum  (PULL)    &lt;br /&gt;
  Society:             Platinum  (PROD)    &lt;br /&gt;
  Citizenship:         Platinum  (TURN)    &lt;br /&gt;
  OSA:                 Platinum  (WAVE)    &lt;br /&gt;
  Lumnis Schedule:     Platinum  (POKE)    &lt;br /&gt;
  Adventurer&#039;s Guild:  Platinum  (PINCH)   &lt;br /&gt;
  Customizations:      Platinum  (CLENCH)  &lt;br /&gt;
  Artisan Skills:      Platinum  (TWIST)   &lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the multipass may be further lightened.&lt;br /&gt;
&lt;br /&gt;
[[Category:Platinum]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2024&amp;diff=222087</id>
		<title>SimuCon 2024</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2024&amp;diff=222087"/>
		<updated>2024-07-07T22:41:37Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Platinum Players */ Valmos added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:SimuCon2024_1920x1080.jpg|500px|right|SimuCon 2024 official art|alt=Two dragons, one green named Sparky and one tannish named Krystal sit gathered at a table staring at a red D20 dice as they face an orcish dungeon master. A winged fairy stares anxiously at the dice, as well. A golden quee potato rests on the gridded dungeon map. A sign reading, &amp;quot;Sheraton Westport Plaza&amp;quot; with the dates Aug 7 - 11 hangs from a wall in the background.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2024 are Wednesday, August 7 through Sunday, August 11, 2024 at the Sheraton Westport Plaza Hotel. Room reservation link Room reservation link [https://www.marriott.com/event-reservations/reservation-link.mi?id=1712267208646&amp;amp;key=GRP&amp;amp;app=resvlink here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2024 Schedule==&lt;br /&gt;
===Main Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Preliminary SimuCon 2024 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Activity&lt;br /&gt;
! Open To&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Thursday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Friday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Saturday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Sunday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; You must bring your own laptop and have an active account to participate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; D&amp;amp;D One Shots: These will be 60-90 minutes sessions. You must pre-register for a session in the Box Office. Try to make Session 0!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Live Alteration Sessions: First come, first served!  There are several sessions scheduled, and everyone is allowed to claim one alteration but they MUST make it to one of these sessions.&lt;br /&gt;
&lt;br /&gt;
Tune in to our livestream at http://www.twitch.tv/simuradio to view Some of our GS panels!  Other activities will be streamed ad-hoc throughout the &#039;Con&lt;br /&gt;
&lt;br /&gt;
===Panel Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Panel Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
!Activity&lt;br /&gt;
!Panelists&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Friday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Saturday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Events &amp;amp; Side Quest Announcement===&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Azanoth&lt;br /&gt;
* Dergoatean&lt;br /&gt;
* Eruheran&lt;br /&gt;
* Ghommpikk&lt;br /&gt;
* Liras&lt;br /&gt;
* Maylan&lt;br /&gt;
* Obsalyn&lt;br /&gt;
* Ramladu&lt;br /&gt;
* Rozy&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Ashanor&lt;br /&gt;
* Valmos&lt;br /&gt;
* Brahm&lt;br /&gt;
* Cadance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Sue&lt;br /&gt;
* Drekoi&lt;br /&gt;
* Omrii&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Aergo&lt;br /&gt;
* Ivry&lt;br /&gt;
* Marstreforn&lt;br /&gt;
* Nyxus&lt;br /&gt;
* Tago&lt;br /&gt;
* Thandiwe&lt;br /&gt;
* Valyrka&lt;br /&gt;
* Xeraphina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
Attendance badges cost $40. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
&lt;br /&gt;
Ticketing will likely be handled via the play.net Box Office when available. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2024 Schedule|2024 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held in the St. Louis area, home of Simutronic&#039;s headquarters. While the host hotel may very, it is usually held at one of the many convention spaces at or near the Westport Plaza. For specific details on the official hotel, please see the below accommodations list. Also below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Plaza (Official Hotel)&#039;&#039;&#039;|| onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1712267208646&amp;amp;key=GRP&amp;amp;app=resvlink Group Discount Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/en-us/hotels/stlsi-sheraton-westport-chalet-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || [https://www.ihg.com/staybridge/hotels/us/en/st-louis/stlsb/hoteldetail Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/tenant/drunken-fish/&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/tenant/fuzzys-taco-shop/&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/tenant/kobe-steakhouse-of-japan/&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/tenant/starbucks/&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/tenant/trainwreck-saloon/&lt;br /&gt;
|-&lt;br /&gt;
|Westport Social&lt;br /&gt;
|Bar/Games/Karaoke&lt;br /&gt;
|onsite&lt;br /&gt;
|910 West Port Plaza Dr. St. Louis, MO 63146&lt;br /&gt;
|https://www.westportstl.com/tenant/westport-social/&lt;br /&gt;
|-&lt;br /&gt;
|Jovick Brothers Deli&lt;br /&gt;
|Deli&lt;br /&gt;
|onsite&lt;br /&gt;
|318 West Port Plaza Dr. St. Louis, MO 63146&lt;br /&gt;
|https://www.westportstl.com/tenant/jovick-brothers-deli/&lt;br /&gt;
|-&lt;br /&gt;
|360 Westport&lt;br /&gt;
|Rooftop Bar &amp;amp; Lounge&lt;br /&gt;
|onsite&lt;br /&gt;
|111 West Port Plaza, Suite 1200 St. Louis, MO 63146&lt;br /&gt;
|https://www.westportstl.com/tenant/360-westport/&lt;br /&gt;
|-&lt;br /&gt;
|Soda Fountain Express&lt;br /&gt;
|Modern Diner&lt;br /&gt;
|onsite&lt;br /&gt;
|147 West Port Plaza Dr St. Louis, MO 63146&lt;br /&gt;
|https://www.westportstl.com/tenant/soda-fountain-express/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Giola&#039;s Deli || Sandwiches || 0.8 mi || 11855 Adie Rd, Maryland Heights, MO 63043 || https://www.gioiasdeli.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Taqueria Durango || Mexican || 3.5 mi || 10238 Page Ave, Overland, MO || https://www.facebook.com/TaqueriaDurangoSaintLouis&lt;br /&gt;
|-&lt;br /&gt;
| Nick &amp;amp; Elena&#039;s Pizzeria|| Pizza/Italian || 5.4 mi|| 3007 Woodson Rd, Overland, MO 63114 || https://www.facebook.com/NICKnELENAS/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| BEAST || BBQ || 17.1 mi || 4156 Manchester Ave, St. Louis, MO 63110 || https://beastbbqstl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Pappy&#039;s Smokehouse || BBQ || 18.7 mi|| 3106 Olive St, St. Louis, MO 63103 || https://www.pappyssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bogart&#039;s || BBQ || 20.8 mi || 71627 S 9th St, St. Louis, MO 63104 || https://www.bogartssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|-&lt;br /&gt;
| A Gathering Place || Massages within walking distance of convention center || 12140 Lackland Rd, St. Louis, MO 63146 || https://www.agatheringplace.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ticketing==&lt;br /&gt;
Ticketing is handled through the play.net [https://www.play.net/gs4/quests/ Box Office] page. &#039;&#039;&#039;Be sure to click on the Details button in the Box Office to view the specifics of your selection.&#039;&#039;&#039; To attend, a badge is required and all attendees must display their badge at all times while in the official event rooms. &lt;br /&gt;
&lt;br /&gt;
===Non-Attendee Options===&lt;br /&gt;
&#039;&#039;&#039;Non-Attendee Goodie Bag: $40&#039;&#039;&#039;&lt;br /&gt;
* 4x RPA orb (account attuned)&lt;br /&gt;
* Chronomage Spheres, 1x per town&lt;br /&gt;
* Urchin Guide, 90 days&lt;br /&gt;
* Adv Guild Vouchers, 20 uses&lt;br /&gt;
* Quest Orb, 1 use&lt;br /&gt;
&#039;&#039;&#039;Friend of the Con: $5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friend of the Con: $50&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Special Item: $40&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This an ADDITIONAL special item! &lt;br /&gt;
&lt;br /&gt;
* A unique Spirit Beast available only at SimuCon 2024!&lt;br /&gt;
===Attendee Ticket Options===&lt;br /&gt;
&#039;&#039;&#039;Badge (Option 10 in the Box Office): $40 Base Price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All attendees must display their badge at all times while in the official event rooms. Includes:&lt;br /&gt;
&lt;br /&gt;
Attendee Goodie Bag&lt;br /&gt;
&lt;br /&gt;
* 4x RPA orb (account attuned)&lt;br /&gt;
* Chronomage Spheres, 1x per town&lt;br /&gt;
* Urchin Guide, 90 days&lt;br /&gt;
* Adv Guild Vouchers, 20 uses&lt;br /&gt;
* Quest Orb, 1 use&lt;br /&gt;
* Special Attendee-only Scripted Item! (account attuned)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Special Item: $40 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This an ADDITIONAL special item! &lt;br /&gt;
&lt;br /&gt;
* A unique Spirit Beast available only at SimuCon 2024!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Portrait: $250 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rendering of your character, copy to be provided to you and included in your character&#039;s LOOK in game.&lt;br /&gt;
&lt;br /&gt;
Provide your character&#039;s full LOOK description.  Include as much detail as possible to convey to the artist a clear vision of your character.&lt;br /&gt;
&lt;br /&gt;
* You may note one or two items that you want specifically depicted.  If you prefer a certain pose, specify it.&lt;br /&gt;
&lt;br /&gt;
You will be provided with a composite sketch and allowed one round of revision before the final product is completed.&lt;br /&gt;
&lt;br /&gt;
Images will be delivered in the following formats -&lt;br /&gt;
&lt;br /&gt;
* Low res:830x1080 (to fit within the Wiki upload file size limit, if you want to display your image there)&lt;br /&gt;
* High res:2400x3000 pixels. (print size of 8x10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Room: $250 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purchaser will work with a GM to create a unique room that will be deployed to all instances of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Siegery Set: $200 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package contains:&lt;br /&gt;
&lt;br /&gt;
* 1 repair / carrying case&lt;br /&gt;
* 1 (choice of) castle or fortress&lt;br /&gt;
* 1 siege weapon&lt;br /&gt;
* 3 soldiers&lt;br /&gt;
* You can design the appearance of each piece, and we will write custom messaging to match!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D&amp;amp;D One-Shot Game: $5 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Participate in one of the Elanthia-themed One-Shot campaigns. You will receive a pouch of dice to play the game with!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunch with Simutronics: $150 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Participate in the small group lunch on Friday at noon with DR PM Lyneya, GS PM Wyrom, and Simutronics CEO Skippy, and Chris in Billing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sip &amp;amp; Paint: $50 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Join professional 3D artist Jonathan Bombard as he guides you through an evening of painting your very own miniature! Each step will be explained and demonstrated, along with some helpful tips and tricks to bring out the best in your statue.&lt;br /&gt;
&lt;br /&gt;
This price includes a unique to SimuCon 2024 collectible statue only available through the box office, as well as all of the supplies you&#039;ll need to complete it - you just need to bring your own booze! Registered guests who want to get a lot of paint time in may wish to bring a hair dryer, but it is not required. You may also bring your own painting supplies if you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simu Swag: $50 Add-On&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SimuCon branded bag containing:&lt;br /&gt;
&lt;br /&gt;
* 2024 Ceramic Mug&lt;br /&gt;
* 2024 SimuCon T-shirt&lt;br /&gt;
* ... and other stuff!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/ypGH9P4AsB Official Simutronics Discord Server]&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fixskills&amp;diff=218966</id>
		<title>Fixskills</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fixskills&amp;diff=218966"/>
		<updated>2024-05-08T20:01:13Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fixskills&#039;&#039;&#039; is a term generally used to refer to the adjustment of skills without [[skill migration|migration]] time. This includes using the verb FIXSKILLS or a potion, as detailed below. The process will instantly migrate your training changes as well as those of the [[Player System Manager]] like CMAN, Ascension, Shield, and Armor skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters below [[level]] 20 do not need to use fixskills&#039;&#039;&#039; because they can adjust skills an unlimited number of times via {{boldmono|[[GOALS (verb)|GOALS]]}} with almost instantaneous migration.  When characters are close to reaching level 20 (at your first tick taking you below 1000 till level 20), it is required to confirm that your skills are set to desired values.  Characters will not be able to earn any additional experience until the player has confirmed the skill confirmation.  Your ability to play while the experience block is active will not last forever and eventually you will be transported into a lounge and forced to confirm your skills. While in the lounge you cannot do anything else but adjust and confirm your skills, this includes not being able to check your own stats with {{boldmono|INFO}}. (It may be possible to confirm your skills and run directly to check in to adjust your stats if you have not used your 5 stat changes). Do not use the {{boldmono|FIXSKILLS}} verb during this period as you&#039;re still below 20 and able to adjust freely.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==FIXSKILLS (verb)==&lt;br /&gt;
The {{boldmono|FIXSKILLS}} verb is used to instantly migrate any changes in skill training, negating any [[skill migration]] time.  Skills should be set to the desired level before using the fixskills.  This can be done using {{boldmono|[[GOALS (verb)|GOALS]]}} or by checking in at a local inn.&lt;br /&gt;
&lt;br /&gt;
All characters are created with one fixskills command use available, and every character on a paying subscription account (i.e. not F2P) is granted use of a fixskills through the verb each year on &#039;&#039;&#039;May 20&#039;&#039;&#039;. If the player already has one available, they will not receive an extra one, so there is an incentive to use it before it is wasted, unless you&#039;re completely happy with your current training.&lt;br /&gt;
&lt;br /&gt;
Additionally, a fixskills use is granted after using a [[fixstats|FIXSTATS]] potion, so it is recommended to use the existing fixskills (if available and if necessary) before drinking the fixstats potion since it&#039;s not possible to bank a second use.&lt;br /&gt;
&lt;br /&gt;
With fixskills available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;fixskills&lt;br /&gt;
The FIXSKILLS command will allow you to instantly set your skills to match your goals.  Use the GOALS command to set your skills to your desired values FIRST!&lt;br /&gt;
&lt;br /&gt;
You may view FIXSKILLS HELP for more information on this option.&lt;br /&gt;
&lt;br /&gt;
To use FIXSKILLS, you must type FIXSKILL CONFIRM within the next 30 seconds.&lt;br /&gt;
&lt;br /&gt;
*** No additional options will be granted outside of normal parameters for misuse. ***&lt;br /&gt;
&lt;br /&gt;
** Make sure your skills are set how you want them with GOALS before using FIXSKILLS CONFIRM **&lt;br /&gt;
&lt;br /&gt;
&amp;gt;fixskills confirm&lt;br /&gt;
Setting all skills to match current goals... COMPLETE!&lt;br /&gt;
&lt;br /&gt;
Without fixskills available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Sorry, you have already used your one-time fix skill option.  In a hurry?  Check out the Fixskill Potion in the SimuCoins Store that will instantly migrate all your skills!&lt;br /&gt;
&lt;br /&gt;
==Fixskills Potion==&lt;br /&gt;
Additional fixskills may also be purchased with 250,000 [[bounty point]]s through the [[Adventurer%27s_Guild#Treasure_System|Adventurer&#039;s Guild]] or with 4,500 [[SimuCoin]]s. The latter option often goes on sale if you&#039;re willing to wait, and both can be purchased from other players as well.&lt;br /&gt;
&lt;br /&gt;
When purchased through the Adventurer&#039;s Guild, a fixskills potion comes in the form of &#039;&#039;&#039;a hazy blue potion&#039;&#039;&#039;.  When purchased through the SimuCoin store, it comes in the form of &#039;&#039;&#039;a dark blue potion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;drink my pot&lt;br /&gt;
As you raise the &#039;&#039;&#039;dark blue potion&#039;&#039;&#039; to your lips, you stop for a few seconds to ponder the consequences of drinking it.&lt;br /&gt;
&lt;br /&gt;
[Drinking from the potion will instantly migrate all your skills to their goal levels.  In order for this to function properly, you must follow these steps:&lt;br /&gt;
&lt;br /&gt;
Step 1:  Enter GOALS in the command prompt to open the Skill Manager (If you are unable to use the Skill Manager, CHECK IN to the local inn and complete this process via the Character Manager).&lt;br /&gt;
&lt;br /&gt;
Step 2:  Adjust your skill ranks in the Skill Manager as you see fit.  Click the APPLY button and go back to the game screen.&lt;br /&gt;
&lt;br /&gt;
Step 3:  Once you have determined that your skills are set up exactly how you want them, drink the potion.&lt;br /&gt;
&lt;br /&gt;
If you have followed these steps and wish to instantly migrate your skills now.  Please DRINK from your potion again within the next 30 seconds.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;drink my pot&lt;br /&gt;
As you drink, you feel warm sensation build within your mind.  Time begins to speed into a blur as days pass by in seconds.  Your memories start to reshape themselves as your knowledge and skills bend from what is to what you desire.  Just as you are about to be overwhelmed by all that you feel, the warm sensation passes and you realize that barely a moment has passed since you drank from the potion.  Your experiences while under its effects leave you feeling changed, however.&lt;br /&gt;
&lt;br /&gt;
That was the last drop.&lt;br /&gt;
The dark blue potion shatters into twinkling dust.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
==Fixskills Primer==&lt;br /&gt;
&lt;br /&gt;
As mentioned above, all non-F2P characters are granted use of a fixskills through the verb each year on May 20.  If a character currently has an available use of the fixskills verb, it will be effectively lost on May 20 (this does not apply to potions).&lt;br /&gt;
&lt;br /&gt;
For the indecisive, the following steps and tips have been provided to drop all, or almost all skills to zero.&lt;br /&gt;
&lt;br /&gt;
=== Caveats by Profession===&lt;br /&gt;
*&#039;&#039;&#039;[[Warrior]]s&#039;&#039;&#039;: If you need to preserve a weapon bond, but want to change other [[Combat Maneuvers]],{{boldmono| [[CMAN]] UNLEARN }}the skills no longer wanted. If all other combat maneuver skills are unlearned, one should follow the table to keep &#039;&#039;CMan&#039;&#039; ranks at certain levels to preserve the indicated Weapon [[Specialization]] (WSpec) ranks along with five [[Weapon Bonding]] Ranks:&lt;br /&gt;
::{| {{prettytable|text-align:center;}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!CMan&amp;lt;br&amp;gt;Ranks||Weapon [[Specialization]]&amp;lt;br&amp;gt;Ranks||[[Weapon Bonding]]&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
|-&lt;br /&gt;
|42 || 3 || 5 &lt;br /&gt;
|-&lt;br /&gt;
|50 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|60 || 5 || 5&lt;br /&gt;
|} &lt;br /&gt;
::(Most warriors, except mutants, should immediately put CMans back to 2x.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Paladin]]s&#039;&#039;&#039;: Paladin spells should be kept at 29 ranks or above to maintain a bond.&lt;br /&gt;
&lt;br /&gt;
===Steps===&lt;br /&gt;
# {{boldmono|[[CHECK IN]] }}at the front desk of an [[inn]].&lt;br /&gt;
# Choose option 3 (&amp;quot;Adjust Skill Goals&amp;quot;)&lt;br /&gt;
# Set everything to 0 by entering 1 -999, 2 -999, etc, or run this command line script using [[Lich (software)]]:&lt;br /&gt;
#* &amp;lt;CODE&amp;gt;;exec (1..50).each{|ix| fput &amp;quot;#{ix} -999&amp;quot;}&amp;lt;/CODE&amp;gt;&lt;br /&gt;
#* Remember if you need to preserve skills as mentioned in point 1, set them to the correct number at this time, not to zero, or go back and set them now.&lt;br /&gt;
#* Nothing actually &#039;&#039;&#039;saves&#039;&#039;&#039; until Done is selected, make adjustments as needed.&lt;br /&gt;
# Enter D for &amp;quot;Done&amp;quot; to save changes.&lt;br /&gt;
# Choose option 4 (&amp;quot;Done&amp;quot;) to exit the character manager.&lt;br /&gt;
# Type {{boldmono|FIXSKILLS}} and follow the instructions to make all changes take effect.&lt;br /&gt;
# If it wasn&#039;t done prior to checking in, {{boldmono|CMAN UNLEARN}} the skills that need to be zeroed out.&lt;br /&gt;
#* Or give it a few minutes and wait for {{boldmono|CMAN}} to finish self-adjusting. This will save the effort of repeatedly typing {{boldmono|UNLEARN}}.&lt;br /&gt;
&lt;br /&gt;
Once this is done, use the {{boldmono|[[GOALS (verb)|GOALS]]}} verb and the web-based interface to add the skills as normal. (Or use the character manager again.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Character Mechanics]]&lt;br /&gt;
[[Category: SimuCoins]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin_February_2023_Quick_Reference_Shop_Index&amp;diff=214964</id>
		<title>Duskruin February 2023 Quick Reference Shop Index</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin_February_2023_Quick_Reference_Shop_Index&amp;diff=214964"/>
		<updated>2024-03-03T05:42:24Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here&#039;s a handy quick reference to find the thing you are looking for in the 80-some shops at Bloodruin Village.&lt;br /&gt;
&lt;br /&gt;
Map room numbers/id and Lich room numbers should be in the information for each shop on their page when you follow the link.&lt;br /&gt;
&lt;br /&gt;
PRO TIP: If you use Lich, and your mapdb is updated, ;go2 already knows the name of all these shops, no room numbers are needed:  ;go2 heady spirits&lt;br /&gt;
&lt;br /&gt;
All shops linked to their complete info and inventory page here at the wiki. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|style=&amp;quot;width: 35%;&amp;quot;| &#039;&#039;&#039;SHOP NAME&#039;&#039;&#039; ||style=&amp;quot;width: 65%;&amp;quot;|&#039;&#039;&#039;FEATURING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:A Pirate Looks at Four Teas|A Pirate Looks at Four Teas]]||[[Signal Wand|OSA Boosts]], [[Port Sphere|Ship Extras]], [[Weather Orb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Alchemical Attraction|Alchemical Attraction]]||[[Alchemy Jar Container|Jar and Gem Sorting Containers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:All You Knead|All You Knead]]||[[Confection Creator]], Cupcakes, pies, scones, cakes, candy, chocolates, cookies&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Art of Lore|Art of Lore]]||Runestaff slings, [[Magic Sling]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:At The Ready|At The Ready]]||[[Animate Dead Weaponry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Be Still My Hops|Be Still My Hops]]||[[Alcohol Still]], recipes, supplies&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Be Warez|Be Warez]]||[[Illusion Prop]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Best Foot Forward|Best Foot Forward]]||[[Best Foot Forward trinket]] - Feature or Item spotlighter&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Best Tressed|Best Tressed]]||Feature Changing [[Hair flower]]s, [[Wig]]s, Powder&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Beyond Barriers|Beyond Barriers]]||[[Valence Weapon]] and [[Valence Armor|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Blades of Glory|Blades of Glory]]||[[Ice Patch skates]] *Seasonal, Feb only&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Blood Red Rose|Blood Red Rose]]||[[Iasha white ora weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Bloodbenders|Bloodbenders]]||[[Bloodtooth Bracer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Bloodriven Bowery|Bloodriven Bowery]]||Fletching Paint, Fletchings, [[Striking Point quiver]]s, clothing, fletching trimmer, sandpaper, Artisan&#039;s Faire Bow, Fletching Arrowheads&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Bloody Lotus|The Bloody Lotus]]||[[Origami]], Paper, Kit, Patterns&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Bolt From The Blue|Bolt From The Blue]]||Custom BOLT Messaging&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Broken Coin|The Broken Coin]]||[[Silver Saver]] Bags&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Bundle Up|Bundle Up]]||[[Compartmentalized Quiver]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Burning Twilight|Burning Twilight]]||[[Daybringer]] Weapons, Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Certifiable|Certifiable]]||Unlocks for [[Artist&#039;s Easel]]s, [[Karma Armor]], [[Solar Weapon]]s, and [[Nebular Weapon]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Currents and Safeguards|Currents and Safeguards]]||[[Energy Shield]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Curved Cuts|Curved Cuts]]||[[Curved Cuts Chakram]] weapons&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Cut And Dried|Cut And Dried]]||LAST RUN - [[Cigar cutter]]s, morphing knuckle-dusters, tobacco Box&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Diskovery|Diskovery]]||[[Disk Creator]]s, Black Crystals&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Dunh&#039;s Lab|Dunh&#039;s Lab]]||[[Bane oil|bane oils]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Duskruin_primer#The_Duskruin_Gem_Pile|Duskruin Gem Pile]]||Random Special Duskruin Gems&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Eonak Arms|Eonak Arms]]||[[Eonak Arm]]s, extra arm, help&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Essencetials|Essencetials]]||[[Hand-held Pylon]]s, essence belt, essences&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Fairy Ring|The Fairy Ring]]||[[Spore Staff]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Fatal Afflares|Fatal Afflares]]||Custom FLARE Messaging&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Fireside Supplies|Fireside Supplies]]||rope, [[Collapsible Tripod]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Gamac&#039;s Goods|Gamac&#039;s Goods]]||cigars, matchbox, wheel of fortune, game wheel, gaming wheel, darts, pirate bandanas, trick cards, gambling kits, clothing, containers, uac, coin pouch, knee high stockings, Frog &amp;amp; Lilli necklace, unrefined gown (robe), pirate props&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Gilded Gladiator|The Gilded Gladiator]]||imbeddible kraet jewelry, unique nouns&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Good In-Tent-ions|Good In-Tent-ions]]||[[Pup Tent]]s, torch, lantern, bedroll, meditation mat, knitting needle unlocks, tent unlocks, tent storage containers&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Heady Spirits|Heady Spirits]]||[[Animalistic Spirit Headdress]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Herbal Huntsman|The Herbal Huntsman]]||[[Survivalist&#039;s Kit]]&lt;br /&gt;
|-&lt;br /&gt;
|[[High End Scrip Shop/shop list February 2023|HESS]]||High End Certificates for all manner of services. See the wiki page for the list after the shop opens. Big Prices&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Hide and Fur Depot|The Hide and Fur Depot]]||My [[Fuzzy Warm Parka]] *Seasonal, Feb only&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Icy Disposition|Icy Disposition]]||[[Greater Rhimar Weapon]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:I See You|I See You]]||[[Peek-A-Boo Hair]], feature altering&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Just For Kicks|Just For Kicks]]||[[Cobbling]] Supplies, cobbling heels, cobbling dye, [[Cobbling plate box|cobbling plate box material]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Knifery|The Knifery]]||Home of The [[Fighting Knife]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Knit One, Punch Two|Knit One, Punch Two]]||[[Knitting needles]], unlocks, yarn&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Kraet Aim|Kraet Aim]]||LAST RUN - Kraet style bows&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:A Kraet Deal|A Kraet Deal]]||LAST RUN - Kraet style bows&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Kraet Lengths|Kraet Lengths]]||LAST RUN - Kraet style polearms&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Librarium|The Librarium]]||Home of all things [[FancyBook]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Madder Hats Tea Room|Madder Hats Tea Room]]||LAST RUN - tea goodies, tea leaves, flavorings&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Make Your Mark|Make Your Mark]]||[[Magic Marker]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Mar and Scar|Mar and Scar]]||PRICES IN SILVERS: Rabbit Foot Sewer Luck Arena Helper Glass Spheres, Heist Misericord, Rat vials, tattoos.  FOR BLOODSCRIP chisels, piercing needles, whiskey, scarring razor, [[ClimateWear]], ClimateWear unlocks, [[Adjustable Sheath]] unlocks, [[WoundedWear]], ChaosJewelry, Auto-bundling Pelt Bags&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Metrognomies|Metrognomies]]||LAST RUN - [[Beatie Baby|Beatie Babie]], reduces song of purification accidents&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Mind Your Manas|Mind Your Manas]]||The all-new Manaweave cloak&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Modern Morph|The Modern Morph]]||[[Morphing Runestaff]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Mystic Phrases|Mystic Phrases]]||Custom Spell Preps, &lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Ode To Resistance|Ode To Resistance]]||Resistance Armors&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:On the Other Hand|On the Other Hand]]||[[Jorshan&#039;s Twin Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Peashirmen|Peashirmen]]||LAST RUN - [[Life Aquatic]] Items, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Pinned and Pleated|Pinned and Pleated]]||LAST RUN- Kraet Style Items, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Potation Parlor|Potation Parlor]]||LAST RUN - Magic Spells in drinks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Preening Plover|The Preening Plover]]||[[Smooth Smith&#039;s Apron]]s, hold glyphs weightlessly&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Rock Solid|Rock Solid]]||[[Realm flare]]s Weapons, [[Wand bow]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Sable Quietus|The Sable Quietus]]||LAST RUN - [[Plague Mask]]s, [[Plague Cowl|plague cowls]], [[Plague Overcoat|plague overcoat]], &lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Scoria and Dross|Scoria and Dross]]||[[Fullmetal Crucible]]s, Molds&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Secretive Sips|Secretive Sips]]||Drunkard clothing, drink containers&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Shadowed Light|Shadowed Light]]||[[Cursed Armor]], Bathhouse Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Shield Thyself|Shield Thyself]]||[[Shield Cape]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Sigil Shop|Sigil Shop]]||[[Sigil Staff]], Sigil Staves, [[Dramatic Drapery]], Mana-Infused Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Duskruin_primer#The_Slab_Generator|Slab Generator]]||Chance at usable/rare Forging Slabs&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Sparrow&#039;s Dance|Sparrow&#039;s Dance]]||[[Fighting Fan]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Spellbound|Spellbound]]||[[Shimmer Trinket]]s, Professional Service Potions, Enchanting Potions, Large capacity Alchemy/Gem Jars, Deity Detect, [[MoonPhase Necklace|MoonPhase Jewelry]], x/day magic spell items&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Sprite Club|Sprite Club]]||[[Sprite Weapon]]s, [[Sprite Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Stay Awhile and Glisten|Stay Awhile and Glisten]]||[[Energy Weapon]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Stay Vigilant|Stay Vigilant]]||LAST RUN - [[Vigil Candle]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Temple of Tentacles|Temple of Tentacles]]||[[Parasitic Weapon]]s, Parasite Unlocks, [[Parasite Armor|Parasitic Armor]], Parasitic UAC weapons, Night Shrouds Cloaks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Tiles of Chance|Tiles of Chance]]||[[Chance Box]], game, gambling, &lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Trapper&#039;s Shack|Trapper&#039;s Shack]]||Not Open Yet, Headquarters of Somnis Metal Alloy Weapos&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Twinkling Twilight|Twinkling Twilight]]||[[Nightbringer]] weapons, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:A Twist of Briars|A Twist of Briars]]||[[Briar flare items|Briar Flare Weapons]], unlocks, Briar flaring UAC, Briar Flares bows, Briar flare imbeddible accessories, Briar flare armor accessories&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Untamed Spirit|Untamed Spirit]]||[[Animalistic Spirit Weapon]]s, unlocks, animalistic shield, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:The Vaalin Rose|The Vaalin Rose]]||[[Elven Armor]] and unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Vambrace Yourself|Vambrace Yourself]]||LAST RUN - [[Mechanical Cartridge Vambraces]], greaves, Mech Cartridge, crossbow, weapons, cartridges, &lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Wild Instinct|Wild Instinct]]||[[Animalistic Spirit Armor]] and unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[WPS smithy]]||Add Weighting, Padding, or Sighting to your gear with your Invitation&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]||[[Buxom Buccaneers]] skirts, pirate props, spyglass&lt;br /&gt;
|-&lt;br /&gt;
|[[BVShop:You&#039;re So Vain|You&#039;re So Vain]]||LAST RUN - [[VanityWear]], Stat Enhancives.- Base, Constitution, Agility, Influence, Strength, and unlocks&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category: TownCrier]]&lt;br /&gt;
[[Category: TownCrier Duskruin articles]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=208823</id>
		<title>Resist Nature (620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=208823"/>
		<updated>2023-10-16T05:43:53Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | name = Resist Nature&lt;br /&gt;
 | number = 620&lt;br /&gt;
 | mnemonic = RESISTNATURE&lt;br /&gt;
 | base_dur = 1200s (group version)&lt;br /&gt;
 | add_dur = 60s (group version)&lt;br /&gt;
 | span = [[Refreshable]] (group version)&amp;lt;br&amp;gt;[[Stackable]] (self version)&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Enhancement&lt;br /&gt;
 | skill = Elemental Resistance&lt;br /&gt;
 | components = [[NPC]]-made potion&lt;br /&gt;
 | availability = group / wearable [[Imbue (614)]] item&lt;br /&gt;
 | navigation = {{Ranger base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Resist Nature&#039;&#039;&#039; allows the [[Ranger]] to cast a magical shield that provides resistance to a chosen element (heat, cold, steam, nature, or lightning) equal to 20% + 1% per 4 Blessings ranks (50% maximum at 120 ranks via [[enhancive]]s/[[Ascension]]).  The duration of this benefit is 1200 + 60s per Ranger spell rank, but the effect will quickly fade for any member who leaves the Ranger&#039;s group.  The amount of resistance that can be absorbed by the shield before it fades from the group is equal to 100 + ([[Spiritual Mana Control]] skill / 2) [[#Resistance and Mana Absorb Mechanics |DSW]].  Re-casting the spell will replenish this resistance pool.&lt;br /&gt;
&lt;br /&gt;
The spell also allows a Ranger to infuse a prepared wearable magic item created by [[Imbue (614)]] with resistance to a chosen element (heat, cold, steam, nature, or lightning). This item confers the elemental resistance to its bearer. Each tier of Resist Nature bestows a 5% resistance to the element, with a maximum of 5 tiers (25%). The affected item will remain [[imbed|imbeddable/imbedded]], and will no longer crumble when its charges are depleted. An item with no charges may also be re-imbedded with a different spell with the use of a [[grot t&#039;kel potion]].  A character may only have one Resist Nature item active at a time.&lt;br /&gt;
&lt;br /&gt;
;Success Formula&lt;br /&gt;
{{math|Ranger Level + 2*WIS bonus + 2*INT bonus + .75*Survival Ranks + MIU ranks + 1.5*Ranger Spell ranks + Harness Power ranks + SMC ranks + SL:B Lore ranks + 20 if outside - Tier Modifier - Previous Resistances Modifier + d100 &amp;gt; 100}}&lt;br /&gt;
*&#039;&#039;Tier Modifier&#039;&#039; is equal to 100 * the &#039;&#039;&#039;target&#039;&#039;&#039; tier of the attempt.  &lt;br /&gt;
*&#039;&#039;Previous Resistances Modifier&#039;&#039; is equal to 150 * the number of existing T5 resistances on the item.&lt;br /&gt;
&lt;br /&gt;
;Interactions&lt;br /&gt;
Resistance provided from a Resist Nature magic item will fully stack with the group version of the spell, up to a maximum of 50%.  Resistance provided from armor or cloaks will not stack with either version of Resist Nature – only the strongest resistance will apply. The chance for the item to negate damage will occur regardless if it is providing the highest resistance or not, with one exception -- Resist Nature magic items will not provide &#039;&#039;any&#039;&#039; benefits if their bearer is also wearing armor that has resistance granted by the old Resist Nature. It is advised to remove the legacy Resist Nature from your armor if you are also using a Resist Nature magic item.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
;Group version&lt;br /&gt;
* {{boldmono|[[INCANT]] 620 ELEMENT}}, where {{mono|ELEMENT}} is the type of elemental damage you wish to protect against (heat/cold/steam/nature/lightning).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[#Process|Process]] section below for more detailed usage when using Resist Nature to grant elemental resistance to an imbued item. &lt;br /&gt;
&lt;br /&gt;
== Mana Control Benefits == &lt;br /&gt;
Each rank of training in [[Spiritual Mana Control]] contributes directly to the item cast success formula noted above.  It also factors into the amount of resistance absorbed by the shield provided by the group spell version, the resolution of which uses {{math|skill/2}} (not ranks). &lt;br /&gt;
&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
Each rank of training in [[Spiritual Lore, Blessings]] contributes directly to the item cast success formula noted above, as well as increasing the resistance applied by the group spell version at a rate of 1% per 4 ranks. &lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total resistance applied&amp;lt;br&amp;gt;(group spell version)||20||25||30||35||40||45||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resistance and Mana Absorb Mechanics ==&lt;br /&gt;
First, a definition of Damage Severity Weighting (DSW):  This is a term that describes how critical damage is dealt throughout GemStone.  Simply put, it’s the critical ranking system drawn out to 5 points per crit rank (rank 0-9 mapping to ~0-50 DSW).  The Combat Effectiveness Rating (CER) numbers in use with [[Weighting]] and [[Padding]] services are on the same scale.&lt;br /&gt;
&lt;br /&gt;
When the player is struck by damage of the resistant type and the magic item is imbedded with a spell, it absorbs an amount of mana equal to the DSW resisted (i.e. up to 25% of the incoming DSW).  Absorbed mana will convert to spell charges based on the cost of the imbedded spell, not to exceed the maximum mana capacity of the item.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a percentage chance that the damage will be entirely negated, equal to the tier of the resistance (maximum base of 5%).  The negation chance is further increased by any additional resistances that have been applied to the item equal to resistance tier / 2.&lt;br /&gt;
&lt;br /&gt;
== Sources of Elemental Damage ==&lt;br /&gt;
Resist Nature items will reduce damage inflicted by attacks of its element type. What follows is a short list of examples where damage can be mitigated by an appropriate Resist Nature item.  This list is not intended to be comprehensive; you can generally expect a Resist Nature item to universally mitigate damage of its associated type regardless of source. &lt;br /&gt;
&lt;br /&gt;
;Nature&lt;br /&gt;
*Offensive Ranger spells (Wild Entropy, Sun Burst, Moonbeam, Spike Thorn, Nature&#039;s Fury (all damage types))&lt;br /&gt;
*[[Sandstorm]]&lt;br /&gt;
&lt;br /&gt;
;Fire&lt;br /&gt;
*Fire/heat flares (from weapons/armor)&lt;br /&gt;
*Fire-based bolt and ball spells (e.g. Minor Fire, Major Fire, Fire Spirit) &lt;br /&gt;
*Other fire-based spells and effects (e.g Immolation, Weapon Fire, Earthen Fury, Dark Catalyst)&lt;br /&gt;
*Fire-based creature attacks (e.g. Lava Golem hurl attacks, Fire Mage death throes)&lt;br /&gt;
&lt;br /&gt;
;Cold&lt;br /&gt;
*Cold/ice flares (from weapons/armor)&lt;br /&gt;
*cold- and ice-based bolt and ball spells (e.g. Major Cold, Minor Cold)&lt;br /&gt;
*Other cold-based spells and effects (e.g. Major E-wave (ice), Earthen Fury (cold))&lt;br /&gt;
*Environmental effects (Pinefar/Icemule Trace/Gossamer Valley/Hinterwilds)&lt;br /&gt;
&lt;br /&gt;
;Steam: &lt;br /&gt;
*Steam flares (from weapons/armor)&lt;br /&gt;
*steam-based bolt spells (e.g. Minor Steam)&lt;br /&gt;
*Steam-based environmental effects (e.g. Greymist area effect, damage from the columns in Luukos&#039; Temple)&lt;br /&gt;
&lt;br /&gt;
;Lightning: &lt;br /&gt;
*Lightning flares (from weapons/armor)&lt;br /&gt;
*Lightning-based bolt and ball spells (e.g. Minor Shock, Major Shock)&lt;br /&gt;
*Call Lightning&lt;br /&gt;
&lt;br /&gt;
== Process == &lt;br /&gt;
As the Ranger gains experience, they also earn Nature&#039;s Grace points at a 1:1 rate.  A total of 50k Nature&#039;s Grace can be earned per week, banking up to an overall total of 200k.  Nature&#039;s Grace points can be spent to attempt to apply resistance to an Imbued magic item, at a cost of 50k/75k/100k/125k/150k based on how many tiers of the spell are currently applied.&lt;br /&gt;
&lt;br /&gt;
First, the Ranger must obtain a resistance potion, as outlined in the section on potions below.  The Ranger may then {{boldmono|[[CAST]]}} Resist Nature at the magic item to determine the number of potions needed, then {{boldmono|[[POUR]]}} the potion on the item to prepare it. At this point they may {{boldmono|[[CAST]]}} Resist Nature at the item for a difficulty check and finally {{boldmono|[[CHANNEL]]}} the spell at the item to attempt to apply the resistance.&lt;br /&gt;
&lt;br /&gt;
The number of doses of the potion required is equal to the tier of the current attempt.  If successful, the item then gains a permanent 5% resistance to the chosen element, with a maximum of 25% resistance after 5 successful tiers.  A failure will result in a loss of 10% of the points of Nature’s Grace required for the attempt. &lt;br /&gt;
&lt;br /&gt;
An item that has reached tier 5 resistance may have another resistance added, but the difficulty of the project will increase by a flat amount per previous resistance.&lt;br /&gt;
&lt;br /&gt;
Using a larkspur potion on an item affected by Resist Nature will remove the most recent tier applied.  If only multiple tier 5 resistances remain, the user will be able to choose which to degrade by {{boldmono|[[TURN]]ing}} the potion.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
Potions specific to each resistance type can be made by dropping off forageable plants corresponding to the desired damage resistance at the local herbalist NPC found in weathered shacks throughout the world. Each dose of a resistance potion requires five of the same plant. The cost of brewing a potion is 50,000 silver per dose, and the potions do not expire.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Name || Plant || Location&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| &#039;&#039;&#039;Cold&#039;&#039;&#039; || rowspan=2| cerulean and frosty white potion || [[frostflower]] || [[Icemule Trace]], [[Pinefar]] Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| a brittle crystalline stalk || [[Elemental Confluence]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| &#039;&#039;&#039;Heat&#039;&#039;&#039; || rowspan=2| vivid red-gold potion || [[drakefern]] || [[Kharam Dzu]] ([[Teras Isle]])&lt;br /&gt;
|-&lt;br /&gt;
| a razor-edged oily flameleaf || Elemental Confluence&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| &#039;&#039;&#039;Steam&#039;&#039;&#039; || rowspan=2| roiling misty grey potion || [[mistweed]] || [[River&#039;s Rest]], [[Ta&#039;Vaalor]]&lt;br /&gt;
|-&lt;br /&gt;
| a glistening engorged bulb || Elemental Confluence&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| &#039;&#039;&#039;Nature&#039;&#039;&#039; || rowspan=2| drab green-gold potion || [[murkweed]] || [[Wehnimer&#039;s Landing]], [[River&#039;s Rest]], [[Ta&#039;Illistim]]&lt;br /&gt;
|-&lt;br /&gt;
| a dense earthen root || Elemental Confluence&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| &#039;&#039;&#039;Lightning&#039;&#039;&#039; || rowspan=2| shimmering blue-violet potion || a length of deep purple shockroot || Wehnimer&#039;s Landing (Upper Trollfang - [[:Category:Danjirland_creatures|Danjirland]], northern slopes of [[:Category:Wehntoph creatures | Wentoph]], The Hidden Plateau), Ta&#039;Illistim ([[Griffin&#039;s Keen]])&lt;br /&gt;
|-&lt;br /&gt;
| a spiky luminescent blossom || Elemental Confluence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Luminescent indigo mushroom]]s, a rare and limited find when foraging, may also be turned in to the herbalist NPC, who will provide a single dose of a selected resistance potion in exchange.&lt;br /&gt;
&lt;br /&gt;
Larkspur potions, used for removing a tier of Resist Nature from an item, are available from the herbalist NPC for the asking. No reagent or preparation is required.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The locations of the weathered shacks are as follows:&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Town || General Location || Room ID || Prime Lich Room # || Platinum Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace || Icemule Trace, Forest || u142003 || 2491&lt;br /&gt;
|-&lt;br /&gt;
| Kharam Dzu || Teras Isle, River&#039;s Edge || u142002 || 33260&lt;br /&gt;
|-&lt;br /&gt;
| Kraken&#039;s Fall || Rocky Shoals, Black Stone Beach || || 29204&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest || Shady Trail || || 11013&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven || Vornavis Cliffs, River Trail || u142004 || 4618&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim || Whistler&#039;s Pass, Forest || u142006 || 54 || 18818&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor || Near the Cemetery&lt;br /&gt;
|| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; color: red; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spoiler!&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color: black;&amp;quot;&amp;gt;# here&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; color: red; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Spoiler!&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color: black;&amp;quot;&amp;gt;# here&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing || Lower Dragonsclaw, Wooded Hills || u142001 || 426&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
Erek&#039;s 620 Difficulty Chart, wikified:&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! || 1st Resistance || 2nd Resistance || 3rd Resistance || 4th Resistance || 5th Resistance || Grace Needed&lt;br /&gt;
|-&lt;br /&gt;
| T1: 5% || 100 || 250 || 400 || 550 || 700 || T1: 50,000&lt;br /&gt;
|-&lt;br /&gt;
| T2: 10% || 200 || 350 || 500 || 650 || 800 || T2: 75,000&lt;br /&gt;
|-&lt;br /&gt;
| T3: 15% || 300 || 450 || 600 || 750 || 900 || T3: 100,000&lt;br /&gt;
|-&lt;br /&gt;
| T4: 20% || 400 || 550 || 700 || 850 || 1000 || T4: 125,000&lt;br /&gt;
|-&lt;br /&gt;
| T5: 25% || 500 || 650 || 800 || 950 || 1100 || T5: 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 100% success cast:&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! || 1st Resistance || 2nd Resistance || 3rd Resistance || 4th Resistance || 5th Resistance || Grace Needed&lt;br /&gt;
|-&lt;br /&gt;
| T1: 5% || 200 || 350 || 500 || 650 || 800 || T1: 50,000&lt;br /&gt;
|-&lt;br /&gt;
| T2: 10% || 300 || 450 || 600 || 750 || 900 || T2: 75,000&lt;br /&gt;
|-&lt;br /&gt;
| T3: 15% || 400 || 550 || 700 || 850 || 1000 || T3: 100,000&lt;br /&gt;
|-&lt;br /&gt;
| T4: 20% || 500 || 650 || 800 || 950 || 1100 || T4: 125,000&lt;br /&gt;
|-&lt;br /&gt;
| T5: 25% || 600 || 750 || 900 || 1050 || 1200 || T5: 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE:  You must bring a resistance up entirely to T5 before adding a new resistance.&lt;br /&gt;
&lt;br /&gt;
The chance to negate is equal to the current resistance Tier (1-5) that matches the damage type you are receiving, plus half of other Tiers present on your item.&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
Nature’s Grace may be {{boldmono|[[SUFFUSE]]d}} at a rate of 1 point of energy per 1000 Nature&#039;s Grace. Each point of suffused energy used in a Resist Nature infusion attempt is equivalent to a +1 bonus.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
The following post-name [[Title system | titles]] are available under the SKILL category:&lt;br /&gt;
*Grace of Nature - Unlocked for Rangers who have successfully spent 50 full weeks&#039; worth of resources on Resist Nature.&lt;br /&gt;
*Arboreal Arcanist - Unlocked for Rangers who have successfully cast a fifth tier 5 resistance on a Resist Nature item.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
;Legacy Armor Resistance&lt;br /&gt;
Armor currently affected by temporary Resist Nature resistance will continue to function, but their charges will be depleted based on the amount of DSW resisted, rather than per instance.  For example, if an incoming instance of fire damage with DSW 20 (rank 4 crit) strikes armor with 60% heat resistance, it will lose 20 * .60 = 12 Resistance Life while reducing the damage to DSW 8 (rank 1 crit).&lt;br /&gt;
&lt;br /&gt;
;Capacity Re-Calculation&lt;br /&gt;
An item made resistant by 620 may have its mana capacity re-calculated based on the Ranger’s current training by {{boldmono|[[CHANNEL]]ing}} Imbue (614) at it.  Only the Ranger who originally created the item is eligible for this renewal, and the item must be depleted of charges before undergoing the process.  The cost of renewal is 25,000 Nature’s Grace.&lt;br /&gt;
&lt;br /&gt;
;Lich Casting&lt;br /&gt;
If using Lich, you can specify the element you wish to cast by setting the UserVar &amp;lt;code&amp;gt;resist_element&amp;lt;/code&amp;gt; via the syntax: &amp;lt;code&amp;gt;;vars set resist_element=&amp;lt;ELEMENT&amp;gt;&amp;lt;/code&amp;gt;. Elements supported are Nature, Lightning, Steam, Fire, Heat, Ice, and Cold.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Imbue (614)]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Centaur&amp;diff=197652</id>
		<title>Centaur</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Centaur&amp;diff=197652"/>
		<updated>2023-05-21T15:42:42Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &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 = Centaur_Colored.jpg&lt;br /&gt;
| level = 23&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 = Centaur&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Darkstone Castle&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Foggy Valley&lt;br /&gt;
| area3 = Glo&#039;antern Moor&lt;br /&gt;
| area4 = Rambling Meadows&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Longsword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 208&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &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 = Kick&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Bull Rush&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 125 - 155&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 69 - 75&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 69&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 69&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 69&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glimmering blue essence shard]]&lt;br /&gt;
 | skin = a centaur hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Seeming to be a blend of mannish torso upon the body of a light horse, the centaur has a certain charm and aura of mystery. That is, until you encounter one, for the centaur is a savage and wilder cousin to the great centaurs of legend and will lash out in terrible fury when it deems a threat is at hand.  Their hide which varies in color from tan, black, white or roan is valued for its toughness and durability and thus, many will brave the danger of flying hooves and the threat held by these fierce creatures to gain this prize.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a centaur&#039;s kick maneuver:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A bay centaur wheels quickly, plants its front hooves firmly on the ground and kicks at you with both hind legs!&amp;lt;br&amp;gt;&lt;br /&gt;
Time seems to slow to a crawl as you make a feeble attempt to leap to the side. Your lethargic movement is much too slow to avoid the powerful kick, and the centaur&#039;s hooves hammer into you with devastating force!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 35 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Massive blow to your temple drops you in your tracks!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a centaur&#039;s Bull Rush maneuver:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A tan centaur rushes towards you and connects with a shoulder check!&lt;br /&gt;
The tan centaur manages to knock you flat on your back!&lt;br /&gt;
&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Centaur Centaur on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Centaur_ranger&amp;diff=197651</id>
		<title>Centaur ranger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Centaur_ranger&amp;diff=197651"/>
		<updated>2023-05-21T15:40:53Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &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 = 23&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 = Centaur&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Rambling Meadows&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Long bow&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 208&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &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 = Call Swarm (615)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Sounds (607)&lt;br /&gt;
| OS3 = Tangle Weed (610)&lt;br /&gt;
| MN1 = Kick&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 = 13&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 = 108&lt;br /&gt;
| Ranged = 113 - 126&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 66 - 75&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 78&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 82&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 72&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Natural Colors (601)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements (602)&lt;br /&gt;
| DSP3 = Self Control (613)&lt;br /&gt;
| DSP4 = Spirit Warding I (101)&lt;br /&gt;
| DSP5 = Spirit Defense (103)&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 = [[Glimmering blue essence shard]]&amp;lt;br&amp;gt;[[Glimmering blue mote of essence]]&lt;br /&gt;
 | skin = a centaur ranger hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Seeming to be a blend of mannish torso upon the body of a light horse, the ranger has a certain charm and aura of mystery.  That is, until you encounter one, for the ranger is a savage and wilder cousin to the great centaurs of legend and will lash out in terrible fury when it deems a threat is at hand.  Its hide is valued for its toughness and durability and thus, many will brave the danger of flying hooves and the threat held by these fierce creatures to gain this prize.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The centaur rangers have a kick maneuver that can cause knock downs and forced stance changes.  An example of the kicking [[Creature maneuver|maneuver]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A roan centaur ranger wheels quickly, plants her front hooves firmly on the ground and kicks at you with both hind legs!&lt;br /&gt;
You leap quickly to the side, but the ranger&#039;s hooves catch you with a glancing blow!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 10 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Light blow to your right leg.&lt;br /&gt;
You stumble to the ground!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Centaur Centaur on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crested_basilisk&amp;diff=197650</id>
		<title>Crested basilisk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crested_basilisk&amp;diff=197650"/>
		<updated>2023-05-21T15:39:28Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &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 = Crested_Basilisk_Colored.jpg&lt;br /&gt;
| level = 22&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 = Basilisk&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Outlands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Rambling Meadows&lt;br /&gt;
| area3 = Yegharren Plains&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 = 200&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 220&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 208 - 216&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 = Paralyzing Gaze&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 127&lt;br /&gt;
| Ranged = 129 - 145&lt;br /&gt;
| Bolt = 129&lt;br /&gt;
| UDF = 149&lt;br /&gt;
| BarTD = 66 - 72&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 68&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 70&lt;br /&gt;
| WizTD = 72&lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 72 - 78&lt;br /&gt;
| MjSTD = 68&lt;br /&gt;
| MnSTD = 68&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a basilisk crest&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The crested basilisk is the size of a large dog, but its vicious-looking talons and sharp, hooked beak are fearsome weapons indeed.  Looking like a cross between a huge fighting rooster and a serpentine lizard, the crested basilisk gazes around with its hypnotic, paralyzing eyes as its scaled reptilian tail whips back and forth.  A bright red crest, more reminiscent of a lizard than of a chicken, adorns its feathered head and neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Basilisks have a [[creature maneuver|SMR]] attack that can put you in longer RT from a single failure than most any other creature in the game. The maneuver can also force you into more offensive stances.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=273m}}&amp;gt;&lt;br /&gt;
Your surroundings start to blur before you as you lock gazes with the basilisk.  Reeling from its gaze, you fight back and your surroundings slowly come back into focus.&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Basilisk Basilisk on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 20&lt;br /&gt;
|levelm1 = 21&lt;br /&gt;
|level = 22&lt;br /&gt;
|levelp1 = 23&lt;br /&gt;
|levelp2 = 24&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mail_system&amp;diff=190830</id>
		<title>Mail system</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mail_system&amp;diff=190830"/>
		<updated>2023-03-05T17:26:29Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Locations */ Wehnimer&amp;#039;s Landing Plat Lich room added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} The &#039;&#039;&#039;mail system&#039;&#039;&#039; allows characters to send in-game messages and items to each other even while the other person is offline. Mail can also be sent with a payment-on-delivery designation. In order to mail something you need a stamp and either an envelope or a package. There is a cost for the stamp, for the envelope or package, and a per pound cost. When requesting payment-on-delivery, there is an additional tax that the sender must pay. &lt;br /&gt;
&lt;br /&gt;
Whoever is being sent a piece of mail will get a message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A courier hurries over to you and says, &amp;quot;I heard the post office might have a package inbound for you.  You may want to check and see if it&#039;s been delivered yet.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
Visit the [[:Category:Post offices|post office]] [[Mail_system#Locations|located closest to you]].&lt;br /&gt;
&lt;br /&gt;
# Buy a stampbook. {{boldmono|PULL}} a stamp from the stampbook.&lt;br /&gt;
# Buy a package or envelope.&lt;br /&gt;
# Put a stamp on the package or envelope.&lt;br /&gt;
# Put something in the package or envelope.&lt;br /&gt;
# Close the package or envelope.&lt;br /&gt;
# {{boldmono|MAIL}}.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
Using the mail system has at least three costs every time: stamp, envelope or package, and per pound fee. There is additional cost if purchasing wax to apply or if requesting payment on delivery.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ Costs of Mail System&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Stamp Designation&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Delivery Speed&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Stamp Cost&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Envelope Cost&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Package Cost&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Per Pound Cost&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Standard&lt;br /&gt;
|60 min&lt;br /&gt;
|2,500&lt;br /&gt;
|300&lt;br /&gt;
|800&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Express&lt;br /&gt;
|20 min&lt;br /&gt;
|5,000&lt;br /&gt;
|600&lt;br /&gt;
|1,600&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|First Class&lt;br /&gt;
|Immediate&lt;br /&gt;
|10,000&lt;br /&gt;
|2,400&lt;br /&gt;
|4,800&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Components==&lt;br /&gt;
===Stamps===&lt;br /&gt;
:Stampbooks must be purchased and used to control the subsequent cost of components when mailed as well as the speed of delivery. Each stampbook contains 20 stamps. See the [[Mail_system#Costs|table]] for costs. Having stamps separate allows for less unwieldy commands in the mail system and more flavor as stamps can be customized.&lt;br /&gt;
&lt;br /&gt;
:;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;look stampbook&lt;br /&gt;
The stampbook is a stampbook holding 10 first class stamps.  First class mail arrives very swiftly, but is expensive.&lt;br /&gt;
&lt;br /&gt;
You can PULL the stampbook to produce a small mint green stamp.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put stamp on envelope&lt;br /&gt;
You pull an individual stamp out of the stampbook to place on the envelope.&lt;br /&gt;
You neatly place a small mint green stamp on the front of a mule-printed frost blue envelope.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Commands&lt;br /&gt;
&lt;br /&gt;
:* {{boldmono|PULL MY STAMPBOOK}} : retrieve one stamp&lt;br /&gt;
:* {{boldmono|PUT STAMP ON [envelope/package]}}&lt;br /&gt;
&lt;br /&gt;
===Envelope===&lt;br /&gt;
:Sending an envelope will cost an additional amount in addition to the stamp cost. See the [[Mail_system#Costs|table]] for costs. Envelopes can be sealed with [[Mail_system#Signets_and_Wax|mail system wax]] and signet rings.&lt;br /&gt;
&amp;lt;!-- Put analyze for the envelope here --&amp;gt;&lt;br /&gt;
:;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put parchment in envelope&lt;br /&gt;
You put a snow white parchment in your frost blue envelope.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;close envelope&lt;br /&gt;
You close a mule-printed frost blue envelope.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;open enve&lt;br /&gt;
You tear open your frost blue envelope and pull a snow white parchment from within.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch&lt;br /&gt;
A snow white parchment is blank.&amp;lt;/pre&amp;gt;&lt;br /&gt;
:;Commands&lt;br /&gt;
:*{{boldmono|PUT &amp;lt;item&amp;gt; IN ENVELOPE}}&lt;br /&gt;
:*{{boldmono|CLOSE ENVELOPE}}&lt;br /&gt;
:*{{boldmono|OPEN ENVELOPE}}&lt;br /&gt;
&lt;br /&gt;
===Package===&lt;br /&gt;
:Sending a package will cost an additional amount in addition to the stamp cost. See the [[Mail_system#Costs|table]] for costs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Note:&#039;&#039; While at this time the mail system does not work with existing [[stationery box]]es and related materials, you can use the stationery and then place it inside of a package to be sent.&lt;br /&gt;
&amp;lt;!-- Put analyze for the envelope here --&amp;gt;&lt;br /&gt;
:;Commands&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
===Signets and Wax===&lt;br /&gt;
:At this time, the mail system does not work with existing waxes and [[signet]] rings. A work around, however, is to use all of your existing stationery pieces and place them into a package and send them that way.&lt;br /&gt;
&lt;br /&gt;
:When using the official mail system wax and wearing a mail system signet ring, you will see the below messaging once you {{boldmono|PUT WAX ON [PACKAGE/PARCEL/PARCHMENT]}}.&lt;br /&gt;
&amp;lt;!-- Put analyze for the was here --&amp;gt;&lt;br /&gt;
:;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put wax on package&lt;br /&gt;
After placing your black and gold wax on your burlap-covered package, you press your steel signet ring into the wax.  Heat blossoms momentarily over the surface of your ring and it presses into the softened wax, leaving behind a seal.&lt;br /&gt;
You have 9 pieces left of your wax.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look package&lt;br /&gt;
A thick burlap-covered package is a parcel meant for sending items to other adventurers.&lt;br /&gt;
&lt;br /&gt;
A blob of black and gold wax is affixed to the package.  It is imprinted with a seal depicting a whiny airship owner.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Commands&lt;br /&gt;
:* {{boldmono|PUT WAX ON [PACKAGE/PARCHMENT]}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; margin-right:26em&amp;quot;&lt;br /&gt;
|+Post Offices by Location&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Town&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Room Name and Location&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|NPC Description&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Prime [[Lich (software)|Lich]] Room #&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Plat Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Caligos Isle&lt;br /&gt;
|[[Caligos Post, Little Shop|[Caligos Post, Little Shop]]]&lt;br /&gt;
(post office at Caligos Isle, Southern Slope)&lt;br /&gt;
|None&lt;br /&gt;
|8081615&lt;br /&gt;
|26431, go office&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cysaegir&lt;br /&gt;
|[Rhyaesdid Hall, Second Floor]&lt;br /&gt;
[[Words on the Wind|[Words on the Wind]]]&lt;br /&gt;
|Cerysa the post clerk&lt;br /&gt;
|14053006&lt;br /&gt;
|30289&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Icemule Trace&lt;br /&gt;
|[Icemule Trace, West Road], the red brick building west of town center&lt;br /&gt;
[[Northern Post, Little Shop|[Northern Post, Little Shop]]]&lt;br /&gt;
|Dorgan (not visible)&lt;br /&gt;
|4043004, 4043005&lt;br /&gt;
|30187&amp;lt;!-- Prime Lich Room # --&amp;gt;&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kharam-Dzu&lt;br /&gt;
|[Paspartu Moving Company], through curtain&lt;br /&gt;
[[Teras Postmaster|[Teras Postmaster]]]&lt;br /&gt;
|A doddering dwarven postal clerk&lt;br /&gt;
|3001053&lt;br /&gt;
|30290&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kraken&#039;s Fall&lt;br /&gt;
|[Wandering Eye Market, South], a red-brick shop&lt;br /&gt;
[[Wandering Kraken&#039;s Mail Shop|[Wandering Kraken&#039;s Mail Shop]]]&lt;br /&gt;
|a perky human clerk&lt;br /&gt;
|7118541&lt;br /&gt;
|30291&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Mist Harbor&lt;br /&gt;
|[Tigerlily Avenue], the pale coral-tiled office east of the general store&lt;br /&gt;
[[Mist Harbor Mail Office|[Mist Harbor Mail Office]]]&lt;br /&gt;
| a deeply tanned human clerk - Celdel &lt;br /&gt;
|3204305&lt;br /&gt;
|30116&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|River&#039;s Rest&lt;br /&gt;
|[River&#039;s Rest, Underbridge], a small wooden structure, &lt;br /&gt;
[[Post Office, Finn&#039;s Office|[Post Office, Finn&#039;s Office]]]&lt;br /&gt;
|a grizzled half-elven clerk (Finn)&lt;br /&gt;
|2101033&lt;br /&gt;
|30118&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Solhaven&lt;br /&gt;
|[Solhaven, Triton Road], through the plain oak-planked building&lt;br /&gt;
[[Imperial Courier Office, &#039;Haven|[Imperial Courier Office, &#039;Haven]]]&lt;br /&gt;
|the post clerk Jaeven&lt;br /&gt;
|4747090&lt;br /&gt;
|30285&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Ta&#039;Illistim&lt;br /&gt;
|[Ta&#039;Illistim, Airship Terminus], through lapis-tiled arch &lt;br /&gt;
[[Peacock Couriers|[Peacock Couriers]]]&lt;br /&gt;
|Jarveil the mail clerk&lt;br /&gt;
|14118101&lt;br /&gt;
|30273&lt;br /&gt;
||29358&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Ta&#039;Vaalor&lt;br /&gt;
|[Ta&#039;Vaalor, Airship Terminus], through broad archway&lt;br /&gt;
[[Ta&#039;Vaalor, Mail Room|[Ta&#039;Vaalor, Mail Room]]]&lt;br /&gt;
|an elven mail clerk&lt;br /&gt;
|14118002&lt;br /&gt;
|30287&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Wehnimer&#039;s Landing&lt;br /&gt;
|[[Scrivener&#039;s, Mail Room|[Scrivener&#039;s, Mail Room]]]&lt;br /&gt;
|a bleary-eyed clerk&lt;br /&gt;
|3015&lt;br /&gt;
|30360&lt;br /&gt;
|29267&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Zul Logoth&lt;br /&gt;
|[[Zul Logoth Mail Depot|[Zul Logoth Mail Depot]]]&lt;br /&gt;
|an old grey-bearded clerk&lt;br /&gt;
|13014058&lt;br /&gt;
|30288&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MAIL==&lt;br /&gt;
&amp;lt;!-- &#039;&#039;Note: Once live, this will need to be created on its own page and can be transcluded in.&#039;&#039; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
    MAIL CHECK                    - checks your received mail&lt;br /&gt;
    MAIL COLLECT {stamp #}        - collects an parcel mailed to you&lt;br /&gt;
    MAIL DND {on|off}             - toggles do not disturb on or off&lt;br /&gt;
    MAIL RETRIEVE {stamp #}       - retrieves a sent parcel that the recipient has not picked up&lt;br /&gt;
    MAIL ESTIMATE {item}          - estimates the cost of sending the designated item&lt;br /&gt;
    MAIL REJECT {stamp #}         - returns a mail item to its sender&lt;br /&gt;
    MAIL SEND {name}              - send the item in your hands (prioritizing right)&lt;br /&gt;
                                    to the designated person&#039;s mailbox&lt;br /&gt;
    MAIL SEND {name} COD {amount} - sends mail, requests payment on delivery&lt;br /&gt;
    MAIL STATUS                   - checks the status of your sent mail&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAIL CHECK===&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail check&lt;br /&gt;
You hail down a mail clerk and ask if you have any parcels available for pickup.  After a brief search, they return to you and say, &amp;quot;Ah, yes.  It appears that you&#039;ve got mail.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stamp #    Sender           Parcel                                           Sent&lt;br /&gt;
---------  ---------------  -----------------------------------------------  -------------------&lt;br /&gt;
512100001  Auchand          a mule-printed frost blue envelope               within the last day&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You hail down a mail clerk and ask if you have any parcels available for pickup.  After rummaging around for an inordinate while, they say, &amp;quot;I&#039;m sorry, &amp;lt;Character&amp;gt;, but it doesn&#039;t appear that anything has come in for you.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
===MAIL COLLECT===&lt;br /&gt;
&lt;br /&gt;
This defaults to the top item when used alone.&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail collect 512100001&lt;br /&gt;
You inquire with a mail clerk about picking up a parcel.  They disappear for a little while before returning with a mule-printed frost blue envelope, which they hand to you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAIL DND===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail dnd on&lt;br /&gt;
You are now rejecting all mail sent to you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAIL RETRIEVE===&lt;br /&gt;
&lt;br /&gt;
You will lose all associated costs for stamp and shipping if you retrieve a parcel before the receiver picks it up.&lt;br /&gt;
&lt;br /&gt;
===MAIL REJECT===&lt;br /&gt;
&lt;br /&gt;
You cannot reject mail if the original sender&#039;s mailbox is full.&lt;br /&gt;
&lt;br /&gt;
===MAIL SEND===&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail send paidreg&lt;br /&gt;
You inquire with a mail clerk about sending a mule-printed frost blue envelope to Paidreg.  They say, &amp;quot;Sending the envelope to Paidreg will cost 5,000 silvers based on its weight and priority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re certain you&#039;d like to send a mule-printed frost blue envelope to Paidreg, enter MAIL SEND PAIDREG again within 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;mail send paidreg&lt;br /&gt;
The mail clerk takes a mule-printed frost blue envelope from you, along with 5,000 silvers.  They say, &amp;quot;We&#039;ll make certain to get this safely to Paidreg.  Don&#039;t you worry!&amp;quot;  The clerk places the envelope atop a pile of other parcels.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===MAIL SEND {name} COD {amount}===&lt;br /&gt;
&lt;br /&gt;
You cannot mail a package with a negative delivery amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail send arianiss cod -50000&lt;br /&gt;
You must specify a payment-on-delivery amount that is greater than zero.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If someone does not accept the package, you can use {{boldmono|MAIL RETRIEVE}}.&lt;br /&gt;
* There is a 2% tax for COD deliveries. The sender pays this.&lt;br /&gt;
* The maximum amount for COD is 250 million silvers.&lt;br /&gt;
&lt;br /&gt;
===MAIL STATUS===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail status&lt;br /&gt;
You hail down a mail clerk and ask for the status of parcels that you have sent.  Capably perusing a small ledger, they say, &amp;quot;Ah, yes.  Here you go.&amp;quot;  They place the ledger before you.&lt;br /&gt;
&lt;br /&gt;
Stamp #    Sender           Parcel                                           Status&lt;br /&gt;
---------  ---------------  -----------------------------------------------  -----------------&lt;br /&gt;
512100001  Paidreg          a mule-printed frost blue envelope               ready for pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
&lt;br /&gt;
The mail system, spearheaded by [[User:GS4-AUCHAND|GameMaster Auchand]], was activated on the [[Test server]] on September 27, 2021. It went live on October 2, 2021.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]][[Category:Cities and towns]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mail_system&amp;diff=190824</id>
		<title>Mail system</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mail_system&amp;diff=190824"/>
		<updated>2023-03-05T17:03:47Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Locations */ Plat Lich ID added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} The &#039;&#039;&#039;mail system&#039;&#039;&#039; allows characters to send in-game messages and items to each other even while the other person is offline. Mail can also be sent with a payment-on-delivery designation. In order to mail something you need a stamp and either an envelope or a package. There is a cost for the stamp, for the envelope or package, and a per pound cost. When requesting payment-on-delivery, there is an additional tax that the sender must pay. &lt;br /&gt;
&lt;br /&gt;
Whoever is being sent a piece of mail will get a message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A courier hurries over to you and says, &amp;quot;I heard the post office might have a package inbound for you.  You may want to check and see if it&#039;s been delivered yet.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
Visit the [[:Category:Post offices|post office]] [[Mail_system#Locations|located closest to you]].&lt;br /&gt;
&lt;br /&gt;
# Buy a stampbook. {{boldmono|PULL}} a stamp from the stampbook.&lt;br /&gt;
# Buy a package or envelope.&lt;br /&gt;
# Put a stamp on the package or envelope.&lt;br /&gt;
# Put something in the package or envelope.&lt;br /&gt;
# Close the package or envelope.&lt;br /&gt;
# {{boldmono|MAIL}}.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
Using the mail system has at least three costs every time: stamp, envelope or package, and per pound fee. There is additional cost if purchasing wax to apply or if requesting payment on delivery.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ Costs of Mail System&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Stamp Designation&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Delivery Speed&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Stamp Cost&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Envelope Cost&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Package Cost&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Per Pound Cost&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Standard&lt;br /&gt;
|60 min&lt;br /&gt;
|2,500&lt;br /&gt;
|300&lt;br /&gt;
|800&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Express&lt;br /&gt;
|20 min&lt;br /&gt;
|5,000&lt;br /&gt;
|600&lt;br /&gt;
|1,600&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|First Class&lt;br /&gt;
|Immediate&lt;br /&gt;
|10,000&lt;br /&gt;
|2,400&lt;br /&gt;
|4,800&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Components==&lt;br /&gt;
===Stamps===&lt;br /&gt;
:Stampbooks must be purchased and used to control the subsequent cost of components when mailed as well as the speed of delivery. Each stampbook contains 20 stamps. See the [[Mail_system#Costs|table]] for costs. Having stamps separate allows for less unwieldy commands in the mail system and more flavor as stamps can be customized.&lt;br /&gt;
&lt;br /&gt;
:;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;look stampbook&lt;br /&gt;
The stampbook is a stampbook holding 10 first class stamps.  First class mail arrives very swiftly, but is expensive.&lt;br /&gt;
&lt;br /&gt;
You can PULL the stampbook to produce a small mint green stamp.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put stamp on envelope&lt;br /&gt;
You pull an individual stamp out of the stampbook to place on the envelope.&lt;br /&gt;
You neatly place a small mint green stamp on the front of a mule-printed frost blue envelope.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Commands&lt;br /&gt;
&lt;br /&gt;
:* {{boldmono|PULL MY STAMPBOOK}} : retrieve one stamp&lt;br /&gt;
:* {{boldmono|PUT STAMP ON [envelope/package]}}&lt;br /&gt;
&lt;br /&gt;
===Envelope===&lt;br /&gt;
:Sending an envelope will cost an additional amount in addition to the stamp cost. See the [[Mail_system#Costs|table]] for costs. Envelopes can be sealed with [[Mail_system#Signets_and_Wax|mail system wax]] and signet rings.&lt;br /&gt;
&amp;lt;!-- Put analyze for the envelope here --&amp;gt;&lt;br /&gt;
:;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put parchment in envelope&lt;br /&gt;
You put a snow white parchment in your frost blue envelope.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;close envelope&lt;br /&gt;
You close a mule-printed frost blue envelope.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;open enve&lt;br /&gt;
You tear open your frost blue envelope and pull a snow white parchment from within.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch&lt;br /&gt;
A snow white parchment is blank.&amp;lt;/pre&amp;gt;&lt;br /&gt;
:;Commands&lt;br /&gt;
:*{{boldmono|PUT &amp;lt;item&amp;gt; IN ENVELOPE}}&lt;br /&gt;
:*{{boldmono|CLOSE ENVELOPE}}&lt;br /&gt;
:*{{boldmono|OPEN ENVELOPE}}&lt;br /&gt;
&lt;br /&gt;
===Package===&lt;br /&gt;
:Sending a package will cost an additional amount in addition to the stamp cost. See the [[Mail_system#Costs|table]] for costs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Note:&#039;&#039; While at this time the mail system does not work with existing [[stationery box]]es and related materials, you can use the stationery and then place it inside of a package to be sent.&lt;br /&gt;
&amp;lt;!-- Put analyze for the envelope here --&amp;gt;&lt;br /&gt;
:;Commands&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
===Signets and Wax===&lt;br /&gt;
:At this time, the mail system does not work with existing waxes and [[signet]] rings. A work around, however, is to use all of your existing stationery pieces and place them into a package and send them that way.&lt;br /&gt;
&lt;br /&gt;
:When using the official mail system wax and wearing a mail system signet ring, you will see the below messaging once you {{boldmono|PUT WAX ON [PACKAGE/PARCEL/PARCHMENT]}}.&lt;br /&gt;
&amp;lt;!-- Put analyze for the was here --&amp;gt;&lt;br /&gt;
:;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;put wax on package&lt;br /&gt;
After placing your black and gold wax on your burlap-covered package, you press your steel signet ring into the wax.  Heat blossoms momentarily over the surface of your ring and it presses into the softened wax, leaving behind a seal.&lt;br /&gt;
You have 9 pieces left of your wax.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look package&lt;br /&gt;
A thick burlap-covered package is a parcel meant for sending items to other adventurers.&lt;br /&gt;
&lt;br /&gt;
A blob of black and gold wax is affixed to the package.  It is imprinted with a seal depicting a whiny airship owner.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Commands&lt;br /&gt;
:* {{boldmono|PUT WAX ON [PACKAGE/PARCHMENT]}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable text-center&amp;quot; style=&amp;quot;font-size:small; margin-right:26em&amp;quot;&lt;br /&gt;
|+Post Offices by Location&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Town&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Room Name and Location&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|NPC Description&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Prime [[Lich (software)|Lich]] Room #&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Plat Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Caligos Isle&lt;br /&gt;
|[[Caligos Post, Little Shop|[Caligos Post, Little Shop]]]&lt;br /&gt;
(post office at Caligos Isle, Southern Slope)&lt;br /&gt;
|None&lt;br /&gt;
|8081615&lt;br /&gt;
|26431, go office&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cysaegir&lt;br /&gt;
|[Rhyaesdid Hall, Second Floor]&lt;br /&gt;
[[Words on the Wind|[Words on the Wind]]]&lt;br /&gt;
|Cerysa the post clerk&lt;br /&gt;
|14053006&lt;br /&gt;
|30289&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Icemule Trace&lt;br /&gt;
|[Icemule Trace, West Road], the red brick building west of town center&lt;br /&gt;
[[Northern Post, Little Shop|[Northern Post, Little Shop]]]&lt;br /&gt;
|Dorgan (not visible)&lt;br /&gt;
|4043004, 4043005&lt;br /&gt;
|30187&amp;lt;!-- Prime Lich Room # --&amp;gt;&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kharam-Dzu&lt;br /&gt;
|[Paspartu Moving Company], through curtain&lt;br /&gt;
[[Teras Postmaster|[Teras Postmaster]]]&lt;br /&gt;
|A doddering dwarven postal clerk&lt;br /&gt;
|3001053&lt;br /&gt;
|30290&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kraken&#039;s Fall&lt;br /&gt;
|[Wandering Eye Market, South], a red-brick shop&lt;br /&gt;
[[Wandering Kraken&#039;s Mail Shop|[Wandering Kraken&#039;s Mail Shop]]]&lt;br /&gt;
|a perky human clerk&lt;br /&gt;
|7118541&lt;br /&gt;
|30291&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Mist Harbor&lt;br /&gt;
|[Tigerlily Avenue], the pale coral-tiled office east of the general store&lt;br /&gt;
[[Mist Harbor Mail Office|[Mist Harbor Mail Office]]]&lt;br /&gt;
| a deeply tanned human clerk - Celdel &lt;br /&gt;
|3204305&lt;br /&gt;
|30116&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|River&#039;s Rest&lt;br /&gt;
|[River&#039;s Rest, Underbridge], a small wooden structure, &lt;br /&gt;
[[Post Office, Finn&#039;s Office|[Post Office, Finn&#039;s Office]]]&lt;br /&gt;
|a grizzled half-elven clerk (Finn)&lt;br /&gt;
|2101033&lt;br /&gt;
|30118&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Solhaven&lt;br /&gt;
|[Solhaven, Triton Road], through the plain oak-planked building&lt;br /&gt;
[[Imperial Courier Office, &#039;Haven|[Imperial Courier Office, &#039;Haven]]]&lt;br /&gt;
|the post clerk Jaeven&lt;br /&gt;
|4747090&lt;br /&gt;
|30285&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Ta&#039;Illistim&lt;br /&gt;
|[Ta&#039;Illistim, Airship Terminus], through lapis-tiled arch &lt;br /&gt;
[[Peacock Couriers|[Peacock Couriers]]]&lt;br /&gt;
|Jarveil the mail clerk&lt;br /&gt;
|14118101&lt;br /&gt;
|30273&lt;br /&gt;
||29358&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Ta&#039;Vaalor&lt;br /&gt;
|[Ta&#039;Vaalor, Airship Terminus], through broad archway&lt;br /&gt;
[[Ta&#039;Vaalor, Mail Room|[Ta&#039;Vaalor, Mail Room]]]&lt;br /&gt;
|an elven mail clerk&lt;br /&gt;
|14118002&lt;br /&gt;
|30287&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Wehnimer&#039;s Landing&lt;br /&gt;
|[[Scrivener&#039;s, Mail Room|[Scrivener&#039;s, Mail Room]]]&lt;br /&gt;
|a bleary-eyed clerk&lt;br /&gt;
|3015&lt;br /&gt;
|30360&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Zul Logoth&lt;br /&gt;
|[[Zul Logoth Mail Depot|[Zul Logoth Mail Depot]]]&lt;br /&gt;
|an old grey-bearded clerk&lt;br /&gt;
|13014058&lt;br /&gt;
|30288&lt;br /&gt;
|{{addmetext}}&amp;lt;!-- Plat Lich Room # --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MAIL==&lt;br /&gt;
&amp;lt;!-- &#039;&#039;Note: Once live, this will need to be created on its own page and can be transcluded in.&#039;&#039; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
    MAIL CHECK                    - checks your received mail&lt;br /&gt;
    MAIL COLLECT {stamp #}        - collects an parcel mailed to you&lt;br /&gt;
    MAIL DND {on|off}             - toggles do not disturb on or off&lt;br /&gt;
    MAIL RETRIEVE {stamp #}       - retrieves a sent parcel that the recipient has not picked up&lt;br /&gt;
    MAIL ESTIMATE {item}          - estimates the cost of sending the designated item&lt;br /&gt;
    MAIL REJECT {stamp #}         - returns a mail item to its sender&lt;br /&gt;
    MAIL SEND {name}              - send the item in your hands (prioritizing right)&lt;br /&gt;
                                    to the designated person&#039;s mailbox&lt;br /&gt;
    MAIL SEND {name} COD {amount} - sends mail, requests payment on delivery&lt;br /&gt;
    MAIL STATUS                   - checks the status of your sent mail&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAIL CHECK===&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail check&lt;br /&gt;
You hail down a mail clerk and ask if you have any parcels available for pickup.  After a brief search, they return to you and say, &amp;quot;Ah, yes.  It appears that you&#039;ve got mail.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stamp #    Sender           Parcel                                           Sent&lt;br /&gt;
---------  ---------------  -----------------------------------------------  -------------------&lt;br /&gt;
512100001  Auchand          a mule-printed frost blue envelope               within the last day&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You hail down a mail clerk and ask if you have any parcels available for pickup.  After rummaging around for an inordinate while, they say, &amp;quot;I&#039;m sorry, &amp;lt;Character&amp;gt;, but it doesn&#039;t appear that anything has come in for you.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
===MAIL COLLECT===&lt;br /&gt;
&lt;br /&gt;
This defaults to the top item when used alone.&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail collect 512100001&lt;br /&gt;
You inquire with a mail clerk about picking up a parcel.  They disappear for a little while before returning with a mule-printed frost blue envelope, which they hand to you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAIL DND===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail dnd on&lt;br /&gt;
You are now rejecting all mail sent to you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAIL RETRIEVE===&lt;br /&gt;
&lt;br /&gt;
You will lose all associated costs for stamp and shipping if you retrieve a parcel before the receiver picks it up.&lt;br /&gt;
&lt;br /&gt;
===MAIL REJECT===&lt;br /&gt;
&lt;br /&gt;
You cannot reject mail if the original sender&#039;s mailbox is full.&lt;br /&gt;
&lt;br /&gt;
===MAIL SEND===&lt;br /&gt;
;Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail send paidreg&lt;br /&gt;
You inquire with a mail clerk about sending a mule-printed frost blue envelope to Paidreg.  They say, &amp;quot;Sending the envelope to Paidreg will cost 5,000 silvers based on its weight and priority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re certain you&#039;d like to send a mule-printed frost blue envelope to Paidreg, enter MAIL SEND PAIDREG again within 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;mail send paidreg&lt;br /&gt;
The mail clerk takes a mule-printed frost blue envelope from you, along with 5,000 silvers.  They say, &amp;quot;We&#039;ll make certain to get this safely to Paidreg.  Don&#039;t you worry!&amp;quot;  The clerk places the envelope atop a pile of other parcels.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===MAIL SEND {name} COD {amount}===&lt;br /&gt;
&lt;br /&gt;
You cannot mail a package with a negative delivery amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail send arianiss cod -50000&lt;br /&gt;
You must specify a payment-on-delivery amount that is greater than zero.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If someone does not accept the package, you can use {{boldmono|MAIL RETRIEVE}}.&lt;br /&gt;
* There is a 2% tax for COD deliveries. The sender pays this.&lt;br /&gt;
* The maximum amount for COD is 250 million silvers.&lt;br /&gt;
&lt;br /&gt;
===MAIL STATUS===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;mail status&lt;br /&gt;
You hail down a mail clerk and ask for the status of parcels that you have sent.  Capably perusing a small ledger, they say, &amp;quot;Ah, yes.  Here you go.&amp;quot;  They place the ledger before you.&lt;br /&gt;
&lt;br /&gt;
Stamp #    Sender           Parcel                                           Status&lt;br /&gt;
---------  ---------------  -----------------------------------------------  -----------------&lt;br /&gt;
512100001  Paidreg          a mule-printed frost blue envelope               ready for pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
&lt;br /&gt;
The mail system, spearheaded by [[User:GS4-AUCHAND|GameMaster Auchand]], was activated on the [[Test server]] on September 27, 2021. It went live on October 2, 2021.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]][[Category:Cities and towns]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Four_Winds_Hall&amp;diff=187485</id>
		<title>Four Winds Hall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Four_Winds_Hall&amp;diff=187485"/>
		<updated>2023-01-20T12:53:35Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Locations */ fixed Plat Lich room #&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Four Winds Halls&#039;&#039;&#039; are only accessible by [[Premium]] subscribers.  There is one located in or near every major town. These halls each have a table providing Premium subscribers access to the [[Premium teleportation jewelry|teleportation jewelry]] necessary to reach [[Mist Harbor]].  Directions to each hall can be found in game by typing {{boldmono|[[PREMIUM (verb)#PREMIUM 4|PREMIUM 4]]}}.  Other benefits located at the halls include: [[Premium flowers]], gambling tables, [[super node]]s, and wandering live merchants who chance to stop by.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Town||Hall Location||Prime Room || Plat Room || Shattered Room&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]] || [[Burga Hall]] ||#20756 || #20756 || #19684&lt;br /&gt;
|-&lt;br /&gt;
| [[Teras Isle|Kharam Dzu]] || [[Welkin Hall]] || #20777 || - || #19650&lt;br /&gt;
|-&lt;br /&gt;
| [[Kraken&#039;s Fall]] || [[Molskroen Hall]] || #28988 || #27629 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[River&#039;s Rest]] || [[Mistral Hall]] || #20766 || #20766 || #19670&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]] || [[Seamist Hall]] || #20718 || #20718 || #19728&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]] || [[Meazernis Villa]] || #20707 || #20707 || #18679&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]] || [[Etesian Hall]] || #20706 || #20706 || #19700&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] || [[Zephyr Hall]] ||#20734 || #20734 || #19744&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]] || [[Solano Hall]] || #9409 || #9409 || #9409&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
&lt;br /&gt;
===Premium Transport===&lt;br /&gt;
&lt;br /&gt;
The [[Premium transport system|Premium Transport System]] is a benefit to Premium subscription members that affords inter-realm travel between premium halls. Each of the nine premium halls has a transport room (each room has its own unique colored doorway) near the hall&#039;s entrance where tickets may be purchased for inter-hall transport. Each transport room will have a sign with ticket purchasing instructions, pricing and restrictions, and a portal. After purchasing a transport ticket you can enter the portal. Inside the portal will be a nexus of rooms, each leading to a hall in a different realm.&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
&lt;br /&gt;
Every Four Winds Hall is equipped with [[BlackDrake]] gambling tables for your enjoyment.  They are located in the Game Room of each hall.&lt;br /&gt;
&lt;br /&gt;
===Teleportation Jewelry===&lt;br /&gt;
&lt;br /&gt;
Each hall has a table set out with a variety of town-specific [[Premium teleportation jewelry|teleport jewelry]].  You can have as many of these as you like, so grab a few!&lt;br /&gt;
&lt;br /&gt;
===Flowers===&lt;br /&gt;
&lt;br /&gt;
[[Premium flowers]] are located in each of the Four Winds Halls.&lt;br /&gt;
&lt;br /&gt;
===Nodes===&lt;br /&gt;
&lt;br /&gt;
====Earth Nodes====&lt;br /&gt;
&lt;br /&gt;
Once you get inside the Four Winds Hall, nearly every room is an earth node.  This even includes the BlackDrake tables!&lt;br /&gt;
&lt;br /&gt;
====Super Nodes====&lt;br /&gt;
&lt;br /&gt;
One room in each hall is designated as a super [[node]]!&lt;br /&gt;
{{#section-h:Node|[[Premium Hall]]s}}&lt;br /&gt;
&lt;br /&gt;
===Town Specific Perks===&lt;br /&gt;
&lt;br /&gt;
Some of the Four Winds Halls have special perks that are only available in that specific town.&lt;br /&gt;
&lt;br /&gt;
====[[Ice skating|Ice Skating]]====&lt;br /&gt;
Located in Icemule&#039;s Burga Hall, a functional ice skating rink is available.  There is also a small gift cart with items for sale.&lt;br /&gt;
&lt;br /&gt;
====Swimming====&lt;br /&gt;
&lt;br /&gt;
Outside Solhaven&#039;s Seamist Hall, one can enjoy a swim at the beach!&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[File:Premium halls by Dirvy.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Premium]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Teras_Isle&amp;diff=187276</id>
		<title>Teras Isle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Teras_Isle&amp;diff=187276"/>
		<updated>2023-01-18T01:27:24Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Travel to Teras Isle */ Platinum Lich room.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Teras_Isle_Regional_final.jpg|thumb|400px|Reference map of Teras Isle, surrounding waters, and Kharam Dzu. Prepared for the Borthuum Mining Company by Alosaka&#039;s player.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teras Isle&#039;&#039;&#039;, home to the [[dwarven]] settlement of [[Kharam Dzu]], is located to the west off the coast of the continent of [[Elanthia]] in the [[Great Western Sea]].&lt;br /&gt;
&lt;br /&gt;
The name of Teras&#039; great volcanic peak was dwarven for &amp;quot;Stormbrow&amp;quot; as it was named in 4997 when the uninhabited island was discovered by [[Ghorsa Borthuum]] of the [[Gulroten Clan]].  Ghorsa had undertaken a journey in hope to find the lost [[Turamzzyrian Empire|Turamzzyrian]] province of [[Kezmon Isle]], and to escape the threat of [[human]] expansion to the north.  Instead, by travel of [[Airship#Behind the Scenes|hot air balloon]], they discovered what became known as Teras Isle.&lt;br /&gt;
&lt;br /&gt;
Excited by the apparent large reservoirs of gems and metals on the volcanic island, they quickly established the town of Kharam Dzu.  Soon after, a human merchant ship, driven off course by [[Krolvin]] attack discovered the dwarven settlement.  The [[Borthuum Mining Company]] promptly went into business with the humans, specifically for the rare material of [[glaes]].  It was from the humans that the dwarves bought the ship which became known as the [[Glaesen Star]].  &lt;br /&gt;
&lt;br /&gt;
On Jastatos the 15th, the underwater temple to the great water [[elemental]] [[Nelemar]] was discovered by a band of scholars searching for the [[Fier&#039;Dracus]] gem.&lt;br /&gt;
&lt;br /&gt;
==Travel to Teras Isle==&lt;br /&gt;
{{main|Glaesen Star}}&lt;br /&gt;
The town of Kharam Dzu on Teras Isle is accessible by boarding the [[Glaesen Star]] ship in [[Wehnimer&#039;s Landing]] (Lich Room #8898).  {{#section:Glaesen Star|schedule}}  Loading begins fifteen minutes prior. Tickets cost 10,000 silver and must be purchased in the Wehnimer&#039;s Travel Office which is located right outside of the Glaesen Star&#039;s dock on the south wharf (Lich Room #8899, #1871 in Platinum).  Once in the office,{{boldmono| [[BUY]] TICKET}}.&lt;br /&gt;
&lt;br /&gt;
== Nearby Places of Interest ==&lt;br /&gt;
* The [[Hog&#039;s Pen]] Tavern&lt;br /&gt;
* [[Locks Picked &amp;amp; Lockpicks]]&lt;br /&gt;
* [[Fhorian Village]]&lt;br /&gt;
* The [[Temple of Luukos]]&lt;br /&gt;
* The [[Eye of V&#039;tull]]&lt;br /&gt;
* The [[Glaes Caverns]]&lt;br /&gt;
* [[McKyren&#039;s Folly]]&lt;br /&gt;
* The [[Lava Flows]]&lt;br /&gt;
* [[Ruin Creek (saved posts)|Ruin Creek]]?&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Teras Isle was released in early 1996. It was the first town expansion to the game since [[Kelfour&#039;s Landing]] was introduced in December 1989. [[Icemule Trace]] and [[River&#039;s Rest]] followed in the subsequent year, while [[Pinefar]] and [[Solhaven]] were opposite ends of 1998, and the [[Elven Nations]] was released throughout the second half of 2001. [[Cysaegir]] was the last town expansion in July 2004. [[Squire&#039;s Bluff]] was the original town of GemStone ][ in April 1988, but was removed in the transition to GemStone III. It is supposedly the abandoned village on the trail to [[Vornavis]]. There was a map in the [[Abandoned Inn]].&lt;br /&gt;
===History===&lt;br /&gt;
The early work on what would eventually become Teras Isle was done by [[Maleskari#Behind the Scenes|Kygar]] and Fawn. It was developed on the premise of being [[Uman Isle]] in the southern hemisphere of [[Shadow World]], which has a dormant volcano and extensive deposits of the volcanic glass now called [[glaes]]. It was supposed to be very difficult to reach for [[flows of essence]] and other navigational reasons. The project was put aside in favor of other issues, but was revived when the game population rapidly expanded on AOL following the end of the [[ICE age|I.C.E. Age]], forming a lot of pressure for older high level characters to get away from the inexperienced new players. The Dwarves were added as flavor and the place was designed instead as Teras Isle, located off the same continent, making it much closer to the Landing than Uman Isle.&lt;br /&gt;
&lt;br /&gt;
One can find information about the release of Teras Isle on the [[/saved posts|saved posts]] page for this article.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Teras Isle and Kharam Dzu Area (map)|Area maps]]&lt;br /&gt;
* [[:Category: Teras Isle Hunting Areas|Hunting areas]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Teras%20Isle%20Hunting%20Areas/view Teras Isle Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Dwarves}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Teras Isle| ]]&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Armor_navigation&amp;diff=173079</id>
		<title>Template:Armor navigation</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Armor_navigation&amp;diff=173079"/>
		<updated>2022-08-12T11:29:45Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Rogues can learn Support too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:{{{float|right}}}; margin-left: 2em; margin-right: 0.5em; margin-bottom: 1em; border: 1px #aaa solid; text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#DDDDDD&amp;quot; style=&amp;quot;font-size:110%; text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Armor Navigation&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Armor navigation|action=edit}} edit]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[Armor Use]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[Spell hindrance]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; bgcolor=&amp;quot;#DDDDDD&amp;quot; | &#039;&#039;&#039;[[Armor Specialization|Specializations]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| bgcolor=&amp;quot;#DDDDDD&amp;quot; width=&amp;quot;33%&amp;quot; | &#039;&#039;&#039;Warrior&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#DDDDDD&amp;quot; width=&amp;quot;33%&amp;quot; | &#039;&#039;&#039;Rogue&#039;&#039;&#039;&lt;br /&gt;
| bgcolor=&amp;quot;#DDDDDD&amp;quot; width=&amp;quot;33%&amp;quot; | &#039;&#039;&#039;Paladin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor Reinforcement|Reinforce]]&lt;br /&gt;
| [[Armored Evasion|Evasion]]&lt;br /&gt;
| [[Armor Blessing|Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor Support|Support]]&lt;br /&gt;
| [[Armored Stealth|Stealth]]&lt;br /&gt;
| [[Armored Casting|Casting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crush Protection|Crush]]&lt;br /&gt;
| [[Armor Support|Support]]&lt;br /&gt;
| [[Armored Fluidity|Fluidity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puncture Protection|Puncture]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Slash Protection|Slash]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=166838</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=166838"/>
		<updated>2022-05-10T01:12:05Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Ranger Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be self-cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing. 40 ranks will allow a blessed weapon to [[anchor]] [[:Category:Non-corporeal undead creatures|non-corporeal undead]].&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Condemn (309)]]&lt;br /&gt;
:Training in Blessings increases the number of stored charges of holy magic that can be used with EVOKE.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers (including those inside boxes) that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers. Training in Blessings also further reduces the weight of corpses upon whom this spell is cast, making them easier to drag.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a free mana-spellup effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Bounty (604)]]&lt;br /&gt;
:Training in Blessings provided an additional 1% of skin value on a seed 5 summation of ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangle Weed (610)]]&lt;br /&gt;
:Training in Blessings gives the Ranger a general AS boost equal to the debuff applied, and 60% of that in CS.  Last for 2 minutes, refreshable.&lt;br /&gt;
&lt;br /&gt;
;*[[Moonbeam (611)]]&lt;br /&gt;
:Training in Blessings gives the bolt version of the spell a chance to cause a 4-second immobilization, recurring every 6 seconds at a rate of 1 bonus cycle per 30 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Increases duration of ranged weapon effect by +1 second per 12 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:At 5 ranks of Blessings, the Ranger may cast the spell at an imbued wand or rod to create an imbed with [[Wild Entropy (603)]], usable only by its creator.&lt;br /&gt;
&lt;br /&gt;
:At 40 ranks, the Ranger receives double the [[Magic Item Use]] for using the item created with it.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Defense of the Faithful (1608)]]&lt;br /&gt;
:Training in Blessings nullifies an additional target&#039;s Force on Force for every [[summation::seed 10 summation]] while the &#039;&#039;&#039;Beacon of Courage&#039;&#039;&#039; effect is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervor (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Weapon (1625)]]&lt;br /&gt;
:Training in Blessings increases the chance of a Guiding Light double flare identical to Consecrate (only if the weapon is eligible for Guiding Light flares).&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=163147</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=163147"/>
		<updated>2022-03-15T21:10:21Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process.  Enchanting projects no longer require  [[#Tempering Potions|tempering potions]] or tempering times.  In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/sanctified/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted copper ayan&#039;eth potion**&lt;br /&gt;
 | Special***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted silver ayan&#039;eth potion**&lt;br /&gt;
 | Special***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted golden ayan&#039;eth potion**&lt;br /&gt;
 | Special***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36.These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[sanctified]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Potion&amp;lt;br&amp;gt;Pour&amp;lt;br&amp;gt;Penalty&lt;br /&gt;
!Starting Enchant&amp;lt;br&amp;gt;Restriction&lt;br /&gt;
!Lore Requirements&amp;lt;br&amp;gt;100 Ranks&amp;lt;br&amp;gt;OLD SYSTEM ONLY&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
|rowspan=2|-200&lt;br /&gt;
|rowspan=2|≤+30&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Sanctified]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&lt;br /&gt;
|rowspan=7| -100&lt;br /&gt;
|rowspan=7|N/A&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Jidrael%27s_General_Shop&amp;diff=162605</id>
		<title>Jidrael&#039;s General Shop</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Jidrael%27s_General_Shop&amp;diff=162605"/>
		<updated>2022-03-06T02:13:32Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|itemtype = general&lt;br /&gt;
|shop = store&lt;br /&gt;
|Shops = Stores&lt;br /&gt;
|town = Ravelin&lt;br /&gt;
|1 = It is located northwest of Wyvern Plaza, past the [[Seregon&#039;s Leathers|leathers store]]. Unlike most stores, the merchandise is not available immediately upon walking in, but in the northwest corner.&lt;br /&gt;
|roomname = Jidrael&#039;s General Shop, Commons&lt;br /&gt;
|desc = Frosted globes dangling from vaalin chains set into the ceiling sway slightly in the cool river breeze that passes through the small shop from the long open windows set into each of the room&#039;s three walls.  Decorative and functional wicker chairs offer perches for waiting customers and are arranged in casual patterns amongst the trunks and counters displaying the shop&#039;s wares.  You also see the shopkeeper Jidrael.&lt;br /&gt;
|inventory = &amp;amp;nbsp;&amp;amp;nbsp;Catalog&lt;br /&gt;
  ----------------------------------------------------------------------&lt;br /&gt;
  1. a moss green velvet hip-purse        7. a pair of dark roan leather gloves&lt;br /&gt;
  2. a dusky green leather knapsack       8. a pair of long white cotton gloves&lt;br /&gt;
  3. a closely woven cotton mesh pouch    9. a calf-length dove grey satin skirt&lt;br /&gt;
  4. a straw-colored linen herb satchel   10. a pair of russet twill trousers&lt;br /&gt;
  5. a cypress green silk backpack        11. a crystal amulet&lt;br /&gt;
  6. a dapper green felt beret            12. a black crystal&lt;br /&gt;
}}&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Name&lt;br /&gt;
 !Price&lt;br /&gt;
 !Weight&lt;br /&gt;
 !Capacity&lt;br /&gt;
 !Worn &lt;br /&gt;
 |-&lt;br /&gt;
 |1. a moss green velvet hip-purse &lt;br /&gt;
 |225&lt;br /&gt;
 |2 pounds&lt;br /&gt;
 |20 pounds&lt;br /&gt;
 |belt&lt;br /&gt;
 |-&lt;br /&gt;
 |2. a dusky green leather knapsack &lt;br /&gt;
 |156&lt;br /&gt;
 |7 pounds&lt;br /&gt;
 |75 pounds&lt;br /&gt;
 |back&lt;br /&gt;
 |-&lt;br /&gt;
 |3. a closely woven cotton mesh pouch&lt;br /&gt;
 |180&lt;br /&gt;
 |2 pounds&lt;br /&gt;
 |5 pounds - (5 items)&lt;br /&gt;
 |belt&lt;br /&gt;
 |-&lt;br /&gt;
 |4. a straw-colored linen herb satchel&lt;br /&gt;
 |1805&lt;br /&gt;
 |2 pounds&lt;br /&gt;
 |30 pounds&lt;br /&gt;
 |shoulders and back&lt;br /&gt;
 |-&lt;br /&gt;
 |5. a cypress green silk backpack  &lt;br /&gt;
 |225&lt;br /&gt;
 |7 pounds&lt;br /&gt;
 |100 pounds&lt;br /&gt;
 |back&lt;br /&gt;
 |-&lt;br /&gt;
 |10. a pair of russet twill trousers&lt;br /&gt;
 |156&lt;br /&gt;
 |Under a pound&lt;br /&gt;
 |10 pounds - Any number of items that weigh less than 1 pound&lt;br /&gt;
 |legs&lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Platinum Lich ID&#039;s:&lt;br /&gt;
    1: [Jidrael&#039;s General Shop, Entry]       (13934)&lt;br /&gt;
    2: [Jidrael&#039;s General Shop, Bedroom]     (13935)&lt;br /&gt;
    3: [Jidrael&#039;s General Shop, Commons]     (13953)&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:FIREPHOENIX&amp;diff=51449</id>
		<title>User talk:FIREPHOENIX</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:FIREPHOENIX&amp;diff=51449"/>
		<updated>2013-02-06T03:16:54Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Created page with &amp;#039;Be sure to create pages with the right style format for naming them.  As detailed here (http://www.krakiipedia.org/wiki/Help:Style).  &amp;quot;Like on Wikipedia, article names should hav…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Be sure to create pages with the right style format for naming them.  As detailed here (http://www.krakiipedia.org/wiki/Help:Style).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like on Wikipedia, article names should have the first letter capitalized and the remaining words in lowercase (such as SGE protocol saved post) unless the topic is a proper noun, in which case it should be in title case like usual (such as Wehnimer&#039;s Landing). The reason for this is so that if you link a title in the middle of a word, the link looks appropriate without any extra massaging.&lt;br /&gt;
Similarly, article names should be singular (Rogue instead of Rogues) unless the item being discussed is always plural (such as the Elven Nations).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:DRIZZT-12|Adam]] &amp;lt;sup&amp;gt;[[User talk:DRIZZT-12|talk]]&amp;lt;/sup&amp;gt; 22:16, 5 February 2013 (EST)&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lost_soul&amp;diff=29853</id>
		<title>Lost soul</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lost_soul&amp;diff=29853"/>
		<updated>2011-07-08T12:06:55Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 91&lt;br /&gt;
| type = Biped&lt;br /&gt;
| family = soul&lt;br /&gt;
| attacks = Claws, Magic and Weapons.&lt;br /&gt;
| area = [[The Rift]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = Yes&lt;br /&gt;
| bcs = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] | [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] | [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | type = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
 | skin = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The lost soul appears as the flickering shade of a normal humanoid, his face contorted into a soundless, agonized scream.  His flesh slowly melts off his frame, bubbling, dripping to the ground, and his clothing turns into rags, dropping off in shreds, until nothing is left but a skeleton with hate-filled red eyes.  Slowly the flesh reforms, the clothing regains its form, all in nearly reverse order, until the lost soul is once again whole.  Then, horribly, he begins to deteriorate again.?&amp;lt;sup&amp;gt;&amp;lt;sup&amp;gt;[http://www.play.net/gs4/info/bestiary/]&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.play.net/gs4/info/bestiary/&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 89&lt;br /&gt;
|levelm1 = 90&lt;br /&gt;
|level = 91&lt;br /&gt;
|levelp1 = 92&lt;br /&gt;
|levelp2 = 93&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Rift creatures]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Snow_madrinol&amp;diff=39491</id>
		<title>Snow madrinol</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Snow_madrinol&amp;diff=39491"/>
		<updated>2011-04-11T14:03:20Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 52&lt;br /&gt;
| type = Quadruped&lt;br /&gt;
| family = madrinol&lt;br /&gt;
| attacks = Bites and Claws.&lt;br /&gt;
| area = [[Gossamer Valley]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = No&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical = &lt;br /&gt;
  {{creature ability|Bite|+301 [[Attack strength|AS]]}}&lt;br /&gt;
  {{creature ability|Claw|+311 [[Attack strength|AS]]}}&lt;br /&gt;
| maneuver =&lt;br /&gt;
  {{Creature ability|[[Tail Sweep]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+177 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |+203 to +206 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | type = gems, skins&lt;br /&gt;
 | skin = a madrinol skin&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The heavily armored snow madrinol moves ponderously through the area searching for easy prey to consume.  Plates of extremely thick slate grey skin cover this quadruped on nearly all its exterior surfaces except its long, leathery tail and cupped, upright ears.  Tufts of off-white fur protrude between the plates, however, giving the impression that the madrinol is wearing pieces of armor rather than a total covering.  Unique to the snow madrinol seems to be its flared, circular hooves.  Sharp claws protrude from all sides of each hoof, allowing the creature to grip the ice or frozen ground for greater stability.&amp;lt;sup&amp;gt;&amp;lt;sup&amp;gt;[http://www.play.net/gs4/info/bestiary/]&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
The Snow Madrinol is the weakest of the three inhabitants of [[Gossamer Valley]], with a lower AS than the [[glacial morph]], and a maneuver that pales in comparison to the [[animated slush]]&#039;s [[slush wall]] attack. Unlike the other two, madrinols are not immune to stun or other disabling techniques, and can be dealt with using spells such as [[Blood Burst (701)]] or [[Bone Shatter (1106)]], which are effective only on &amp;quot;living&amp;quot; creatures. They have an average AS, and while they possess rather strong natural armor, hindering melee attacks, they possess no other particular defensive strengths. The only maneuver they possess is the Tail Sweep, which can inflict up to 20 [[RT]], though it is often easily avoided. A single madrinol is likely incapable of killing someone by tail sweeping him or her, but the true danger of this maneuver comes into play when used around the other inhabitants of Gossamer Valley. The animated slush has a plethora of dangerous attacks which will be especially dangerous on a proned individual, while the glacial morph&#039;s high AS and high DF weapon base can quickly dispatch anyone that they can hit.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Snow madrinols have skin that is the equivalent of AsG 15 armor, augmented chain. They drop a variety of fairly high quality gems as well.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.play.net/gs4/info/bestiary/&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 50&lt;br /&gt;
|levelm1 = 51&lt;br /&gt;
|level = 52&lt;br /&gt;
|levelp1 = 53&lt;br /&gt;
|levelp2 = 54&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gossamer Valley creatures]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_mastiff&amp;diff=41424</id>
		<title>Stone mastiff</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_mastiff&amp;diff=41424"/>
		<updated>2011-03-24T20:24:47Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 62&lt;br /&gt;
| type = Quadruped&lt;br /&gt;
| family = Mastiff&lt;br /&gt;
| attacks = Bites and Claws.&lt;br /&gt;
| area = [[Thanatoph]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = No&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical =&lt;br /&gt;
  {{Creature ability|[[Bite]]|+335 to +345 [[Attack strength|AS]]}}&lt;br /&gt;
  {{creature ability|[[Claw]]|+332 [[AS]]}}&lt;br /&gt;
| nobolt=&lt;br /&gt;
| nowarding=&lt;br /&gt;
| maneuver =&lt;br /&gt;
{{creature ability|[[Charge (Creature)]] | Knockdown, Damage, [[roundtime|RT]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+147 to +279 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+206 to +227 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |+201 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | type = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
 | skin = stone heart&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The stone mastiff is a huge grey dog that seems to be formed of living stone.  The mastiff is rectangular in shape, and the length of the mastiff from forechest to rear is around five feet.  Massive and heavy boned, with a powerful muscle structure, this stone mastiff presents a formidable foe.&amp;lt;sup&amp;gt;&amp;lt;sup&amp;gt;[http://www.play.net/gs4/info/bestiary/]&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
An absolute must hunt for [[sorcerer]]s. Be sure to take a [[wizard]] with you and the pair of you can wreck havoc on the mastiffs. Most of the time you can single shot these with [[Dark Catalyst (719)|Dark Catalyst]]. So be prepared to have your wizard friend to send you lots of [[mana]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.play.net/gs4/info/bestiary/&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 60&lt;br /&gt;
|levelm1 = 61&lt;br /&gt;
|level = 62&lt;br /&gt;
|levelp1 = 63&lt;br /&gt;
|levelp2 = 64&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Thanatoph creatures]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Temple_Wyneb&amp;diff=42675</id>
		<title>Temple Wyneb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Temple_Wyneb&amp;diff=42675"/>
		<updated>2011-03-24T20:23:13Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Temple Wyneb&#039;&#039;&#039;, also termed the Skull Temple, was an area to the southwest of [[Ta&#039;Illistim]].  This is a [[spell burst]] area, so one should be aware of one&#039;s magical abilities before hunting here.  Entering the temple involves a puzzle, while leaving it merely involves crossing a stream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four creatures can be found here:&lt;br /&gt;
&lt;br /&gt;
* [[Emaciated hierophant]] (level 66)&lt;br /&gt;
* [[Muscular supplicant]] (level 67)&lt;br /&gt;
* [[Hunch-backed dogmatist]] (level 70)&lt;br /&gt;
::which can bring forth a:&lt;br /&gt;
::* [[Farlook]] (level 77)&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Temple_Wyneb&amp;diff=42674</id>
		<title>Temple Wyneb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Temple_Wyneb&amp;diff=42674"/>
		<updated>2011-03-24T20:22:26Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Temple Wyneb&#039;&#039;&#039;, also termed the Skull Temple, was an area to the southwest of [[Ta&#039;Illistim]].  This is a [[spell burst]] area, so one should be aware of one&#039;s magical abilities before hunting here.  Entering the temple involves a puzzle, while leaving it merely involves crossing a stream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four creatures can be found here:&lt;br /&gt;
&lt;br /&gt;
* [[Emaciated hierophant]] (level 66)&lt;br /&gt;
* [[Muscular supplicant]] (level 67)&lt;br /&gt;
* [[Hunch-backed dogmatist]] (level 70)&lt;br /&gt;
::which can bring forth a:&lt;br /&gt;
* [[Farlook]] (level 77)&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forging&amp;diff=22725</id>
		<title>Forging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forging&amp;diff=22725"/>
		<updated>2011-03-22T22:35:57Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Weapon Glyphs Available */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forging&#039;&#039;&#039; is the [[Artisan skill]] related to the creation of weapons.  The skill includes [[crafting]], forging [[Edged Weapons|edged weapons]], forging [[Blunt Weapons|blunt weapons]], forging [[Polearm Weapons|polearms]], forging [[Two-Handed Weapons|two-handed weapons]], and forging [[brawling]] weapons.&lt;br /&gt;
&lt;br /&gt;
==Forging Process==&lt;br /&gt;
The forging process consists of, essentially, three parts.  Crafting the handle, forging the blade, then combining the two.&lt;br /&gt;
&lt;br /&gt;
===Crafting the Handle===&lt;br /&gt;
Any wood or metal can be used when crafting the handle.  Generally, using a block of wood would be ideal because wood is very cheap compared to metal.  Basically, to craft the handle, while holding the medium in your left hand, STARE at the appropriate handle-glyph, available in your local forging shop.  Once the medium is &amp;quot;scribed&amp;quot; with the appropriate glyph, [[TURN (verb)|TURN]] the grinder.  There are four possible outcomes:&lt;br /&gt;
*Major failure - The entire medium is destroyed.  You are left with a toothpick.&lt;br /&gt;
*Minor failure - Try again.  The weight of the medium is reduced slightly, which means you may need more medium.&lt;br /&gt;
*Success - You&#039;ve a crafted handle.  Not great, but functional.&lt;br /&gt;
*Major success - This can become a part of a perfect weapon, with the right amount of luck.&lt;br /&gt;
&lt;br /&gt;
Upon completion of the grinding portion of the forging process, you must polish the finished piece by [[LEAN (verb)|LEANing]] on the polisher.&lt;br /&gt;
&lt;br /&gt;
===Forging the Blade===&lt;br /&gt;
Only metal can be used to forge a blade.  To do so, place water or oil in the trough, then scribe the medium similar to the grinding process using a blade-glyph.  Once the medium is scribed with the appropriate glyph, put the medium in your left hand and a forging-hammer in your right hand, then [[GET (verb)|GET]] the tongs.  There are five possible outcomes:&lt;br /&gt;
*Continue working - You&#039;ve more work to do on this part.  It means nothing, it just takes longer to create larger pieces.&lt;br /&gt;
*Major failure - The entire medium is destroyed.  You are left with nothing.&lt;br /&gt;
*Minor failure - Try again.  The weight of the medium is reduced slightly, which means you may need more medium.&lt;br /&gt;
*Success - You&#039;ve a forged blade.  Not great, but functional.&lt;br /&gt;
*Major success - This can become a part of a perfect weapon, with the right amount of luck.&lt;br /&gt;
&lt;br /&gt;
As with crafting, you must polish the finished piece by LEANing on the polisher.&lt;br /&gt;
&lt;br /&gt;
===Combining the Pieces===&lt;br /&gt;
After the blade and handle have been polished, hold both pieces, the blade in your left hand, and TURN the vise.  There are four outcomes:&lt;br /&gt;
*Major failure - The pieces are combined, albeit at a severely reduced quality.&lt;br /&gt;
*Minor failure - Merely try again.&lt;br /&gt;
*Success - The pieces are combined.  You will not get a perfect weapon from this result, but if the two pieces going into the vise are &amp;quot;best&amp;quot; pieces, the resulting weapon will be a superior weapon.&lt;br /&gt;
*Major Success - The pieces are combined at increased quality.  If the two pieces were &amp;quot;best&amp;quot; pieces, the resulting weapon will be a perfect weapon, provided that you are a master of crafting.  If the two pieces are not &amp;quot;best&amp;quot; pieces, then the resulting weapon will be a superior weapon.&lt;br /&gt;
&lt;br /&gt;
After this step, the blade is complete.  The weapon will be a &amp;lt;quality&amp;gt; &amp;lt;material&amp;gt;-handled &amp;lt;material&amp;gt; &amp;lt;weapon&amp;gt;.  The handle portion of the short can be removed using the polisher (LEAN ON POLISHER WITH CLEAN).&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
*Slab cutter (Crafting Room) - Used to divide the medium into several pieces.  Since a successful forging attempt uses the entire portion of medium, this cuts down on waste.  To do so, PULL slab-cutter, after PUSHing to adjust the cut size, or POKEing to reset it to cut the medium in half.  To find out how much medium to use, MEASURE the glyph.&lt;br /&gt;
&lt;br /&gt;
==Learning to Forge==&lt;br /&gt;
Learning to forge involves actually doing it.  There are six skills that make up the forging Artisan Guild Skill: One-handed edged, two-handed weapons, brawling, polearms, blunt weapons, and crafting.  For each skill, there are 500 ranks, and for each attempt at using each individual skill, there is a chance approximately equal to the following:&lt;br /&gt;
 (500 - RANKS + &amp;quot;[[LOG]] Bonus&amp;quot;)/500 = %chance&lt;br /&gt;
Given this, about 483 ranks is the half-way mark as far as average number of attempts it takes to mastery.  Note that it has been said that Logic plays a part in determining if a character learns from an attempt at forging or not.  The average number of attempts required to master a guild skill is 3400 attempts.  If it takes 3 minutes per forging attempt, this translates to about 170 hours of doing nothing but forging in order to master the skill.  Any use of the skills is counted as an attempt at forging, and it is possible to master by forging the simplest weapons from bronze and wood.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;quot;LOG Bonus&amp;quot; in this context is not your stat bonus, but a possible small adder (assumed +1 limit) for those with the correct amount of logic bonus, assumed to be +20.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Knowing the messages when forging is a very good way to try and keep track of how many ranks you have gained so far so that you know how close you are to mastering.  It is very helpful for the long times spent to gain the last 16 ranks.  Another good thing about knowing the messages is when you want to save the perfect parts created to attempt to make a perfect weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
*The messaging for having gained a rank when forging/crafting is: &amp;lt;b&amp;gt;Aha, you learned something that time.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*The messaging for having created a perfect part when crafting a hammer is: &amp;lt;b&amp;gt;You smile as you realize that this piece is the very best that you can create.&amp;lt;/b&amp;gt;&lt;br /&gt;
*Perfect steel awl-pike messaging: &amp;lt;b&amp;gt;You finish your work and step back, turning the steel awl-pike in your hands.  You smile as you realize that this piece is probably the best that you can create.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonuses for Forging==&lt;br /&gt;
Per Cirakin (aka JoshT), the following stat bonuses (after enhancives) affect your chances for creating an item.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!Crafting&lt;br /&gt;
|[[STR]], [[DEX]], [[DIS]]&lt;br /&gt;
|-&lt;br /&gt;
!Forging&lt;br /&gt;
|[[STR]], [[CON]], [[DIS]]&lt;br /&gt;
|-&lt;br /&gt;
!Vise&lt;br /&gt;
|[[DEX]], [[DIS]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials Available==&lt;br /&gt;
There are various types of wood available in different locations.  For the most part, the metals are universally available.&lt;br /&gt;
===Woods===&lt;br /&gt;
*Haon - [[Ta&#039;Illistim]]&lt;br /&gt;
*Maoral - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
*Maple - [[Icemule Trace]]&lt;br /&gt;
*Modwir - [[Kharam Dzu]]&lt;br /&gt;
*Monir - [[Ta&#039;Vaalor]]&lt;br /&gt;
*Oak - [[Zul Logoth]]&lt;br /&gt;
*Walnut - [[River&#039;s Rest]]&lt;br /&gt;
*Hickory - [[Solhaven]]&lt;br /&gt;
&lt;br /&gt;
===Non-magical metals===&lt;br /&gt;
*Bronze&lt;br /&gt;
*Iron - Kobold Mines&lt;br /&gt;
*Steel&lt;br /&gt;
*[[Invar]] - [[Zul Logoth]]&lt;br /&gt;
&lt;br /&gt;
===Common Magical metals===&lt;br /&gt;
*[[Mithril]]&lt;br /&gt;
*[[Ora]]&lt;br /&gt;
*[[Imflass]]&lt;br /&gt;
*[[Vultite]]&lt;br /&gt;
===Uncommon metals===&lt;br /&gt;
These were sold off the shelf at certain events.&lt;br /&gt;
*[[Drakar]]&lt;br /&gt;
*[[Gornar]]&lt;br /&gt;
*[[Rhimar]]&lt;br /&gt;
*[[Zorchar]]&lt;br /&gt;
===Rare metals===&lt;br /&gt;
These have only been available through auctions or raffles.&lt;br /&gt;
*[[Eahnor]]&lt;br /&gt;
*[[Eonake]]&lt;br /&gt;
*[[Faenor]]&lt;br /&gt;
*[[Golvern]]&lt;br /&gt;
*[[Razern]]&lt;br /&gt;
*[[Rolaren]]&lt;br /&gt;
*[[Vaalorn]]&lt;br /&gt;
*[[Veil iron]] (Only one slab is known to have been released)&lt;br /&gt;
*[[White ora]]&lt;br /&gt;
&lt;br /&gt;
===Tempering Oils===&lt;br /&gt;
In order to complete a blade, you must have the proper oil in the trough.  You empty the trough by pulling the cork and then POURing the oil into the trough.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Oil&lt;br /&gt;
! Enchantment&lt;br /&gt;
! Pertains to&lt;br /&gt;
! Price&lt;br /&gt;
|-&lt;br /&gt;
| water&lt;br /&gt;
| less than 0x&lt;br /&gt;
| bronze&lt;br /&gt;
| free&lt;br /&gt;
|-&lt;br /&gt;
| tempering oil&lt;br /&gt;
| 0x&lt;br /&gt;
| steel&lt;br /&gt;
| around 10 silver&lt;br /&gt;
|-&lt;br /&gt;
| enchanted tempering oil&lt;br /&gt;
| 1x to 2x&lt;br /&gt;
| mithril&lt;br /&gt;
| $?&lt;br /&gt;
|-&lt;br /&gt;
| twice enchanted oil&lt;br /&gt;
| 2x to 3x&lt;br /&gt;
| imflass, ora, faenor, etc.&lt;br /&gt;
| $?&lt;br /&gt;
|-&lt;br /&gt;
| ensorcelled oil&lt;br /&gt;
| 4x+&lt;br /&gt;
| vultite, eonake, vaalorn, etc.&lt;br /&gt;
| around 20,000 silvers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Glyphs Available==&lt;br /&gt;
The following is a list of weapon glyphs available at the various forging workshop locations.&lt;br /&gt;
===Edged Weapons===&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Main gauche]]&lt;br /&gt;
* [[Backsword]] - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* [[Falchion]] - [[Kharam Dzu]]&lt;br /&gt;
* [[Cutlass]] - [[River&#039;s Rest]]&lt;br /&gt;
* [[Broadsword]] - [[Icemule Trace]]&lt;br /&gt;
* [[Longsword]] - [[Ta&#039;Illistim]]&lt;br /&gt;
* [[Estoc]] - [[Ta&#039;Illistim]]&lt;br /&gt;
* [[Handaxe]] - [[Ta&#039;Illistim]]&lt;br /&gt;
&lt;br /&gt;
===Blunt Weapons===&lt;br /&gt;
* [[Cudgel]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crowbill]]&lt;br /&gt;
* [[War hammer]] - [[Kharam Dzu]]&lt;br /&gt;
* [[Morning star]] - [[River&#039;s Rest]]&lt;br /&gt;
* [[Ridgemace]] - [[Zul Logoth]]&lt;br /&gt;
* [[Spikestar]] - [[Zul Logoth]]&lt;br /&gt;
* [[Ball and chain]] - [[Ta&#039;Vaalor]]&lt;br /&gt;
&lt;br /&gt;
===Twohanded Weapons===&lt;br /&gt;
* [[Quarterstaff]]&lt;br /&gt;
* [[Mattock]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
* [[Greatsword]] - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* [[War-pick]] - [[Kharam Dzu]]&lt;br /&gt;
* [[Flamberge]] - [[Icemule Trace]]&lt;br /&gt;
* [[Greataxe]] - [[Zul Logoth]]&lt;br /&gt;
* [[Maul]] - Only special merchant sold&lt;br /&gt;
&lt;br /&gt;
===Polearm Weapons===&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Pilum]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Hammer of Kai]] - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* [[Trident]] - [[Solhaven]]&lt;br /&gt;
* [[Jeddart-axe]] - [[River&#039;s Rest]]&lt;br /&gt;
* [[Awl-pike]] - [[Ta&#039;Vaalor]]&lt;br /&gt;
* [[Lance]] - Only special merchant sold&lt;br /&gt;
===Brawling===&lt;br /&gt;
* [[Knuckle-duster]]&lt;br /&gt;
* [[Hook-knife]]&lt;br /&gt;
* [[Knuckle-blade]]&lt;br /&gt;
* [[Troll-claw]]&lt;br /&gt;
* [[Yierka-spur]] - [[Solhaven]]&lt;br /&gt;
* [[Fist-scythe]] - [[Ta&#039;Vaalor]]&lt;br /&gt;
* [[Sai]] - Only special merchant sold&lt;br /&gt;
&lt;br /&gt;
===Hybrid===&lt;br /&gt;
* [[Katar]] - [[Solhaven]]&lt;br /&gt;
* [[Warsword]] - [[Icemule Trace]]&lt;br /&gt;
&lt;br /&gt;
==Usefulness of Forging==&lt;br /&gt;
The real benefit to a perfectly forged weapon is the ability to enchant or bless the weapon, which is not available to any weapon with weighting.  Given the premium benefits as well as the limited merchants with the service, flares can also be added to a perfectly forged weapon, making the weapon the best choice for an upgrade in the land of [[Elanthia]].&lt;br /&gt;
&lt;br /&gt;
Also, as AvD&#039;s are increased at a flat rate as well, it is therefore similar to increasing the enchant, slightly.  Below is a listing of the quality ranks, and their bonuses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perfect&#039;&#039;&#039; - 6% bonus to DF/Breakage, +3 AvD&lt;br /&gt;
*&#039;&#039;&#039;Superior&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Hefty&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Nifty&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Well-crafted&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Exquisite&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Well-made&#039;&#039;&#039; - 2% bonus to DF/Breakage, +1 AvD &lt;br /&gt;
*&#039;&#039;&#039;Elegant&#039;&#039;&#039; - 2% bonus to DF/Breakage, +1 AvD  &lt;br /&gt;
*&#039;&#039;&#039;Fine&#039;&#039;&#039; - 2% bonus to DF/Breakage, +1 AvD  &lt;br /&gt;
*&#039;&#039;&#039;Nice&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Plain&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Simple&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Crude&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Lop-sided&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Flimsy&#039;&#039;&#039; - no bonus&lt;br /&gt;
&lt;br /&gt;
See the [[Talk:Forging|discussion]] page for more information on this.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*http://www.play.net/gs4/info/artisan_skills/forgingoverview.asp&lt;br /&gt;
*[[Forging saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forging&amp;diff=22724</id>
		<title>Forging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forging&amp;diff=22724"/>
		<updated>2011-03-22T22:35:09Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: /* Twohanded Weapons */ Maul added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forging&#039;&#039;&#039; is the [[Artisan skill]] related to the creation of weapons.  The skill includes [[crafting]], forging [[Edged Weapons|edged weapons]], forging [[Blunt Weapons|blunt weapons]], forging [[Polearm Weapons|polearms]], forging [[Two-Handed Weapons|two-handed weapons]], and forging [[brawling]] weapons.&lt;br /&gt;
&lt;br /&gt;
==Forging Process==&lt;br /&gt;
The forging process consists of, essentially, three parts.  Crafting the handle, forging the blade, then combining the two.&lt;br /&gt;
&lt;br /&gt;
===Crafting the Handle===&lt;br /&gt;
Any wood or metal can be used when crafting the handle.  Generally, using a block of wood would be ideal because wood is very cheap compared to metal.  Basically, to craft the handle, while holding the medium in your left hand, STARE at the appropriate handle-glyph, available in your local forging shop.  Once the medium is &amp;quot;scribed&amp;quot; with the appropriate glyph, [[TURN (verb)|TURN]] the grinder.  There are four possible outcomes:&lt;br /&gt;
*Major failure - The entire medium is destroyed.  You are left with a toothpick.&lt;br /&gt;
*Minor failure - Try again.  The weight of the medium is reduced slightly, which means you may need more medium.&lt;br /&gt;
*Success - You&#039;ve a crafted handle.  Not great, but functional.&lt;br /&gt;
*Major success - This can become a part of a perfect weapon, with the right amount of luck.&lt;br /&gt;
&lt;br /&gt;
Upon completion of the grinding portion of the forging process, you must polish the finished piece by [[LEAN (verb)|LEANing]] on the polisher.&lt;br /&gt;
&lt;br /&gt;
===Forging the Blade===&lt;br /&gt;
Only metal can be used to forge a blade.  To do so, place water or oil in the trough, then scribe the medium similar to the grinding process using a blade-glyph.  Once the medium is scribed with the appropriate glyph, put the medium in your left hand and a forging-hammer in your right hand, then [[GET (verb)|GET]] the tongs.  There are five possible outcomes:&lt;br /&gt;
*Continue working - You&#039;ve more work to do on this part.  It means nothing, it just takes longer to create larger pieces.&lt;br /&gt;
*Major failure - The entire medium is destroyed.  You are left with nothing.&lt;br /&gt;
*Minor failure - Try again.  The weight of the medium is reduced slightly, which means you may need more medium.&lt;br /&gt;
*Success - You&#039;ve a forged blade.  Not great, but functional.&lt;br /&gt;
*Major success - This can become a part of a perfect weapon, with the right amount of luck.&lt;br /&gt;
&lt;br /&gt;
As with crafting, you must polish the finished piece by LEANing on the polisher.&lt;br /&gt;
&lt;br /&gt;
===Combining the Pieces===&lt;br /&gt;
After the blade and handle have been polished, hold both pieces, the blade in your left hand, and TURN the vise.  There are four outcomes:&lt;br /&gt;
*Major failure - The pieces are combined, albeit at a severely reduced quality.&lt;br /&gt;
*Minor failure - Merely try again.&lt;br /&gt;
*Success - The pieces are combined.  You will not get a perfect weapon from this result, but if the two pieces going into the vise are &amp;quot;best&amp;quot; pieces, the resulting weapon will be a superior weapon.&lt;br /&gt;
*Major Success - The pieces are combined at increased quality.  If the two pieces were &amp;quot;best&amp;quot; pieces, the resulting weapon will be a perfect weapon, provided that you are a master of crafting.  If the two pieces are not &amp;quot;best&amp;quot; pieces, then the resulting weapon will be a superior weapon.&lt;br /&gt;
&lt;br /&gt;
After this step, the blade is complete.  The weapon will be a &amp;lt;quality&amp;gt; &amp;lt;material&amp;gt;-handled &amp;lt;material&amp;gt; &amp;lt;weapon&amp;gt;.  The handle portion of the short can be removed using the polisher (LEAN ON POLISHER WITH CLEAN).&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
*Slab cutter (Crafting Room) - Used to divide the medium into several pieces.  Since a successful forging attempt uses the entire portion of medium, this cuts down on waste.  To do so, PULL slab-cutter, after PUSHing to adjust the cut size, or POKEing to reset it to cut the medium in half.  To find out how much medium to use, MEASURE the glyph.&lt;br /&gt;
&lt;br /&gt;
==Learning to Forge==&lt;br /&gt;
Learning to forge involves actually doing it.  There are six skills that make up the forging Artisan Guild Skill: One-handed edged, two-handed weapons, brawling, polearms, blunt weapons, and crafting.  For each skill, there are 500 ranks, and for each attempt at using each individual skill, there is a chance approximately equal to the following:&lt;br /&gt;
 (500 - RANKS + &amp;quot;[[LOG]] Bonus&amp;quot;)/500 = %chance&lt;br /&gt;
Given this, about 483 ranks is the half-way mark as far as average number of attempts it takes to mastery.  Note that it has been said that Logic plays a part in determining if a character learns from an attempt at forging or not.  The average number of attempts required to master a guild skill is 3400 attempts.  If it takes 3 minutes per forging attempt, this translates to about 170 hours of doing nothing but forging in order to master the skill.  Any use of the skills is counted as an attempt at forging, and it is possible to master by forging the simplest weapons from bronze and wood.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;quot;LOG Bonus&amp;quot; in this context is not your stat bonus, but a possible small adder (assumed +1 limit) for those with the correct amount of logic bonus, assumed to be +20.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Knowing the messages when forging is a very good way to try and keep track of how many ranks you have gained so far so that you know how close you are to mastering.  It is very helpful for the long times spent to gain the last 16 ranks.  Another good thing about knowing the messages is when you want to save the perfect parts created to attempt to make a perfect weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
*The messaging for having gained a rank when forging/crafting is: &amp;lt;b&amp;gt;Aha, you learned something that time.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*The messaging for having created a perfect part when crafting a hammer is: &amp;lt;b&amp;gt;You smile as you realize that this piece is the very best that you can create.&amp;lt;/b&amp;gt;&lt;br /&gt;
*Perfect steel awl-pike messaging: &amp;lt;b&amp;gt;You finish your work and step back, turning the steel awl-pike in your hands.  You smile as you realize that this piece is probably the best that you can create.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonuses for Forging==&lt;br /&gt;
Per Cirakin (aka JoshT), the following stat bonuses (after enhancives) affect your chances for creating an item.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!Crafting&lt;br /&gt;
|[[STR]], [[DEX]], [[DIS]]&lt;br /&gt;
|-&lt;br /&gt;
!Forging&lt;br /&gt;
|[[STR]], [[CON]], [[DIS]]&lt;br /&gt;
|-&lt;br /&gt;
!Vise&lt;br /&gt;
|[[DEX]], [[DIS]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials Available==&lt;br /&gt;
There are various types of wood available in different locations.  For the most part, the metals are universally available.&lt;br /&gt;
===Woods===&lt;br /&gt;
*Haon - [[Ta&#039;Illistim]]&lt;br /&gt;
*Maoral - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
*Maple - [[Icemule Trace]]&lt;br /&gt;
*Modwir - [[Kharam Dzu]]&lt;br /&gt;
*Monir - [[Ta&#039;Vaalor]]&lt;br /&gt;
*Oak - [[Zul Logoth]]&lt;br /&gt;
*Walnut - [[River&#039;s Rest]]&lt;br /&gt;
*Hickory - [[Solhaven]]&lt;br /&gt;
&lt;br /&gt;
===Non-magical metals===&lt;br /&gt;
*Bronze&lt;br /&gt;
*Iron - Kobold Mines&lt;br /&gt;
*Steel&lt;br /&gt;
*[[Invar]] - [[Zul Logoth]]&lt;br /&gt;
&lt;br /&gt;
===Common Magical metals===&lt;br /&gt;
*[[Mithril]]&lt;br /&gt;
*[[Ora]]&lt;br /&gt;
*[[Imflass]]&lt;br /&gt;
*[[Vultite]]&lt;br /&gt;
===Uncommon metals===&lt;br /&gt;
These were sold off the shelf at certain events.&lt;br /&gt;
*[[Drakar]]&lt;br /&gt;
*[[Gornar]]&lt;br /&gt;
*[[Rhimar]]&lt;br /&gt;
*[[Zorchar]]&lt;br /&gt;
===Rare metals===&lt;br /&gt;
These have only been available through auctions or raffles.&lt;br /&gt;
*[[Eahnor]]&lt;br /&gt;
*[[Eonake]]&lt;br /&gt;
*[[Faenor]]&lt;br /&gt;
*[[Golvern]]&lt;br /&gt;
*[[Razern]]&lt;br /&gt;
*[[Rolaren]]&lt;br /&gt;
*[[Vaalorn]]&lt;br /&gt;
*[[Veil iron]] (Only one slab is known to have been released)&lt;br /&gt;
*[[White ora]]&lt;br /&gt;
&lt;br /&gt;
===Tempering Oils===&lt;br /&gt;
In order to complete a blade, you must have the proper oil in the trough.  You empty the trough by pulling the cork and then POURing the oil into the trough.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Oil&lt;br /&gt;
! Enchantment&lt;br /&gt;
! Pertains to&lt;br /&gt;
! Price&lt;br /&gt;
|-&lt;br /&gt;
| water&lt;br /&gt;
| less than 0x&lt;br /&gt;
| bronze&lt;br /&gt;
| free&lt;br /&gt;
|-&lt;br /&gt;
| tempering oil&lt;br /&gt;
| 0x&lt;br /&gt;
| steel&lt;br /&gt;
| around 10 silver&lt;br /&gt;
|-&lt;br /&gt;
| enchanted tempering oil&lt;br /&gt;
| 1x to 2x&lt;br /&gt;
| mithril&lt;br /&gt;
| $?&lt;br /&gt;
|-&lt;br /&gt;
| twice enchanted oil&lt;br /&gt;
| 2x to 3x&lt;br /&gt;
| imflass, ora, faenor, etc.&lt;br /&gt;
| $?&lt;br /&gt;
|-&lt;br /&gt;
| ensorcelled oil&lt;br /&gt;
| 4x+&lt;br /&gt;
| vultite, eonake, vaalorn, etc.&lt;br /&gt;
| around 20,000 silvers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Glyphs Available==&lt;br /&gt;
The following is a list of weapon glyphs available at the various forging workshop locations.&lt;br /&gt;
===Edged Weapons===&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Main gauche]]&lt;br /&gt;
* [[Backsword]] - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* [[Falchion]] - [[Kharam Dzu]]&lt;br /&gt;
* [[Cutlass]] - [[River&#039;s Rest]]&lt;br /&gt;
* [[Broadsword]] - [[Icemule Trace]]&lt;br /&gt;
* [[Longsword]] - [[Ta&#039;Illistim]]&lt;br /&gt;
* [[Estoc]] - [[Ta&#039;Illistim]]&lt;br /&gt;
* [[Handaxe]] - [[Ta&#039;Illistim]]&lt;br /&gt;
&lt;br /&gt;
===Blunt Weapons===&lt;br /&gt;
* [[Cudgel]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crowbill]]&lt;br /&gt;
* [[War hammer]] - [[Kharam Dzu]]&lt;br /&gt;
* [[Morning star]] - [[River&#039;s Rest]]&lt;br /&gt;
* [[Ridgemace]] - [[Zul Logoth]]&lt;br /&gt;
* [[Spikestar]] - [[Zul Logoth]]&lt;br /&gt;
* [[Ball and chain]] - [[Ta&#039;Vaalor]]&lt;br /&gt;
&lt;br /&gt;
===Twohanded Weapons===&lt;br /&gt;
* [[Quarterstaff]]&lt;br /&gt;
* [[Mattock]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
* [[Greatsword]] - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* [[War-pick]] - [[Kharam Dzu]]&lt;br /&gt;
* [[Flamberge]] - [[Icemule Trace]]&lt;br /&gt;
* [[Greataxe]] - [[Zul Logoth]]&lt;br /&gt;
* [[Maul]] - Special merchant sold only&lt;br /&gt;
&lt;br /&gt;
===Polearm Weapons===&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Pilum]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Hammer of Kai]] - [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* [[Trident]] - [[Solhaven]]&lt;br /&gt;
* [[Jeddart-axe]] - [[River&#039;s Rest]]&lt;br /&gt;
* [[Awl-pike]] - [[Ta&#039;Vaalor]]&lt;br /&gt;
* [[Lance]] - Only special merchant sold&lt;br /&gt;
===Brawling===&lt;br /&gt;
* [[Knuckle-duster]]&lt;br /&gt;
* [[Hook-knife]]&lt;br /&gt;
* [[Knuckle-blade]]&lt;br /&gt;
* [[Troll-claw]]&lt;br /&gt;
* [[Yierka-spur]] - [[Solhaven]]&lt;br /&gt;
* [[Fist-scythe]] - [[Ta&#039;Vaalor]]&lt;br /&gt;
* [[Sai]] - Special merchant release only&lt;br /&gt;
&lt;br /&gt;
===Hybrid===&lt;br /&gt;
* [[Katar]] - [[Solhaven]]&lt;br /&gt;
* [[Warsword]] - [[Icemule Trace]]&lt;br /&gt;
&lt;br /&gt;
==Usefulness of Forging==&lt;br /&gt;
The real benefit to a perfectly forged weapon is the ability to enchant or bless the weapon, which is not available to any weapon with weighting.  Given the premium benefits as well as the limited merchants with the service, flares can also be added to a perfectly forged weapon, making the weapon the best choice for an upgrade in the land of [[Elanthia]].&lt;br /&gt;
&lt;br /&gt;
Also, as AvD&#039;s are increased at a flat rate as well, it is therefore similar to increasing the enchant, slightly.  Below is a listing of the quality ranks, and their bonuses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perfect&#039;&#039;&#039; - 6% bonus to DF/Breakage, +3 AvD&lt;br /&gt;
*&#039;&#039;&#039;Superior&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Hefty&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Nifty&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Well-crafted&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Exquisite&#039;&#039;&#039; - 4% bonus to DF/Breakage, +2 AvD &lt;br /&gt;
*&#039;&#039;&#039;Well-made&#039;&#039;&#039; - 2% bonus to DF/Breakage, +1 AvD &lt;br /&gt;
*&#039;&#039;&#039;Elegant&#039;&#039;&#039; - 2% bonus to DF/Breakage, +1 AvD  &lt;br /&gt;
*&#039;&#039;&#039;Fine&#039;&#039;&#039; - 2% bonus to DF/Breakage, +1 AvD  &lt;br /&gt;
*&#039;&#039;&#039;Nice&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Plain&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Simple&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Crude&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Lop-sided&#039;&#039;&#039; - no bonus&lt;br /&gt;
*&#039;&#039;&#039;Flimsy&#039;&#039;&#039; - no bonus&lt;br /&gt;
&lt;br /&gt;
See the [[Talk:Forging|discussion]] page for more information on this.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*http://www.play.net/gs4/info/artisan_skills/forgingoverview.asp&lt;br /&gt;
*[[Forging saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=33902</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=33902"/>
		<updated>2011-03-21T22:53:50Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Took out mention of a bug with brawling since it has been fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade/Block/Parry system]]) is to outrightly prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Parry DS==&lt;br /&gt;
&lt;br /&gt;
Training in one-handed weapons provides a bonus to one&#039;s overall DS according to the formula [Weapon ranks + trunc(STR Bonus/4) + trunc(DEX Bonus/4) + trunc(weapon enchant/2)] * stance modifier, where stance modifier = .2+(stance/2) and stance is given by:&lt;br /&gt;
*offensive:  0&lt;br /&gt;
*advanced:  .2&lt;br /&gt;
*forward:  .4&lt;br /&gt;
*neutral:  .6&lt;br /&gt;
*guarded:  .8&lt;br /&gt;
*defensive:  1.&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
It is not possible to outrightly parry a [[bolt|bolt attack]], unless you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Puma&amp;diff=35379</id>
		<title>Puma</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Puma&amp;diff=35379"/>
		<updated>2011-03-20T16:34:39Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: nowarding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 15&lt;br /&gt;
| type = Quadruped&lt;br /&gt;
| family = puma&lt;br /&gt;
| attacks = Bites, Claws and Maneuvers.&lt;br /&gt;
| area = [[Abandoned Mine]]&amp;lt;br&amp;gt;[[Shores of Lough Ne&#039;Halin]]&amp;lt;br&amp;gt;[[Vornavian Coast]]&amp;lt;br&amp;gt;[[Wehntoph]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = No&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
&lt;br /&gt;
| nobolt = &lt;br /&gt;
| nowarding =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+51 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |+39 to +51 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+45 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | type = None&lt;br /&gt;
 | skin = puma hide&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The puma is a muscular and athletic animal.  Covered with a uniform coat of greyish-brown fur, her long, lithe body is equipped with powerful legs, displaying a proportionately greater difference in the length of the forelegs compared to the extenuated hind limbs.  The feline&#039;s head is topped with rounded ears, and a very long, balancing tail completes the puma&#039;s physique.&amp;lt;sup&amp;gt;&amp;lt;sup&amp;gt;[http://www.play.net/gs4/info/bestiary/]&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.play.net/gs4/info/bestiary/&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 13&lt;br /&gt;
|levelm1 = 14&lt;br /&gt;
|level = 15&lt;br /&gt;
|levelp1 = 16&lt;br /&gt;
|levelp2 = 17&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Abandoned Mine creatures]]&lt;br /&gt;
[[Category:Shores of Lough Ne&#039;Halin creatures]]&lt;br /&gt;
[[Category:Vornavian Coast creatures]]&lt;br /&gt;
[[Category:Wehntoph creatures]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=20272</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=20272"/>
		<updated>2011-03-17T20:45:37Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Miscellaneous factors added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = Special&lt;br /&gt;
 | availability = [[Self-cast]] at item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard Base Spells]]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
&lt;br /&gt;
One of the oldest and most coveted abilities of a [[wizard]] is the &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; [[spell]]. Successfully enchanting a [[weapon]], [[shield]], [[armor]], [[runestaff]], or the rare [[defensive bonus]] item will add a permanent bonus to that item&#039;s performance in combat. This bonus adds directly to a character&#039;s offensive or defensive combat values, beyond that which is achievable by any other means.&lt;br /&gt;
&lt;br /&gt;
Items may be enchanted more than once, increasing the overall bonus with each successive enchantment. Each level of enchantment bestows the item with a +5 bonus from its previous state, to a maximum of +50. Certain [[material]]s may possess natural bonuses or natural negatives.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
;* Knowledge of &#039;&#039;Enchant Item (925)&#039;&#039; spell and sufficient mana (25) to cast it.&lt;br /&gt;
:&lt;br /&gt;
;* [[enchanting potions|Enchanting Potion]]&lt;br /&gt;
: Can either be storebought, or produced through the [[Alchemy]] [[guild]] skill (the recipes are [[Wizard]] only). There is no advantage to one source over the other.&lt;br /&gt;
;* [[Enchant Item (925)# Selecting an Item to Enchant|Object to enchant]]&lt;br /&gt;
:Generally, a weapon, shield, or piece of armor with no other special properties (excepting forging bonuses).&lt;br /&gt;
;* [[Magical workshop]] or [[Earthnode]]&lt;br /&gt;
:A workshop is not required, but highly recommended for successful enchantments, particularly at higher enchantment levels or for lower level [[wizard]]s. There is one located in each of the [[Wizard Guild]]s, though workshops are also found all over [[Elanthia]]. Many are hidden throughout the lands, most [[CHE|Great Houses]] boast a workshop, and a few exceedingly lucky wizards own their own workshop. [[Wizard]]s who are not testing their limits, however, often do just fine at a regular [[earthnode]].&lt;br /&gt;
;* [[920|Wizard&#039;s Familiar]]&lt;br /&gt;
: See [[#Success Factors|Success Factors]] section for bonus and penalty information. &lt;br /&gt;
&lt;br /&gt;
== Selecting an Item to Enchant ==&lt;br /&gt;
It is imperative that one is familiar with the item they intend to enchant. Certain [[material]]s may resist this process, or restrict it altogether. Many materials possess their own natural bonuses or negatives, which factor into the level of enchantment intended to be bestowed upon it. Properties of items such as [[flare|flaring]], [[weighting]] or [[padding]] will prevent them from being enchanted, as well. Some items may not take enchants, seemingly for no reason whatsoever. &lt;br /&gt;
The best way to obtain detailed information about an item is to have a [[bard]] [[loresinging|loresing]] to it. Other sources, such as the [[AI crystal]] can also provide valuable information about items. Wizards may cast [[Elemental Detection (405)]] upon items which have been previously tempered to determine their current level of enchantment. &lt;br /&gt;
&lt;br /&gt;
* In general, any [[weapon]], [[shield]], [[armor]], or [[runestaff]] can be enchanted as long as its other properties do not preclude the possibility. &lt;br /&gt;
:* Flaring weapons of any type cannot be enchanted.&lt;br /&gt;
:* Damage or crit weighted weapons of any type cannot be enchanted.&lt;br /&gt;
:* Damage or crit padded armors cannot be enchanted.&lt;br /&gt;
:* Claidhmores cannot be enchanted due to their built-in crit weighting. &lt;br /&gt;
:* Items with a current enchantment of +46 or higher also cannot be enchanted. &lt;br /&gt;
:* &amp;quot;Defender&amp;quot; weapons (which provide a DS bonus as well as an AS bonus) cannot be enchanted.&lt;br /&gt;
:* Weapons with forging bonuses, but no other special abilities, are enchantable.&lt;br /&gt;
:* Items with enhancive properties or sanctified require special [[Pre-tempering potion]]s to be enchanted.  The difficulty of enchanting enhancive items varies depending on the type and intensity of the enhancive.&lt;br /&gt;
:* Items which are blessable are generally also enchantable. However, they cannot be enchanted while blessed.&lt;br /&gt;
* There are extremely rare [[defensive bonus]] clothing and jewelery items which can store an enchantment. &lt;br /&gt;
* The only sure way to determine whether or not an item will accept an enchantment, is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
* Each [[wizard]] may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item which is already +16 or higher.&lt;br /&gt;
&lt;br /&gt;
Note: This is a comment from GM Naos from the official boards Wizards &amp;gt; Enchanting topic post #7855 dated 3/17/2011.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aaaaaactually, resistant armor is more difficult to enchant than equivalent armor sans resistances. I don&#039;t think the permanence of the resistance matters, either.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can pretty much assume that any additional attributes that don&#039;t outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be spikes.) - Naos&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Enchanting Process ==&lt;br /&gt;
Enchanting is a simple two-step process. First, the object is [[925#Tempering the Item|tempered with a potion]]. The temper takes a certain amount of time to cure, and once complete, one then [[925#Casting the Enchantment|casts the Enchant Item spell]] upon the object. This &amp;quot;pour/cast&amp;quot; cycle is then repeated once for each level of enchantment being bestowed upon the item. For example, taking an item from 0x to 1x would require one pour and then one cast. Likewise, taking an item from 2x to 3x would require three pours and three casts total. During the intermediary processes, the item cannot be used for its usual function. Wielding a weapon, shield, or runestaff, or being struck while [[WEAR (verb)|wearing]] armor whose enchantment has not yet been completed will cause the destruction of that item.&lt;br /&gt;
&lt;br /&gt;
=== Tempering the Item ===&lt;br /&gt;
Tempering is the act of using an [[Enchanting potions|enchanting potion]] to prepare an object to store the enchantment you wish to instill within. The act itself is quite simple, though making certain you have checked the status of each contributing factor and conditioned the variables in your favor can prove quite challenging.&lt;br /&gt;
&lt;br /&gt;
* [[POUR (verb)|POUR]] POTION ON MY {ITEM} : initiates the tempering process&lt;br /&gt;
* Each pour will use precisely one dose of potion, regardless of the size or type of the item.&lt;br /&gt;
* There is a 20 second roundtime for each pour. (The spell [[Haste (506)]] will not have an effect on this roundtime)&lt;br /&gt;
&lt;br /&gt;
Certain items, such as sanctified gear and enhancive items, require [[Pre-tempering potion]]s prior to the tempering potion to take each step of the enchant. &lt;br /&gt;
&lt;br /&gt;
====Pour Potion Modifiers Formula====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MIU skill + LOG bonus + INT bonus + trunc(AUR bonus + WIS bonus)/2 + Potion Bonus - Item enchant bonus - Encumbrance Penalty - Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&lt;br /&gt;
&lt;br /&gt;
In order to have a successful pour, the pour modifiers + d100 roll must total at least 101.&lt;br /&gt;
&lt;br /&gt;
=====Pre-tempering Formula=====&lt;br /&gt;
&lt;br /&gt;
With [[Pre-tempering potion]]s, such as [[Pre-tempering potion|Ayveneh]] for enhancive items and [[Pre-tempering potion|Eoveneh]] for sanctified items, there is a penalty of 220 to the pour modifiers formula. Both of these have a potion bonus of +20. So, the pour modifiers result (using the data from the previous example) would be:&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 20 (potion bonus) - 20 (item enchant bonus) - 220 (pre-temper penalty) = 48&lt;br /&gt;
&lt;br /&gt;
Since a successful pour requires a 101 total, the minimum d100 roll required for a successful outcome in this example would be 53.&lt;br /&gt;
&lt;br /&gt;
=====Encumbrance Penalty=====&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
====Pour Messaging====&lt;br /&gt;
&lt;br /&gt;
;:Failure due to insufficient potion:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You pour your potion on the mail.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;There does not seem to be enough dirtokh potion to cover&amp;lt;/font&amp;gt; the green imflass mail.  The liquid bubbles slightly as it touches the surface of the green imflass mail, but then merely evaporates without effect.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that this message may now be obsolete, as previously two doses were required for each pour if the item was classified as a shield or as armor. Only one dose is now required regardless of the item; this has been true since just before the 2007 Ebon Gate Festival.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;:Unsuccessful pour due to item having been [[Minor Elemental Edging (902)|Edged]], [[Elemental Blade (411)|E-bladed]] etc.:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my potion on my dagger&lt;br /&gt;
You pour your potion on the dagger.&lt;br /&gt;
The liquid bubbles slightly as it touches the surface of the dagger, but then merely evaporates without effect.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;:Unsuccessful pour due to item being blessed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my potion on my dagger&lt;br /&gt;
You pour your potion on the dagger.&lt;br /&gt;
&lt;br /&gt;
The liquid coats the dagger, which glows faintly white for a moment and then returns to normal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;:Successful pour:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You pour your potion on the mail.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 33 + Modifiers: 234 == 267&lt;br /&gt;
&lt;br /&gt;
As the liquid coats the surface of the green imflass mail, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the mail, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the mail appears faded.  You scrutinize the green imflass mail, notice nothing amiss, and conclude that &amp;lt;font color=blue&amp;gt;the tempering seems to have been successful.&amp;lt;/font&amp;gt;  You estimate that the green imflass mail should be ready to enchant in about 8 to 9 days.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your enchanting project requires multiple castings, you may pour the next temper immediately after casting. There is no waiting period (other than roundtime incurred by the casting itself).&lt;br /&gt;
&lt;br /&gt;
==== Determining the Proper Potion ====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !width=80|Starting Bonus of Item&lt;br /&gt;
 !width=80|Starting Enchantment Level&lt;br /&gt;
 !width=80|Aura Color&lt;br /&gt;
 !width=80|Destination Bonus of Item&lt;br /&gt;
 !width=80|Destination Enchantment Level&lt;br /&gt;
 !width=80|Pour/Cast Cycles Required&lt;br /&gt;
 !width=80|Average Tempering Time Per Cycle*&lt;br /&gt;
 !width=80|Appropriate Tempering Potion&lt;br /&gt;
 !width=80|Tempering Potion Pour Bonus&lt;br /&gt;
 !width=80|Potion Cost &amp;amp;dagger;&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| &amp;lt; 0&lt;br /&gt;
 | align=center| None&lt;br /&gt;
 | align=center| [[925#Special Cases|Special]]&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| 1&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0&lt;br /&gt;
 | align=center| 0x&lt;br /&gt;
 | align=center| None&lt;br /&gt;
 | align=center| +1 to +5&lt;br /&gt;
 | align=center| 1x&lt;br /&gt;
 | align=center| 1&lt;br /&gt;
 | align=center| 1 day&lt;br /&gt;
 | align=center rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | align=center rowspan=2|0&lt;br /&gt;
 | align=center rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +1 to +5&lt;br /&gt;
 | align=center| 1x&lt;br /&gt;
 | align=center| Red&lt;br /&gt;
 | align=center| +5 to +10&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 | align=center| 2&lt;br /&gt;
 | align=center| 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +6 to +10&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 | align=center| Orange&lt;br /&gt;
 | align=center| +11 to +15&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 | align=center| 3&lt;br /&gt;
 | align=center| 3 days&lt;br /&gt;
 | align=center rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | align=center rowspan=2| +15&lt;br /&gt;
 | align=center rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +11 to +15&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 | align=center| Yellow&lt;br /&gt;
 | align=center| +16 to +20&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 | align=center| 4&lt;br /&gt;
 | align=center| 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +16 to +20&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 | align=center| Green&lt;br /&gt;
 | align=center| +21 to +25&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 | align=center| 5&lt;br /&gt;
 | align=center| 5 to 7 days&lt;br /&gt;
 | align=center rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | align=center rowspan=2| +25&lt;br /&gt;
 | align=center rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +21 to +25&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 | align=center| Blue&lt;br /&gt;
 | align=center| +26 to +30&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 | align=center| 6&lt;br /&gt;
 | align=center| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +26 to +30&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 | align=center| Indigo&lt;br /&gt;
 | align=center| +31 to +35&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 | align=center| 7&lt;br /&gt;
 | align=center| 8 to 11 days&lt;br /&gt;
 | align=center| [[Mirtokh potion|Mirtokh]]&lt;br /&gt;
 | align=center| +30&lt;br /&gt;
 | align=center| 35,000&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0 to +30&lt;br /&gt;
 | align=center| 0x to 6x&lt;br /&gt;
 | align=center colspan=5|Reputed to have special properties&lt;br /&gt;
 | align=center| [[Sisfu potion|Sisfu]]&lt;br /&gt;
 | align=center| +20&lt;br /&gt;
 | align=center| 17,500&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +31 to +35&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 | align=center| Violet&lt;br /&gt;
 | align=center| +36 to +40&lt;br /&gt;
 | align=center| 8x&lt;br /&gt;
 | align=center| 8&lt;br /&gt;
 | align=center| 9 days&lt;br /&gt;
 | align=center| [[Bromin potion|Bromin]]&lt;br /&gt;
 | align=center| ?&lt;br /&gt;
 | align=center| Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +36 to +40&lt;br /&gt;
 | align=center| 8x&lt;br /&gt;
 | align=center| Copper&lt;br /&gt;
 | align=center| +41 to +45&lt;br /&gt;
 | align=center| 9x&lt;br /&gt;
 | align=center| 9&lt;br /&gt;
 | align=center| Unknown&lt;br /&gt;
 | align=center| [[Aleteh potion|Aleteh]]&lt;br /&gt;
 | align=center| ?&lt;br /&gt;
 | align=center| Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +41 to +45&lt;br /&gt;
 | align=center| 9x&lt;br /&gt;
 | align=center| Silver&lt;br /&gt;
 | align=center| +46 to +50&lt;br /&gt;
 | align=center| 10x&lt;br /&gt;
 | align=center| 10&lt;br /&gt;
 | align=center| Unknown&lt;br /&gt;
 | align=center| [[Grenshol potion|Grenshol]]&lt;br /&gt;
 | align=center| ?&lt;br /&gt;
 | align=center| Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +46 to +50&lt;br /&gt;
 | align=center| 10x&lt;br /&gt;
 | align=center| Gold&lt;br /&gt;
 | align=center colspan=7| Not Further Enchantable&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0 to +30&lt;br /&gt;
 | align=center| 0x to 6x&lt;br /&gt;
 | align=center colspan=5|Special enchancive item pre-tempering potion&lt;br /&gt;
 | align=center| [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
 | align=center| +20&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0 to +30&lt;br /&gt;
 | align=center| 0x to 6x&lt;br /&gt;
 | align=center colspan=5|Special sanctified item pre-tempering potion&lt;br /&gt;
 | align=center| [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
 | align=center| +20&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the [[wizard]] has a stockpile of high level potions.&lt;br /&gt;
&lt;br /&gt;
=== Casting the Enchantment ===&lt;br /&gt;
The second part of the process is casting the spell itself. Once the temper has fully cured, the item is ready to receive the magic. Just like the previous step, the proper preparation is paramount to success. &lt;br /&gt;
&lt;br /&gt;
* To ascertain if the temper is complete, [[CAST (verb)|cast]] [[Elemental Detection]] at it.&lt;br /&gt;
&lt;br /&gt;
If you receive a message similar to the following, the item is tempering but not yet cured:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You gesture at a crystal-set rosewood runestaff.&amp;lt;br&amp;gt;&lt;br /&gt;
The layers of essence permeating the rosewood runestaff unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  &amp;lt;font color=blue&amp;gt;It is currently tempering&amp;lt;/font&amp;gt; and on the first step of the enchanting process.  You recognize the vibrant red aura surrounding it as indicating a weak level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you receive a message similar to the following, the item is tempered and cured:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You gesture at some silvery green imflass mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The layers of essence permeating the green imflass mail unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  &amp;lt;font color=red&amp;gt;It is currently tempered and ready to be enchanted&amp;lt;/font&amp;gt;.  It is on the fifth step of the enchanting process.  You recognize the muted blue aura surrounding it as indicating a strong level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
Once this &amp;quot;ready&amp;quot; message is received, the item is ready to be cast upon. (Note that the detection message will read &amp;quot;final&amp;quot; for the final step of each enchantment level, rather than the appropriate numerical value.)&lt;br /&gt;
&lt;br /&gt;
At this point, you should check that you have positively influenced all of the factors within your control. Taking this extra step will help prevent failure that could have been avoided. Check the following section for conditions which may have a positive or negative affect on your success.&lt;br /&gt;
&lt;br /&gt;
Once all factors have been taken into account, you should be ready to cast the enchantment. Simply hold the item in your hand and cast the &#039;&#039;Enchant Item (925)&#039;&#039; spell at the item. Expect a significant roundtime for this activity. (Some wizards have reportedly used &#039;&#039;[[Haste (506)]]&#039;&#039; in order to counteract this effect.)&lt;br /&gt;
&lt;br /&gt;
== Success Factors ==&lt;br /&gt;
{| {{prettytable | float:right; margin-left: 2em;}}&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]] ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]] ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&lt;br /&gt;
 |[[Encumbrance]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&lt;br /&gt;
 |-&lt;br /&gt;
 |Earthnode or Workshop&lt;br /&gt;
 |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The precise formula to achieve a successful enchantment is still largely unknown. What is known, is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors, and that carelessness while going through the motions is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.&lt;br /&gt;
&lt;br /&gt;
* There is a minimum [[#Failed casts|3% failure rate]] for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself. &lt;br /&gt;
&lt;br /&gt;
* Historically, wizards would overtrain their [[Wizard Base]] ranks to achieve more skill at enchanting. In the most recent revision of the spell, benefits from Wizard Base ranks were given [[diminishing returns]].&lt;br /&gt;
&lt;br /&gt;
* The most preventable cause of failure is attempting to cast upon an item whose temper has not yet cured, through sheer carelessness or impatience. This can be easily prevented through the proper and informed use of [[Elemental Detection (405)]].&lt;br /&gt;
&lt;br /&gt;
* [[Call Familiar (920)|Familiars]]:&lt;br /&gt;
&lt;br /&gt;
:1. If you do not have a familiar summoned, there is no bonus or penalty to Enchanting success.&lt;br /&gt;
:2. Having a familiar summoned and in the same room as your character contributes a bonus to Enchanting success.&lt;br /&gt;
:3. Having a familiar summoned but in a different room than your character contributes a penalty to Enchanting success. - GM Naos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Earthnode or Workshop:&lt;br /&gt;
&lt;br /&gt;
:1. Private workshops are best, but are only of benefit to their owners and useless to anyone else (i.e. not a workshop for non-owners.) &lt;br /&gt;
:2. [[Wizard Guild|Guild]] and [[CHE]] workshops are the next best, and are equally great. &lt;br /&gt;
:3. Public workshops are least great, but still great. - GM Naos&lt;br /&gt;
&lt;br /&gt;
Use the [[SENSE (verb)#Wizards|&#039;&#039;&#039;Sense verb&#039;&#039;&#039;]] to determine the room status.&lt;br /&gt;
&lt;br /&gt;
* Miscellaneous Factors&lt;br /&gt;
**Resistant armor is more difficult to enchant than equivalent armor sans resistances.&lt;br /&gt;
**Any additional attributes that don&#039;t outright prevent enchanting increase the difficulty of enchanting; except for spikes.&lt;br /&gt;
&lt;br /&gt;
== Rewards for your Efforts ==&lt;br /&gt;
Successful enchantments earn [[experience]], and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts. This is particularly true of major enchantments (above 4x) and enchantments upon unusual items. Armor also tends to be profitable due to the relative lack of NPC shops that sell enchanted armor (particularly the leather-based armors commonly used by most professions), and high prices in the few shops that do. (Low level enchants on weapons and shields are available over-the-counter for the most common types, although often at much higher prices than the cost of enchanting a +0 item to the same level.)&lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.&lt;br /&gt;
&lt;br /&gt;
A few wizards prefer, instead, to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, some enjoy the relative lack of risk to their reputations, since their customers are unaware of failures or delays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Experience From Enchanting ===&lt;br /&gt;
The [[experience]] gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
 EXP = ( 100 x step of enchant ) - enchanter&#039;s [[level]]&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
 ( 100 &amp;amp;times; 3 ) - 50 = 250 EXP&lt;br /&gt;
&lt;br /&gt;
== Failed casts ==&lt;br /&gt;
Unfortunately, not all Enchantments are successful. There is a random 3% failure which only applies to the final cast of a project; &#039;&#039;&#039;Something doesn&#039;t seem right...&#039;&#039;&#039;  will be the first thing you see on a fumbled cast..&lt;br /&gt;
&lt;br /&gt;
===Example of the random 3% final step failure messaging:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pre 925&lt;br /&gt;
You trace a series of glowing runes while chanting the phrase for Enchant Item...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast my shield&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a target shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FF69B4&amp;quot;&amp;gt;&#039;&#039;&#039;Something doesn&#039;t seem right...&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the target shield as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the shield.&lt;br /&gt;
Roundtime: 20 sec. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above the cast was fumbled on the final (fourth) step of a 3x to 4x project. This failure caused a lose of one step in the enchanting process.&lt;br /&gt;
&lt;br /&gt;
New Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You gesture at a target shield.&amp;lt;br&amp;gt;&lt;br /&gt;
The layers of essence permeating the target shield unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  &amp;lt;span style=&amp;quot;color:#000000; background:#FF69B4&amp;quot;&amp;gt;It is currently tempering and on the third step of the enchanting process.&amp;lt;/span&amp;gt;  You recognize the &amp;lt;span style=&amp;quot;color:#ffff00;background:#FF69B4&amp;quot;&amp;gt;vibrant  yellow &amp;lt;/span&amp;gt; aura surrounding it as indicating a moderate level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other failures range from nearly benign to utterly catastrophic, and include in increasing order of severity:===&lt;br /&gt;
   &lt;br /&gt;
* Improper cast, temper re-set.  (Recovery: wait out the new temper cycle, re-cast.)&lt;br /&gt;
&lt;br /&gt;
* Loss of several (where &amp;quot;several&amp;quot; may be &amp;quot;1&amp;quot;) temper steps, project still on-going.  (Recovery: re-pour the potion, wait out the cycle, re-cast.)&lt;br /&gt;
&lt;br /&gt;
* Loss of all progress, project re-set to lower complete Enchantment (if the item was being taken from 2x to 3x, it is now again a 2x item &#039;&#039;but&#039;&#039; fully usable at this time; it is possible to regress to lower than the starting point (2x item going to 3x fails and is set to 1x)).  (Recovery: start the entire project over again with the first pour of a tempering potion; if several steps have been lost then the appropriate lower potion is usable.)&lt;br /&gt;
&lt;br /&gt;
* Item becomes cursed (stuck in caster&#039;s hand until a Cleric can either [[Neutralize Curse (309)]] or [[Remove Curse (315)]]), the description is changed to &amp;quot;blackened&amp;quot; (ex. &amp;quot;a blackened breastplate&amp;quot;, &amp;quot;some blackened leathers&amp;quot;), and the bonus on the item is typically set to +0 &#039;&#039;or lower&#039;&#039;.  (Recovery: if desired, start the process again to bring the item first to +0 and then successive steps beyond; the item will need to be either dyed or altered at a merchant in order to have the description changed.) This failure may cause the item to be dropped to the ground; however, when this is the case, the item is still cursed and will become stuck in hand if picked up.&lt;br /&gt;
::&amp;lt;i&amp;gt; Slender wisps of essence form around the light leather, but quickly take on a dark, greenish-black hue. The wisps twist about each other, writhing in discordant response to your chant. Suddenly, the tendrils coalesce around the leather, forming a shell of black, crackling energy. With a burst of static, the leather falls from your hands and the roiling energy sinks into the leather, leaving their surface blackened.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Item is destroyed in an explosion; flying shards may wound or even kill the casting Wizard and possibly bystanders.  There is no recovery from this; the item is gone.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Enchanting updates (saved post)]] from 04/24/09&lt;br /&gt;
*[[Enchanting Projects and Tempers (saved post)]]&lt;br /&gt;
*[[Enchant spell history (saved post)]]&lt;br /&gt;
*[[Enchanting and materials (saved post)]]&lt;br /&gt;
*[[Workshops (saved post)]]&lt;br /&gt;
*[[Enchanting and resistances (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925 Wizard Base Spell Circle: Enchant Item], on Play.net&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.play.net/gs4/info/enchant_notes.asp Official Enchanting Notes]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://carabele.com/odds/405_Reveals.htm 405 Reveals for Enchanting]&lt;br /&gt;
{{Wizard}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=20271</id>
		<title>Enchant (925)/Old version archived information</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=20271"/>
		<updated>2011-03-17T20:42:48Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: Enchanting and resistances (saved post) linked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant Item&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = Special&lt;br /&gt;
 | availability = [[Self-cast]] at item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard Base Spells]]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
&lt;br /&gt;
One of the oldest and most coveted abilities of a [[wizard]] is the &#039;&#039;&#039;Enchant Item&#039;&#039;&#039; [[spell]]. Successfully enchanting a [[weapon]], [[shield]], [[armor]], [[runestaff]], or the rare [[defensive bonus]] item will add a permanent bonus to that item&#039;s performance in combat. This bonus adds directly to a character&#039;s offensive or defensive combat values, beyond that which is achievable by any other means.&lt;br /&gt;
&lt;br /&gt;
Items may be enchanted more than once, increasing the overall bonus with each successive enchantment. Each level of enchantment bestows the item with a +5 bonus from its previous state, to a maximum of +50. Certain [[material]]s may possess natural bonuses or natural negatives.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
;* Knowledge of &#039;&#039;Enchant Item (925)&#039;&#039; spell and sufficient mana (25) to cast it.&lt;br /&gt;
:&lt;br /&gt;
;* [[enchanting potions|Enchanting Potion]]&lt;br /&gt;
: Can either be storebought, or produced through the [[Alchemy]] [[guild]] skill (the recipes are [[Wizard]] only). There is no advantage to one source over the other.&lt;br /&gt;
;* [[Enchant Item (925)# Selecting an Item to Enchant|Object to enchant]]&lt;br /&gt;
:Generally, a weapon, shield, or piece of armor with no other special properties (excepting forging bonuses).&lt;br /&gt;
;* [[Magical workshop]] or [[Earthnode]]&lt;br /&gt;
:A workshop is not required, but highly recommended for successful enchantments, particularly at higher enchantment levels or for lower level [[wizard]]s. There is one located in each of the [[Wizard Guild]]s, though workshops are also found all over [[Elanthia]]. Many are hidden throughout the lands, most [[CHE|Great Houses]] boast a workshop, and a few exceedingly lucky wizards own their own workshop. [[Wizard]]s who are not testing their limits, however, often do just fine at a regular [[earthnode]].&lt;br /&gt;
;* [[920|Wizard&#039;s Familiar]]&lt;br /&gt;
: See [[#Success Factors|Success Factors]] section for bonus and penalty information. &lt;br /&gt;
&lt;br /&gt;
== Selecting an Item to Enchant ==&lt;br /&gt;
It is imperative that one is familiar with the item they intend to enchant. Certain [[material]]s may resist this process, or restrict it altogether. Many materials possess their own natural bonuses or negatives, which factor into the level of enchantment intended to be bestowed upon it. Properties of items such as [[flare|flaring]], [[weighting]] or [[padding]] will prevent them from being enchanted, as well. Some items may not take enchants, seemingly for no reason whatsoever. &lt;br /&gt;
The best way to obtain detailed information about an item is to have a [[bard]] [[loresinging|loresing]] to it. Other sources, such as the [[AI crystal]] can also provide valuable information about items. Wizards may cast [[Elemental Detection (405)]] upon items which have been previously tempered to determine their current level of enchantment. &lt;br /&gt;
&lt;br /&gt;
* In general, any [[weapon]], [[shield]], [[armor]], or [[runestaff]] can be enchanted as long as its other properties do not preclude the possibility. &lt;br /&gt;
:* Flaring weapons of any type cannot be enchanted.&lt;br /&gt;
:* Damage or crit weighted weapons of any type cannot be enchanted.&lt;br /&gt;
:* Damage or crit padded armors cannot be enchanted.&lt;br /&gt;
:* Claidhmores cannot be enchanted due to their built-in crit weighting. &lt;br /&gt;
:* Items with a current enchantment of +46 or higher also cannot be enchanted. &lt;br /&gt;
:* &amp;quot;Defender&amp;quot; weapons (which provide a DS bonus as well as an AS bonus) cannot be enchanted.&lt;br /&gt;
:* Weapons with forging bonuses, but no other special abilities, are enchantable.&lt;br /&gt;
:* Items with enhancive properties or sanctified require special [[Pre-tempering potion]]s to be enchanted.  The difficulty of enchanting enhancive items varies depending on the type and intensity of the enhancive.&lt;br /&gt;
:* Items which are blessable are generally also enchantable. However, they cannot be enchanted while blessed.&lt;br /&gt;
* There are extremely rare [[defensive bonus]] clothing and jewelery items which can store an enchantment. &lt;br /&gt;
* The only sure way to determine whether or not an item will accept an enchantment, is to try to pour a tempering potion on it. (However, [[Bless Item (304)]] comes very close.)&lt;br /&gt;
* Each [[wizard]] may only have one &#039;&#039;&#039;Major Enchant&#039;&#039;&#039; project in progress at a given time. This includes any further enchantment upon an item which is already +16 or higher.&lt;br /&gt;
&lt;br /&gt;
Note: This is a comment from GM Naos from the official boards Wizards &amp;gt; Enchanting topic post #7855 dated 3/17/2011.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aaaaaactually, resistant armor is more difficult to enchant than equivalent armor sans resistances. I don&#039;t think the permanence of the resistance matters, either.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can pretty much assume that any additional attributes that don&#039;t outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be spikes.) - Naos&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Enchanting Process ==&lt;br /&gt;
Enchanting is a simple two-step process. First, the object is [[925#Tempering the Item|tempered with a potion]]. The temper takes a certain amount of time to cure, and once complete, one then [[925#Casting the Enchantment|casts the Enchant Item spell]] upon the object. This &amp;quot;pour/cast&amp;quot; cycle is then repeated once for each level of enchantment being bestowed upon the item. For example, taking an item from 0x to 1x would require one pour and then one cast. Likewise, taking an item from 2x to 3x would require three pours and three casts total. During the intermediary processes, the item cannot be used for its usual function. Wielding a weapon, shield, or runestaff, or being struck while [[WEAR (verb)|wearing]] armor whose enchantment has not yet been completed will cause the destruction of that item.&lt;br /&gt;
&lt;br /&gt;
=== Tempering the Item ===&lt;br /&gt;
Tempering is the act of using an [[Enchanting potions|enchanting potion]] to prepare an object to store the enchantment you wish to instill within. The act itself is quite simple, though making certain you have checked the status of each contributing factor and conditioned the variables in your favor can prove quite challenging.&lt;br /&gt;
&lt;br /&gt;
* [[POUR (verb)|POUR]] POTION ON MY {ITEM} : initiates the tempering process&lt;br /&gt;
* Each pour will use precisely one dose of potion, regardless of the size or type of the item.&lt;br /&gt;
* There is a 20 second roundtime for each pour. (The spell [[Haste (506)]] will not have an effect on this roundtime)&lt;br /&gt;
&lt;br /&gt;
Certain items, such as sanctified gear and enhancive items, require [[Pre-tempering potion]]s prior to the tempering potion to take each step of the enchant. &lt;br /&gt;
&lt;br /&gt;
====Pour Potion Modifiers Formula====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MIU skill + LOG bonus + INT bonus + trunc(AUR bonus + WIS bonus)/2 + Potion Bonus - Item enchant bonus - Encumbrance Penalty - Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: Wizard with 200 MIU skill, 25 LOG bonus, 20 INT bonus, 25 AUR bonus, 22 WIS bonus, Dirtokh potion (+25 bonus), Item enchant bonus + 20, unencumbered and fully trained for their armor.&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 25 (potion bonus) - 20 (item enchant bonus) = 273&lt;br /&gt;
&lt;br /&gt;
In order to have a successful pour, the pour modifiers + d100 roll must total at least 101.&lt;br /&gt;
&lt;br /&gt;
=====Pre-tempering Formula=====&lt;br /&gt;
&lt;br /&gt;
With [[Pre-tempering potion]]s, such as [[Pre-tempering potion|Ayveneh]] for enhancive items and [[Pre-tempering potion|Eoveneh]] for sanctified items, there is a penalty of 220 to the pour modifiers formula. Both of these have a potion bonus of +20. So, the pour modifiers result (using the data from the previous example) would be:&lt;br /&gt;
&lt;br /&gt;
Pour modifiers: 200 (MIU) + 25 (LOG) + 20 (INT) + trunc(25 AUR + 22 WIS)/2 + 20 (potion bonus) - 20 (item enchant bonus) - 220 (pre-temper penalty) = 48&lt;br /&gt;
&lt;br /&gt;
Since a successful pour requires a 101 total, the minimum d100 roll required for a successful outcome in this example would be 53.&lt;br /&gt;
&lt;br /&gt;
=====Encumbrance Penalty=====&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the pour modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of 20 to the pour modifiers total.&lt;br /&gt;
&lt;br /&gt;
====Pour Messaging====&lt;br /&gt;
&lt;br /&gt;
;:Failure due to insufficient potion:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You pour your potion on the mail.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;There does not seem to be enough dirtokh potion to cover&amp;lt;/font&amp;gt; the green imflass mail.  The liquid bubbles slightly as it touches the surface of the green imflass mail, but then merely evaporates without effect.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that this message may now be obsolete, as previously two doses were required for each pour if the item was classified as a shield or as armor. Only one dose is now required regardless of the item; this has been true since just before the 2007 Ebon Gate Festival.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;:Unsuccessful pour due to item having been [[Minor Elemental Edging (902)|Edged]], [[Elemental Blade (411)|E-bladed]] etc.:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my potion on my dagger&lt;br /&gt;
You pour your potion on the dagger.&lt;br /&gt;
The liquid bubbles slightly as it touches the surface of the dagger, but then merely evaporates without effect.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;:Unsuccessful pour due to item being blessed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my potion on my dagger&lt;br /&gt;
You pour your potion on the dagger.&lt;br /&gt;
&lt;br /&gt;
The liquid coats the dagger, which glows faintly white for a moment and then returns to normal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;:Successful pour:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You pour your potion on the mail.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 33 + Modifiers: 234 == 267&lt;br /&gt;
&lt;br /&gt;
As the liquid coats the surface of the green imflass mail, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the mail, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the mail appears faded.  You scrutinize the green imflass mail, notice nothing amiss, and conclude that &amp;lt;font color=blue&amp;gt;the tempering seems to have been successful.&amp;lt;/font&amp;gt;  You estimate that the green imflass mail should be ready to enchant in about 8 to 9 days.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your enchanting project requires multiple castings, you may pour the next temper immediately after casting. There is no waiting period (other than roundtime incurred by the casting itself).&lt;br /&gt;
&lt;br /&gt;
==== Determining the Proper Potion ====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !width=80|Starting Bonus of Item&lt;br /&gt;
 !width=80|Starting Enchantment Level&lt;br /&gt;
 !width=80|Aura Color&lt;br /&gt;
 !width=80|Destination Bonus of Item&lt;br /&gt;
 !width=80|Destination Enchantment Level&lt;br /&gt;
 !width=80|Pour/Cast Cycles Required&lt;br /&gt;
 !width=80|Average Tempering Time Per Cycle*&lt;br /&gt;
 !width=80|Appropriate Tempering Potion&lt;br /&gt;
 !width=80|Tempering Potion Pour Bonus&lt;br /&gt;
 !width=80|Potion Cost &amp;amp;dagger;&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| &amp;lt; 0&lt;br /&gt;
 | align=center| None&lt;br /&gt;
 | align=center| [[925#Special Cases|Special]]&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| 1&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0&lt;br /&gt;
 | align=center| 0x&lt;br /&gt;
 | align=center| None&lt;br /&gt;
 | align=center| +1 to +5&lt;br /&gt;
 | align=center| 1x&lt;br /&gt;
 | align=center| 1&lt;br /&gt;
 | align=center| 1 day&lt;br /&gt;
 | align=center rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | align=center rowspan=2|0&lt;br /&gt;
 | align=center rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +1 to +5&lt;br /&gt;
 | align=center| 1x&lt;br /&gt;
 | align=center| Red&lt;br /&gt;
 | align=center| +5 to +10&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 | align=center| 2&lt;br /&gt;
 | align=center| 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +6 to +10&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 | align=center| Orange&lt;br /&gt;
 | align=center| +11 to +15&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 | align=center| 3&lt;br /&gt;
 | align=center| 3 days&lt;br /&gt;
 | align=center rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | align=center rowspan=2| +15&lt;br /&gt;
 | align=center rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +11 to +15&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 | align=center| Yellow&lt;br /&gt;
 | align=center| +16 to +20&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 | align=center| 4&lt;br /&gt;
 | align=center| 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +16 to +20&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 | align=center| Green&lt;br /&gt;
 | align=center| +21 to +25&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 | align=center| 5&lt;br /&gt;
 | align=center| 5 to 7 days&lt;br /&gt;
 | align=center rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | align=center rowspan=2| +25&lt;br /&gt;
 | align=center rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +21 to +25&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 | align=center| Blue&lt;br /&gt;
 | align=center| +26 to +30&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 | align=center| 6&lt;br /&gt;
 | align=center| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +26 to +30&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 | align=center| Indigo&lt;br /&gt;
 | align=center| +31 to +35&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 | align=center| 7&lt;br /&gt;
 | align=center| 8 to 11 days&lt;br /&gt;
 | align=center| [[Mirtokh potion|Mirtokh]]&lt;br /&gt;
 | align=center| +30&lt;br /&gt;
 | align=center| 35,000&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0 to +30&lt;br /&gt;
 | align=center| 0x to 6x&lt;br /&gt;
 | align=center colspan=5|Reputed to have special properties&lt;br /&gt;
 | align=center| [[Sisfu potion|Sisfu]]&lt;br /&gt;
 | align=center| +20&lt;br /&gt;
 | align=center| 17,500&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +31 to +35&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 | align=center| Violet&lt;br /&gt;
 | align=center| +36 to +40&lt;br /&gt;
 | align=center| 8x&lt;br /&gt;
 | align=center| 8&lt;br /&gt;
 | align=center| 9 days&lt;br /&gt;
 | align=center| [[Bromin potion|Bromin]]&lt;br /&gt;
 | align=center| ?&lt;br /&gt;
 | align=center| Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +36 to +40&lt;br /&gt;
 | align=center| 8x&lt;br /&gt;
 | align=center| Copper&lt;br /&gt;
 | align=center| +41 to +45&lt;br /&gt;
 | align=center| 9x&lt;br /&gt;
 | align=center| 9&lt;br /&gt;
 | align=center| Unknown&lt;br /&gt;
 | align=center| [[Aleteh potion|Aleteh]]&lt;br /&gt;
 | align=center| ?&lt;br /&gt;
 | align=center| Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +41 to +45&lt;br /&gt;
 | align=center| 9x&lt;br /&gt;
 | align=center| Silver&lt;br /&gt;
 | align=center| +46 to +50&lt;br /&gt;
 | align=center| 10x&lt;br /&gt;
 | align=center| 10&lt;br /&gt;
 | align=center| Unknown&lt;br /&gt;
 | align=center| [[Grenshol potion|Grenshol]]&lt;br /&gt;
 | align=center| ?&lt;br /&gt;
 | align=center| Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| +46 to +50&lt;br /&gt;
 | align=center| 10x&lt;br /&gt;
 | align=center| Gold&lt;br /&gt;
 | align=center colspan=7| Not Further Enchantable&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0 to +30&lt;br /&gt;
 | align=center| 0x to 6x&lt;br /&gt;
 | align=center colspan=5|Special enchancive item pre-tempering potion&lt;br /&gt;
 | align=center| [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
 | align=center| +20&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 |-&lt;br /&gt;
 | align=center| 0 to +30&lt;br /&gt;
 | align=center| 0x to 6x&lt;br /&gt;
 | align=center colspan=5|Special sanctified item pre-tempering potion&lt;br /&gt;
 | align=center| [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
 | align=center| +20&lt;br /&gt;
 | align=center| Varies&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the [[wizard]] has a stockpile of high level potions.&lt;br /&gt;
&lt;br /&gt;
=== Casting the Enchantment ===&lt;br /&gt;
The second part of the process is casting the spell itself. Once the temper has fully cured, the item is ready to receive the magic. Just like the previous step, the proper preparation is paramount to success. &lt;br /&gt;
&lt;br /&gt;
* To ascertain if the temper is complete, [[CAST (verb)|cast]] [[Elemental Detection]] at it.&lt;br /&gt;
&lt;br /&gt;
If you receive a message similar to the following, the item is tempering but not yet cured:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You gesture at a crystal-set rosewood runestaff.&amp;lt;br&amp;gt;&lt;br /&gt;
The layers of essence permeating the rosewood runestaff unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  &amp;lt;font color=blue&amp;gt;It is currently tempering&amp;lt;/font&amp;gt; and on the first step of the enchanting process.  You recognize the vibrant red aura surrounding it as indicating a weak level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you receive a message similar to the following, the item is tempered and cured:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You gesture at some silvery green imflass mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The layers of essence permeating the green imflass mail unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  &amp;lt;font color=red&amp;gt;It is currently tempered and ready to be enchanted&amp;lt;/font&amp;gt;.  It is on the fifth step of the enchanting process.  You recognize the muted blue aura surrounding it as indicating a strong level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
Once this &amp;quot;ready&amp;quot; message is received, the item is ready to be cast upon. (Note that the detection message will read &amp;quot;final&amp;quot; for the final step of each enchantment level, rather than the appropriate numerical value.)&lt;br /&gt;
&lt;br /&gt;
At this point, you should check that you have positively influenced all of the factors within your control. Taking this extra step will help prevent failure that could have been avoided. Check the following section for conditions which may have a positive or negative affect on your success.&lt;br /&gt;
&lt;br /&gt;
Once all factors have been taken into account, you should be ready to cast the enchantment. Simply hold the item in your hand and cast the &#039;&#039;Enchant Item (925)&#039;&#039; spell at the item. Expect a significant roundtime for this activity. (Some wizards have reportedly used &#039;&#039;[[Haste (506)]]&#039;&#039; in order to counteract this effect.)&lt;br /&gt;
&lt;br /&gt;
== Success Factors ==&lt;br /&gt;
{| {{prettytable | float:right; margin-left: 2em;}}&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Less than full [[health]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Major Elemental]] ranks&lt;br /&gt;
 |Less than full [[spirit]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Minor Elemental]] ranks&lt;br /&gt;
 |[[Wound]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Scar]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |Having [[creature]]s present&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]], [[Aura]]&lt;br /&gt;
 |[[Encumbrance]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |[[Death&#039;s Sting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&lt;br /&gt;
 |-&lt;br /&gt;
 |Earthnode or Workshop&lt;br /&gt;
 |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The precise formula to achieve a successful enchantment is still largely unknown. What is known, is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors, and that carelessness while going through the motions is the largest factor of failure. The following table lists all known factors (positive or negative), in no particular order.&lt;br /&gt;
&lt;br /&gt;
* There is a minimum [[#Failed casts|3% failure rate]] for the final step of any enchant, regardless of the enchanter&#039;s [[stat]]s, [[skill]]s, level, or the level of the enchantment itself. &lt;br /&gt;
&lt;br /&gt;
* Historically, wizards would overtrain their [[Wizard Base]] ranks to achieve more skill at enchanting. In the most recent revision of the spell, benefits from Wizard Base ranks were given [[diminishing returns]].&lt;br /&gt;
&lt;br /&gt;
* The most preventable cause of failure is attempting to cast upon an item whose temper has not yet cured, through sheer carelessness or impatience. This can be easily prevented through the proper and informed use of [[Elemental Detection (405)]].&lt;br /&gt;
&lt;br /&gt;
* [[Call Familiar (920)|Familiars]]:&lt;br /&gt;
&lt;br /&gt;
:1. If you do not have a familiar summoned, there is no bonus or penalty to Enchanting success.&lt;br /&gt;
:2. Having a familiar summoned and in the same room as your character contributes a bonus to Enchanting success.&lt;br /&gt;
:3. Having a familiar summoned but in a different room than your character contributes a penalty to Enchanting success. - GM Naos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Earthnode or Workshop:&lt;br /&gt;
&lt;br /&gt;
:1. Private workshops are best, but are only of benefit to their owners and useless to anyone else (i.e. not a workshop for non-owners.) &lt;br /&gt;
:2. [[Wizard Guild|Guild]] and [[CHE]] workshops are the next best, and are equally great. &lt;br /&gt;
:3. Public workshops are least great, but still great. - GM Naos&lt;br /&gt;
&lt;br /&gt;
Use the [[SENSE (verb)#Wizards|&#039;&#039;&#039;Sense verb&#039;&#039;&#039;]] to determine the room status.&lt;br /&gt;
&lt;br /&gt;
== Rewards for your Efforts ==&lt;br /&gt;
Successful enchantments earn [[experience]], and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts. This is particularly true of major enchantments (above 4x) and enchantments upon unusual items. Armor also tends to be profitable due to the relative lack of NPC shops that sell enchanted armor (particularly the leather-based armors commonly used by most professions), and high prices in the few shops that do. (Low level enchants on weapons and shields are available over-the-counter for the most common types, although often at much higher prices than the cost of enchanting a +0 item to the same level.)&lt;br /&gt;
&lt;br /&gt;
Major enchant projects are exceedingly valuable due to the time and skill which they take to complete, and the restriction of only one major enchant at a time. In some cases, wizards will hire themselves out to provide this service on items already owned by the customer.&lt;br /&gt;
&lt;br /&gt;
A few wizards prefer, instead, to produce large quantities of minor enchant projects (usually bringing items right up to the 4x minor/major cutoff) for sale. While the potential for profit is lower, some enjoy the relative lack of risk to their reputations, since their customers are unaware of failures or delays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Experience From Enchanting ===&lt;br /&gt;
The [[experience]] gained from a successful cast is based on the following formula: &lt;br /&gt;
&lt;br /&gt;
 EXP = ( 100 x step of enchant ) - enchanter&#039;s [[level]]&lt;br /&gt;
&lt;br /&gt;
For example, a level 50 wizard, making the third cast of an enchant would receive 250 experience.&lt;br /&gt;
&lt;br /&gt;
 ( 100 &amp;amp;times; 3 ) - 50 = 250 EXP&lt;br /&gt;
&lt;br /&gt;
== Failed casts ==&lt;br /&gt;
Unfortunately, not all Enchantments are successful. There is a random 3% failure which only applies to the final cast of a project; &#039;&#039;&#039;Something doesn&#039;t seem right...&#039;&#039;&#039;  will be the first thing you see on a fumbled cast..&lt;br /&gt;
&lt;br /&gt;
===Example of the random 3% final step failure messaging:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pre 925&lt;br /&gt;
You trace a series of glowing runes while chanting the phrase for Enchant Item...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast my shield&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a target shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FF69B4&amp;quot;&amp;gt;&#039;&#039;&#039;Something doesn&#039;t seem right...&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the target shield as you begin your chant, but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the shield.&lt;br /&gt;
Roundtime: 20 sec. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above the cast was fumbled on the final (fourth) step of a 3x to 4x project. This failure caused a lose of one step in the enchanting process.&lt;br /&gt;
&lt;br /&gt;
New Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You gesture at a target shield.&amp;lt;br&amp;gt;&lt;br /&gt;
The layers of essence permeating the target shield unfold before you to reveal the familiar patterns of a tempering enchanting project, which you recognize as one of your own.  &amp;lt;span style=&amp;quot;color:#000000; background:#FF69B4&amp;quot;&amp;gt;It is currently tempering and on the third step of the enchanting process.&amp;lt;/span&amp;gt;  You recognize the &amp;lt;span style=&amp;quot;color:#ffff00;background:#FF69B4&amp;quot;&amp;gt;vibrant  yellow &amp;lt;/span&amp;gt; aura surrounding it as indicating a moderate level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other failures range from nearly benign to utterly catastrophic, and include in increasing order of severity:===&lt;br /&gt;
   &lt;br /&gt;
* Improper cast, temper re-set.  (Recovery: wait out the new temper cycle, re-cast.)&lt;br /&gt;
&lt;br /&gt;
* Loss of several (where &amp;quot;several&amp;quot; may be &amp;quot;1&amp;quot;) temper steps, project still on-going.  (Recovery: re-pour the potion, wait out the cycle, re-cast.)&lt;br /&gt;
&lt;br /&gt;
* Loss of all progress, project re-set to lower complete Enchantment (if the item was being taken from 2x to 3x, it is now again a 2x item &#039;&#039;but&#039;&#039; fully usable at this time; it is possible to regress to lower than the starting point (2x item going to 3x fails and is set to 1x)).  (Recovery: start the entire project over again with the first pour of a tempering potion; if several steps have been lost then the appropriate lower potion is usable.)&lt;br /&gt;
&lt;br /&gt;
* Item becomes cursed (stuck in caster&#039;s hand until a Cleric can either [[Neutralize Curse (309)]] or [[Remove Curse (315)]]), the description is changed to &amp;quot;blackened&amp;quot; (ex. &amp;quot;a blackened breastplate&amp;quot;, &amp;quot;some blackened leathers&amp;quot;), and the bonus on the item is typically set to +0 &#039;&#039;or lower&#039;&#039;.  (Recovery: if desired, start the process again to bring the item first to +0 and then successive steps beyond; the item will need to be either dyed or altered at a merchant in order to have the description changed.) This failure may cause the item to be dropped to the ground; however, when this is the case, the item is still cursed and will become stuck in hand if picked up.&lt;br /&gt;
::&amp;lt;i&amp;gt; Slender wisps of essence form around the light leather, but quickly take on a dark, greenish-black hue. The wisps twist about each other, writhing in discordant response to your chant. Suddenly, the tendrils coalesce around the leather, forming a shell of black, crackling energy. With a burst of static, the leather falls from your hands and the roiling energy sinks into the leather, leaving their surface blackened.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Item is destroyed in an explosion; flying shards may wound or even kill the casting Wizard and possibly bystanders.  There is no recovery from this; the item is gone.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Enchanting updates (saved post)]] from 04/24/09&lt;br /&gt;
*[[Enchanting Projects and Tempers (saved post)]]&lt;br /&gt;
*[[Enchant spell history (saved post)]]&lt;br /&gt;
*[[Enchanting and materials (saved post)]]&lt;br /&gt;
*[[Workshops (saved post)]]&lt;br /&gt;
*[[Enchanting and resistances (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#925 Wizard Base Spell Circle: Enchant Item], on Play.net&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.play.net/gs4/info/enchant_notes.asp Official Enchanting Notes]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://carabele.com/odds/405_Reveals.htm 405 Reveals for Enchanting]&lt;br /&gt;
{{Wizard}}&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30094</id>
		<title>Magic Item Creation (420)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30094"/>
		<updated>2011-03-17T14:17:31Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellbox start}}&lt;br /&gt;
{{Utility spell&lt;br /&gt;
 | mnemonic = MAGICITEM}}&lt;br /&gt;
{{Spellbox instant&lt;br /&gt;
 | duration = [[Charge]]s }}&lt;br /&gt;
{{Utility spell components&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | components = An imbeddable item}}&lt;br /&gt;
{{Spellbox middle}}&lt;br /&gt;
{{Minor elemental navigation}}&lt;br /&gt;
{{Spellbox end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Item Creation&#039;&#039;&#039; spell allows the caster to &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]]&amp;lt;/span&amp;gt; a spell they have learned into an appropriate &#039;&#039;imbeddable&#039;&#039; magical item. [[Ranger]]s can create blank imbeddable rods, wands, wire grass anklets/bracelets and tree bark amulets from foraged items with the [[Imbue (614)]] spell. Other imbeddable items can be purchased from shops or sometimes found as treasure items on creatures.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
Imbedding an item is a two step process. To begin, the caster must be holding an imbeddable item in either the right of left hand. It is not necessary to have the other hand empty. The spell is then prepared and cast at the item. It is advisable to use &#039;&#039;&#039;cast MY &amp;lt;item&amp;gt;&#039;&#039;&#039; when casting the spell. Once successful, the caster will be attuned to the item and have five minutes to imbed a spell in it. The caster may now imbed the item with a known spell using a verb activator and a specific number of charges. During the imbedding phase DO NOT use MY with the item or you will be unsuccessful.&lt;br /&gt;
&lt;br /&gt;
The number of charges that can be successfully imbedded depends on the items mana capacity, the level of the spell, the number of charges and the level of the caster. If you find that you are failing the imbed portion of the process, it is recommended that you reduce the number of charges attempted and take advantage of a workshop.&lt;br /&gt;
&lt;br /&gt;
==Activator Verbs==&lt;br /&gt;
&lt;br /&gt;
There is a small list of activator [[verb]]s available to the caster. Each verb has certain item restrictions, and advantages/disadvantages versus the other verbs. The four activator verbs are &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RAISE (verb)|raise]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RUB (verb)|rub]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[TAP (verb)|tap]]&amp;lt;/span&amp;gt;, and &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[WAVE (verb)|wave]]&amp;lt;/span&amp;gt;. In order to use an imbedded item successfully the character must attain a minimum endroll of 101 when attempting to activate the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Raise===&lt;br /&gt;
&lt;br /&gt;
An item that has been imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;raise&amp;lt;/span&amp;gt; verb activator will require the most training in the [[Magic Item Use]] skill to be successfully activated. It has a -40 penalty to the [[Magic Item Use|activation modifiers formula]]. However, using the raise verb has the advantage of increasing the duration of the imbedded spell by 33%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The raise activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;raise my wand&amp;lt;br&amp;gt;&lt;br /&gt;
You raise your small wand skyward!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 3 + Modifiers: 275 == 278&lt;br /&gt;
&lt;br /&gt;
A silvery luminescence surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rub===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;rub&amp;lt;/span&amp;gt; verb activator has no bonus/penalty to either the magic item activation formula or to the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The rub activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You rub your amulet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 98 + Modifiers: 225 == 323&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A brilliant luminescence surrounds you and your group.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Tap===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;tap&amp;lt;/span&amp;gt; verb activator has the largest bonus to the magic item activation check: a bonus of +25.  However, the duration of spells activated in this manner are reduced by 50%.  This activator is best for spells that are difficult to activate and have a long duration or for spells that have no duration, like [[Elemental Wave]] or [[Quake]], though it would not be ideal for offensive spells that require a specific target to be selected, as the spell will target the caster automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The tap activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;tap my amu&amp;lt;br&amp;gt;&lt;br /&gt;
You tap an amulet that you are wearing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 47 + Modifiers: 296 == 343&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wave of dark ethereal ripples moves outward from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wave===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;wave&amp;lt;/span&amp;gt; verb activator is the only one that allows a character to target another creature or character with the imbedded spell. Imbedding offensive spells like [[Minor Acid]] is useless unless this activator is used.  There is no bonus/penalty to either the activation skill attempt or the spell&#039;s duration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The wave activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You wave your rod at a kobold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 73 + Modifiers: 265 == 338&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You hurl a hissing stream of acid at a kobold!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +120 vs DS: +27 with AvD: +38 + d100 roll: +63 = +194&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 53 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]] &amp;lt;spell&amp;gt; in &amp;lt;item&amp;gt; using &amp;lt;activator&amp;gt; for &amp;lt;number&amp;gt; charges&amp;lt;/span&amp;gt;&lt;br /&gt;
**The imbedded spell must be a spell that the imbedding caster knows, though the rare enhancive item that grants knowledge of the spell is sufficient for this.&lt;br /&gt;
**The item must have been prepared with the magic item create spell.&lt;br /&gt;
**The activator may be &#039;wave&#039;, &#039;raise&#039;, &#039;tap&#039;, or &#039;rub&#039;.&lt;br /&gt;
**The number of charges is up to the discretion of the imbedder. Knowledge of the items mana capacity and the caster&#039;s success/failure rate for different spell levels will aid in determining this value. &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;pre 420&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture and invoke the powers of the elements for the Magic Item Creation spell...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast &#039;&#039;&#039;my&#039;&#039;&#039; wand&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a small wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A vibrant violet thread grows between you and the wand.  It glows brilliantly for a moment&lt;br /&gt;
and then fades into invisibility but &#039;&#039;&#039;you still feel attuned&#039;&#039;&#039; to the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;imbed 401 in wand using raise for 40 charges&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You concentrate on funneling your power into the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You manage to successfully place 24 charges of the Elemental Defense I when it begins to overheat, so you stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
* [[Level]] of Character&lt;br /&gt;
* Level of [[Spell]]&lt;br /&gt;
* Number of Charges&lt;br /&gt;
* Material of Item: The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
Imbedding in a workshop adds a significant bonus toward a successful outcome.&lt;br /&gt;
&lt;br /&gt;
==Failure Messaging==&lt;br /&gt;
&lt;br /&gt;
A minor failure will cause the item to lose its attunement along the mana attempted to be imbedded. But, it may be re-prepared immediately with spell 420 for another imbedding attempt. A major failure will cause both item and mana loss along with an injured hand.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes wrong with the process and you feel your power rush away from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes very wrong with the process!  The power that you are attempting to control goes wild!&lt;br /&gt;
&lt;br /&gt;
The rod you are holding explodes with a bright flash!  Your hand is injured!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Imbeddable spells (saved post)]]&lt;br /&gt;
* [[Workshops (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#420 Minor Elemental Spell Circle: Magic Item Create], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Minor Elemental Spells]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30093</id>
		<title>Magic Item Creation (420)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30093"/>
		<updated>2011-03-17T14:16:41Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellbox start}}&lt;br /&gt;
{{Utility spell&lt;br /&gt;
 | mnemonic = MAGICITEM}}&lt;br /&gt;
{{Spellbox instant&lt;br /&gt;
 | duration = [[Charge]]s }}&lt;br /&gt;
{{Utility spell components&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | components = An imbeddable item}}&lt;br /&gt;
{{Spellbox middle}}&lt;br /&gt;
{{Minor elemental navigation}}&lt;br /&gt;
{{Spellbox end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Item Creation&#039;&#039;&#039; spell allows the caster to &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]]&amp;lt;/span&amp;gt; a spell they have learned into an appropriate &#039;&#039;imbeddable&#039;&#039; magical item. [[Ranger]]s can create blank imbeddable rods, wands, wire grass anklets/bracelets and tree bark amulets from foraged items with the [[Imbue (614)]] spell. Other imbeddable items can be purchased from shops or sometimes found as treasure items on creatures.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
Imbedding an item is a two step process. To begin, the caster must be holding an imbeddable item in either the right of left hand. It is not necessary to have the other hand empty. The spell is then prepared and cast at the item. It is advisable to use &#039;&#039;&#039;cast MY &amp;lt;item&amp;gt;&#039;&#039;&#039; when casting the spell. Once successful, the caster will be attuned to the item and have five minutes to imbed a spell in it. The caster may now imbed the item with a known spell using a verb activator and a specific number of charges. During the imbedding phase DO NOT use MY with the item or you will be unsuccessful.&lt;br /&gt;
&lt;br /&gt;
The number of charges that can be successfully imbedded depends on the items mana capacity, the level of the spell, the number of charges and the level of the caster. If you find that you are failing the imbed portion of the process, it is recommended that you reduce the number of charges attempted and take advantage of a workshop.&lt;br /&gt;
&lt;br /&gt;
==Activator Verbs==&lt;br /&gt;
&lt;br /&gt;
There is a small list of activator [[verb]]s available to the caster. Each verb has certain item restrictions, and advantages/disadvantages versus the other verbs. The four activator verbs are &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RAISE (verb)|raise]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RUB (verb)|rub]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[TAP (verb)|tap]]&amp;lt;/span&amp;gt;, and &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[WAVE (verb)|wave]]&amp;lt;/span&amp;gt;. In order to use an imbedded item successfully the character must attain a minimum endroll of 101 when attempting to activate the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Raise===&lt;br /&gt;
&lt;br /&gt;
An item that has been imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;raise&amp;lt;/span&amp;gt; verb activator will require the most training in the [[Magic Item Use]] skill to be successfully activated. It has a -40 penalty to the [[Magic Item Use|activation modifiers formula]]. However, using the raise verb has the advantage of increasing the duration of the imbedded spell by 133%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The raise activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;raise my wand&amp;lt;br&amp;gt;&lt;br /&gt;
You raise your small wand skyward!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 3 + Modifiers: 275 == 278&lt;br /&gt;
&lt;br /&gt;
A silvery luminescence surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rub===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;rub&amp;lt;/span&amp;gt; verb activator has no bonus/penalty to either the magic item activation formula or to the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The rub activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You rub your amulet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 98 + Modifiers: 225 == 323&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A brilliant luminescence surrounds you and your group.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Tap===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;tap&amp;lt;/span&amp;gt; verb activator has the largest bonus to the magic item activation check: a bonus of +25.  However, the duration of spells activated in this manner are reduced by 50%.  This activator is best for spells that are difficult to activate and have a long duration or for spells that have no duration, like [[Elemental Wave]] or [[Quake]], though it would not be ideal for offensive spells that require a specific target to be selected, as the spell will target the caster automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The tap activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;tap my amu&amp;lt;br&amp;gt;&lt;br /&gt;
You tap an amulet that you are wearing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 47 + Modifiers: 296 == 343&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wave of dark ethereal ripples moves outward from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wave===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;wave&amp;lt;/span&amp;gt; verb activator is the only one that allows a character to target another creature or character with the imbedded spell. Imbedding offensive spells like [[Minor Acid]] is useless unless this activator is used.  There is no bonus/penalty to either the activation skill attempt or the spell&#039;s duration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The wave activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You wave your rod at a kobold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 73 + Modifiers: 265 == 338&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You hurl a hissing stream of acid at a kobold!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +120 vs DS: +27 with AvD: +38 + d100 roll: +63 = +194&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 53 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]] &amp;lt;spell&amp;gt; in &amp;lt;item&amp;gt; using &amp;lt;activator&amp;gt; for &amp;lt;number&amp;gt; charges&amp;lt;/span&amp;gt;&lt;br /&gt;
**The imbedded spell must be a spell that the imbedding caster knows, though the rare enhancive item that grants knowledge of the spell is sufficient for this.&lt;br /&gt;
**The item must have been prepared with the magic item create spell.&lt;br /&gt;
**The activator may be &#039;wave&#039;, &#039;raise&#039;, &#039;tap&#039;, or &#039;rub&#039;.&lt;br /&gt;
**The number of charges is up to the discretion of the imbedder. Knowledge of the items mana capacity and the caster&#039;s success/failure rate for different spell levels will aid in determining this value. &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;pre 420&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture and invoke the powers of the elements for the Magic Item Creation spell...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast &#039;&#039;&#039;my&#039;&#039;&#039; wand&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a small wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A vibrant violet thread grows between you and the wand.  It glows brilliantly for a moment&lt;br /&gt;
and then fades into invisibility but &#039;&#039;&#039;you still feel attuned&#039;&#039;&#039; to the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;imbed 401 in wand using raise for 40 charges&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You concentrate on funneling your power into the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You manage to successfully place 24 charges of the Elemental Defense I when it begins to overheat, so you stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
* [[Level]] of Character&lt;br /&gt;
* Level of [[Spell]]&lt;br /&gt;
* Number of Charges&lt;br /&gt;
* Material of Item: The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
Imbedding in a workshop adds a significant bonus toward a successful outcome.&lt;br /&gt;
&lt;br /&gt;
==Failure Messaging==&lt;br /&gt;
&lt;br /&gt;
A minor failure will cause the item to lose its attunement along the mana attempted to be imbedded. But, it may be re-prepared immediately with spell 420 for another imbedding attempt. A major failure will cause both item and mana loss along with an injured hand.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes wrong with the process and you feel your power rush away from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes very wrong with the process!  The power that you are attempting to control goes wild!&lt;br /&gt;
&lt;br /&gt;
The rod you are holding explodes with a bright flash!  Your hand is injured!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Imbeddable spells (saved post)]]&lt;br /&gt;
* [[Workshops (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#420 Minor Elemental Spell Circle: Magic Item Create], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Minor Elemental Spells]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30092</id>
		<title>Magic Item Creation (420)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30092"/>
		<updated>2011-03-17T14:15:51Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellbox start}}&lt;br /&gt;
{{Utility spell&lt;br /&gt;
 | mnemonic = MAGICITEM}}&lt;br /&gt;
{{Spellbox instant&lt;br /&gt;
 | duration = [[Charge]]s }}&lt;br /&gt;
{{Utility spell components&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | components = An imbeddable item}}&lt;br /&gt;
{{Spellbox middle}}&lt;br /&gt;
{{Minor elemental navigation}}&lt;br /&gt;
{{Spellbox end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Item Creation&#039;&#039;&#039; spell allows the caster to &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]]&amp;lt;/span&amp;gt; a spell they have learned into an appropriate &#039;&#039;imbeddable&#039;&#039; magical item. [[Ranger]]s can create blank imbeddable rods, wands, wire grass anklets/bracelets and tree bark amulets from foraged items with the [[Imbue (614)]] spell. Other imbeddable items can be purchased from shops or sometimes found as treasure items on creatures.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
Imbedding an item is a two step process. To begin, the caster must be holding an imbeddable item in either the right of left hand. It is not necessary to have the other hand empty. The spell is then prepared and cast at the item. It is advisable to use &#039;&#039;&#039;cast MY &amp;lt;item&amp;gt;&#039;&#039;&#039; when casting the spell. Once successful, the caster will be attuned to the item and have five minutes to imbed a spell in it. The caster may now imbed the item with a known spell using a verb activator and a specific number of charges. During the imbedding phase DO NOT use MY with the item or you will be unsuccessful.&lt;br /&gt;
&lt;br /&gt;
The number of charges that can be successfully imbedded depends on the items mana capacity, the level of the spell, the number of charges and the level of the caster. If you find that you are failing the imbed portion of the process, it is recommended that you reduce the number of charges attempted and take advantage of a workshop.&lt;br /&gt;
&lt;br /&gt;
==Activator Verbs==&lt;br /&gt;
&lt;br /&gt;
There is a small list of activator [[verb]]s available to the caster. Each verb has certain item restrictions, and advantages/disadvantages versus the other verbs. The four activator verbs are &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RAISE (verb)|raise]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RUB (verb)|rub]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[TAP (verb)|tap]]&amp;lt;/span&amp;gt;, and &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[WAVE (verb)|wave]]&amp;lt;/span&amp;gt;. In order to use an imbedded item successfully the character must attain a minimum endroll of 101 when attempting to activate the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Raise===&lt;br /&gt;
&lt;br /&gt;
An item that has been imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;raise&amp;lt;/span&amp;gt; verb activator will require the most training in the [[Magic Item Use]] skill to be successfully activated. It has a -40 penalty to the [[Magic Item Use|activation modifiers formula]]. However, using the raise verb has the advantage of increasing the duration of the imbedded spell by 33%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The raise activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;raise my wand&amp;lt;br&amp;gt;&lt;br /&gt;
You raise your small wand skyward!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 3 + Modifiers: 275 == 278&lt;br /&gt;
&lt;br /&gt;
A silvery luminescence surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rub===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;rub&amp;lt;/span&amp;gt; verb activator has no bonus/penalty to either the magic item activation formula or to the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The rub activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You rub your amulet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 98 + Modifiers: 225 == 323&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A brilliant luminescence surrounds you and your group.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Tap===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;tap&amp;lt;/span&amp;gt; verb activator has the largest bonus to the magic item activation check: a bonus of +25.  However, the duration of spells activated in this manner are reduced by 50%.  This activator is best for spells that are difficult to activate and have a long duration or for spells that have no duration, like [[Elemental Wave]] or [[Quake]], though it would not be ideal for offensive spells that require a specific target to be selected, as the spell will target the caster automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The tap activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;tap my amu&amp;lt;br&amp;gt;&lt;br /&gt;
You tap an amulet that you are wearing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 47 + Modifiers: 296 == 343&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wave of dark ethereal ripples moves outward from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wave===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;wave&amp;lt;/span&amp;gt; verb activator is the only one that allows a character to target another creature or character with the imbedded spell. Imbedding offensive spells like [[Minor Acid]] is useless unless this activator is used.  There is no bonus/penalty to either the activation skill attempt or the spell&#039;s duration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The wave activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You wave your rod at a kobold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 73 + Modifiers: 265 == 338&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You hurl a hissing stream of acid at a kobold!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +120 vs DS: +27 with AvD: +38 + d100 roll: +63 = +194&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 53 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]] &amp;lt;spell&amp;gt; in &amp;lt;item&amp;gt; using &amp;lt;activator&amp;gt; for &amp;lt;number&amp;gt; charges&amp;lt;/span&amp;gt;&lt;br /&gt;
**The imbedded spell must be a spell that the imbedding caster knows, though the rare enhancive item that grants knowledge of the spell is sufficient for this.&lt;br /&gt;
**The item must have been prepared with the magic item create spell.&lt;br /&gt;
**The activator may be &#039;wave&#039;, &#039;raise&#039;, &#039;tap&#039;, or &#039;rub&#039;.&lt;br /&gt;
**The number of charges is up to the discretion of the imbedder. Knowledge of the items mana capacity and the caster&#039;s success/failure rate for different spell levels will aid in determining this value. &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;pre 420&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture and invoke the powers of the elements for the Magic Item Creation spell...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast &#039;&#039;&#039;my&#039;&#039;&#039; wand&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a small wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A vibrant violet thread grows between you and the wand.  It glows brilliantly for a moment&lt;br /&gt;
and then fades into invisibility but &#039;&#039;&#039;you still feel attuned&#039;&#039;&#039; to the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;imbed 401 in wand using raise for 40 charges&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You concentrate on funneling your power into the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You manage to successfully place 24 charges of the Elemental Defense I when it begins to overheat, so you stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
* [[Level]] of Character&lt;br /&gt;
* Level of [[Spell]]&lt;br /&gt;
* Number of Charges&lt;br /&gt;
* Material of Item: The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
Imbedding in a workshop adds a significant bonus toward a successful outcome.&lt;br /&gt;
&lt;br /&gt;
==Failure Messaging==&lt;br /&gt;
&lt;br /&gt;
A minor failure will cause the item to lose its attunement along the mana attempted to be imbedded. But, it may be re-prepared immediately with spell 420 for another imbedding attempt. A major failure will cause both item and mana loss along with an injured hand.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes wrong with the process and you feel your power rush away from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes very wrong with the process!  The power that you are attempting to control goes wild!&lt;br /&gt;
&lt;br /&gt;
The rod you are holding explodes with a bright flash!  Your hand is injured!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Imbeddable spells (saved post)]]&lt;br /&gt;
* [[Workshops (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#420 Minor Elemental Spell Circle: Magic Item Create], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Minor Elemental Spells]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30091</id>
		<title>Magic Item Creation (420)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Creation_(420)&amp;diff=30091"/>
		<updated>2011-03-17T14:15:31Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: moved Magic Item Create (420) to Magic Item Creation (420):&amp;amp;#32;Changed to real spell name. &amp;quot;Creation&amp;quot; and not &amp;quot;Create&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellbox start}}&lt;br /&gt;
{{Utility spell&lt;br /&gt;
 | mnemonic = MAGICITEM}}&lt;br /&gt;
{{Spellbox instant&lt;br /&gt;
 | duration = [[Charge]]s }}&lt;br /&gt;
{{Utility spell components&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | components = An imbeddable item}}&lt;br /&gt;
{{Spellbox middle}}&lt;br /&gt;
{{Minor elemental navigation}}&lt;br /&gt;
{{Spellbox end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Item Create&#039;&#039;&#039; spell allows the caster to &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]]&amp;lt;/span&amp;gt; a spell they have learned into an appropriate &#039;&#039;imbeddable&#039;&#039; magical item. [[Ranger]]s can create blank imbeddable rods, wands, wire grass anklets/bracelets and tree bark amulets from foraged items with the [[Imbue (614)]] spell. Other imbeddable items can be purchased from shops or sometimes found as treasure items on creatures.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
&lt;br /&gt;
Imbedding an item is a two step process. To begin, the caster must be holding an imbeddable item in either the right of left hand. It is not necessary to have the other hand empty. The spell is then prepared and cast at the item. It is advisable to use &#039;&#039;&#039;cast MY &amp;lt;item&amp;gt;&#039;&#039;&#039; when casting the spell. Once successful, the caster will be attuned to the item and have five minutes to imbed a spell in it. The caster may now imbed the item with a known spell using a verb activator and a specific number of charges. During the imbedding phase DO NOT use MY with the item or you will be unsuccessful.&lt;br /&gt;
&lt;br /&gt;
The number of charges that can be successfully imbedded depends on the items mana capacity, the level of the spell, the number of charges and the level of the caster. If you find that you are failing the imbed portion of the process, it is recommended that you reduce the number of charges attempted and take advantage of a workshop.&lt;br /&gt;
&lt;br /&gt;
==Activator Verbs==&lt;br /&gt;
&lt;br /&gt;
There is a small list of activator [[verb]]s available to the caster. Each verb has certain item restrictions, and advantages/disadvantages versus the other verbs. The four activator verbs are &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RAISE (verb)|raise]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[RUB (verb)|rub]]&amp;lt;/span&amp;gt;, &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[TAP (verb)|tap]]&amp;lt;/span&amp;gt;, and &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[WAVE (verb)|wave]]&amp;lt;/span&amp;gt;. In order to use an imbedded item successfully the character must attain a minimum endroll of 101 when attempting to activate the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Raise===&lt;br /&gt;
&lt;br /&gt;
An item that has been imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;raise&amp;lt;/span&amp;gt; verb activator will require the most training in the [[Magic Item Use]] skill to be successfully activated. It has a -40 penalty to the [[Magic Item Use|activation modifiers formula]]. However, using the raise verb has the advantage of increasing the duration of the imbedded spell by 33%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The raise activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;raise my wand&amp;lt;br&amp;gt;&lt;br /&gt;
You raise your small wand skyward!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 3 + Modifiers: 275 == 278&lt;br /&gt;
&lt;br /&gt;
A silvery luminescence surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rub===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;rub&amp;lt;/span&amp;gt; verb activator has no bonus/penalty to either the magic item activation formula or to the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The rub activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You rub your amulet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 98 + Modifiers: 225 == 323&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A brilliant luminescence surrounds you and your group.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Tap===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the &amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;tap&amp;lt;/span&amp;gt; verb activator has the largest bonus to the magic item activation check: a bonus of +25.  However, the duration of spells activated in this manner are reduced by 50%.  This activator is best for spells that are difficult to activate and have a long duration or for spells that have no duration, like [[Elemental Wave]] or [[Quake]], though it would not be ideal for offensive spells that require a specific target to be selected, as the spell will target the caster automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The tap activator &#039;&#039;&#039;cannot&#039;&#039;&#039; be used in wands or rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;tap my amu&amp;lt;br&amp;gt;&lt;br /&gt;
You tap an amulet that you are wearing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 47 + Modifiers: 296 == 343&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wave of dark ethereal ripples moves outward from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wave===&lt;br /&gt;
&lt;br /&gt;
An item imbedded with the&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;wave&amp;lt;/span&amp;gt; verb activator is the only one that allows a character to target another creature or character with the imbedded spell. Imbedding offensive spells like [[Minor Acid]] is useless unless this activator is used.  There is no bonus/penalty to either the activation skill attempt or the spell&#039;s duration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The wave activator can only be used with wands and rods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You wave your rod at a kobold.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 73 + Modifiers: 265 == 338&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You hurl a hissing stream of acid at a kobold!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +120 vs DS: +27 with AvD: +38 + d100 roll: +63 = +194&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 53 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*&amp;lt;span style = &amp;quot;font-variant: small-caps&amp;quot;&amp;gt;[[IMBED (verb)|imbed]] &amp;lt;spell&amp;gt; in &amp;lt;item&amp;gt; using &amp;lt;activator&amp;gt; for &amp;lt;number&amp;gt; charges&amp;lt;/span&amp;gt;&lt;br /&gt;
**The imbedded spell must be a spell that the imbedding caster knows, though the rare enhancive item that grants knowledge of the spell is sufficient for this.&lt;br /&gt;
**The item must have been prepared with the magic item create spell.&lt;br /&gt;
**The activator may be &#039;wave&#039;, &#039;raise&#039;, &#039;tap&#039;, or &#039;rub&#039;.&lt;br /&gt;
**The number of charges is up to the discretion of the imbedder. Knowledge of the items mana capacity and the caster&#039;s success/failure rate for different spell levels will aid in determining this value. &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
&amp;gt;pre 420&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture and invoke the powers of the elements for the Magic Item Creation spell...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast &#039;&#039;&#039;my&#039;&#039;&#039; wand&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a small wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A vibrant violet thread grows between you and the wand.  It glows brilliantly for a moment&lt;br /&gt;
and then fades into invisibility but &#039;&#039;&#039;you still feel attuned&#039;&#039;&#039; to the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;imbed 401 in wand using raise for 40 charges&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You concentrate on funneling your power into the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You manage to successfully place 24 charges of the Elemental Defense I when it begins to overheat, so you stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
* [[Level]] of Character&lt;br /&gt;
* Level of [[Spell]]&lt;br /&gt;
* Number of Charges&lt;br /&gt;
* Material of Item: The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
Imbedding in a workshop adds a significant bonus toward a successful outcome.&lt;br /&gt;
&lt;br /&gt;
==Failure Messaging==&lt;br /&gt;
&lt;br /&gt;
A minor failure will cause the item to lose its attunement along the mana attempted to be imbedded. But, it may be re-prepared immediately with spell 420 for another imbedding attempt. A major failure will cause both item and mana loss along with an injured hand.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes wrong with the process and you feel your power rush away from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
Something goes very wrong with the process!  The power that you are attempting to control goes wild!&lt;br /&gt;
&lt;br /&gt;
The rod you are holding explodes with a bright flash!  Your hand is injured!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Imbeddable spells (saved post)]]&lt;br /&gt;
* [[Workshops (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#420 Minor Elemental Spell Circle: Magic Item Create], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Minor Elemental Spells]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Create_(420)&amp;diff=5737</id>
		<title>Magic Item Create (420)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Create_(420)&amp;diff=5737"/>
		<updated>2011-03-17T14:15:31Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: moved Magic Item Create (420) to Magic Item Creation (420):&amp;amp;#32;Changed to real spell name. &amp;quot;Creation&amp;quot; and not &amp;quot;Create&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Magic Item Creation (420)]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minotaur_magi&amp;diff=31857</id>
		<title>Minotaur magi</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minotaur_magi&amp;diff=31857"/>
		<updated>2011-03-16T14:35:56Z</updated>

		<summary type="html">&lt;p&gt;DRIZZT-12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 78&lt;br /&gt;
| type = Biped&lt;br /&gt;
| family = minotaur&lt;br /&gt;
| attacks = Brawls, Magic and Weapons.&lt;br /&gt;
| area = [[Wehntoph]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = No&lt;br /&gt;
| bcs = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| warding =&lt;br /&gt;
  {{Creature ability|[[Divine Fury (317)]]|+N/A [[CS]]}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | type = Coins, Gems, Boxes&lt;br /&gt;
 | skin = minotaur hoof&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;minotaur magi&#039;&#039;&#039; is an ugly, brutish looking beast.  Taller than most average men, the minotaur has a bull-like appearance while his muscular body is humanoid with thick arms and broad shoulders.  The minotaur magi feet end in hooves that rattle the ground with every step.  Despite his barbaric features, a great intelligence is reflected in the depths of his eyes and mannerisms.&amp;lt;sup&amp;gt;&amp;lt;sup&amp;gt;[http://www.play.net/gs4/info/bestiary/]&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Minotaur magus are a clerical type creature and the oldest non-invasion minotaur. They can cast [[Divine Fury]] which can be deadly at low endrolls. They will on occasion drag their stunned or injured comrades to another room and they can sanct and raise a dead minotaur.&lt;br /&gt;
&lt;br /&gt;
Raising:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A minotaur magus slowly raises his gaze upward, then briefly closes his eyes.&lt;br /&gt;
&lt;br /&gt;
A sense of peace and calm settles over the area.&lt;br /&gt;
&lt;br /&gt;
A minotaur magus begins rumbling a spell while making mystic gestures through the air.&lt;br /&gt;
&lt;br /&gt;
A minotaur magus gestures at a minotaur warrior.&lt;br /&gt;
&lt;br /&gt;
A bolt of soft white light streaks down from the sky bathing a minotaur warrior in it.&lt;br /&gt;
&lt;br /&gt;
A brilliant glow forms around a minotaur warrior, lingers for a moment, and finally fades.  The minotaur warrior awakens looking confused and somewhat drained.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Minotaur magi were formerly level 25.  In February 2008 they experienced an upward shift to their current level and were moved to their current location.  For more information on the updates, please see the following saved posts:&lt;br /&gt;
*[[Magical minotaur mayhem! (saved post)]] &lt;br /&gt;
*[[More Minotaur madness! (saved post)]] &lt;br /&gt;
*[[Krag Slopes/Minotaur Labyrinth rehaul. (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.play.net/gs4/info/bestiary/&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 76&lt;br /&gt;
|levelm1 = 77&lt;br /&gt;
|level = 78&lt;br /&gt;
|levelp1 = 79&lt;br /&gt;
|levelp2 = 80&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehntoph creatures]]&lt;/div&gt;</summary>
		<author><name>DRIZZT-12</name></author>
	</entry>
</feed>