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		<id>https://gswiki.play.net/index.php?title=Cobbling&amp;diff=67099</id>
		<title>Cobbling</title>
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		<updated>2015-08-12T05:30:23Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Boot stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cobbling&#039;&#039;&#039; is an artisan guild skill that allows a character to make footwear. Items made using this system weigh 2lbs and hold a [[Inspect#Clothing_and_Containers|very small amount]] with enough space for a couple of items (two) and cannot be [[Lightening|lightened]] nor [[Deepening|deepened]].&lt;br /&gt;
&lt;br /&gt;
==Cobbling workshop locations==&lt;br /&gt;
There are five cobbling workshops.  They are:&amp;lt;br&amp;gt;&lt;br /&gt;
:*In [[Wehnimer&#039;s Landing]]: in the [[Cobbling warehouse|warehouse]] on the east side of town.&lt;br /&gt;
:*In [[River&#039;s Rest]], outside of town along the banks of the river.&lt;br /&gt;
:*In [[Cysaegir]], in the [[The Cobbler&#039;s Cobby]] near the furrier.&lt;br /&gt;
:*In [[Kharam Dzu]], at the [[Teras Isle&#039;s Cobblers&#039; Co-Operative]] in a single story stone building at the corner of Imflass and Dragonstail.&lt;br /&gt;
:*In [[Zul Logoth]], at [[D.H. Cobbling Outfit]] in a squat stone building in the Sapphire Tunnel.&lt;br /&gt;
:*In [[Mist Harbor]], in the [[Eastern Harbor]] in an enormous warehouse on Cormorant Lane.&lt;br /&gt;
&lt;br /&gt;
==Joining the Guild==&lt;br /&gt;
&lt;br /&gt;
Find the foreman and ask him about joining.  The foreman is the master cobbler of the guildhall, and among his responsibilities is that of teaching new cobblers. When asked about joining, he will demonstrate the first pattern, how to make a basic pair of shoes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt; &amp;gt;ask foreman about joining&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Ah, so you&#039;d like to take up the trade of the cobbler, would you?&amp;quot; the foreman says to you.  &amp;quot;Not an easy task, becoming a master cobbler, but everyone needs shoes, and some people even appreciate good ones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The foreman pauses for a moment before continuing, &amp;quot;First things first.  Start off with the registrar, who can set you up with a book to hold your cobbling patterns.  Since you&#039;re just learning, we&#039;ll start you off with the basic shoe pattern.  It looks like this:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The foreman spreads a piece of leather on his worktable and, holding a piece of chalk in his hand, gazes at his pattern book and copies the lines onto the leather.  He produces a measuring cord and presses it down on the leather, its small beads leaving distinct marks on the soft surface.  Drawing from his boot a small knife, apparently made just for this purpose, the foreman carefully cuts out the pieces of the pattern he has drawn on the leather.  He picks them up and studies them momentarily, finally nodding in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, that&#039;s how to cut out the pieces for the upper.  Repeat the process for the leather of the sole, and you&#039;d then put them on a form in one of the workshops and JOIN the pieces together,&amp;quot; he explains.  &amp;quot;When you&#039;re ready for a workshop, just ask me about one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the foreman turns back to his work, he pauses for a moment to say, &amp;quot;Oh, and you&#039;ll find all the supplies you&#039;ll need in the storage area.  If you prefer to work with your own pelts, you&#039;ll need to see the tanner at the town furrier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
===Patterns===&lt;br /&gt;
To get a book to hold the patterns, find the registrar.  A book costs 2000 silvers.  [[ASK (verb)|ASK]] the registrar about book, and then [[GIVE (verb)|GIVE]] the note to the registrar and they will give you a book. The registrar will also give you new or replacement patterns, keeping track of those you have learned. (The registrar will also keep track of the individualized hallmarks of master cobblers, once these are developed.)&lt;br /&gt;
&lt;br /&gt;
All registrars have the basic four patterns available: shoes, boots, slippers and sandals. Each will also have a selection of other patterns for more advanced cobblers. You can see what patterns are available in a particular guildhall by [[FLIP (verb)|flipping]] through the book of patterns in the registrar&#039;s office.  You can specify a page number (FLIP PATTERN 2), or just flip to the next page (FLIP PATTERN).&lt;br /&gt;
&lt;br /&gt;
To use a pattern, you will need to have a copy of it in your book. Each basic pattern costs 200 silvers while more advanced patterns costs 1000 silvers.  Patterns will last between 40 and 70 uses. To select a pattern, flip the registrar&#039;s book of patterns open to the pattern you want, and [[TAP (verb)|TAP]] it. Then ask the registrar about patterns to have the pattern put in your book.  This must be done in quick succession.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
&amp;gt;flip pattern 6&amp;lt;br&amp;gt;&lt;br /&gt;
You flip through the book of patterns to page 6, which contains the pattern for a pair of shoes.&amp;lt;br&amp;gt;&lt;br /&gt;
This pattern is familiar to you.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tap pattern&amp;lt;br&amp;gt;&lt;br /&gt;
You tap the pattern for a pair of shoes found in an oversized book of patterns.  Tamariya glance over at you expectantly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask lass about pattern&amp;lt;br&amp;gt;&lt;br /&gt;
Tamariya consults a large tome, scanning long columns of names before finally settling on one entry.  After a moment, she looks up and nods her head, saying, &amp;quot;Yes, that&#039;ll be fine.  Just give me a note for 200 silvers, and I&#039;ll set you up with that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;give note to lass&amp;lt;br&amp;gt;&lt;br /&gt;
You hand Tamariya your book of patterns, who takes it and opens the binding.  She scans the labels on various drawers, finally opening one and pulling out a sheet of heavy vellum, which she inserts into your book.  Tamariya closes the book of patterns, dusts it off quickly, and hands it back to you, saying &amp;quot;Enjoy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tamariya accepts your note, tucks it away in a lockbox, and writes out a replacement note for 178743 silvers in perfect, though cramped calligraphy.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobbling novices can only get the basic patterns added to their book of patterns, and only those taught by the foreman.  Asking about patterns not taught by the foreman gives the message &amp;quot;You need to learn the basic patterns before you can work with an advanced pattern like that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once you are past the novice stage, you will be able to choose to learn a new pattern from time to time. Master cobblers can know as many as 50 additional patterns, in addition to the basic four.&lt;br /&gt;
;Available patterns&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Shoe Patterns&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Pattern !!WL !!RR !!CG !!KD !!ZL !!MH&lt;br /&gt;
|-&lt;br /&gt;
|shoes||X||X||X||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|square-toed shoes||X||X||X||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|moccasins||X||X||X|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|round-toed shoes||X||X|| ||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|high-heeled shoes||X||X|| ||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|open-toed shoes||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|revelins||X|| || ||X|| ||&lt;br /&gt;
|-&lt;br /&gt;
|spike-heeled shoes||X|| || || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|batts||X|| || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|low-heeled shoes|| ||X||X||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|dancing shoes|| ||X||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|brogues|| ||X|| ||X|| ||&lt;br /&gt;
|-&lt;br /&gt;
|divit-toed shoes|| ||X|| || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|high shoes|| || ||X||X|| ||&lt;br /&gt;
|-&lt;br /&gt;
|pattens|| || ||X||X|| ||&lt;br /&gt;
|-&lt;br /&gt;
|curly-toed shoes|| || ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|poulaines|| || ||X|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|narrow-toed||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|yatane||X|| || || || ||X&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Boot Patterns&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Pattern !!WL !!RR !!CG !!KD !!ZL !!MH&lt;br /&gt;
|-&lt;br /&gt;
|boots||X||X||X||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|workboots||X||X|| ||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|riding boots||X||X|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|half-boots||X|| ||X||||X||&lt;br /&gt;
|-&lt;br /&gt;
|thigh-boots||X||||X|||| ||&lt;br /&gt;
|-&lt;br /&gt;
|basans||X|| |||| ||X||&lt;br /&gt;
|-&lt;br /&gt;
|ankle-boots||||X||X||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|wide-cuffed boots||||X|| ||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|buskins|| || ||X||X|| ||&lt;br /&gt;
|-&lt;br /&gt;
|climbing boots|| || ||X||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|low-heeled boots||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|spike-heeled boots||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|knee-boots||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|slouched boots||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|high-heeled boots||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|calf-high boots||X|| ||X|| || ||X&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slipper Patterns&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Pattern !!WL !!RR !!CG !!KD !!ZL !!MH&lt;br /&gt;
|-&lt;br /&gt;
|slippers||X||X||X||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|clogs||X||X|| || ||X||X&lt;br /&gt;
|-&lt;br /&gt;
|dancing slippers||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|scarpines||X|| || ||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|high chopines||X|| || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|sabots|| ||X||X||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|pinsons|| ||X|| ||X|| ||&lt;br /&gt;
|-&lt;br /&gt;
|pantofles|| ||X|| || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|moyles|| || ||X||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|low chopines|| || ||X|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|pointy-toed slippers|| || || || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|ruched-toe slippers||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|open-toed slippers||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|flats||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|pompes||X|| ||X|| || ||X&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;center&amp;gt;Sandal Patterns&amp;lt;/center&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Pattern !!WL !!RR !!CG !!KD !!ZL !!MH&lt;br /&gt;
|-&lt;br /&gt;
|sandals||X||X||X||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|ankle-tied sandals||X||X|| || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|calf-tied sandals||X|| ||X||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|crincs||X|| || || ||X||&lt;br /&gt;
|-&lt;br /&gt;
|high-laced sandals|| ||X||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|thick-strapped sandals|| ||X|| ||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|thonged sandals|| || ||X||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|low-heeled sandals||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|high-heeled sandals||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|toe-loop sandals||X|| || || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|wedge-heeled sandals||X|| ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|backless sandals||X|| ||X|| || ||X&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Optional Adornment Patterns&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Pattern !!WL !!RR !!CG !!KD !!ZL !!MH&lt;br /&gt;
|-&lt;br /&gt;
|(item)-buttoned||X ||X ||X ||X || ||&lt;br /&gt;
|-&lt;br /&gt;
|(item)-strapped||X ||X|| ||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-lined||X||X|| || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-laced||X|| ||X||X|| ||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-toed||X|| || || ||X||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-fringed|| ||X || X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-buckled|| ||X|| ||X||X||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-inset|| ||X|| || || ||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-beaded|| || ||X|| || ||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-trimmed|| || ||X|| ||X||X&lt;br /&gt;
|-&lt;br /&gt;
|(item)-capped|| || ||X||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|(item)-studded|| || || ||X||X||&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
Shoes require at least an &amp;quot;upper&amp;quot; piece of leather, hide or cloth. Not using a second piece of material (leather) for the sole significantly reduces the quality of the shoe and skips an opportunity to gain an [[Aha]], or a rank more skilled in cobbling. Each cobbling attempt fully uses up the piece or pieces of leather used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at a piece of material will indicate which pattern(s) it works for (update July 2014). &lt;br /&gt;
&lt;br /&gt;
Shoes cannot be made from the hide of a humanoid creature.  This includes [[kobold]]s, [[hobgoblin]]s, [[orc]]s, [[hisskra]], and others.&lt;br /&gt;
&lt;br /&gt;
There are two ways to obtain materials for cobbling:&lt;br /&gt;
&lt;br /&gt;
* Bring pelts (hides, etc.) skinned from creatures to the tanner in town. In Wehnimer&#039;s Landing, Kharam Dzu, and River&#039;s Rest, the tanner is located in the furrier&#039;s shop. In Cysaegir, you will find the tanner downstairs from the storage room in the guildhall. In Mist Harbor, the tanner is also in the cobbling warehouse. If you GIVE your pelt to the tanner, she will assess its suitability and ask you some questions about how you want the pelt tanned. The lowest quality tanning process is cheapest and quickest, but will markedly detract from the quality of the finished cobbled goods.&lt;br /&gt;
&lt;br /&gt;
:The three curing processes are:&lt;br /&gt;
:*Oak: Cost is 50 silvers and takes 7 days&lt;br /&gt;
:*Alum: Cost is 400 silvers and takes 10 days&lt;br /&gt;
:*Oil: Cost is 800 silvers and takes 14 days&lt;br /&gt;
&lt;br /&gt;
:The quality of the tanned leather depends on the quality of the pelt.  When trying to produce best-quality shoes, seek out skilled skinners who can provide magnificent pelts.&lt;br /&gt;
&lt;br /&gt;
*Leather, hide and cloth can be purchased from the storage room in the guildhalls. The supplies there are ready to use, but they are more expensive than having the tanner tan a pelt. Although there is a range of pelt qualities available, none are as good as a top-grade pelt tanned using the best tanning process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Landing !!River&#039;s Rest !!Cysaegir !!Kharam Dzu !!Zul Logoth !!Mist Harbor&lt;br /&gt;
|-&lt;br /&gt;
|some light tanned leather||some light tanned leather||some light tanned leather||some light tanned leather||some light tanned leather||some light tanned leather&lt;br /&gt;
|-&lt;br /&gt;
|some medium tanned leather||some medium tanned leather||some medium tanned leather||some medium tanned leather||some medium tanned leather||some medium tanned leather&lt;br /&gt;
|-&lt;br /&gt;
|some heavy tanned leather||some heavy tanned leather||some heavy tanned leather||some heavy tanned leather||some heavy tanned leather||some heavy tanned leather&lt;br /&gt;
|-&lt;br /&gt;
|a tanned thrak hide||a tanned rat pelt||a tanned goat skin||a tanned rat pelt||a tanned rolton hide||a bolt of canvas   &lt;br /&gt;
|-&lt;br /&gt;
|a tanned spotted leaper||a tanned troll hide||a tanned sheep skin||a tanned troll chieftain skin||a tanned orc hide||a bolt of oilcloth&lt;br /&gt;
|-&lt;br /&gt;
|a tanned black boar hide||a tanned black panther pelt||a tanned black boar hide||a tanned iguana skin||a tanned cave lizard skin||&lt;br /&gt;
|-&lt;br /&gt;
|a tanned white puma hide ||a tanned antelope hide||a tanned leopard skin||a tanned pyrothag hide||a tanned wormling skin||&lt;br /&gt;
|-&lt;br /&gt;
|a tanned panther hide||a tanned rattlesnake skin||a tanned warthog hide||a tanned tsark skin||a tanned troll zombie skin||&lt;br /&gt;
|-&lt;br /&gt;
|a tanned dark panther||a tanned crocodile hide||a tanned tawny brindlecat hide||a tanned triton magus hide||a tanned undertaker bat skin||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mist Harbor Backroom Materials====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|a bolt of saffron chainsil||some prepared shark skins  || a set of ivory settings||a set of cream pearl settings&lt;br /&gt;
|-&lt;br /&gt;
|a bolt of cobalt blue chainsil||some prepared eel skins   || a set of pale sapphire settings ||a set of tiny pearl settings&lt;br /&gt;
|-&lt;br /&gt;
|a bolt of lavender silk || some manta ray skins  || a set of green pearl settings||a set of scrimshawed settings&lt;br /&gt;
|-&lt;br /&gt;
|a bolt of misty grey linen|| a cured python skin      || a set of blue sea glass settings||a set of tortoise shell settings&lt;br /&gt;
|-&lt;br /&gt;
|a bolt of viridian linen    ||a tanned black tapir pelt     || a set of sunset garnet settings||some shark&#039;s teeth&lt;br /&gt;
|-&lt;br /&gt;
|a tanned rainbow snake skin   || some prepared plush fur pelts  || a set of thunderhead settings ||some parrot feathers&lt;br /&gt;
|-&lt;br /&gt;
|a tanned sea thrak hide ||||some tattered netting ||some lush marabou down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mist Harbor Wandering Cart (June 2014)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the blue teak cart:&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of mithril plates||a pair of faenor plates||a block of balsa||a block of mistwood&lt;br /&gt;
|-&lt;br /&gt;
| some gold fireflies||some laje ladybugs||a piece of blue sea glass||a set of grass green cords&lt;br /&gt;
|-&lt;br /&gt;
| a set of doeskin laces||a set of blue satin laces||a set of yellow silk ribbons||a set of mother-of-pearl settings&lt;br /&gt;
|-&lt;br /&gt;
| a set of jewel mosaic settings||a set of pink spinel rose settings||a set of waterweb settings||a bolt of dupioni silk&lt;br /&gt;
|-&lt;br /&gt;
| a bolt of raw silk||a bolt of watered silk||a bolt of spun cotton||a bolt of satin&lt;br /&gt;
|-&lt;br /&gt;
| some ramie silk||some chainsil||a square of sleek calfskin||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the golden bowl:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a teardrop of green amber||a purple stormcloud diamond||an ovoid of lunar jasper||a blue green lagoon opal||a purple black thunderhead opal&lt;br /&gt;
|-&lt;br /&gt;
| an irregular cluster of blue quartz||a pale mistvein sapphire||a mist blue sea glass disk||an Alhan&#039;aht rivertear||a cluster of pink roestone&lt;br /&gt;
|-&lt;br /&gt;
| a pale gold firefly saewehna||an iridescent azure butterfly saewehna||a fossilized sponge||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the yellow metal rack:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a vial of raspberry dye||a vial of dusky rose dye||a vial of blackberry dye||a vial of honey dye&lt;br /&gt;
|-&lt;br /&gt;
| a vial of sunny yellow dye||a vial of rich lilac dye||a vial of aquamarine dye||a vial of sky blue dye&lt;br /&gt;
|-&lt;br /&gt;
| a square of flyrsilk||a square of silk||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mist Harbor Wandering Cart (October 2014)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the polished teak cart:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a block of mistwood ||  a block of rosewood || a slat of cherrywood || a piece of faceted crystal&lt;br /&gt;
|- &lt;br /&gt;
| a roll of glossy taffeta || a length of natural linen || a bolt of soft came line || a bolt of paeline || a bolt of soft velvet &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the teak bowl:&lt;br /&gt;
{| {{prettytable}} &lt;br /&gt;
| a chalky cube of feldspar || a round amber sea glass disk|| an oblong piece of nephrite || a dark purple sunset garnet&lt;br /&gt;
|-&lt;br /&gt;
| a cluster of yellow roestone || an ovoid of leopard jasper || a glossy sable mekret || a crystal of shadowy wraithaline&lt;br /&gt;
|-&lt;br /&gt;
| a midnight blue pearl || a scarlet smoldereye || a shifting multihued auboraline || a bright orange butterfly saewehna &lt;br /&gt;
|-&lt;br /&gt;
| a jewel-toned dragonfly saewehna&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the metal rack:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a square of soft sheepskin || a square of suede || a vial of sunset orange dye || a vial of cherry red dye || a vial of lemon dye&lt;br /&gt;
|-&lt;br /&gt;
| a vial of inky blue dye || a vial of apple green dye || a vial of almond dye || a vial of cream dye || a vial of rose pink dye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wehnimers Landing Materials====&lt;br /&gt;
The &#039;Wehnimer&#039;s Cobbling Shop&#039; is located on South Ring Road and sells materials and dyes:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Catalog&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ----------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
1. a sharp cherry red cutting knife      52. a set of golden mesille settings&lt;br /&gt;
2. a bone-inlaid black cutting knife     53. a set of dark modwir settings&lt;br /&gt;
3. a slender white cutting knife         54. a set of dull ironwood settings&lt;br /&gt;
4. a gem-hilted cutting knife            55. a set of blue-grey tanik settings&lt;br /&gt;
5. a length of knotted cord              56. a set of bleached monir settings&lt;br /&gt;
6. a wedge of greyish white chalk        57. a set of black willow settings&lt;br /&gt;
7. a wedge of bone white chalk           58. a set of black ash settings&lt;br /&gt;
8. a wedge of blood red chalk            59. some topaz square settings&lt;br /&gt;
9. a wedge of pale blue chalk            60. some black puma fur&lt;br /&gt;
10. some latticed straps                 61. some matted bear fur&lt;br /&gt;
11. some dirge-vaon vines                62. some mottled warcat fur&lt;br /&gt;
12. some plaited nymph hair laces        63. some rabbit fur&lt;br /&gt;
13. a bolt of rat skin                   64. some smoky coyote fur&lt;br /&gt;
14. a bolt of worm skin                  65. some yeti fur&lt;br /&gt;
15. a bolt of goblin skin                66. some combed wool&lt;br /&gt;
16. a bolt of kobold skin                67. some soft lamb&#039;s wool&lt;br /&gt;
17. a bolt of troll hide                 68. some cockatrice plumes&lt;br /&gt;
18. a bolt of minotaur hide              69. some harrier pinions&lt;br /&gt;
19. a bolt of gnoll hide                 70. some roa&#039;ter teeth&lt;br /&gt;
20. a bolt of orc hide                   71. some translucent scales&lt;br /&gt;
21. a bolt of velnalin hide              72. some lion manes&lt;br /&gt;
22. a bolt of yeti hide                  73. a vial of salmon pink dye&lt;br /&gt;
23. a bolt of oiled leather              74. a vial of sage green dye&lt;br /&gt;
24. a bolt of pebbled leather            75. a vial of willow green dye&lt;br /&gt;
25. a bolt of scaled leather             76. a vial of aquamarine dye&lt;br /&gt;
26. a bolt of soft buckskin              77. a vial of royal blue dye&lt;br /&gt;
27. a bolt of brushed suede              78. a vial of cherry red dye&lt;br /&gt;
28. a bolt of striped damask             79. a vial of fiery red dye&lt;br /&gt;
29. a bolt of crisp taffeta              80. a vial of roan dye&lt;br /&gt;
30. a bolt of goat hair                  81. a vial of ale brown dye&lt;br /&gt;
31. a bolt of woven chain mesh           82. a vial of sand-hued dye&lt;br /&gt;
32. a bolt of interlocked ringmail       83. a vial of sallow dye&lt;br /&gt;
33. a bolt of soft calfskin              84. a vial of storm grey dye&lt;br /&gt;
34. a bolt of brocade lace               85. a vial of jet black dye&lt;br /&gt;
35. a pair of kiramon chitin plates      86. a vial of sable dye&lt;br /&gt;
36. a pair of antique brass plates       87. a vial of lily white dye&lt;br /&gt;
37. a pair of silver niello plates       88. a vial of chalk white dye&lt;br /&gt;
38. a pair of mottled pewter plates      89. a vial of swan white dye&lt;br /&gt;
39. a pair of etched laje plates         90. a vial of ghostly white dye&lt;br /&gt;
40. a pair of copper plates              91. a vial of vanilla-hued dye&lt;br /&gt;
41. a pair of brushed mithril plates     92. a vial of azure dye&lt;br /&gt;
42. some striped green jasper settings   93. a vial of coppery dye&lt;br /&gt;
43. some faceted ruby bar settings       94. a vial of bronze dye&lt;br /&gt;
44. some deep lapis teardrop settings    95. a vial of topaz dye&lt;br /&gt;
45. some honeyed amber oval settings     96. a vial of ashen dye&lt;br /&gt;
46. some bloodstone cabochon settings    97. a vial of smoky blue dye&lt;br /&gt;
47. a set of gold thorn settings         98. a vial of taupe dye&lt;br /&gt;
48. a set of silver barb settings        99. a vial of mulberry dye&lt;br /&gt;
49. a set of silvery haon settings       100. a vial of mahogany dye&lt;br /&gt;
50. a set of pale mistwood settings      101. a vial of lilac dye&lt;br /&gt;
51. a set of lacquered fel settings     &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ta&#039;Illistim Materials====&lt;br /&gt;
The shop &#039;Well-Heeled&#039; near the Hanging Gardens in Ta&#039;Illistim also sells cobbling materials: &lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|a length of blue silk cord ||a set of silk laces &lt;br /&gt;
|-&lt;br /&gt;
|a length of cream silk cord ||a bolt of velvet   &lt;br /&gt;
|-&lt;br /&gt;
|a length of ebon silk cord  || a bolt of silk &lt;br /&gt;
|-&lt;br /&gt;
|a length of crimson silk cord  || a bolt of suede     &lt;br /&gt;
|-&lt;br /&gt;
|a set of velvet laces    ||a bolt of leather    &lt;br /&gt;
|-&lt;br /&gt;
|a set of suede laces    || a pair of silver plates&lt;br /&gt;
|-&lt;br /&gt;
|a set of leather laces   || a pair of gold plates &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Backroom&#039;&#039;&#039;   || &lt;br /&gt;
|-&lt;br /&gt;
|a pair of faenor plates  ||a bolt of sapphire leather &lt;br /&gt;
|-&lt;br /&gt;
|some raptor feathers  ||a set of black rose settings   &lt;br /&gt;
|-&lt;br /&gt;
|some wispy grifflet down  || a set of peacock settings &lt;br /&gt;
|-&lt;br /&gt;
|a bolt of umber silk   || a set of oak leaf settings   &lt;br /&gt;
|-&lt;br /&gt;
|a bolt of amethyst silk    ||a set of harp settings    &lt;br /&gt;
|-&lt;br /&gt;
|a bolt of jade silk    || a set of green glimaerstone settings&lt;br /&gt;
|-&lt;br /&gt;
|a bolt of sapphire silk    || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dyes===&lt;br /&gt;
Cobbling has its own set of dyes, but those found in the [[Dyer&#039;s tent|Dyer&#039;s locations]] in various towns and the dyes created through alchemy can be used on uppers. After purchasing a dye from the Dyer&#039;s tent, bring it to the clerk and &#039;&#039;&#039;ORDER BOTTLE&#039;&#039;&#039; to have it converted.  These can also be used with alchemy [[dye additive]]s.&lt;br /&gt;
&lt;br /&gt;
In Cysaegir (and likely at other cobbling warehouses, but not the one in Mist Harbor), a vial of dye can be purchased from the backroom and customized with the following colors:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|silvery  ||cobalt  || burgundy&lt;br /&gt;
|-&lt;br /&gt;
|white  ||violet   || peach&lt;br /&gt;
|-&lt;br /&gt;
|ivory  ||lavender   || russet&lt;br /&gt;
|-&lt;br /&gt;
|ecru   ||amethyst  || brown&lt;br /&gt;
|-&lt;br /&gt;
|yellow   || purple   || umber&lt;br /&gt;
|-&lt;br /&gt;
|pale green   ||plum   || black&lt;br /&gt;
|-&lt;br /&gt;
|celadon   ||magenta || pink&lt;br /&gt;
|-&lt;br /&gt;
|viridian   ||claret || blush&lt;br /&gt;
|-&lt;br /&gt;
|emerald   ||crimson  || grey&lt;br /&gt;
|-&lt;br /&gt;
|turquoise    ||garnet    || dark&lt;br /&gt;
|-&lt;br /&gt;
|cerulean  ||scarlet  || dusky&lt;br /&gt;
|-&lt;br /&gt;
|blue  ||red || pearly&lt;br /&gt;
|-&lt;br /&gt;
|indigo   ||vermilion  || golden&lt;br /&gt;
|-&lt;br /&gt;
|sapphire   ||wine  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other supplies===&lt;br /&gt;
Cobblers will also need some marking chalk, a cutting knife and a measuring cord.  These three items are available in the storage room in the guildhalls.  The knife and cord are tools are purchased once and used for the entire cobbling career.  They each cost around 5,000 silvers.  The chalk is used up slowly and costs 100 per piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at a measuring cord first used after 9/21/14 will indicate who the cord was used on.  Measuring cords can also be dyed in the [[dyer&#039;s tent]]s for additional organization.&lt;br /&gt;
&lt;br /&gt;
==Progressing==&lt;br /&gt;
&lt;br /&gt;
Novice or apprentice cobblers (fewer than 200 ranks, checkable with the [[ARTISAN (verb)]]), are tightly constrained by guild training rules. You will first start off making basic shoes, then move on to boots, and so on, until you have achieved sufficient basic skills. When you gain skill by practice, you may also be told that it&#039;s time to check in with the foreman, who will review your work and may advance you to the next stage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[SERVICE (verb)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/artisan_skills/cobbling_home.asp Primer to the Cobbling Artisan Guild], on Play.net&lt;br /&gt;
* [http://gsguide.wikia.com/wiki/Laphrael Laphrael&#039;s Shoe Ordering Guide]&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0Ao2wQZMEGUNJdF9Jd0FPMjNtdksxek5keW5SWm54dGc&amp;amp;usp=sharing#gid=0 Riend&#039;s Material Inventory]&lt;br /&gt;
[[Category:Artisan Skills]]&lt;br /&gt;
[[category:Cobbling| ]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Icemule_Trace_Shops&amp;diff=63074</id>
		<title>Talk:Icemule Trace Shops</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Icemule_Trace_Shops&amp;diff=63074"/>
		<updated>2015-05-09T04:48:22Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wrote a script to make wiki-ready tables of shop inventories. You can see the first stab with this article. I&#039;d like to do every town and have a rough list of which shops I&#039;d like to add. I&#039;m not finished. I&#039;m just kind of flag-planting. Based upon the quantity and scale of data here, I may wipe the whole table and post updated versions as I get the format just right. Just a possible caution towards any single-item edits. And if you decide to duplicate this effort manually for another shop, you may shortly find that you&#039;re wasting your time! I&#039;m open to suggestions on how to make this a bit better. Though I think the format and information is fairly comprehensive (sortable tables are awesome). I&#039;m drawing weight/properties from INSPECT and price from ORDER. The one problem with prices is that it&#039;s stat/race/training dependent (no base prices are shown). So I may roll up a trade-neutral character to get correct base prices. Also, I think the It may make [Category:Icemule Trace Shops] largely obsolete (oh well). [[User:EASTMANM2|EASTMANM2]] ([[User talk:EASTMANM2|talk]]) 05:15, 8 May 2015 (CDT)&lt;br /&gt;
:Better for them all to have their own page I think. The Mist Harbor cumulative one that someone did in the past is painful to look at. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 09:30, 8 May 2015 (CDT)&lt;br /&gt;
:Also I think linking to the weapon base vs. skill is more beneficial. Very cool that the code is script generated. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 09:56, 8 May 2015 (CDT)&lt;br /&gt;
::I added corrections to item weights (bolded values in parentheses) but kept your original numbers in place for comparison. When used in shops, the [[INSPECT (verb)]] will give results +/- 10% of actual weight. I also included corrections for AG 3 armor that still show as AG 5. I can manually correct item weights for each shop after you post them. Some item weights are affected by material weight mods (iron 1.25, mithril 0.90, vultite 0.80, imflass 0.70 etc.) but these mods are not uniformly applied to all items, especially weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log2}}&amp;gt;inspect 37You carefully examine the display sample for some vultite scalemail and determine that the weight is about &#039;&#039;&#039;18 pounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your careful inspection of some vultite scalemail allows you to conclude that it is rigid leather armor that covers the torso, arms, legs, neck, and head.&lt;br /&gt;
&lt;br /&gt;
inspect 37You carefully examine the display sample for some vultite scalemail and determine that the weight is about &#039;&#039;&#039;22 pounds&#039;&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The log above shows the lowest and highest results using the [[INSPECT (verb)]] for an item with an actual weight of 20 lbs. Standard AsG 12 has a base weight of 25 lbs. Vultite material, with a weight mod of 0.80 lightens the armor from 25 to (25 * 0.80 = 20 lbs). [[User:SPYRIDONM1|Mark]] ([[User talk:SPYRIDONM1|talk]]) 15:55, 8 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::That is severely disappointing. I was thinking that these numbers would be actually usable. To be honest, noting the weight in the INSPECT line was half of my motivation. I suppose I could write in an average of like 20 INSPECTs and/or get a little more clever by taking a careful look at the max/min. The AG/AsG error was some silliness on my part (was trying to match &amp;quot;hard leather&amp;quot; instead of &amp;quot;rigid leather&amp;quot; for some reason). Thanks, Mark. Also, with regards to full listings, I was only thinking about doing the main functional shops which have more predictable inventory (weapon, armor, general store, locksmith, alchemist, fletcher). Seeing some of those other shop listings does indeed get pretty nuts. So I&#039;m open to thoughts there. Personally, I don&#039;t see any real merit in indexing candle shops and every pint of ale in the game. I&#039;m not sure that there&#039;s a clear categorical line to be drawn, though. Once again, open to ideas, I guess. [[User:EASTMANM2|EASTMANM2]] ([[User talk:EASTMANM2|talk]]) 23:48, 8 May 2015 (CDT)&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Icemule_Trace_Shops&amp;diff=63060</id>
		<title>Icemule Trace Shops</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Icemule_Trace_Shops&amp;diff=63060"/>
		<updated>2015-05-08T10:20:52Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Armor */ Stupid bug with computing AsG (fixed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Armor =&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#DDD; color:blue&amp;quot;&lt;br /&gt;
!colspan=5 align=center| Haldrick&#039;s Armory&lt;br /&gt;
|-style=&amp;quot;background:#DDD&amp;quot;&lt;br /&gt;
!| No.&lt;br /&gt;
!| Item name&lt;br /&gt;
!| Price&lt;br /&gt;
!| Weight&lt;br /&gt;
!| Properties&lt;br /&gt;
|-align=left&lt;br /&gt;
| 1&lt;br /&gt;
| some fitted vestments&lt;br /&gt;
| 99&lt;br /&gt;
| 8&lt;br /&gt;
| [[armor|cloth armor]] (torso only (AG 1, AsG 1))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 2&lt;br /&gt;
| a fur-lined wolf hide tunic&lt;br /&gt;
| 198&lt;br /&gt;
| 9&lt;br /&gt;
| [[armor|soft leather armor]] (torso only (AG 2, AsG 5))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 3&lt;br /&gt;
| a fur-lined wolf hide doublet&lt;br /&gt;
| 224&lt;br /&gt;
| 12&lt;br /&gt;
| [[armor|soft leather armor]] (torso and arms (AG 2, AsG 6))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 4&lt;br /&gt;
| some fur-lined wolf hide armor&lt;br /&gt;
| 249&lt;br /&gt;
| 14&lt;br /&gt;
| [[armor|soft leather armor]] (torso, arms, and legs (AG 2, AsG 7))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 5&lt;br /&gt;
| some fur-lined wolf hide hunts&lt;br /&gt;
| 273&lt;br /&gt;
| 17&lt;br /&gt;
| [[armor|soft leather armor]] (torso, arms, legs, neck, and head (AG 2, AsG 8))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 6&lt;br /&gt;
| a bone-inlaid walrus hide breastplate&lt;br /&gt;
| 325&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|rigid leather armor]] (torso only (AG 5, AsG 17))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 7&lt;br /&gt;
| some reinforced walrus hide armor&lt;br /&gt;
| 349&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|rigid leather armor]] (torso and arms (AG 5, AsG 18))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 8&lt;br /&gt;
| some bone-studded armor&lt;br /&gt;
| 397&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, and legs (AG 5, AsG 19))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 9&lt;br /&gt;
| some bone-studded brigandine&lt;br /&gt;
| 449&lt;br /&gt;
| 26&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 20))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 10&lt;br /&gt;
| a target shield&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 11&lt;br /&gt;
| a round shield&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| [[shield]] (large)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 12&lt;br /&gt;
| some mithril scalemail&lt;br /&gt;
| 20610&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 20))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 13&lt;br /&gt;
| some mithril chain mail&lt;br /&gt;
| 22349&lt;br /&gt;
| 23&lt;br /&gt;
| [[armor|chain armor]] (torso only (AG 4, AsG 13))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 14&lt;br /&gt;
| a mithril chain shirt&lt;br /&gt;
| 24583&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|chain armor]] (torso and arms (AG 4, AsG 14))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 15&lt;br /&gt;
| some mithril chain armor&lt;br /&gt;
| 26819&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, and legs (AG 4, AsG 15))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 16&lt;br /&gt;
| a mithril chain hauberk&lt;br /&gt;
| 30792&lt;br /&gt;
| 26&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, legs, neck, and head (AG 4, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 17&lt;br /&gt;
| a bone-inlaid mithril breastplate&lt;br /&gt;
| 31785&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|plate armor]] (torso only (AG 5, AsG 17))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 18&lt;br /&gt;
| a reinforced mithril breastplate&lt;br /&gt;
| 41221&lt;br /&gt;
| 24&lt;br /&gt;
| [[armor|plate armor]] (torso and arms (AG 5, AsG 18))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 19&lt;br /&gt;
| a mithril lantern shield&lt;br /&gt;
| 5165&lt;br /&gt;
| 8&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 20&lt;br /&gt;
| some layered wolf hide arm greaves&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| [[armor|armor accessory]] (arms)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 21&lt;br /&gt;
| some layered wolf hide leg greaves&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| [[armor|armor accessory]] (legs)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 22&lt;br /&gt;
| a reinforced mesh aventail&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| [[armor|armor accessory]] (neck)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 23&lt;br /&gt;
| a white wolf&#039;s head helm&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| [[armor|armor accessory]] (head)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 24&lt;br /&gt;
| a tusked walrus skull greathelm&lt;br /&gt;
| 24&lt;br /&gt;
| 3&lt;br /&gt;
| [[armor|armor accessory]] (head and neck)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 25&lt;br /&gt;
| some imflass scalemail&lt;br /&gt;
| 110256&lt;br /&gt;
| 17&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 20))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 26&lt;br /&gt;
| some imflass chain mail&lt;br /&gt;
| 120189&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|chain armor]] (torso only (AG 4, AsG 13))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 27&lt;br /&gt;
| an imflass chain shirt&lt;br /&gt;
| 132108&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|chain armor]] (torso and arms (AG 4, AsG 14))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 28&lt;br /&gt;
| some imflass chain armor&lt;br /&gt;
| 144028&lt;br /&gt;
| 18&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, and legs (AG 4, AsG 15))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 29&lt;br /&gt;
| an imflass chain hauberk&lt;br /&gt;
| 163894&lt;br /&gt;
| 19&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, legs, neck, and head (AG 4, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 30&lt;br /&gt;
| a bone-inlaid imflass breastplate&lt;br /&gt;
| 171840&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|plate armor]] (torso only (AG 5, AsG 17))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 31&lt;br /&gt;
| a reinforced imflass breastplate&lt;br /&gt;
| 221505&lt;br /&gt;
| 19&lt;br /&gt;
| [[armor|plate armor]] (torso and arms (AG 5, AsG 18))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 32&lt;br /&gt;
| an imflass lantern shield&lt;br /&gt;
| 18376&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 33&lt;br /&gt;
| a silvery grey hoarbeam buckler&lt;br /&gt;
| 14153&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (small)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 34&lt;br /&gt;
| a silvery grey hoarbeam shield&lt;br /&gt;
| 13160&lt;br /&gt;
| 8&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 35&lt;br /&gt;
| a silvery grey hoarbeam aegis&lt;br /&gt;
| 12663&lt;br /&gt;
| 9&lt;br /&gt;
| [[shield]] (large)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 36&lt;br /&gt;
| a silvery grey hoarbeam greatshield&lt;br /&gt;
| 11919&lt;br /&gt;
| 11&lt;br /&gt;
| [[shield]] (tower)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 37&lt;br /&gt;
| some vultite scalemail&lt;br /&gt;
| 239385&lt;br /&gt;
| 19&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 20))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 38&lt;br /&gt;
| some vultite chain mail&lt;br /&gt;
| 258258&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|chain armor]] (torso only (AG 4, AsG 13))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 39&lt;br /&gt;
| a vultite chain shirt&lt;br /&gt;
| 284083&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|chain armor]] (torso and arms (AG 4, AsG 14))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 40&lt;br /&gt;
| some vultite chain armor&lt;br /&gt;
| 309909&lt;br /&gt;
| 23&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, and legs (AG 4, AsG 15))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 41&lt;br /&gt;
| a vultite chain hauberk&lt;br /&gt;
| 354608&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, legs, neck, and head (AG 4, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 42&lt;br /&gt;
| a bone-inlaid vultite breastplate&lt;br /&gt;
| 386393&lt;br /&gt;
| 17&lt;br /&gt;
| [[armor|plate armor]] (torso only (AG 5, AsG 17))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 43&lt;br /&gt;
| a reinforced vultite breastplate&lt;br /&gt;
| 470824&lt;br /&gt;
| 21&lt;br /&gt;
| [[armor|plate armor]] (torso and arms (AG 5, AsG 18))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 44&lt;br /&gt;
| a vultite lantern shield&lt;br /&gt;
| 43208&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 45&lt;br /&gt;
| a lacquered orase buckler&lt;br /&gt;
| 36255&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (small)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 46&lt;br /&gt;
| a lacquered orase shield&lt;br /&gt;
| 33772&lt;br /&gt;
| 8&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 47&lt;br /&gt;
| a lacquered orase aegis&lt;br /&gt;
| 32282&lt;br /&gt;
| 11&lt;br /&gt;
| [[shield]] (large)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 48&lt;br /&gt;
| a lacquered orase greatshield&lt;br /&gt;
| 30792&lt;br /&gt;
| 12&lt;br /&gt;
| [[shield]] (tower)&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; Item is a part of the [[backroom]] inventory&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#DDD; color:blue&amp;quot;&lt;br /&gt;
!colspan=5 align=center| Wineberry&#039;s Weapons, Shop&lt;br /&gt;
|-style=&amp;quot;background:#DDD&amp;quot;&lt;br /&gt;
!| No.&lt;br /&gt;
!| Item name&lt;br /&gt;
!| Price&lt;br /&gt;
!| Weight&lt;br /&gt;
!| Properties&lt;br /&gt;
|-align=left&lt;br /&gt;
| 1&lt;br /&gt;
| a bone-shod dark pine runestaff&lt;br /&gt;
| 349&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 2&lt;br /&gt;
| a bone-hafted iron flanged mace&lt;br /&gt;
| 99&lt;br /&gt;
| 10&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 3&lt;br /&gt;
| a bone-hafted iron war hammer&lt;br /&gt;
| 99&lt;br /&gt;
| 9&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 4&lt;br /&gt;
| a bone-hafted iron pole-axe&lt;br /&gt;
| 149&lt;br /&gt;
| 10&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 5&lt;br /&gt;
| a barbed iron-tipped pike&lt;br /&gt;
| 99&lt;br /&gt;
| 17&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 6&lt;br /&gt;
| a barbed iron-tipped harpoon&lt;br /&gt;
| 29&lt;br /&gt;
| 7&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 7&lt;br /&gt;
| a barbed iron-tipped javelin&lt;br /&gt;
| 59&lt;br /&gt;
| 6&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 8&lt;br /&gt;
| a bone-hilted iron flamberge&lt;br /&gt;
| 198&lt;br /&gt;
| 12&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 9&lt;br /&gt;
| a bone-hilted iron greatsword&lt;br /&gt;
| 198&lt;br /&gt;
| 16&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 10&lt;br /&gt;
| a bone-hafted iron battle-axe&lt;br /&gt;
| 174&lt;br /&gt;
| 11&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 11&lt;br /&gt;
| a bone-hilted iron warsword&lt;br /&gt;
| 174&lt;br /&gt;
| 11&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 12&lt;br /&gt;
| a bone-hafted iron ice axe&lt;br /&gt;
| 99&lt;br /&gt;
| 8&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 13&lt;br /&gt;
| a bone-hilted iron warblade&lt;br /&gt;
| 124&lt;br /&gt;
| 6&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 14&lt;br /&gt;
| an ivory-hilted iron short sword&lt;br /&gt;
| 69&lt;br /&gt;
| 5&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 15&lt;br /&gt;
| an ivory-hilted tapered iron epee&lt;br /&gt;
| 59&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 16&lt;br /&gt;
| an ivory-hilted iron main gauche&lt;br /&gt;
| 20&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 17&lt;br /&gt;
| an ivory-hilted tapered iron bodkin&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 18&lt;br /&gt;
| a double-edged iron gauntlet-sword&lt;br /&gt;
| 99&lt;br /&gt;
| 5&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 19&lt;br /&gt;
| a jagged-edged iron troll-claw&lt;br /&gt;
| 69&lt;br /&gt;
| 4&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 20&lt;br /&gt;
| a thin-bladed iron hook-knife&lt;br /&gt;
| 39&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 21&lt;br /&gt;
| a pentahedral rowan runestaff&lt;br /&gt;
| 9833&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 22&lt;br /&gt;
| a bone-hafted mithril flanged mace&lt;br /&gt;
| 4767&lt;br /&gt;
| 8&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 23&lt;br /&gt;
| a bone-hafted mithril war hammer&lt;br /&gt;
| 4767&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 24&lt;br /&gt;
| a bone-hafted mithril pole-axe&lt;br /&gt;
| 4966&lt;br /&gt;
| 7&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 25&lt;br /&gt;
| a barbed mithril-tipped pike&lt;br /&gt;
| 4370&lt;br /&gt;
| 14&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 26&lt;br /&gt;
| a barbed mithril-tipped harpoon&lt;br /&gt;
| 1092&lt;br /&gt;
| 5&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 27&lt;br /&gt;
| a barbed mithril-tipped javelin&lt;br /&gt;
| 2185&lt;br /&gt;
| 4&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 28&lt;br /&gt;
| a bone-hilted mithril flamberge&lt;br /&gt;
| 8244&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 29&lt;br /&gt;
| a bone-hilted mithril greatsword&lt;br /&gt;
| 9933&lt;br /&gt;
| 12&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 30&lt;br /&gt;
| a bone-hafted mithril battle-axe&lt;br /&gt;
| 7847&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 31&lt;br /&gt;
| a bone-hilted mithril warsword&lt;br /&gt;
| 8443&lt;br /&gt;
| 8&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 32&lt;br /&gt;
| a bone-hafted mithril ice axe&lt;br /&gt;
| 4370&lt;br /&gt;
| 5&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 33&lt;br /&gt;
| an ivory-hilted curved mithril warblade&lt;br /&gt;
| 6456&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 34&lt;br /&gt;
| an ivory-hilted mithril short sword&lt;br /&gt;
| 2880&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 35&lt;br /&gt;
| an ivory-hilted tapered mithril epee&lt;br /&gt;
| 2085&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 36&lt;br /&gt;
| an ivory-hilted mithril main gauche&lt;br /&gt;
| 670&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 37&lt;br /&gt;
| an ivory-hilted tapered mithril bodkin&lt;br /&gt;
| 670&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 38&lt;br /&gt;
| a double-edged mithril gauntlet-sword&lt;br /&gt;
| 4171&lt;br /&gt;
| 4&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 39&lt;br /&gt;
| a jagged-edged mithril troll-claw&lt;br /&gt;
| 2880&lt;br /&gt;
| 3&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 40&lt;br /&gt;
| a thin-bladed mithril hook-knife&lt;br /&gt;
| 1390&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 41&lt;br /&gt;
| a silvery grey hoarbeam runestaff&lt;br /&gt;
| 45691&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 42&lt;br /&gt;
| a bone-hafted imflass flanged mace&lt;br /&gt;
| 21852&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 43&lt;br /&gt;
| a bone-hafted imflass war hammer&lt;br /&gt;
| 22100&lt;br /&gt;
| 5&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 44&lt;br /&gt;
| a bone-hafted imflass pole-axe&lt;br /&gt;
| 24086&lt;br /&gt;
| 6&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 45&lt;br /&gt;
| a barbed imflass-tipped pike&lt;br /&gt;
| 22100&lt;br /&gt;
| 10&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 46&lt;br /&gt;
| a barbed imflass-tipped harpoon&lt;br /&gt;
| 4966&lt;br /&gt;
| 4&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 47&lt;br /&gt;
| a barbed imflass-tipped javelin&lt;br /&gt;
| 9933&lt;br /&gt;
| 3&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 48&lt;br /&gt;
| a bone-hilted imflass flamberge&lt;br /&gt;
| 39732&lt;br /&gt;
| 6&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 49&lt;br /&gt;
| a bone-hilted imflass greatsword&lt;br /&gt;
| 50161&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 50&lt;br /&gt;
| a bone-hafted imflass battle-axe&lt;br /&gt;
| 37745&lt;br /&gt;
| 6&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 51&lt;br /&gt;
| a bone-hilted imflass warsword&lt;br /&gt;
| 40725&lt;br /&gt;
| 6&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 52&lt;br /&gt;
| a bone-hafted imflass ice axe&lt;br /&gt;
| 20113&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 53&lt;br /&gt;
| an ivory-hilted curved imflass warblade&lt;br /&gt;
| 29799&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 54&lt;br /&gt;
| an ivory-hilted imflass short sword&lt;br /&gt;
| 13409&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 55&lt;br /&gt;
| an ivory-hilted tapered imflass epee&lt;br /&gt;
| 9436&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 56&lt;br /&gt;
| an ivory-hilted imflass main gauche&lt;br /&gt;
| 3178&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 57&lt;br /&gt;
| an ivory-hilted tapered imflass bodkin&lt;br /&gt;
| 2979&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 58&lt;br /&gt;
| a double-edged imflass gauntlet-sword&lt;br /&gt;
| 19120&lt;br /&gt;
| 3&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 59&lt;br /&gt;
| a jagged-edged imflass troll-claw&lt;br /&gt;
| 13409&lt;br /&gt;
| 2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 60&lt;br /&gt;
| a thin-bladed imflass hook-knife&lt;br /&gt;
| 5959&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 61&lt;br /&gt;
| a jade-inlaid orase runestaff&lt;br /&gt;
| 120189&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 62&lt;br /&gt;
| an orase-hafted vultite flanged mace&lt;br /&gt;
| 51651&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 63&lt;br /&gt;
| an orase-hafted vultite war hammer&lt;br /&gt;
| 51154&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 64&lt;br /&gt;
| an orase-hafted vultite pole-axe&lt;br /&gt;
| 59101&lt;br /&gt;
| 7&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 65&lt;br /&gt;
| a barbed vultite-tipped pike&lt;br /&gt;
| 49168&lt;br /&gt;
| 13&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 66&lt;br /&gt;
| a barbed vultite-tipped harpoon&lt;br /&gt;
| 12167&lt;br /&gt;
| 5&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 67&lt;br /&gt;
| a barbed vultite-tipped javelin&lt;br /&gt;
| 24335&lt;br /&gt;
| 4&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 68&lt;br /&gt;
| an orase-hilted vultite flamberge&lt;br /&gt;
| 89397&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 69&lt;br /&gt;
| an orase-hilted vultite greatsword&lt;br /&gt;
| 103303&lt;br /&gt;
| 11&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 70&lt;br /&gt;
| an orase-hafted vultite battle-axe&lt;br /&gt;
| 84430&lt;br /&gt;
| 7&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 71&lt;br /&gt;
| an orase-hilted vultite warsword&lt;br /&gt;
| 87907&lt;br /&gt;
| 7&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 72&lt;br /&gt;
| an orase-hafted vultite ice axe&lt;br /&gt;
| 44698&lt;br /&gt;
| 5&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 73&lt;br /&gt;
| a jade-hilted curved vultite warblade&lt;br /&gt;
| 64067&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 74&lt;br /&gt;
| a jade-hilted vultite short sword&lt;br /&gt;
| 31288&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 75&lt;br /&gt;
| a jade-hilted tapered vultite epee&lt;br /&gt;
| 24335&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 76&lt;br /&gt;
| a jade-hilted vultite main gauche&lt;br /&gt;
| 7648&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 77&lt;br /&gt;
| a jade-hilted tapered vultite bodkin&lt;br /&gt;
| 7648&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 78&lt;br /&gt;
| a double-edged vultite gauntlet-sword&lt;br /&gt;
| 44698&lt;br /&gt;
| 3&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 79&lt;br /&gt;
| a jagged-edged vultite troll-claw&lt;br /&gt;
| 32282&lt;br /&gt;
| 2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 80&lt;br /&gt;
| a thin-bladed vultite hook-knife&lt;br /&gt;
| 15396&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 81 &amp;amp;dagger;&lt;br /&gt;
| an ivory-hilted iron claidhmore&lt;br /&gt;
| 1191&lt;br /&gt;
| 14&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 82 &amp;amp;dagger;&lt;br /&gt;
| a massive bone-hilted claidhmore&lt;br /&gt;
| 1191&lt;br /&gt;
| 16&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 83 &amp;amp;dagger;&lt;br /&gt;
| an ice pick&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; Item is a part of the [[backroom]] inventory&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Icemule_Trace_Shops&amp;diff=63059</id>
		<title>Talk:Icemule Trace Shops</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Icemule_Trace_Shops&amp;diff=63059"/>
		<updated>2015-05-08T10:15:45Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Created page with &amp;quot;I wrote a script to make wiki-ready tables of shop inventories. You can see the first stab with this article. I&amp;#039;d like to do every town and have a rough list of which shops I&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wrote a script to make wiki-ready tables of shop inventories. You can see the first stab with this article. I&#039;d like to do every town and have a rough list of which shops I&#039;d like to add. I&#039;m not finished. I&#039;m just kind of flag-planting. Based upon the quantity and scale of data here, I may wipe the whole table and post updated versions as I get the format just right. Just a possible caution towards any single-item edits. And if you decide to duplicate this effort manually for another shop, you may shortly find that you&#039;re wasting your time! I&#039;m open to suggestions on how to make this a bit better. Though I think the format and information is fairly comprehensive (sortable tables are awesome). I&#039;m drawing weight/properties from INSPECT and price from ORDER. The one problem with prices is that it&#039;s stat/race/training dependent (no base prices are shown). So I may roll up a trade-neutral character to get correct base prices. Also, I think the It may make [Category:Icemule Trace Shops] largely obsolete (oh well). [[User:EASTMANM2|EASTMANM2]] ([[User talk:EASTMANM2|talk]]) 05:15, 8 May 2015 (CDT)&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Icemule_Trace_Shops&amp;diff=63058</id>
		<title>Icemule Trace Shops</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Icemule_Trace_Shops&amp;diff=63058"/>
		<updated>2015-05-08T10:02:37Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: I wrote a script to make wiki-ready tables of shop inventory. Not finished. See comments on discussion page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Armor =&lt;br /&gt;
= Armor =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#DDD; color:blue&amp;quot;&lt;br /&gt;
!colspan=5 align=center| Haldrick&#039;s Armory&lt;br /&gt;
|-style=&amp;quot;background:#DDD&amp;quot;&lt;br /&gt;
!| No.&lt;br /&gt;
!| Item name&lt;br /&gt;
!| Price&lt;br /&gt;
!| Weight&lt;br /&gt;
!| Properties&lt;br /&gt;
|-align=left&lt;br /&gt;
| 1&lt;br /&gt;
| some fitted vestments&lt;br /&gt;
| 99&lt;br /&gt;
| 8&lt;br /&gt;
| [[armor|cloth armor]] (torso only (AG 1, AsG 0))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 2&lt;br /&gt;
| a fur-lined wolf hide tunic&lt;br /&gt;
| 198&lt;br /&gt;
| 9&lt;br /&gt;
| [[armor|soft leather armor]] (torso only (AG 2, AsG 4))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 3&lt;br /&gt;
| a fur-lined wolf hide doublet&lt;br /&gt;
| 224&lt;br /&gt;
| 14&lt;br /&gt;
| [[armor|soft leather armor]] (torso and arms (AG 2, AsG 4))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 4&lt;br /&gt;
| some fur-lined wolf hide armor&lt;br /&gt;
| 249&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|soft leather armor]] (torso, arms, and legs (AG 2, AsG 4))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 5&lt;br /&gt;
| some fur-lined wolf hide hunts&lt;br /&gt;
| 273&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|soft leather armor]] (torso, arms, legs, neck, and head (AG 2, AsG 4))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 6&lt;br /&gt;
| a bone-inlaid walrus hide breastplate&lt;br /&gt;
| 325&lt;br /&gt;
| 15&lt;br /&gt;
| [[armor|rigid leather armor]] (torso only (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 7&lt;br /&gt;
| some reinforced walrus hide armor&lt;br /&gt;
| 349&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|rigid leather armor]] (torso and arms (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 8&lt;br /&gt;
| some bone-studded armor&lt;br /&gt;
| 397&lt;br /&gt;
| 21&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, and legs (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 9&lt;br /&gt;
| some bone-studded brigandine&lt;br /&gt;
| 449&lt;br /&gt;
| 24&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 10&lt;br /&gt;
| a target shield&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 11&lt;br /&gt;
| a round shield&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| [[shield]] (large)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 12&lt;br /&gt;
| some mithril scalemail&lt;br /&gt;
| 20610&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 13&lt;br /&gt;
| some mithril chain mail&lt;br /&gt;
| 22349&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|chain armor]] (torso only (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 14&lt;br /&gt;
| a mithril chain shirt&lt;br /&gt;
| 24583&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|chain armor]] (torso and arms (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 15&lt;br /&gt;
| some mithril chain armor&lt;br /&gt;
| 26819&lt;br /&gt;
| 24&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, and legs (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 16&lt;br /&gt;
| a mithril chain hauberk&lt;br /&gt;
| 30792&lt;br /&gt;
| 23&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, legs, neck, and head (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 17&lt;br /&gt;
| a bone-inlaid mithril breastplate&lt;br /&gt;
| 31785&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|plate armor]] (torso only (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 18&lt;br /&gt;
| a reinforced mithril breastplate&lt;br /&gt;
| 41221&lt;br /&gt;
| 21&lt;br /&gt;
| [[armor|plate armor]] (torso and arms (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 19&lt;br /&gt;
| a mithril lantern shield&lt;br /&gt;
| 5165&lt;br /&gt;
| 7&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 20&lt;br /&gt;
| some layered wolf hide arm greaves&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| [[armor|armor accessory]] (arms)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 21&lt;br /&gt;
| some layered wolf hide leg greaves&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| [[armor|armor accessory]] (legs)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 22&lt;br /&gt;
| a reinforced mesh aventail&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| [[armor|armor accessory]] (neck)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 23&lt;br /&gt;
| a white wolf&#039;s head helm&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| [[armor|armor accessory]] (head)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 24&lt;br /&gt;
| a tusked walrus skull greathelm&lt;br /&gt;
| 24&lt;br /&gt;
| 3&lt;br /&gt;
| [[armor|armor accessory]] (head and neck)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 25&lt;br /&gt;
| some imflass scalemail&lt;br /&gt;
| 110256&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 26&lt;br /&gt;
| some imflass chain mail&lt;br /&gt;
| 120189&lt;br /&gt;
| 17&lt;br /&gt;
| [[armor|chain armor]] (torso only (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 27&lt;br /&gt;
| an imflass chain shirt&lt;br /&gt;
| 132108&lt;br /&gt;
| 18&lt;br /&gt;
| [[armor|chain armor]] (torso and arms (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 28&lt;br /&gt;
| some imflass chain armor&lt;br /&gt;
| 144028&lt;br /&gt;
| 19&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, and legs (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 29&lt;br /&gt;
| an imflass chain hauberk&lt;br /&gt;
| 163894&lt;br /&gt;
| 19&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, legs, neck, and head (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 30&lt;br /&gt;
| a bone-inlaid imflass breastplate&lt;br /&gt;
| 171840&lt;br /&gt;
| 16&lt;br /&gt;
| [[armor|plate armor]] (torso only (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 31&lt;br /&gt;
| a reinforced imflass breastplate&lt;br /&gt;
| 221505&lt;br /&gt;
| 18&lt;br /&gt;
| [[armor|plate armor]] (torso and arms (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 32&lt;br /&gt;
| an imflass lantern shield&lt;br /&gt;
| 18376&lt;br /&gt;
| 5&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 33&lt;br /&gt;
| a silvery grey hoarbeam buckler&lt;br /&gt;
| 14153&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (small)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 34&lt;br /&gt;
| a silvery grey hoarbeam shield&lt;br /&gt;
| 13160&lt;br /&gt;
| 8&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 35&lt;br /&gt;
| a silvery grey hoarbeam aegis&lt;br /&gt;
| 12663&lt;br /&gt;
| 9&lt;br /&gt;
| [[shield]] (large)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 36&lt;br /&gt;
| a silvery grey hoarbeam greatshield&lt;br /&gt;
| 11919&lt;br /&gt;
| 13&lt;br /&gt;
| [[shield]] (tower)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 37&lt;br /&gt;
| some vultite scalemail&lt;br /&gt;
| 239385&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|rigid leather armor]] (torso, arms, legs, neck, and head (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 38&lt;br /&gt;
| some vultite chain mail&lt;br /&gt;
| 258258&lt;br /&gt;
| 22&lt;br /&gt;
| [[armor|chain armor]] (torso only (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 39&lt;br /&gt;
| a vultite chain shirt&lt;br /&gt;
| 284083&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|chain armor]] (torso and arms (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 40&lt;br /&gt;
| some vultite chain armor&lt;br /&gt;
| 309909&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, and legs (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 41&lt;br /&gt;
| a vultite chain hauberk&lt;br /&gt;
| 354608&lt;br /&gt;
| 20&lt;br /&gt;
| [[armor|chain armor]] (torso, arms, legs, neck, and head (AG 4, AsG 12))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 42&lt;br /&gt;
| a bone-inlaid vultite breastplate&lt;br /&gt;
| 386393&lt;br /&gt;
| 17&lt;br /&gt;
| [[armor|plate armor]] (torso only (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 43&lt;br /&gt;
| a reinforced vultite breastplate&lt;br /&gt;
| 470824&lt;br /&gt;
| 19&lt;br /&gt;
| [[armor|plate armor]] (torso and arms (AG 5, AsG 16))&lt;br /&gt;
|-align=left&lt;br /&gt;
| 44&lt;br /&gt;
| a vultite lantern shield&lt;br /&gt;
| 43208&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 45&lt;br /&gt;
| a lacquered orase buckler&lt;br /&gt;
| 36255&lt;br /&gt;
| 6&lt;br /&gt;
| [[shield]] (small)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 46&lt;br /&gt;
| a lacquered orase shield&lt;br /&gt;
| 33772&lt;br /&gt;
| 8&lt;br /&gt;
| [[shield]] (medium)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 47&lt;br /&gt;
| a lacquered orase aegis&lt;br /&gt;
| 32282&lt;br /&gt;
| 10&lt;br /&gt;
| [[shield]] (large)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 48&lt;br /&gt;
| a lacquered orase greatshield&lt;br /&gt;
| 30792&lt;br /&gt;
| 11&lt;br /&gt;
| [[shield]] (tower)&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; Item is a part of the [[backroom]] inventory&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#DDD; color:blue&amp;quot;&lt;br /&gt;
!colspan=5 align=center| Wineberry&#039;s Weapons, Shop&lt;br /&gt;
|-style=&amp;quot;background:#DDD&amp;quot;&lt;br /&gt;
!| No.&lt;br /&gt;
!| Item name&lt;br /&gt;
!| Price&lt;br /&gt;
!| Weight&lt;br /&gt;
!| Properties&lt;br /&gt;
|-align=left&lt;br /&gt;
| 1&lt;br /&gt;
| a bone-shod dark pine runestaff&lt;br /&gt;
| 349&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 2&lt;br /&gt;
| a bone-hafted iron flanged mace&lt;br /&gt;
| 99&lt;br /&gt;
| 10&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 3&lt;br /&gt;
| a bone-hafted iron war hammer&lt;br /&gt;
| 99&lt;br /&gt;
| 9&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 4&lt;br /&gt;
| a bone-hafted iron pole-axe&lt;br /&gt;
| 149&lt;br /&gt;
| 10&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 5&lt;br /&gt;
| a barbed iron-tipped pike&lt;br /&gt;
| 99&lt;br /&gt;
| 17&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 6&lt;br /&gt;
| a barbed iron-tipped harpoon&lt;br /&gt;
| 29&lt;br /&gt;
| 7&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 7&lt;br /&gt;
| a barbed iron-tipped javelin&lt;br /&gt;
| 59&lt;br /&gt;
| 6&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 8&lt;br /&gt;
| a bone-hilted iron flamberge&lt;br /&gt;
| 198&lt;br /&gt;
| 12&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 9&lt;br /&gt;
| a bone-hilted iron greatsword&lt;br /&gt;
| 198&lt;br /&gt;
| 16&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 10&lt;br /&gt;
| a bone-hafted iron battle-axe&lt;br /&gt;
| 174&lt;br /&gt;
| 11&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 11&lt;br /&gt;
| a bone-hilted iron warsword&lt;br /&gt;
| 174&lt;br /&gt;
| 11&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 12&lt;br /&gt;
| a bone-hafted iron ice axe&lt;br /&gt;
| 99&lt;br /&gt;
| 8&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 13&lt;br /&gt;
| a bone-hilted iron warblade&lt;br /&gt;
| 124&lt;br /&gt;
| 6&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 14&lt;br /&gt;
| an ivory-hilted iron short sword&lt;br /&gt;
| 69&lt;br /&gt;
| 5&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 15&lt;br /&gt;
| an ivory-hilted tapered iron epee&lt;br /&gt;
| 59&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 16&lt;br /&gt;
| an ivory-hilted iron main gauche&lt;br /&gt;
| 20&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 17&lt;br /&gt;
| an ivory-hilted tapered iron bodkin&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 18&lt;br /&gt;
| a double-edged iron gauntlet-sword&lt;br /&gt;
| 99&lt;br /&gt;
| 5&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 19&lt;br /&gt;
| a jagged-edged iron troll-claw&lt;br /&gt;
| 69&lt;br /&gt;
| 4&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 20&lt;br /&gt;
| a thin-bladed iron hook-knife&lt;br /&gt;
| 39&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 21&lt;br /&gt;
| a pentahedral rowan runestaff&lt;br /&gt;
| 9833&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 22&lt;br /&gt;
| a bone-hafted mithril flanged mace&lt;br /&gt;
| 4767&lt;br /&gt;
| 8&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 23&lt;br /&gt;
| a bone-hafted mithril war hammer&lt;br /&gt;
| 4767&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 24&lt;br /&gt;
| a bone-hafted mithril pole-axe&lt;br /&gt;
| 4966&lt;br /&gt;
| 7&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 25&lt;br /&gt;
| a barbed mithril-tipped pike&lt;br /&gt;
| 4370&lt;br /&gt;
| 14&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 26&lt;br /&gt;
| a barbed mithril-tipped harpoon&lt;br /&gt;
| 1092&lt;br /&gt;
| 5&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 27&lt;br /&gt;
| a barbed mithril-tipped javelin&lt;br /&gt;
| 2185&lt;br /&gt;
| 4&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 28&lt;br /&gt;
| a bone-hilted mithril flamberge&lt;br /&gt;
| 8244&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 29&lt;br /&gt;
| a bone-hilted mithril greatsword&lt;br /&gt;
| 9933&lt;br /&gt;
| 12&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 30&lt;br /&gt;
| a bone-hafted mithril battle-axe&lt;br /&gt;
| 7847&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 31&lt;br /&gt;
| a bone-hilted mithril warsword&lt;br /&gt;
| 8443&lt;br /&gt;
| 8&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 32&lt;br /&gt;
| a bone-hafted mithril ice axe&lt;br /&gt;
| 4370&lt;br /&gt;
| 5&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 33&lt;br /&gt;
| an ivory-hilted curved mithril warblade&lt;br /&gt;
| 6456&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 34&lt;br /&gt;
| an ivory-hilted mithril short sword&lt;br /&gt;
| 2880&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 35&lt;br /&gt;
| an ivory-hilted tapered mithril epee&lt;br /&gt;
| 2085&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 36&lt;br /&gt;
| an ivory-hilted mithril main gauche&lt;br /&gt;
| 670&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 37&lt;br /&gt;
| an ivory-hilted tapered mithril bodkin&lt;br /&gt;
| 670&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 38&lt;br /&gt;
| a double-edged mithril gauntlet-sword&lt;br /&gt;
| 4171&lt;br /&gt;
| 4&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 39&lt;br /&gt;
| a jagged-edged mithril troll-claw&lt;br /&gt;
| 2880&lt;br /&gt;
| 3&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 40&lt;br /&gt;
| a thin-bladed mithril hook-knife&lt;br /&gt;
| 1390&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 41&lt;br /&gt;
| a silvery grey hoarbeam runestaff&lt;br /&gt;
| 45691&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 42&lt;br /&gt;
| a bone-hafted imflass flanged mace&lt;br /&gt;
| 21852&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 43&lt;br /&gt;
| a bone-hafted imflass war hammer&lt;br /&gt;
| 22100&lt;br /&gt;
| 5&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 44&lt;br /&gt;
| a bone-hafted imflass pole-axe&lt;br /&gt;
| 24086&lt;br /&gt;
| 6&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 45&lt;br /&gt;
| a barbed imflass-tipped pike&lt;br /&gt;
| 22100&lt;br /&gt;
| 10&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 46&lt;br /&gt;
| a barbed imflass-tipped harpoon&lt;br /&gt;
| 4966&lt;br /&gt;
| 4&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 47&lt;br /&gt;
| a barbed imflass-tipped javelin&lt;br /&gt;
| 9933&lt;br /&gt;
| 3&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 48&lt;br /&gt;
| a bone-hilted imflass flamberge&lt;br /&gt;
| 39732&lt;br /&gt;
| 6&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 49&lt;br /&gt;
| a bone-hilted imflass greatsword&lt;br /&gt;
| 50161&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 50&lt;br /&gt;
| a bone-hafted imflass battle-axe&lt;br /&gt;
| 37745&lt;br /&gt;
| 6&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 51&lt;br /&gt;
| a bone-hilted imflass warsword&lt;br /&gt;
| 40725&lt;br /&gt;
| 6&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 52&lt;br /&gt;
| a bone-hafted imflass ice axe&lt;br /&gt;
| 20113&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 53&lt;br /&gt;
| an ivory-hilted curved imflass warblade&lt;br /&gt;
| 29799&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 54&lt;br /&gt;
| an ivory-hilted imflass short sword&lt;br /&gt;
| 13409&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 55&lt;br /&gt;
| an ivory-hilted tapered imflass epee&lt;br /&gt;
| 9436&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 56&lt;br /&gt;
| an ivory-hilted imflass main gauche&lt;br /&gt;
| 3178&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 57&lt;br /&gt;
| an ivory-hilted tapered imflass bodkin&lt;br /&gt;
| 2979&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 58&lt;br /&gt;
| a double-edged imflass gauntlet-sword&lt;br /&gt;
| 19120&lt;br /&gt;
| 3&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 59&lt;br /&gt;
| a jagged-edged imflass troll-claw&lt;br /&gt;
| 13409&lt;br /&gt;
| 2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 60&lt;br /&gt;
| a thin-bladed imflass hook-knife&lt;br /&gt;
| 5959&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 61&lt;br /&gt;
| a jade-inlaid orase runestaff&lt;br /&gt;
| 120189&lt;br /&gt;
| 4&lt;br /&gt;
| [[twohanded weapon]] (rune staff)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 62&lt;br /&gt;
| an orase-hafted vultite flanged mace&lt;br /&gt;
| 51651&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 63&lt;br /&gt;
| an orase-hafted vultite war hammer&lt;br /&gt;
| 51154&lt;br /&gt;
| 6&lt;br /&gt;
| [[blunt weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 64&lt;br /&gt;
| an orase-hafted vultite pole-axe&lt;br /&gt;
| 59101&lt;br /&gt;
| 7&lt;br /&gt;
| [[polearm]] (halberd)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 65&lt;br /&gt;
| a barbed vultite-tipped pike&lt;br /&gt;
| 49168&lt;br /&gt;
| 13&lt;br /&gt;
| [[polearm]] (lance)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 66&lt;br /&gt;
| a barbed vultite-tipped harpoon&lt;br /&gt;
| 12167&lt;br /&gt;
| 5&lt;br /&gt;
| [[polearm]] (spear)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 67&lt;br /&gt;
| a barbed vultite-tipped javelin&lt;br /&gt;
| 24335&lt;br /&gt;
| 4&lt;br /&gt;
| [[thrown weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 68&lt;br /&gt;
| an orase-hilted vultite flamberge&lt;br /&gt;
| 89397&lt;br /&gt;
| 8&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 69&lt;br /&gt;
| an orase-hilted vultite greatsword&lt;br /&gt;
| 103303&lt;br /&gt;
| 11&lt;br /&gt;
| [[twohanded weapon]] (twohanded sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 70&lt;br /&gt;
| an orase-hafted vultite battle-axe&lt;br /&gt;
| 84430&lt;br /&gt;
| 7&lt;br /&gt;
| [[twohanded weapon]] (battle axe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 71&lt;br /&gt;
| an orase-hilted vultite warsword&lt;br /&gt;
| 87907&lt;br /&gt;
| 7&lt;br /&gt;
| [[edged weapon]] (bastard sword)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 72&lt;br /&gt;
| an orase-hafted vultite ice axe&lt;br /&gt;
| 44698&lt;br /&gt;
| 5&lt;br /&gt;
| [[edged weapon]] (handaxe)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 73&lt;br /&gt;
| a jade-hilted curved vultite warblade&lt;br /&gt;
| 64067&lt;br /&gt;
| 4&lt;br /&gt;
| [[edged weapon]] (falchion)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 74&lt;br /&gt;
| a jade-hilted vultite short sword&lt;br /&gt;
| 31288&lt;br /&gt;
| 3&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 75&lt;br /&gt;
| a jade-hilted tapered vultite epee&lt;br /&gt;
| 24335&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]] (rapier)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 76&lt;br /&gt;
| a jade-hilted vultite main gauche&lt;br /&gt;
| 7648&lt;br /&gt;
| 2&lt;br /&gt;
| [[edged weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 77&lt;br /&gt;
| a jade-hilted tapered vultite bodkin&lt;br /&gt;
| 7648&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 78&lt;br /&gt;
| a double-edged vultite gauntlet-sword&lt;br /&gt;
| 44698&lt;br /&gt;
| 3&lt;br /&gt;
| [[brawling and one-handed edged weapon]] (katar)&lt;br /&gt;
|-align=left&lt;br /&gt;
| 79&lt;br /&gt;
| a jagged-edged vultite troll-claw&lt;br /&gt;
| 32282&lt;br /&gt;
| 2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 80&lt;br /&gt;
| a thin-bladed vultite hook-knife&lt;br /&gt;
| 15396&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[brawling]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 81 &amp;amp;dagger;&lt;br /&gt;
| an ivory-hilted iron claidhmore&lt;br /&gt;
| 1191&lt;br /&gt;
| 14&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 82 &amp;amp;dagger;&lt;br /&gt;
| a massive bone-hilted claidhmore&lt;br /&gt;
| 1191&lt;br /&gt;
| 16&lt;br /&gt;
| [[twohanded weapon]]&lt;br /&gt;
|-align=left&lt;br /&gt;
| 83 &amp;amp;dagger;&lt;br /&gt;
| an ice pick&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| [[edged weapon]] (dagger)&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; Item is a part of the [[backroom]] inventory&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Thrown_weapon&amp;diff=63057</id>
		<title>Thrown weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Thrown_weapon&amp;diff=63057"/>
		<updated>2015-05-08T09:25:42Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Redirected page to Thrown Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Thrown Weapons]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blunt_weapon&amp;diff=63056</id>
		<title>Blunt weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blunt_weapon&amp;diff=63056"/>
		<updated>2015-05-08T09:19:05Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Redirected page to Blunt Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Blunt Weapons]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Thrown_Weapon&amp;diff=63055</id>
		<title>Thrown Weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Thrown_Weapon&amp;diff=63055"/>
		<updated>2015-05-08T09:17:43Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Redirected page to Thrown Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Thrown Weapons]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Twohanded_weapon&amp;diff=63054</id>
		<title>Twohanded weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Twohanded_weapon&amp;diff=63054"/>
		<updated>2015-05-08T09:17:10Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Redirected page to Two-Handed Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Two-Handed Weapons]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Edged_weapon&amp;diff=63053</id>
		<title>Edged weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Edged_weapon&amp;diff=63053"/>
		<updated>2015-05-08T09:16:11Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Redirected page to Edged Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Edged Weapons]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=63051</id>
		<title>Verb:INSPECT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=63051"/>
		<updated>2015-05-08T08:26:25Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Clothing and Containers */ As per GM Vanah&amp;#039;s comment on discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;INSPECT&#039;&#039;&#039; is a verb that has several different uses.  It gives more information about a particular item, typically where it is worn, how much if anything it holds, where it would protect, and if it has a purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items that resist inspection often have scripts on them. Inspecting an item that you have [[REGISTER (verb)|REGISTERed]] will display the last time that the item was registered.&lt;br /&gt;
&lt;br /&gt;
=People Targets=&lt;br /&gt;
==Self Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You inspect yourself carefully, making sure you&#039;re all right.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect Person&amp;lt;br&amp;gt;&lt;br /&gt;
You examine Person closely, sizing her up and taking note of all the details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Item Targets=&lt;br /&gt;
==Clothing and Containers==&lt;br /&gt;
INSPECT will indicate where a container is [[functional item|worn]] (if wearable), sometimes what material it is, and how much a container can hold (in pounds) via descriptive categories that represent a capacity range.  The Off-The-Shelf item values shown within ( ) are the accurate maximum capacities for those particular items when purchased. Other containers within the same descriptive category may have different maximum capacities. For example, the rucksacks sold in the [[Wehnimer&#039;s Landing]] [[Wehnimer&#039;s Landing General Store|general store]] inspect as &#039;slightly large&#039; and player testing has shown that the maximum capacity is 40 lbs. The rucksacks weigh 4 lbs when empty, therefore, their total weight when filled to maximum capacity is 44 lbs.&lt;br /&gt;
&lt;br /&gt;
The min/max values for each category are somewhat speculative and further player testing is needed to refine these ranges.  &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!rowspan=2 | Description&lt;br /&gt;
!colspan=2 |Capacity (lbs.)&lt;br /&gt;
!rowspan=2 | Off-The-Shelf Items&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Min&amp;lt;/font&amp;gt;&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Max&amp;lt;/font&amp;gt;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Small&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Small&lt;br /&gt;
| 5 &lt;br /&gt;
| 7&lt;br /&gt;
|small sack/herb pouch (5 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Small&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
|small chest (10 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Somewhat Small&lt;br /&gt;
| 12&lt;br /&gt;
| 15&lt;br /&gt;
|scabbard/sheath (15 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Small&lt;br /&gt;
| 16&lt;br /&gt;
| 19&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Medium&lt;br /&gt;
| 20&lt;br /&gt;
| 39&lt;br /&gt;
|large sack (20 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Large&lt;br /&gt;
| 40&lt;br /&gt;
| 49&lt;br /&gt;
|knapsack/rucksack (40 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Large&lt;br /&gt;
| 50&lt;br /&gt;
| 59&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Large&lt;br /&gt;
| 60&lt;br /&gt;
| 69&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Particularly Large&lt;br /&gt;
| 70&lt;br /&gt;
| 79&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Large&lt;br /&gt;
| 80&lt;br /&gt;
| 99&lt;br /&gt;
|small chest (80 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Significant&lt;br /&gt;
|100&lt;br /&gt;
|119&lt;br /&gt;
|backpack (100 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Exceptional&lt;br /&gt;
| 120&lt;br /&gt;
| 139&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Huge&lt;br /&gt;
| 140&lt;br /&gt;
| 159&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Incredible&lt;br /&gt;
| 160&lt;br /&gt;
| 179&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Enormous&lt;br /&gt;
| 180&lt;br /&gt;
| 199&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Gigantic&lt;br /&gt;
| 200&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; In addition to the &#039;very large&#039; storage capacity within the small chests, a &#039;fairly small&#039; amount can be stored on them. Since an empty chest weighs 6 lbs., the total weight of a chest filled to max capacity is 96 lbs.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!| Description&lt;br /&gt;
!| Qty.&lt;br /&gt;
|-align=left&lt;br /&gt;
| one item&lt;br /&gt;
| 1&lt;br /&gt;
|-align=left&lt;br /&gt;
| a couple of items&lt;br /&gt;
| 2&lt;br /&gt;
|-align=left&lt;br /&gt;
| a few items&lt;br /&gt;
| 3&lt;br /&gt;
|-align=left&lt;br /&gt;
| several items&lt;br /&gt;
| 4-6&lt;br /&gt;
|-align=left&lt;br /&gt;
| a number of items&lt;br /&gt;
| 7+&lt;br /&gt;
|-align=left&lt;br /&gt;
| any number of items&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your knee-high silk boots.&lt;br /&gt;
&lt;br /&gt;
You estimate that a pair of knee-high silk boots laced with ruby-dusted ribbons can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;very small amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;one item&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the boots on your &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;feet&amp;lt;/span&amp;gt;. The boots appears to serve some purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Container&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my har&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your suede staff harness.&lt;br /&gt;
&lt;br /&gt;
You estimate that a twilight blue suede staff harness clasped with a scarlet owl can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slightly large amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;any number of items&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the harness, &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slinging it across your shoulders and back&amp;lt;/span&amp;gt;.  The harness appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;crafted out of leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Furniture in a room with storage&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp alt&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect a black basalt altar.&lt;br /&gt;
&lt;br /&gt;
You estimate that a black basalt altar cannot store anything inside of it at all.  It also appears that a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;significant amount&amp;lt;/span&amp;gt; can be stored &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;on the altar&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of stone.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Inspecting shields will tell the size of the shield, the material of the shield, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect shield&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your villswood shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of a spiked villswood shield allows you to conclude that it is a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;medium&amp;lt;/span&amp;gt; shield that protects the bearer if carried in the left hand. You also notice that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;spiked.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the shield, slinging it across your shoulders and back. The shield appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;villswood&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor and Armor Accessories==&lt;br /&gt;
Inspecting armor will tell the what area the armor protects, the material of the armor, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tunic&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your embroidered tunic.&lt;br /&gt;
&lt;br /&gt;
Your careful inspection of a rune embroidered elven tunic with long veniom slashed sleeves allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather armor&amp;lt;/span&amp;gt; that covers the &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso only&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the tunic around your chest. The tunic appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You remember that you registered this item between three and four years ago.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspecting armor accessories will tell the what area the accessory protects, where it is worn, the material of the accessory, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect torc&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your ora torc.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of an arabesque silver imflass torc allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;miscellaneous armor that covers the neck.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the torc around your neck. The torc appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;ora&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Inspecting weapons will tell what weapon style is necessary to yield the weapon, if the weapon is actually a modified version of another weapon, and the material of the weapon.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tetsubo&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your vultite-studded tetsubo.&amp;lt;br&amp;gt;&lt;br /&gt;
After a careful inspection you determine that a baby blue vultite-studded tetsubo requires skill in &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;twohanded weapons&amp;lt;/span&amp;gt; to use effectively. It appears to be a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;modified maul&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;vultite&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor Concealers==&lt;br /&gt;
Inspecting an armor-concealing item will show what sorts of armor it will conceal. Not all concealers will cover all armor.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your flowing silk robes.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the robes around your chest. The robes appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You determine that the flowing silk robes is an &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;armor concealing garment&amp;lt;/span&amp;gt; that will hide &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather, rigid leather, chain mail and plate mail armor&amp;lt;/span&amp;gt; which covers &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso, arms, legs and head&amp;lt;/span&amp;gt; when it is worn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Instruments==&lt;br /&gt;
Instruments of all shapes and sizes may now be INSPECTed to determine the skill required to effectively play them.&lt;br /&gt;
&lt;br /&gt;
==Registration Information==&lt;br /&gt;
INSPECT will also inform someone of when they [[REGISTER]]ed an item.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your arashan-carved staff.&lt;br /&gt;
&lt;br /&gt;
After a careful inspection you determine that a webbed arashan-carved staff requires skill in twohanded weapons to use effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;You remember that you registered this item many months ago.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of orase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Not a sound idea==&lt;br /&gt;
Per GameMaster Vanah on 10/17/14:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Items that are scripted and trap &#039;&#039;&#039;look&#039;&#039;&#039; give that message by default. If the coder wants you to be able to inspect the item, the script has to be adjusted to override the default.&lt;br /&gt;
&lt;br /&gt;
If you say what scripted items are giving you the issue, the scripts can be looked at on a case-by-case basis to see if the default can be removed.&lt;br /&gt;
&lt;br /&gt;
~Vanah&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[INSPECT update - additional capacity categories (saved post)]]&lt;br /&gt;
*[[Deepening]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Verb:INSPECT&amp;diff=63050</id>
		<title>Talk:Verb:INSPECT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Verb:INSPECT&amp;diff=63050"/>
		<updated>2015-05-08T08:25:07Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capacity range rant: The small range capacities are quite irritating. I did a major inventory of my containers shortly before the INSPECT update and quantified all capacities so I was able to share some limits of the new ranges right away. The fairly-somewhat small boundary remains a bit elusive. Short of finding a 13lbs capacity container, based upon how deepening works, one could only deepen to 13lbs from 9lbs or 11lbs. Prospects don&#039;t look good. Many containers in this capacity range don&#039;t weigh enough to be deepened much, if at all. And it seems like the odds are a bit slanted in favor of certain capacities. I recently had the opportunity to deepen a container with a progression which crossed that boundary (10, 12, 14, 17, 20, 24 ...) which gave me one 14lbs &amp;quot;somewhat small&amp;quot; data point. I also lucked out with another 14lbs treasure-found container. Up until then, having checked almost every &amp;quot;somewhat small&amp;quot; container I&#039;ve found, 15lbs was the only capacity observed (lots of containers). I&#039;m about to add in details for &amp;quot;few&amp;quot;, &amp;quot;several&amp;quot;, etc messaging. On those values, I&#039;m very confident with my results. I just noticed that these weren&#039;t present.&lt;br /&gt;
[[User:EASTMANM2|EASTMANM2]] ([[User talk:EASTMANM2|talk]]) 22:55, 29 April 2015 (CDT)&lt;br /&gt;
:The fairly small range is 8 to 11.  [[User:GS4-VANAH|GameMaster Vanah]] ([[User talk:GS4-VANAH|talk]]) 10:30, 30 April 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
::At least there&#039;s no &amp;quot;slightly medium&amp;quot; or &amp;quot;particularly medium,&amp;quot; etc.? [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 10:31, 30 April 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
::That... helps. Fantastic. Moving on to bigger(?) and better(?) things. Probably just other things. [[User:EASTMANM2|EASTMANM2]] ([[User talk:EASTMANM2|talk]]) 03:25, 8 May 2015 (CDT)&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=62645</id>
		<title>Verb:INSPECT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=62645"/>
		<updated>2015-04-30T04:41:19Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Clothing and Containers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;INSPECT&#039;&#039;&#039; is a verb that has several different uses.  It gives more information about a particular item, typically where it is worn, how much if anything it holds, where it would protect, and if it has a purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items that resist inspection often have scripts on them. Inspecting an item that you have [[REGISTER (verb)|REGISTERed]] will display the last time that the item was registered.&lt;br /&gt;
&lt;br /&gt;
=People Targets=&lt;br /&gt;
==Self Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You inspect yourself carefully, making sure you&#039;re all right.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect Person&amp;lt;br&amp;gt;&lt;br /&gt;
You examine Person closely, sizing her up and taking note of all the details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Item Targets=&lt;br /&gt;
==Clothing and Containers==&lt;br /&gt;
INSPECT will indicate where a container is [[functional item|worn]] (if wearable), sometimes what material it is, and how much a container can hold (in pounds) via descriptive categories that represent a capacity range.  The Off-The-Shelf item values shown within ( ) are the accurate maximum capacities for those particular items when purchased. Other containers within the same descriptive category may have different maximum capacities. For example, the rucksacks sold in the [[Wehnimer&#039;s Landing]] [[Wehnimer&#039;s Landing General Store|general store]] inspect as &#039;slightly large&#039; and player testing has shown that the maximum capacity is 40 lbs. The rucksacks weigh 4 lbs when empty, therefore, their total weight when filled to maximum capacity is 44 lbs.&lt;br /&gt;
&lt;br /&gt;
The min/max values for each category are somewhat speculative and further player testing is needed to refine these ranges.  &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!rowspan=2 | Description&lt;br /&gt;
!colspan=2 |Capacity (lbs.)&lt;br /&gt;
!rowspan=2 | Off-The-Shelf Items&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Min&amp;lt;/font&amp;gt;&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Max&amp;lt;/font&amp;gt;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Small&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Small&lt;br /&gt;
| 5 &lt;br /&gt;
| 9&lt;br /&gt;
|small sack/herb pouch (5 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Small&lt;br /&gt;
| 10&lt;br /&gt;
| 13&lt;br /&gt;
|small chest (10 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Somewhat Small&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
|scabbard/sheath (15 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Small&lt;br /&gt;
| 16&lt;br /&gt;
| 19&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Medium&lt;br /&gt;
| 20&lt;br /&gt;
| 39&lt;br /&gt;
|large sack (20 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Large&lt;br /&gt;
| 40&lt;br /&gt;
| 49&lt;br /&gt;
|knapsack/rucksack (40 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Large&lt;br /&gt;
| 50&lt;br /&gt;
| 59&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Large&lt;br /&gt;
| 60&lt;br /&gt;
| 69&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Particularly Large&lt;br /&gt;
| 70&lt;br /&gt;
| 79&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Large&lt;br /&gt;
| 80&lt;br /&gt;
| 99&lt;br /&gt;
|small chest (80 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Significant&lt;br /&gt;
|100&lt;br /&gt;
|119&lt;br /&gt;
|backpack (100 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Exceptional&lt;br /&gt;
| 120&lt;br /&gt;
| 139&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Huge&lt;br /&gt;
| 140&lt;br /&gt;
| 159&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Incredible&lt;br /&gt;
| 160&lt;br /&gt;
| 179&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Enormous&lt;br /&gt;
| 180&lt;br /&gt;
| 199&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Gigantic&lt;br /&gt;
| 200&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; In addition to the &#039;very large&#039; storage capacity within the small chests, a &#039;fairly small&#039; amount can be stored on them. Since an empty chest weighs 6 lbs., the total weight of a chest filled to max capacity is 96 lbs.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!| Description&lt;br /&gt;
!| Qty.&lt;br /&gt;
|-align=left&lt;br /&gt;
| one item&lt;br /&gt;
| 1&lt;br /&gt;
|-align=left&lt;br /&gt;
| a couple of items&lt;br /&gt;
| 2&lt;br /&gt;
|-align=left&lt;br /&gt;
| a few items&lt;br /&gt;
| 3&lt;br /&gt;
|-align=left&lt;br /&gt;
| several items&lt;br /&gt;
| 4-6&lt;br /&gt;
|-align=left&lt;br /&gt;
| a number of items&lt;br /&gt;
| 7+&lt;br /&gt;
|-align=left&lt;br /&gt;
| any number of items&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your knee-high silk boots.&lt;br /&gt;
&lt;br /&gt;
You estimate that a pair of knee-high silk boots laced with ruby-dusted ribbons can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;very small amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;one item&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the boots on your &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;feet&amp;lt;/span&amp;gt;. The boots appears to serve some purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Container&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my har&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your suede staff harness.&lt;br /&gt;
&lt;br /&gt;
You estimate that a twilight blue suede staff harness clasped with a scarlet owl can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slightly large amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;any number of items&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the harness, &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slinging it across your shoulders and back&amp;lt;/span&amp;gt;.  The harness appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;crafted out of leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Furniture in a room with storage&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp alt&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect a black basalt altar.&lt;br /&gt;
&lt;br /&gt;
You estimate that a black basalt altar cannot store anything inside of it at all.  It also appears that a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;significant amount&amp;lt;/span&amp;gt; can be stored &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;on the altar&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of stone.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Inspecting shields will tell the size of the shield, the material of the shield, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect shield&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your villswood shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of a spiked villswood shield allows you to conclude that it is a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;medium&amp;lt;/span&amp;gt; shield that protects the bearer if carried in the left hand. You also notice that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;spiked.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the shield, slinging it across your shoulders and back. The shield appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;villswood&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor and Armor Accessories==&lt;br /&gt;
Inspecting armor will tell the what area the armor protects, the material of the armor, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tunic&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your embroidered tunic.&lt;br /&gt;
&lt;br /&gt;
Your careful inspection of a rune embroidered elven tunic with long veniom slashed sleeves allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather armor&amp;lt;/span&amp;gt; that covers the &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso only&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the tunic around your chest. The tunic appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You remember that you registered this item between three and four years ago.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspecting armor accessories will tell the what area the accessory protects, where it is worn, the material of the accessory, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect torc&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your ora torc.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of an arabesque silver imflass torc allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;miscellaneous armor that covers the neck.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the torc around your neck. The torc appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;ora&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Inspecting weapons will tell what weapon style is necessary to yield the weapon, if the weapon is actually a modified version of another weapon, and the material of the weapon.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tetsubo&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your vultite-studded tetsubo.&amp;lt;br&amp;gt;&lt;br /&gt;
After a careful inspection you determine that a baby blue vultite-studded tetsubo requires skill in &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;twohanded weapons&amp;lt;/span&amp;gt; to use effectively. It appears to be a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;modified maul&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;vultite&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor Concealers==&lt;br /&gt;
Inspecting an armor-concealing item will show what sorts of armor it will conceal. Not all concealers will cover all armor.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your flowing silk robes.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the robes around your chest. The robes appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You determine that the flowing silk robes is an &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;armor concealing garment&amp;lt;/span&amp;gt; that will hide &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather, rigid leather, chain mail and plate mail armor&amp;lt;/span&amp;gt; which covers &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso, arms, legs and head&amp;lt;/span&amp;gt; when it is worn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Instruments==&lt;br /&gt;
Instruments of all shapes and sizes may now be INSPECTed to determine the skill required to effectively play them.&lt;br /&gt;
&lt;br /&gt;
==Registration Information==&lt;br /&gt;
INSPECT will also inform someone of when they [[REGISTER]]ed an item.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your arashan-carved staff.&lt;br /&gt;
&lt;br /&gt;
After a careful inspection you determine that a webbed arashan-carved staff requires skill in twohanded weapons to use effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;You remember that you registered this item many months ago.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of orase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Not a sound idea==&lt;br /&gt;
Per GameMaster Vanah on 10/17/14:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Items that are scripted and trap &#039;&#039;&#039;look&#039;&#039;&#039; give that message by default. If the coder wants you to be able to inspect the item, the script has to be adjusted to override the default.&lt;br /&gt;
&lt;br /&gt;
If you say what scripted items are giving you the issue, the scripts can be looked at on a case-by-case basis to see if the default can be removed.&lt;br /&gt;
&lt;br /&gt;
~Vanah&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[INSPECT update - additional capacity categories (saved post)]]&lt;br /&gt;
*[[Deepening]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Verb:INSPECT&amp;diff=62644</id>
		<title>Talk:Verb:INSPECT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Verb:INSPECT&amp;diff=62644"/>
		<updated>2015-04-30T03:55:04Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Created page with &amp;quot;Capacity range rant: The small range capacities are quite irritating. I did a major inventory of my containers shortly before the INSPECT update and quantified all capacities ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capacity range rant: The small range capacities are quite irritating. I did a major inventory of my containers shortly before the INSPECT update and quantified all capacities so I was able to share some limits of the new ranges right away. The fairly-somewhat small boundary remains a bit elusive. Short of finding a 13lbs capacity container, based upon how deepening works, one could only deepen to 13lbs from 9lbs or 11lbs. Prospects don&#039;t look good. Many containers in this capacity range don&#039;t weigh enough to be deepened much, if at all. And it seems like the odds are a bit slanted in favor of certain capacities. I recently had the opportunity to deepen a container with a progression which crossed that boundary (10, 12, 14, 17, 20, 24 ...) which gave me one 14lbs &amp;quot;somewhat small&amp;quot; data point. I also lucked out with another 14lbs treasure-found container. Up until then, having checked almost every &amp;quot;somewhat small&amp;quot; container I&#039;ve found, 15lbs was the only capacity observed (lots of containers). I&#039;m about to add in details for &amp;quot;few&amp;quot;, &amp;quot;several&amp;quot;, etc messaging. On those values, I&#039;m very confident with my results. I just noticed that these weren&#039;t present.&lt;br /&gt;
[[User:EASTMANM2|EASTMANM2]] ([[User talk:EASTMANM2|talk]]) 22:55, 29 April 2015 (CDT)&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=62640</id>
		<title>Verb:INSPECT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=62640"/>
		<updated>2015-04-30T03:28:44Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Clothing and Containers */ Adjusted somewhat small. Two 14lb data points in &amp;quot;somewhat small&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;INSPECT&#039;&#039;&#039; is a verb that has several different uses.  It gives more information about a particular item, typically where it is worn, how much if anything it holds, where it would protect, and if it has a purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items that resist inspection often have scripts on them. Inspecting an item that you have [[REGISTER (verb)|REGISTERed]] will display the last time that the item was registered.&lt;br /&gt;
&lt;br /&gt;
=People Targets=&lt;br /&gt;
==Self Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You inspect yourself carefully, making sure you&#039;re all right.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect Person&amp;lt;br&amp;gt;&lt;br /&gt;
You examine Person closely, sizing her up and taking note of all the details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Item Targets=&lt;br /&gt;
==Clothing and Containers==&lt;br /&gt;
INSPECT will indicate where a container is [[functional item|worn]] (if wearable), sometimes what material it is, and how much a container can hold (in pounds) via descriptive categories that represent a capacity range.  The Off-The-Shelf item values shown within ( ) are the accurate maximum capacities for those particular items when purchased. Other containers within the same descriptive category may have different maximum capacities. For example, the rucksacks sold in the [[Wehnimer&#039;s Landing]] [[Wehnimer&#039;s Landing General Store|general store]] inspect as &#039;slightly large&#039; and player testing has shown that the maximum capacity is 40 lbs. The rucksacks weigh 4 lbs when empty, therefore, their total weight when filled to maximum capacity is 44 lbs.&lt;br /&gt;
&lt;br /&gt;
The min/max values for each category are somewhat speculative and further player testing is needed to refine these ranges.  &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!rowspan=2 | Description&lt;br /&gt;
!colspan=2 |Capacity (lbs.)&lt;br /&gt;
!rowspan=2 | Off-The-Shelf Items&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Min&amp;lt;/font&amp;gt;&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Max&amp;lt;/font&amp;gt;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Small&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Small&lt;br /&gt;
| 5 &lt;br /&gt;
| 9&lt;br /&gt;
|small sack/herb pouch (5 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Small&lt;br /&gt;
| 10&lt;br /&gt;
| 13&lt;br /&gt;
|small chest (10 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Somewhat Small&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
|scabbard/sheath (15 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Small&lt;br /&gt;
| 16&lt;br /&gt;
| 19&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Medium&lt;br /&gt;
| 20&lt;br /&gt;
| 39&lt;br /&gt;
|large sack (20 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Large&lt;br /&gt;
| 40&lt;br /&gt;
| 49&lt;br /&gt;
|knapsack/rucksack (40 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Large&lt;br /&gt;
| 50&lt;br /&gt;
| 59&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Large&lt;br /&gt;
| 60&lt;br /&gt;
| 69&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Particularly Large&lt;br /&gt;
| 70&lt;br /&gt;
| 79&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Large&lt;br /&gt;
| 80&lt;br /&gt;
| 99&lt;br /&gt;
|small chest (80 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Significant&lt;br /&gt;
|100&lt;br /&gt;
|119&lt;br /&gt;
|backpack (100 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Exceptional&lt;br /&gt;
| 120&lt;br /&gt;
| 139&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Huge&lt;br /&gt;
| 140&lt;br /&gt;
| 159&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Incredible&lt;br /&gt;
| 160&lt;br /&gt;
| 179&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Enormous&lt;br /&gt;
| 180&lt;br /&gt;
| 199&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Gigantic&lt;br /&gt;
| 200&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; In addition to the &#039;very large&#039; storage capacity within the small chests, a &#039;fairly small&#039; amount can be stored on them. Since an empty chest weighs 6 lbs., the total weight of a chest filled to max capacity is 96 lbs.&lt;br /&gt;
&lt;br /&gt;
;Clothing&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your knee-high silk boots.&lt;br /&gt;
&lt;br /&gt;
You estimate that a pair of knee-high silk boots laced with ruby-dusted ribbons can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;very small amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;one item&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the boots on your &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;feet&amp;lt;/span&amp;gt;. The boots appears to serve some purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Container&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my har&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your suede staff harness.&lt;br /&gt;
&lt;br /&gt;
You estimate that a twilight blue suede staff harness clasped with a scarlet owl can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slightly large amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;any number of items&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the harness, &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slinging it across your shoulders and back&amp;lt;/span&amp;gt;.  The harness appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;crafted out of leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Furniture in a room with storage&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp alt&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect a black basalt altar.&lt;br /&gt;
&lt;br /&gt;
You estimate that a black basalt altar cannot store anything inside of it at all.  It also appears that a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;significant amount&amp;lt;/span&amp;gt; can be stored &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;on the altar&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of stone.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Inspecting shields will tell the size of the shield, the material of the shield, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect shield&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your villswood shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of a spiked villswood shield allows you to conclude that it is a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;medium&amp;lt;/span&amp;gt; shield that protects the bearer if carried in the left hand. You also notice that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;spiked.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the shield, slinging it across your shoulders and back. The shield appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;villswood&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor and Armor Accessories==&lt;br /&gt;
Inspecting armor will tell the what area the armor protects, the material of the armor, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tunic&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your embroidered tunic.&lt;br /&gt;
&lt;br /&gt;
Your careful inspection of a rune embroidered elven tunic with long veniom slashed sleeves allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather armor&amp;lt;/span&amp;gt; that covers the &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso only&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the tunic around your chest. The tunic appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You remember that you registered this item between three and four years ago.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspecting armor accessories will tell the what area the accessory protects, where it is worn, the material of the accessory, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect torc&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your ora torc.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of an arabesque silver imflass torc allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;miscellaneous armor that covers the neck.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the torc around your neck. The torc appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;ora&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Inspecting weapons will tell what weapon style is necessary to yield the weapon, if the weapon is actually a modified version of another weapon, and the material of the weapon.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tetsubo&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your vultite-studded tetsubo.&amp;lt;br&amp;gt;&lt;br /&gt;
After a careful inspection you determine that a baby blue vultite-studded tetsubo requires skill in &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;twohanded weapons&amp;lt;/span&amp;gt; to use effectively. It appears to be a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;modified maul&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;vultite&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor Concealers==&lt;br /&gt;
Inspecting an armor-concealing item will show what sorts of armor it will conceal. Not all concealers will cover all armor.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your flowing silk robes.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the robes around your chest. The robes appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You determine that the flowing silk robes is an &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;armor concealing garment&amp;lt;/span&amp;gt; that will hide &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather, rigid leather, chain mail and plate mail armor&amp;lt;/span&amp;gt; which covers &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso, arms, legs and head&amp;lt;/span&amp;gt; when it is worn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Instruments==&lt;br /&gt;
Instruments of all shapes and sizes may now be INSPECTed to determine the skill required to effectively play them.&lt;br /&gt;
&lt;br /&gt;
==Registration Information==&lt;br /&gt;
INSPECT will also inform someone of when they [[REGISTER]]ed an item.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your arashan-carved staff.&lt;br /&gt;
&lt;br /&gt;
After a careful inspection you determine that a webbed arashan-carved staff requires skill in twohanded weapons to use effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;You remember that you registered this item many months ago.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of orase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Not a sound idea==&lt;br /&gt;
Per GameMaster Vanah on 10/17/14:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Items that are scripted and trap &#039;&#039;&#039;look&#039;&#039;&#039; give that message by default. If the coder wants you to be able to inspect the item, the script has to be adjusted to override the default.&lt;br /&gt;
&lt;br /&gt;
If you say what scripted items are giving you the issue, the scripts can be looked at on a case-by-case basis to see if the default can be removed.&lt;br /&gt;
&lt;br /&gt;
~Vanah&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[INSPECT update - additional capacity categories (saved post)]]&lt;br /&gt;
*[[Deepening]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bazzelwyn&amp;diff=62476</id>
		<title>Bazzelwyn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bazzelwyn&amp;diff=62476"/>
		<updated>2015-04-27T15:52:56Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added some glove messaging, cleaned up/clarified runestaff messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bazzelwyn&#039;&#039;&#039; was a merchant run by GM Tamuz who appeared at many [[Ebon Gate]] festivals and sold a wide variety of items. Some of his items can be unlocked by [[Xerria]] on [[Mist Harbor]].  &lt;br /&gt;
&lt;br /&gt;
==The Tinker==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You see Tinker Bazzelwyn.&lt;br /&gt;
&lt;br /&gt;
He appears to be a Burghal Gnome of the Winedotter Bloodline.&lt;br /&gt;
&lt;br /&gt;
He is short and appears to be young and untried.  He has dull steely blue eyes and burn-scarred pale grey skin.  He has a mess of thin, glossy brilliant blue hair with tufts of silver behind the ears. He has a fleshy face, a bulbous nose and a cleft chin.&lt;br /&gt;
&lt;br /&gt;
He is wearing a glittering silver forging hammer, a large modwir-handled stamp, a glass-visored dented mithril helmet, a thick ironwood gear amulet, a rolaren-framed fractured moonstone brooch, a pair of brass-framed goggles with circular glass lenses, a grease and oil-stained rag slung over his shoulder, a rectangular mithril case with thick leather straps, a rectangular mithril case with thick leather straps, a mithril-reinforced padded leather vest with a simple white linen shirt underneath, a braided leather and ora belt, an oil-stained leather kit, a pair of leather-patched pants, and a pair of twine-laced boots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bazzelwyn gloves==&lt;br /&gt;
&#039;&#039;&#039;Bazzelwyn gloves&#039;&#039;&#039; were available at Ebon Gate 2012 and 2013 in Futile Gestures.  They are scripted, magical gloves that can be unlocked with special messaging from the list below.  The wearer can absorb the magic from a wave/raise activated imbed by clenching the gloves with the item in the right hand.  The absorbed item will be destroyed if crumbly, or simply drained of all charges if not.  Owners can have their gloves unlocked by Xerria or by Bazzelwyn at Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
[[ANALYZE]] will tell you the unlocked status and which messages are set for WAVE and RAISE.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You analyze your scarlet gloves and sense that the item is largely free from merchant alteration restrictions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; It is fully alterable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scarlet gloves are set to use fancy messaging for WAVE.  They&#039;re using the following set of messaging:&amp;lt;br&amp;gt;&lt;br /&gt;
You dismissively flick your hand at YOUR TARGET with an air of indifference.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scarlet gloves are set to use fancy messaging for RAISE.  They&#039;re using the following set of messaging:&amp;lt;br&amp;gt;&lt;br /&gt;
You raise your hands high above your head, as your scarlet gloves are surrounded by a bright glow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scarlet gloves are unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the gloves may be further lightened.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Messaging Options===&lt;br /&gt;
Spell Casting Glove choices!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;WAVE:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1.  Pointing with 1 finger&amp;lt;br&amp;gt;&lt;br /&gt;
2.  Pointing with 2 fingers&amp;lt;br&amp;gt;&lt;br /&gt;
3.  Pointing with 3 fingers&amp;lt;br&amp;gt;&lt;br /&gt;
4.  Pointing with the whole hand&amp;lt;br&amp;gt;&lt;br /&gt;
5.  Palm facing target, fingers splayed - &amp;lt;i&amp;gt;You splay your fingers wide, and extend your hand with your palm facing YOUR TARGET.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
6.  Palm facing target, fingers together&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
7.  Punching motions&amp;lt;br&amp;gt;&lt;br /&gt;
8.  Intricate gestures&amp;lt;br&amp;gt;&lt;br /&gt;
9.  I HAVE NO IDEA WHAT I AM DOING, STAND BACK&amp;lt;br&amp;gt;&lt;br /&gt;
10.  Dismissive gesture&amp;lt;br&amp;gt;&lt;br /&gt;
11.  Snapping your fingers&amp;lt;br&amp;gt;&lt;br /&gt;
12.  Clapping your hands together&amp;lt;br&amp;gt;&lt;br /&gt;
13.  Intricate pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
14.  Hand over heart, pointing&amp;lt;br&amp;gt;&lt;br /&gt;
15.  Hand at temple, pointing&amp;lt;br&amp;gt;&lt;br /&gt;
16.  Sharp chopping motion&amp;lt;br&amp;gt;&lt;br /&gt;
17.  Throwing motion&amp;lt;br&amp;gt;&lt;br /&gt;
18.  Blow a kiss&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;RAISE:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1.  1 hand raised&amp;lt;br&amp;gt;&lt;br /&gt;
2.  2 hands raised&amp;lt;br&amp;gt;&lt;br /&gt;
3.  Claws!&amp;lt;br&amp;gt;&lt;br /&gt;
4.  A different sharp gesture - &amp;lt;i&amp;gt;You lift a hand up, and then bring it down in a sharp gesture.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
5.  Index finger chop!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ebon Gate 2012-2014===&lt;br /&gt;
1. a pair of silvery samite gloves with golden satin fingertips&amp;lt;br&amp;gt;&lt;br /&gt;
2. a pair of thin black silk gloves with copper mesh palms&amp;lt;br&amp;gt;&lt;br /&gt;
3. a pair of gold-runed silk casting gloves&amp;lt;br&amp;gt;&lt;br /&gt;
4. a pair of leather gloves with articulated iron-plated fingers&amp;lt;br&amp;gt;&lt;br /&gt;
5. a pair of brown canvas gloves with grass-stained palms&amp;lt;br&amp;gt;&lt;br /&gt;
6. a pair of boiled leather gauntlets with blue mithril knuckles&amp;lt;br&amp;gt;&lt;br /&gt;
7. a pair of gold-studded leather gauntlets banded with crimson&amp;lt;br&amp;gt;&lt;br /&gt;
8. a pair of golden imflass gauntlets set with ruby runes&amp;lt;br&amp;gt;&lt;br /&gt;
9. a pair of mithril gauntlets with silver wire-wrapped fingers&amp;lt;br&amp;gt;&lt;br /&gt;
10. a pair of black mithglin gauntlets swirled with blue streaks&lt;br /&gt;
&lt;br /&gt;
==Imbue box==&lt;br /&gt;
&#039;&#039;&#039;Imbue boxes&#039;&#039;&#039; take [[imbed]]dable/imbedded items created by [[ranger]]s with [[Imbue (614)]] and give them a new long description.  There are three types of imbue boxes: one for amulets, one for anklets and bracelets, and one for rods and wands.  Imbue boxes sold off-the-shelf are temporary.  They can be made permanent by Xerria at her monthly unlocking session or Bazzelwyn at Ebon Gate.  They can also be won by playing the games at Ebon Gate. &lt;br /&gt;
&lt;br /&gt;
All imbue boxes are activated using [[RUB]] and cost 5 [[mana]] to use.&lt;br /&gt;
&lt;br /&gt;
[[ANALYZE]] will tell you everything about an imbue box, including whether or not it is permanent and the description of the item it creates.  Both the description of the imbue box itself and the items it creates can be altered by any skilled [[merchant]].&lt;br /&gt;
&lt;br /&gt;
MEASURE will indicate how much is remaining in a non-permanent box.  Permanent boxes also have special messaging for MEASURE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You analyze your bamboo contraption and sense that the item is largely free from merchant alteration restrictions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
This bamboo contraption is a permanent model, that will not degrade with use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This bamboo contraption will work with imbued bracelets and anklets.  It will produce &amp;quot;a dancing owl-carved bracelet or anklet&amp;quot;.&lt;br /&gt;
:::Long description: &amp;quot;a dancing owl-carved bamboo anklet/bracelet&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A talented merchant could customize the appearance of the items produced from this bamboo contraption, or change the appearance of the contraption itself.  Not every merchant may be able to offer this.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep the following in mind when considering customization options:&amp;lt;br&amp;gt;&lt;br /&gt;
First and foremost, the products produced &#039;&#039;&#039;MUST&#039;&#039;&#039; remain some sort of natural object.  Tree bark amulets can not become vultite amulets.&amp;lt;br&amp;gt;&lt;br /&gt;
The bamboo contraption can not mass produce gems and other fancy materials, so no diamond-encrusted wands.&amp;lt;br&amp;gt;&lt;br /&gt;
Simple is best.  Wands and rods should remain some sort of non magical wood, and must remain wands, rods, or batons.   Amulets should keep their non magical tree bark/wooden nature, and bracelets and anklets should always be some sort of natural grass or other suitable substance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The merchant ALWAYS has the right to deny a request that he or she might feel is out of line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can tell that the contraption is as light as it can get and that its pockets could not possibly get any deeper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;get bracelet&amp;lt;br&amp;gt;&lt;br /&gt;
You remove a &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;wiregrass bracelet&#039;&#039;&#039;&amp;lt;/span&amp;gt; from in your miner&#039;s pack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;get my con&amp;lt;br&amp;gt;&lt;br /&gt;
You remove a tiny bamboo contraption from in your black wool jacket.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;put brac in con&amp;lt;br&amp;gt;&lt;br /&gt;
You put a wiregrass bracelet in your bamboo contraption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;rub con&amp;lt;br&amp;gt;&lt;br /&gt;
You sweep your hand across the surface of the bamboo contraption and it produces a hollow rumbling noise followed by a short flash of light leaking from its interior.  You feel a trickle of power flow from your fingertips in to the bamboo contraption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;get brac in con&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You remove a &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;dancing owl-carved bamboo bracelet&#039;&#039;&#039;&amp;lt;/span&amp;gt; from in your bamboo contraption.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runestone box==&lt;br /&gt;
&#039;&#039;&#039;Runestone boxes&#039;&#039;&#039; are similar to imbue boxes except they change the look of [[smooth stone]]s and other [[runestone]]s.  They are activating using RUB and cost 5 mana.  Runestone boxes sold off-the-shelf are temporary.  They can be made permanent by Xerria at her monthly unlocking session or Bazzelwyn at Ebon Gate.  &lt;br /&gt;
&lt;br /&gt;
[[ANALYZE]] will tell you everything about a runestone box, including whether or not it is permanent and the description of the item it creates.  Both the description of the runestone box itself and the items it creates can be altered by any skilled [[merchant]].&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You analyze your smooth quartz canister and sense that the item is largely free from merchant alteration restrictions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
It will produce :  a smooth quartz runestone&amp;lt;br&amp;gt;&lt;br /&gt;
Long description:  a smooth rutilated quartz runestone filled with thin golden strands&amp;lt;br&amp;gt;&lt;br /&gt;
This smooth quartz canister is a permanent model, that will not degrade with use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A talented merchant could customize the appearance of the items produced from this smooth quartz canister, or change the appearance of the canister itself.  Not every merchant may be able to offer this.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep the following in mind when considering customization options:&amp;lt;br&amp;gt;&lt;br /&gt;
First and foremost, the products produced &#039;&#039;&#039;MUST&#039;&#039;&#039; remain some sort of stone or runestone.  They should remain stone, gemstone, or something similar.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The merchant ALWAYS has the right to deny a request that he or she might feel is out of line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can tell that the canister is as light as it can get and that its pockets could not possibly get any deeper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You put a &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;velvet-backed smoky glaes runestone&#039;&#039;&#039;&amp;lt;/span&amp;gt; in your smooth quartz canister.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;rub can&amp;lt;br&amp;gt;&lt;br /&gt;
You sweep your hand across the surface of the smooth quartz canister and it produces a hollow rumbling noise followed by a short flash of light leaking from its interior.  You feel a trickle of power flow from your fingertips in to the smooth quartz canister.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;get run in can&amp;lt;br&amp;gt;&lt;br /&gt;
You remove a &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;smooth rutilated quartz runestone filled with thin golden strands&#039;&#039;&#039;&amp;lt;/span&amp;gt; from in your smooth quartz canister.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wand-holding runestaff==&lt;br /&gt;
&#039;&#039;&#039;Wand-holding runestaves&#039;&#039;&#039; premiered at [[Ebon Gate 2011]]. Off-the-shelf versions are not unlocked (can be unlocked twice to be fully unlocked) and have wand mechanisms that can be repaired using FIX.  If the mechanism breaks completely, a steel spring will be required to fix it, so it is recommended to FIX the mechanism when it is worn, but not completely broken. [[ANALYZE]] will tell you the status of the unlocking and the condition of the springs in addition the the standard information.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You analyze your pale faewood staff and sense that the item is largely free from merchant alteration restrictions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 15/15/15 alterations are fine, no long descriptions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; It CAN have a show description, if the merchant is comfortable adding one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This pale faewood staff is fully unlocked!&amp;lt;br&amp;gt;&lt;br /&gt;
The springs on the pale faewood staff appear to be in absolutely pristine and perfect condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the pale faewood staff for you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[ANALYZE]] messaging will vary depending upon the the condition of the wand-holding mechanism:&lt;br /&gt;
*&#039;&#039;&#039;Permanent/non-degrading&#039;&#039;&#039; - The springs on the pale faewood staff appear to be in absolutely pristine and perfect condition.&lt;br /&gt;
*&#039;&#039;&#039;Non-permanent, undamaged&#039;&#039;&#039; - The springs appear to be in a flawless and undamaged state.&lt;br /&gt;
&lt;br /&gt;
Wand-holding staves have also been sold off the shelf with mana, acuity, and various elemental flares, and wand mechanisms can be added to existing runestaves by Bazzelwyn.  Staves can be unlocked by [[Xerria]] on Mist Harbor or Bazzelwyn for additional actions.&lt;br /&gt;
&lt;br /&gt;
;Loading a wand runestaff&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;hands&amp;lt;br&amp;gt;&lt;br /&gt;
You glance down to see a &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;gnarled pale faewood staff&#039;&#039;&#039;&amp;lt;/span&amp;gt; in your right hand a gold wand in your left hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;put wand in my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You pull out the retaining pins on the segmented cap and place the wand in the hollow tip of your staff.  Turning a small peg, you close the tip tightly around the wand.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br&amp;gt;&lt;br /&gt;
R&amp;gt;hands&amp;lt;br&amp;gt;&lt;br /&gt;
You have a &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;gnarled pale faewood staff tipped with a golden wand&#039;&#039;&#039;&amp;lt;/span&amp;gt; in your right hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;look staff&amp;lt;br&amp;gt;&lt;br /&gt;
The pale faewood staff is capped with an apparatus of two interlocked rings and three triangular segments that come together at a sharp angle.  The springs appear to be in absolutely pristine and perfect condition.  A golden wand is clamped in to the mechanism, its tip extending past the end of the staff.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;get wand in staf&amp;lt;br&amp;gt;&lt;br /&gt;
You loosen the retaining pins and open the segmented mouth of the staff&#039;s tip, retrieving the wand from within.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Using a wand runestaff&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;wave staff at rolton&amp;lt;br&amp;gt;&lt;br /&gt;
You wave your pale faewood staff at a rolton and small sparks of energy dance around the golden wand in its tip.&lt;br /&gt;
:1d100: 39 + Modifiers: 235 == 274&lt;br /&gt;
&lt;br /&gt;
You hurl a stream of fire at a rolton!&lt;br /&gt;
:AS: +378 vs DS: +25 with AvD: +55 + d100 roll: +86 = +494&lt;br /&gt;
::... and hit for 278 points of damage!&lt;br /&gt;
::Skin and muscle seared off right hand.  Not much left.&amp;lt;br&amp;gt;&lt;br /&gt;
The rolton bleats loudly as she slumps to the ground and cradles her wounded right hoof.&amp;lt;br&amp;gt;&lt;br /&gt;
The rolton lets out a final agonized bleat and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tier 1 unlock&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;pet/touch&#039;&#039;&#039; my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You run a hand along the length of the pale faewood staff and stop as your fingers brush the intricate mechanisms at the top of the staff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;pull&#039;&#039;&#039; my staff&amp;lt;br&amp;gt;&lt;br /&gt;
Holding one elbow loosely at an angle, you let the pale faewood staff rest casually in the crook of your elbow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;lean&#039;&#039;&#039; my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You lean against your pale faewood staff, casually wrapping a hand around the apparatus perched on its tip.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;push/press&#039;&#039;&#039; my staff&amp;lt;br&amp;gt;&lt;br /&gt;
Holding the pale faewood staff tightly in one clenched fist, you push it out before you, holding it parallel to the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tier 2 unlock&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;point&#039;&#039;&#039; my staf at sign&lt;br /&gt;
You raise your pale faewood staff slightly and then bring it level so it is pointing directly at a rotted wooden signpost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;shake&#039;&#039;&#039; my staff (with wand)&amp;lt;br&amp;gt;&lt;br /&gt;
Holding the pale faewood staff in one hand, you give it a quick shake back and forth.  A small cascade of shimmering sparks fall from the golden wand clasped in the staff&#039;s grip and dissipate as they tumble downwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Wand-holding runestaves (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[category:Item Scripts]]&lt;br /&gt;
[[category:Legendary Items]]&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Trap&amp;diff=62015</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trap&amp;diff=62015"/>
		<updated>2015-04-21T18:13:29Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Sphere */ Fixed critical types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Traps&#039;&#039;&#039; are typically found on [[Box (treasure)|box]]es that some [[creature]]s drop as treasure or [[LOOT (verb)|loot]] when [[SEARCH (verb)|searched]].  Most traps only require two steps to remove -- the check for traps and then the disarm attempt.  Some traps, however, require more steps and/or specific items on hand to disarm them.&lt;br /&gt;
&lt;br /&gt;
Traps found on boxes can be [[DETECT (verb)|DETECTED]] to attempt to see the trap, and [[DISARM (verb)|DISARMED]] to disarm the trap.&lt;br /&gt;
&lt;br /&gt;
The [[Perception]] skill can help in detecting traps.  [[Disarming Traps]] skill is needed to disarm the traps.  Items needed to disarm various traps include disarming kits, which can be purchased from locksmith shops, dagger-based weapons, and lockpicks.&lt;br /&gt;
&lt;br /&gt;
Success of magically detecting traps using [[Piercing Gaze]] (416), depends on  [[Perception]] skill ranks, [[Minor Elemental]] spell ranks, [[Intuition]] bonus, [[Logic]] bonus, and the spell [[Disarm Enhancement]], which also takes [[Aura]] into account.  The only trap that can (and will) be set off by [[Piercing Gaze]] is the Glyph trap.&lt;br /&gt;
&lt;br /&gt;
Success of magically disarming traps using the [[Disarm (408)]] spell is at least partly based on the caster&#039;s level, [[Minor Elemental]] spell ranks, the caster&#039;s [[Aura]] bonus, and the spell [[Disarm Enhancement]].  Obviously, the level or difficulty of the trap is taken into account.&lt;br /&gt;
&lt;br /&gt;
== Types of traps ==&lt;br /&gt;
There are a number of traps found on boxes, and some have a few sub-types to go with them.  Notably, scarabs have various different types of scarabs, each having a different effect when triggered.&lt;br /&gt;
&lt;br /&gt;
=== Scarab ===&lt;br /&gt;
:Scarabs are a two-part trap. First, disarm the box to drop the scarab to the floor.  Then, disarm the scarab to render it inert. Skill in [[Arcane Symbols]] will help with disarming scarabs, though that help is believed to be negligible for those with high ranks in [[Disarming Traps]]. Scarabs can also be magically disarmed from their box with [[Disarm (408)]], but the scarab itself will be lost.&lt;br /&gt;
 &lt;br /&gt;
:The message received when disarming a scarab is also not exact, but becomes more precise with more ranks in [[Arcane Symbols]]. Sample messaging, which may or may not indicate success:&lt;br /&gt;
::*&amp;quot;You feel like you probably rendered the translucent scarab harmless, but can&#039;t be sure.&amp;quot;&lt;br /&gt;
::*&amp;quot;Deciphering the runes is relatively simple, and you&#039;re pretty sure you were successful.&amp;quot;&lt;br /&gt;
::*&amp;quot;*scritch scritch* If that had been any easier, you could have done it blindfolded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Disarming a loose scarab multiple times is possible and often advisable when one is unsure of their success with the first disarm. However, the value of a scarab drops each time it is disarmed. They can be sold at the gemshop.&lt;br /&gt;
&lt;br /&gt;
:Disarming a live scarab on the ground is also possible via the following spells, but will decrease the scarab&#039;s value: [[Spirit Dispel (119)]], [[Mental Dispel (1218)]], [[Elemental Dispel (417)]], [[Disarm (408)]], [[Undisease (113)]] (sky-blue scarabs only), [[Unpoison (114)]] (sea-green scarabs only).&lt;br /&gt;
&lt;br /&gt;
:Casting Curse (715) at a not-yet disarmed scarab will make the scarab more powerful.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The runes on the onyx scarab flare brightly for a moment. You feel confident in your empowerment of the scarab&#039;s curse.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On manual detection, a live scarab trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering closely into the lock, you spy a &amp;lt;type&amp;gt; scarab wedged into the lock mechanism.  The scarab&#039;s surface is etched with tiny runes that seem to writhe as the light strikes them.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection(with 416), a live scarab trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering closely into the lock, you spy a &amp;lt;type&amp;gt; scarab wedged into the lock mechanism.  The scarab&#039;s surface is etched with tiny runes that seem to writhe as the light strikes them.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm (of the box, not the scarab):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You carefully nudge the scarab free of its prison without disturbing the lock too much.  The scarab falls from the lock and onto the ground in front of you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A box that once held a scarab trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The lock appears to be free of all obstructions.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed scarab trap (with 408) yields no special messaging when gazed at again with Piercing Gaze (416):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Scarabs come in five varieties:&lt;br /&gt;
&lt;br /&gt;
==== Sky-Blue Glaes ==== &lt;br /&gt;
:Will bite the person who triggers it and inflict a strong disease before flying away. Box is safe after scarab is triggered.&lt;br /&gt;
&lt;br /&gt;
==== Sea-Green Glaes ====&lt;br /&gt;
:Will bite the person who triggers it and inflict a strong poison before flying away. Box is safe after scarab is triggered.&lt;br /&gt;
&lt;br /&gt;
==== Spiked Onyx ==== &lt;br /&gt;
:Will burrow into the person who triggers it and cause damage, heading toward the heart. If it reaches your heart, it will kill you, then erupt from your chest and attack someone else in the room unless the room is a Sanctuary. [[Neutralize Curse]] can kill an onyx scarab when it has burrowed, or the afflicted limb can be ambushed off if the scarab hasn&#039;t reached the torso yet and the scarab can be attacked like a normal creature.  Box is safe after scarab is triggered.&lt;br /&gt;
&lt;br /&gt;
==== Blood Red ====&lt;br /&gt;
:Will latch onto the hand of the person who triggers it and draw blood until the victim is dead, then attack someone else in the room unless the room is a Sanctuary. [[Neutralize Curse]] can kill a blood red scarab when it is leeching, or the afflicted limb can be ambushed off and the scarab can be attacked like a normal creature.  Box is safe after scarab is triggered.&lt;br /&gt;
&lt;br /&gt;
==== Translucent ====&lt;br /&gt;
:Casts the spell Evil Eye at the person who triggers it, with a very high casting strength. The scarab returns to the box after it has been triggered.  A successfully disarmed translucent scarab can be rubbed for a defensive spell effect.&lt;br /&gt;
&lt;br /&gt;
==== Glimmering Opalescent ====&lt;br /&gt;
:Casts a very strong CS-based spell at the person who triggers it before returning to the box.  Spells observed to be cast include Spike Thorn, Dark Catalyst, Boil Earth, and Elemental Blast.  A successfully disarmed opalescent scarab can be rubbed for a defensive spell effect.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Poison Needle ===&lt;br /&gt;
:Poison needle traps can be magically disarmed with [[Disarm (408)]] and are also rendered inert after being triggered. They require putty from a disarming kit to be disarmed manually.&lt;br /&gt;
&lt;br /&gt;
:On detection, a live poison needle trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Hmmm, you can see what appears to be a tiny hole next to the lock plate which doesn&#039;t seem to belong there. Looking closer you see a gleaming sliver of metal recessed in the hole.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Using a bit of putty from your &amp;lt;disarming kit&amp;gt;, you manage to block the tiny hole in the lock plate.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Taking a small lump of putty from his brown leather case, Locksmith presses it into a tiny hole on the lock plate of a plain gold coffer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed poison needle trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see a tiny hole next to the lock plate which has been completely plugged.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Triggering a poison needle trap will result in a minor hand wound and a hefty poison, and looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Ouch! You feel a tiny prick in your finger! You see a needle protruding from a small hole beside the lock plate with a little of your blood on it!&lt;br /&gt;
&lt;br /&gt;
You feel a fierce poison coursing through your veins!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Needles can be removed and used as a thief trap through the [[Lock Mastery]] [[Rogue Guild]] skill.  The potency of a needle trap is influenced by its difficulty, but the thief&#039;s skill has no impact on whether or not the needle is hit. The extracted trap is &amp;quot;a slender steel needle&amp;quot;.&lt;br /&gt;
{{top}}&lt;br /&gt;
=== Jaws ===&lt;br /&gt;
:This trap has a large amount of roundtime associated with disarming it, but generally disarms easily.  A pair of springs are left in the box after this trap is disarmed.  Setting the trap off severs the hand of the person handling the trap.  &lt;br /&gt;
&lt;br /&gt;
:An example of a live jaws trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You notice a discolored oval ring around the outside of the chest which makes you suspicious.  Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the chest walls.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Using the pair of metal grips, you manage to pull out the two pins that hold the upper and lower jaw pieces together.  As the pins are removed, the jaws suddenly close and warp under the tremendous strain applied by their arming mechanism.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed jaws trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You notice a discolored oval ring around the outside of the strongbox which makes you suspicious.  Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the strongbox walls, but the pins that hold the jaws together have been pushed out.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The jaws can also be extracted via Lock Mastery and used as a thief trap.  Nothing about a jaws trap is influenced by its difficulty, and the ability for a thief to avoid it or steal it is strictly based on their training. Only the highest level and highest trained thieves can actually steal them, and even at maximum training the chance is slim. The extracted trap is &amp;quot;a pair of small steel jaws&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:An example of disarming a jaws trap and removing the trap component:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Using the pair of metal grips, you manage to pull out the two pins that hold the upper and lower jaw pieces together.&lt;br /&gt;
Using your metal grips, you carefully remove a pair of small steel jaws from the silver chest before piecing the apparatus back together.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
=== Sphere ===&lt;br /&gt;
:The sphere is unique in being disarmed in that the person disarming the trap must be holding a lockpick when disarming it in order to pry the gem from its set location.  Setting this trap off casts the spell, [[Major Elemental Wave (435)]], which can have devistating results to all persons in the room. The gem may also be removed with Lock Mastery, and used as a thrown weapon. When thrown, the gem creates a wave similar to [[Major Elemental Wave (435)]], but to reduced effect (the number of damaged targets is restricted to two).&lt;br /&gt;
&lt;br /&gt;
:You will need a lockpick to disarm this trap. Be careful that habit doesn&#039;t kick in and you pick the box when you pull out the lockpick to disarm it, or the trap will go off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;No matter how you try, your fingers are just too big to get back there to the gem.  You&#039;ll need some sort of thin, rigid implement like a lockpick.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On manual detection, a live sphere trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Examining the box, you locate a small dark reddish-brown sphere held in a metal bracket towards the back of the lock mechanism. The spherical crystal gives off a faint humming noise, occasionally extruding a thin spiky filament. It appears that were the tumblers to be activated, the gem would be caught amongst them.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a live sphere trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see a tiny sphere imbedded in the lock mechanism.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With utmost care, you slip your ora lockpick into the lock and gently nudge the tiny gem until it begins to work loose and its inner glow begins to fade.  Another moment of prodding, and you are able to poke the gem free of its metal housing, whereupon it falls down into the lock mechanism and out of sight.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Locksmith pokes around inside the lock of a plain monir chest for a few moments with a copper lockpick, and apparently manages to dislodge something with a quiet click.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm with a successful trap extraction:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With utmost care, you slip your copper lockpick into the lock and gently nudge the tiny gem until it begins to work loose and its inner glow begins to fade.  Tilting the box forward, you knock the gem free of its metal housing and poke it out through the back of the lock, allowing it to gently roll down the inside of the box&#039;s front wall.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed sphere trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A thorough search of the area inside the tumblers reveals what appears to be a metal bracket of some sort, although it seems to be empty now.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The extracted trap can be any of the following:&lt;br /&gt;
::*a small light violet sphere ([[Lightning Critical Table|lightning]])&lt;br /&gt;
::*a small icy blue sphere ([[Cold Critical Table|cold]])&lt;br /&gt;
::*a tiny stone grey sphere ([[Steam Critical Table|steam]])&lt;br /&gt;
::*a small amethyst sphere ([[Plasma Critical Table|plasma]])&lt;br /&gt;
::*a tiny wavering sphere ([[Vacuum Critical Table|void/vacuum]])&lt;br /&gt;
::*a small dark red sphere ([[Fire Critical Table|fire]])&lt;br /&gt;
::*a miniature emerald sphere ([[Acid Critical Table|acid]])&lt;br /&gt;
::*a small dark reddish-brown sphere ([[Impact Critical Table|impact/earth]])&lt;br /&gt;
&lt;br /&gt;
:A tripped sphere trap going off:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Suddenly, you hear a sound like shattered crystal and a bright reddish-brown light flashes from the lock mechanism!&lt;br /&gt;
&lt;br /&gt;
Locksmith is engulfed by the light!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to right arm!&lt;br /&gt;
   He is stunned!&lt;br /&gt;
A wave of russet ethereal ripples moves outward from a battered iron coffer.&lt;br /&gt;
  You are buffeted by the russet ethereal waves, and knocked to the ground.&lt;br /&gt;
  You are pinned in place, unable to move.&lt;br /&gt;
  Roundtime: 18 sec.&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Hard strike to your left leg breaking tendons and bone!&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
Locksmith is buffeted by the russet ethereal waves, and is knocked to the ground.&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Light strike to chest.&lt;br /&gt;
Kyrstynn is buffeted by the russet ethereal waves, and is knocked to the ground.&lt;br /&gt;
  ... 50 points of damage!&lt;br /&gt;
  Massive blow to chest collapses sternum!&lt;br /&gt;
  She is stunned!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed sphere trap (408):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The sphere is surrounded by a crimson glow. &amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Dark Crystal ===&lt;br /&gt;
The crystal may be removed with Lock Mastery, and used as a thrown weapon.  When thrown, the crystal attempts a rift maneuver, with a minor success causing the target to fall down and a major a success opening a rift underneath the creature and swallowing it whole.&lt;br /&gt;
&lt;br /&gt;
:On a manual detection, a crystal trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole of the lock, you spy a small, dark crystal which seems imbedded in the locking mechanism.  It looks as if opening the lock without the exact key could shatter it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a crystal trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You can see a small crystal imbedded in the locking mechanism.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a little ingenuity you manage to grind down parts of the lock mechanism with your metal file, so it won&#039;t come in contact with the crystal when you try to open it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Locksmith removes a small metal file from his brown leather case and carefully grinds down part of the locking mechanism of a badly damaged haon coffer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed crystal trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole of the lock, you spy a small, dark crystal which seems imbedded in the locking mechanism.  It looks as if opening the lock without the exact key could shatter it, but parts of the mechanism have been ground away to avoid unwanted contact with the crystal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed crystal trap (408):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You can see a small crystal imbedded in the locking mechanism, with a slight reddish glow about it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Scales===&lt;br /&gt;
:Boxes with scales traps must be unlocked before it is disarmed. If the box is opened before it is disarmed, the trap will explode, sending shrapnel flying and possibly killing anyone in the current or adjacent rooms. If an unlocked but not disarmed box is handed off to another, the locksmith would be the one liable according to the justice system.&lt;br /&gt;
&lt;br /&gt;
:After picking the lock, a dagger is needed to disarm the box.&lt;br /&gt;
&lt;br /&gt;
:On manual detection, a scales trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;At first glance, the maoral strongbox appears to be covered with hundreds of tiny metal scales.  Closer examination reveals the &amp;quot;scales&amp;quot; to be razor sharp at the edges and possessing of a downward-facing needlelike tip.  However, you should be able to avoid cutting yourself if you are careful.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a scales trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see a cord stretched between the lid and case.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You carefully open the lid of the maoral strongbox the tiniest bit, and peer inside.  To one side of the locking mechanism, you can see what appears to be a thin cord connecting the lid to something within the strongbox itself.&lt;br /&gt;
&lt;br /&gt;
You feel like you&#039;ve made an adequate attempt.&lt;br /&gt;
 &lt;br /&gt;
You gently slide your dagger into the space under the lid and slice through the cord.  That oughta do it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed scales trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering in through the crack between the lid and the casing, you see what appears to be a thin cord dangling from the case.  It looks to have been sliced through.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A scales trap going off:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Suddenly, a sturdy fel chest gives off a loud sizzle, and explodes in a bright flash!&lt;br /&gt;
Being closest, you take the brunt of the blast!&lt;br /&gt;
  ... 20 points of damage!&lt;br /&gt;
Good blow to your abdomen!&lt;br /&gt;
  You are stunned for 3 rounds!&lt;br /&gt;
 &lt;br /&gt;
The chest&#039;s casing is blasted into hundreds of tiny flechettes!&lt;br /&gt;
 &lt;br /&gt;
You are severely perforated!&lt;br /&gt;
  ... 10 points of damage!&lt;br /&gt;
Well aimed shot almost removes an eye!&lt;br /&gt;
  ... 30 points of damage!&lt;br /&gt;
Well aimed strike shatters bone in left arm!&lt;br /&gt;
  ... 25 points of damage!&lt;br /&gt;
Shot knocks your head back by pushing on the inside of the skull!&lt;br /&gt;
 &lt;br /&gt;
Your corpse is struck by flechettes!&lt;br /&gt;
Dozens of flechettes fly off to the north!&lt;br /&gt;
Dozens of flechettes fly off to the east!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed scales trap (408):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A crimson glow seeps between the lid and the casing of the chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Sulphur===&lt;br /&gt;
:On detection, a live sulphur trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Feeling around the inside of the lock, you notice that the casing is coated with a rough, grainy substance.  You lean forward and peer between the walls of the casing.  Examining the lock closely, you notice a small bladder filled with a strange liquid wedged between the tumblers.  With your face this close to the lock, you pick up the faintest scent of sulphur.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a sulphur trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering through the tanik box, you notice that the lock casing is coated with a rough, grainy substance, and a small bladder is wedged between the tumblers of the lock.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You carefully use the tip of a small metal file to scrape away the rough, grainy substance which lines the walls of the casing.  After a few moments, you feel comfortable with the small section you have cleaned.  You take out a thin needle and carefully slide it between the walls of the casing, taking great care not to touch them.  As the tip of the needle punctures the small bladder, a strange clear gel oozes forth from the hole.  The gel gives off a strong odor of sulphur.  As the air hits the gel, it begins to harden and turn to dust, blowing away in the wind as if it never existed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed sulphur trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Feeling around the inside of the lock, you notice that the casing is coated with a rough, grainy substance.  A small section of the casing has been scraped clean of the strange substance.  You lean forward and peer between the walls of the casing.  Examining the lock closely, you notice a deflated bladder wedged between the tumblers.  There is a small hole in the bladder, most likely from whatever ruptured it.  The lock emanates a strong scent of sulphur.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Locksmith peers thoughtfully into the lock mechanism of a sturdy mithril strongbox for a moment, then takes a small metal file and spends a moment scraping at the casing just inside the keyhole.  He blows once into it and a small puff of greyish-white powder emerges.  Locksmith then removes a needle from his locksmith&#039;s toolkit and slides it carefully into the hole, before making a decisive jab at something within.  You hear a faint hissing noise, and another cloud of dust emerges from the strongbox&#039;s lock.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Gas Cloud===&lt;br /&gt;
:On detection, a live gas cloud trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm with a successful trap extraction looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Using the metal grips from your gold-painted toolbox, you manage to reach in and grasp the post of the metal hammer, and bend the weak metal out of striking range of the vial.&lt;br /&gt;
&lt;br /&gt;
Having rendered the hammer harmless, you carefully remove a green-tinted vial filled with thick acrid smoke from the fel coffer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed gas cloud trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole of the lock, you spy a tiny hammer device which has been bent back slightly.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Locksmith removes a set of metal grips from in a simple brown leather case, and reaches carefully into the lock of a plain modwir strongbox.  He twists his wrist slightly, and replaces the grips in his case, nodding in satisfaction.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The vials can be extracted via Lock Mastery. These vials can be hurled at enemies to do lightning damage or used to disarm plate-trapped boxes. To use a vials to disarm plate-trapped boxes, the vial can either be held in the hand or bundled into the locksmith&#039;s toolkit and accessed like a normal tool (by doing nothing but having the toolkit available). The extracted trap is &amp;quot;a green-tinted vial filled with thick acrid smoke&amp;quot;.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Acid Vial===&lt;br /&gt;
:On detection, a live acid vial trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering closely into the lock, you spy a tiny vial placed just past the tumblers of the lock mechanism.  It would appear that any tampering with the lock mechanism would cause the tumblers to crush the vial and release whatever substance is inside.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), an acid vial trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You notice what appears to be a tiny vial placed just past the tumblers of the lock mechanism.  It appears that any tampering with the lock mechanism will cause the tumblers to crush the vial.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm with a successful trap extraction:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You carefully push a small ball of cotton into the lock mechanism, surrounding and protecting the small vial from anything that may shatter it.&lt;br /&gt;
&lt;br /&gt;
Using a pair of metal grips, you carefully remove the padded clear glass vial from the maoral coffer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed acid vial trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely at the lock, you spy a small metal housing set just inside the lock mechanism, but it appears empty.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed (408) acid vial trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You notice what appears to be a tiny vial placed just past the tumblers of the lock mechanism.  A crimson glow surrounds the vial.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Tripping the trap will cause the box to fuse shut. Once fused, it will need to be bashed or wedged open:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As Locksmith begins to pick the lock, you hear the sound of glass shattering.  A small droplet of acid drips from the lock, and begin to slowly eat Locksmith&#039;s copper lockpick!  Locksmith gasps in horror as he drops his lockpick to the ground to keep it from burning his hand.  As you watch, amazed, the lockpick is completely consumed by the acid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The vials can be extracted via Lock Mastery. These vials can be hurled at enemies to do damage or used to disarm plate-trapped boxes. To use a vials to disarm plate-trapped boxes, the vial can either be held in the hand or bundled into the locksmith&#039;s toolkit and accessed like a normal tool (by doing nothing but having the toolkit available). The extracted trap is &amp;quot;a clear glass vial of light yellow acid&amp;quot;.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Springs===&lt;br /&gt;
:On manual detection, a live springs trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;After carefully examining the lock, you move on to the hinges of the coffer.  Just as you were to pass the coffer off as safe, you notice what appears to be the ends of springs incorporated with the hinges.  Seems rather odd to have a coffer designed to spring open when it is unlocked.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a springs trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering through the maoral coffer, you notice that the hinges have some springs incorporated into the design in an unusual fashion.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed springs trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a little force applied to the springs, you manage to pop them inside the coffer, from within which comes the tinkle of breaking glass, followed by a strong acrid smell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manual disarm with a successful component extraction:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a little force applied to the springs, you manage to pop them inside the chest, where they bounce around for a moment.  You also hear something else rolling around in there.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed springs trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You discover no traps.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed (408) springs trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[has no messaging when gazed at using 416]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The vials can be extracted via Lock Mastery. These vials can be hurled at enemies to do damage or used to disarm plate-trapped boxes. To use a vials to disarm plate-trapped boxes, the vial can either be held in the hand or bundled into the locksmith&#039;s toolkit and accessed like a normal tool (by doing nothing but having the toolkit available). The extracted trap is &amp;quot;a clear glass vial of light yellow acid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Occasionally the springs can be [[PULL (verb)|PULL]]ed and straightened.  A straightened spring may be used like a steel lockpick.&lt;br /&gt;
&lt;br /&gt;
:Springs can also be used to fix wand-holding runestaves. See [[Wand-holding_runestaves_(saved_post)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
===Fire Vial===&lt;br /&gt;
:On detection, a live fire vial trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole of the lock, you spy a small vial of fire-red liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm with a successful trap extraction looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Using the metal grips from your gold-painted toolbox, you manage to reach in and grasp the post of the metal hammer, and bend the weak metal out of striking range of the vial.&lt;br /&gt;
&lt;br /&gt;
Having rendered the hammer harmless, you carefully remove a thick glass vial filled with murky red liquid from the thanot chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed fire vial trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole of the lock, you spy a tiny hammer device which has been bent back slightly.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The vials can be extracted via Lock Mastery. These vials can be hurled at enemies to do damage or used to disarm plate-trapped boxes. To use a vials to disarm plate-trapped boxes, the vial can either be held in the hand or bundled into the locksmith&#039;s toolkit and accessed like a normal tool (by doing nothing but having the toolkit available). The extracted trap is &amp;quot;a thick glass vial filled with murky red liquid&amp;quot;.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Spores===&lt;br /&gt;
:If tripped, a spores trap sends spores into the air which then poison the lungs of everyone in the room. Chest and neck damage is given for several rounds. Leaving the area immediate mitigates the damage.&lt;br /&gt;
&lt;br /&gt;
:On manual detection, a live spores trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering into the chest&#039;s lock, you see a small tube towards the bottom of the tumbler mechanism.  The tube is capped with a thin membrane, but it seems likely that the tumblers would tear it off while turning.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a spores trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see a thin tube extending from the lock mechanism down into the strongbox.  The tube appears to be filled with a greenish powder.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful manual disarm looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Taking a lump of putty from your &amp;lt;locksmith&#039;s toolkit&amp;gt;, you carefully apply it to the end of the small tube.  That should block whatever it&#039;s meant to deploy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed spores trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Peering into the chest&#039;s lock, you see a small tube towards the bottom of the tumbler mechanism.  It appears as though the tube has been plugged with something.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed spores trap (408):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see a thin tube extending from the lock mechanism down into the strongbox.  The end of the tube is surrounded by a crimson glow.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Plate===&lt;br /&gt;
:This trap consists of a plate blocking the lock, rendering it inaccessible. There are several ways to overcome a plated box. Unless the box is enruned or made of mithril, it can by popped open with Disarm (408). A warrior can bash a plated box open. A locksmith practicing Lock Mastery can use a wooden wedge to force the box open. A vial of acid can be used to melt the plate away, allowing a locksmith access to the lock to attempt to pick the box open.&lt;br /&gt;
&lt;br /&gt;
:On detection, a plate trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;There appears to be a plate over the lock, sealing it and preventing any access to the tumblers.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manual disarm with use of an extracted acid vial looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You carefully pour the contents of a green-tinted vial filled with thick acrid smoke onto the maoral chest where you think the keyhole ought to be.  Amidst a cloud of acrid smoke, the metal plate covering the lock begins to melt away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Locksmith takes a vial out of his brown leather case and carefully pours the contents onto the front of a corroded silver coffer.  A cloud of thick, acrid smoke begins to rise from the coffer, and after a few moments, the metal plate covering the lock melts away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed plate trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see a metal plate covering the lock plate, but it appears to have been melted through, granting sufficient access to the lock to attempt picking it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Glyph===&lt;br /&gt;
:When tripped, a glyph trap will send the tripper into a rift.  Glyph traps will always be set off by the 416 and 408 spells, and trying to blow it up via [[Call Lightning]] causes the spell to backfire at a random target.&lt;br /&gt;
:An example of a glyph trap being set off:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pick fourth coffer&lt;br /&gt;
You settle into the difficult task of picking the lock.&lt;br /&gt;
You make a good attempt (d100=78).&lt;br /&gt;
You struggle with the coffer.  As you do, you get a sense that the coffer has a fairly easy lock (-270 thief-lingo difficulty ranking).  Then...CLICK!  It opens!&lt;br /&gt;
Suddenly a dark splotch erupts from the lock mechanism and envelops you!  Time seems to slow down and almost stop...&lt;br /&gt;
 &lt;br /&gt;
After a moment you feel a great sense of deja vu....&lt;br /&gt;
 &lt;br /&gt;
Suddenly you see yourself lean towards a locked coffer about to try and pick the lock...something goes wrong but...&lt;br /&gt;
 &lt;br /&gt;
Your head begins to throb from all this.  After a moment your vision clears and you see...&lt;br /&gt;
 &lt;br /&gt;
[Temporal Rift]&lt;br /&gt;
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On detection, a glyph trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You notice some spiderweb-like scratches on the lock plate which seem, after some bit of scrutiny, too organized to be just wear and tear -- it might be some type of glyph spell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful disarm of a glyph trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Knowing how delicate magical glyphs can be, you scrape some extra lines into the markings hoping to alter their meaning and defeat the spell they may hold.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed glyph trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You notice some spiderweb-like scratches on the lock plate which seem, after some bit of scrutiny, too organized to be just wear and tear -- it might be some type of glyph spell, but some of the markings have been altered.  This may prevent any magical nature they have from manifesting itself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Rods===&lt;br /&gt;
:If tripped, the rods are still active.&lt;br /&gt;
&lt;br /&gt;
:On manual detection, a rods trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole, you notice a pair of small metal rods a hair&#039;s width from touching each other.  Peering around the inside of the keyhole, you can see that the lock would push the two rods together should the lock be tampered with.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a rods trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Near the lock mechanism, you notice a pair of small metal rods a hair&#039;s width from rubbing together.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A successful disarm of a rods trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With great care you take a pair of metal grips and bend the sensitive metal rods out of alignment.  It looks as though they cannot be pressed together by the lock mechanism any more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:With DISARM FULL on, others see:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Locksmith removes a pair of metal grips from his brown leather case and carefully reaches into the locking mechanism.  After a moment, he nods.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed rods trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Looking closely into the keyhole, you notice a pair of small metal rods that have been bent in opposite directions of each other.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed rods trap (408):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Near the lock mechanism, you notice a pair of small metal rods surrounded by a crimson glow.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Boomer===&lt;br /&gt;
:A boomer trap is named such because if tripped, it will explode.&lt;br /&gt;
&lt;br /&gt;
:On manual detection, a boomer trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Carefully, you feel around the lock and notice the inside chamber is coated with a strange white substance.  From your experience you recognize this as a common magical/chemical detonation system for an explosive mixture that was used to treat the chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:On magical detection (416), a boomer trap looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The inside chamber is lined with some unidentifiable substance.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Messaging reflecting successful disarm of a boomer trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Using a bit of putty from your gold-painted toolbox, you cake a thin layer on the lock casing, hopefully sufficient to prevent sparks when the metal arm strikes it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A manually disarmed boomer trap:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A thin layer of mud or putty has been dabbed on the connecting point of the striking arm and the white substance to prevent it from igniting the chest when it is unlocked.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A magically disarmed boomer trap (408):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A deep red glow surrounds the striking arm of the trap mechanism.  You hope it will keep the arm from making contact with the explosive white substance.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.jerrec.com/traps.htm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Premium_Point&amp;diff=60754</id>
		<title>Premium Point</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Premium_Point&amp;diff=60754"/>
		<updated>2015-04-01T02:10:11Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Additional Notes */  Clarified enhancive curcharge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Premium subscription|Premium]] GemStone IV subscriber is awarded 100 &#039;&#039;&#039;premium points&#039;&#039;&#039; per month as a loyalty reward. Current number of premium points on any account may be seen using PREMIUM START. These points can be used to purchase many different benefits.&lt;br /&gt;
&lt;br /&gt;
Benefits include [[Script|scripted]] items, [[alteration scroll]]s, an [[autoscripter]], lightening or deepening of one item, type-ahead lines, [[enhancive]] items, [[custom script]]ing, adding [[flares]] to [[armor]], [[weapon]]s, and armor accessories, [[enchanting]] services, adding critical or damage [[padding]] to armor and a [[Society|society]] reset option.&lt;br /&gt;
&lt;br /&gt;
==Premium Point Benefit/Cost Table==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Benefit !! Premium Point Cost&lt;br /&gt;
|- align=center&lt;br /&gt;
|Pre-scripted giftshop item||300 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Alteration scroll]]||300 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Autoscripter]]||100 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Merchant|Lighten]] one item (amount of lightening varies by item)||100 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Merchant|Deepen]] one item (deepening is approximately 10% of current item)||100 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|Checkbook||600 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|One type-ahead line (Fountains located on [[Mist Harbor|Four Winds Isle]])||900 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|Feature Changing Masks (one feature line)||400 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Premium title]]s||600 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|Level 1 or 2 [[enhancive item]] (&#039;&#039;see [[Premium enhancive]]&#039;&#039;)||1800 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|Level 3 or 4 [[enhancive item]] (&#039;&#039;see [[Premium enhancive]]&#039;&#039;)||2400 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Society]] reset (amnesty parchment)||2000 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[EZ script]]||1200 points (first action), 600 points (each additional action) &amp;lt;br&amp;gt;*if your item has been EZ Scripted using different means, it is 600 for each additional action&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Flare]]s (heat, cold, electric, acid, or impact)||Base 300 points + 300 points per enchant + surcharges.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Enchanting]] plain item (+5 added) with a starting enchant bonus of 0 to +15||300 + (300 * [[trunc]]((current plus + 4) / 5)))&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Enchanting]] plain item (+5 added) with a starting enchant bonus of +16 to +45||1200 + (400 * trunc((current plus - 11) / 5)))&lt;br /&gt;
|- align=center&lt;br /&gt;
|Spiked items for any enchanting, padding, or flaring service||600 point surcharge&lt;br /&gt;
|- align=center&lt;br /&gt;
|Ensorcelled items for any enchanting, padding, or flaring service||200 point per tier surcharge&lt;br /&gt;
|- align=center&lt;br /&gt;
|Enchanting flared or (non-fluff) [[Script|scripted]]  item||600 point surcharge&lt;br /&gt;
|- align=center&lt;br /&gt;
|Enchanting a [[TD]] boosting, defender, [[Padding|padded]] or [[Weighting|weighted]] item||Bonus level * 100 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|Enchanting [[claidhmore]] (new style only)||(40 points + (2 * Final Enchant Bonus)) * 100&lt;br /&gt;
|- align=center&lt;br /&gt;
|Heavy [[Critical]] or [[Hitpoint|Damage]] [[Padding]]||1200 pts + (Enchant Bonus * 100) + surcharges&lt;br /&gt;
|- align=center&lt;br /&gt;
|Custom Tattoo (PLATINUM ONLY)||400 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|Single [[Premium home]] Item Alteration (PLATINUM ONLY)||600 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Convocation of Coraesine Field|Mayhem Tattoo]] (PLATINUM ONLY)||900 points&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[Enhancive item|Enhancive]] Stripping (applies to stripping 1 enhancive property from any item) (PLATINUM ONLY)||500 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
*Negatively enchanted items must be brought up to zero via normal means. For example: 500 points to bring a -10 item to -5, then another 500 points to bring -5 item to zero, then normal costs as described above.&lt;br /&gt;
&lt;br /&gt;
*If the item has flares or special scripting (non-fluff), add 600 to the cost. If the item has padding or weighting, add (level padding/weighting) * 100 to the cost. If the item is a Defender item, add defender level bonus * 100 to the cost. If the item gives a bonus to TD, add TD bonus * 100 to the cost. &lt;br /&gt;
&lt;br /&gt;
*[[Enchanting]] [[Adamantine]] costs double the normal points.&lt;br /&gt;
&lt;br /&gt;
*[[Zelnorn]] carries the flaring surcharge. The new enchant will be based on the total [[Attack strength|AS]] + [[DS]] bonus and the +5 will be split between those qualities.&lt;br /&gt;
&lt;br /&gt;
*For [[TD]] boosting items only the base enchant can be increased, not the TD bonus.&lt;br /&gt;
&lt;br /&gt;
*For defender items, the defender bonus should be treated the same as TD as far as calculating the cost.  The defender bonus prevents flares from being added.&lt;br /&gt;
&lt;br /&gt;
*[[Resistance]] items with positive benefits cost 500 points per 10% resistance (rounded up). For items with multiple resistance types, add the resistance bonuses before applying this factor. Thus, (Sum of Resistance Bonuses (offset for penalties) / 10) * 500 points.&lt;br /&gt;
&lt;br /&gt;
*[[Enchanting]], [[Flaring]], or [[Padding]] an [[Enhancive item]] will incur an additional premium point surcharge. The surcharge is: (Cost for [[Adventurer&#039;s Guild]] to recharge item) * (Enchant bonus of item) / 250. In the case of enchanting, the final enchant bonus of the item is used to calculate the surcharge, rather than the current bonus. [[Fusion]] items are considered enhancive items for this purpose. Empty fusion items are treated as costing 9000 to recharge. For instance, enchanting a set of +30 fusion armor without orbs to +35 would result in a surcharge of 1260 points, while padding or flaring the same set of +30 armor would result in a 1080 point surcharge.&lt;br /&gt;
&lt;br /&gt;
*Temporary Enhancements do not incur any extra charges.&lt;br /&gt;
&lt;br /&gt;
*[[1625|Paladin-bonded weapons]] should not incur any extra charges, but may calculate as such.  Include the fact that it is bonded in the scroll.&lt;br /&gt;
&lt;br /&gt;
==GM Jainna&#039;s Posted Common Mistakes==&lt;br /&gt;
&#039;&#039;Posted 7/13/14&lt;br /&gt;
*Not enough points. Use PREMIUM START to see how many points you have, and use the equations in PREMIUM 9 or PCALC to help you calculate. I know sometimes you have surcharges that get tacked on, so sometimes you have to ask Sadie, and that&#039;s okay!&lt;br /&gt;
&lt;br /&gt;
*The scroll gets stuck. Sometimes the scroll gets stuck somewhere between the WRITE ACCEPT and the actual delivery. Sometimes your item even vanishes. If this happens, you should post here so someone can get it unstuck for you.&lt;br /&gt;
&lt;br /&gt;
*[[alteration scroll#GM Jainna&#039;s Common Problems with Sadie Scroll Alterations|Jainna&#039;s Alteration Scroll Common Problems]]&lt;br /&gt;
&lt;br /&gt;
==Precalculated Premium Benefit Costs==&lt;br /&gt;
&lt;br /&gt;
===Adding Flares===&lt;br /&gt;
&lt;br /&gt;
Options: [[Fire critical table|Heat]], [[Cold critical table|Cold]], [[Lightning critical table|Electric]], [[Acid critical table|Acid]], [[Impact critical table|Impact]])&lt;br /&gt;
&lt;br /&gt;
*Flare 0x (+0) item = 300&lt;br /&gt;
*Flare 1x (+5) item = 600&lt;br /&gt;
*Flare 2x (+10) item = 900&lt;br /&gt;
*Flare 3x (+15) item = 1200&lt;br /&gt;
*Flare 4x (+20) item = 1500&lt;br /&gt;
*Flare 5x (+25) item = 1800&lt;br /&gt;
*Flare 6x (+30) item = 2100&lt;br /&gt;
*Flare 7x (+35) item = 2400&lt;br /&gt;
*Flare 8x (+40) item = 2700&lt;br /&gt;
*Flare 9x (+45) item = 3000&lt;br /&gt;
*Flare 10x (+50)item = 3300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Partial enchants round up&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adding Heavy Critical or Damage Padding===&lt;br /&gt;
&lt;br /&gt;
*Pad 0x (+0) Armor = 1200&lt;br /&gt;
*Pad 1x (+5) Armor = 1700&lt;br /&gt;
*Pad 2x (+10) Armor = 2200&lt;br /&gt;
*Pad 3x (+15) Armor = 2700&lt;br /&gt;
*Pad 4x (+20) Armor = 3200&lt;br /&gt;
*Pad 5x (+25) Armor = 3700&lt;br /&gt;
*Pad 6x (+30) Armor = 4200&lt;br /&gt;
*Pad 7x (+35) Armor = 4700&lt;br /&gt;
*Pad 8x (+40) Armor = 5200&lt;br /&gt;
*Pad 9x (+45) Armor = 5700&lt;br /&gt;
*Pad 10x (+50) Armor = 6200&lt;br /&gt;
&lt;br /&gt;
===Enchanting Item (Base Cost)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 300&lt;br /&gt;
*Enchant 1x to 2x = 600&lt;br /&gt;
*Enchant 2x to 3x = 900&lt;br /&gt;
*Enchant 3x to 4x = 1200&lt;br /&gt;
*Enchant 4x to 5x = 1600&lt;br /&gt;
*Enchant 5x to 6x = 2000&lt;br /&gt;
*Enchant 6x to 7x = 2400&lt;br /&gt;
*Enchant 7x to 8x = 2800&lt;br /&gt;
*Enchant 8x to 9x = 3200&lt;br /&gt;
*Enchant 9x to 10x = 3600&lt;br /&gt;
&lt;br /&gt;
===Enchanting Item with Spikes, Flares or Scripts (non-fluff)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 900&lt;br /&gt;
*Enchant 1x to 2x = 1200&lt;br /&gt;
*Enchant 2x to 3x = 1500&lt;br /&gt;
*Enchant 3x to 4x = 1800&lt;br /&gt;
*Enchant 4x to 5x = 2200&lt;br /&gt;
*Enchant 5x to 6x = 2600&lt;br /&gt;
*Enchant 6x to 7x = 3000&lt;br /&gt;
*Enchant 7x to 8x = 3400&lt;br /&gt;
*Enchant 8x to 9x = 3800&lt;br /&gt;
*Enchant 9x to 10x = 4200&lt;br /&gt;
&lt;br /&gt;
===Enchanting Padded Armor===&lt;br /&gt;
&lt;br /&gt;
The cost to enchant padded armor is the [[#Enchanting Item (Base Cost)|enchanting base cost]] + (padding points * 100).&lt;br /&gt;
&lt;br /&gt;
As an example, the premium point cost to enchant a set of heavy critical padded (HCP) armor with a current enchant bonus of +30 (6x) to +35 (7x) is:&lt;br /&gt;
&lt;br /&gt;
Enchanting base cost: 2400&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Padding: level 10&amp;lt;br&amp;gt;&lt;br /&gt;
Additional cost per point of padding: 100&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total Cost: 2400 + (10 * 100) = 3400 premium points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The terms padding level and padding points are used interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Enchanting Claidhmore (New Style Only)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 5000&lt;br /&gt;
*Enchant 1x to 2x = 6000&lt;br /&gt;
*Enchant 2x to 3x = 7000&lt;br /&gt;
*Enchant 3x to 4x = 8000&lt;br /&gt;
*Enchant 4x to 5x = 9000&lt;br /&gt;
*Enchant 5x to 6x = 10000&lt;br /&gt;
*Enchant 6x to 7x = 11000&lt;br /&gt;
*Enchant 7x to 8x = 12000&lt;br /&gt;
*Enchant 8x to 9x = 13000&lt;br /&gt;
*Enchant 9x to 10x = 14000&lt;br /&gt;
&lt;br /&gt;
===[[Nerve Staves|Nerve Staves script]]===&lt;br /&gt;
&lt;br /&gt;
Additional 1500 point surcharge for the script.&lt;br /&gt;
&lt;br /&gt;
===[[Voln armor|Voln Armor]]===&lt;br /&gt;
&#039;&#039;&#039;T4 padding&lt;br /&gt;
&lt;br /&gt;
From GM Jainna 3/15/14&lt;br /&gt;
*600 points surcharge for the flare portion.&lt;br /&gt;
*1000 for the resistance to shear fear.&lt;br /&gt;
*Some number of points for the padding it gets from the script. This one is dependent on the armor itself. But basic padding surcharge calculation applies.&lt;br /&gt;
*600 points for the non-fluff script (the other functional aspects that do not incur their own surcharge).&lt;br /&gt;
&lt;br /&gt;
Surcharge for T4 Voln armor would be something like - 2200 plus the padding surcharge, and anything else that might be on the armor that gets a surcharge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;T1 padding&lt;br /&gt;
&lt;br /&gt;
[LNet]-GSIV:Geijon: &amp;quot;7x armor with T1 Voln cost 5300 PPs. It was done today&amp;quot; (3/15/14)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Premium/platinum point update (saved post)]] dated 6/5/2011, updated 11/26/2014&lt;br /&gt;
*[[Premium point (saved post)]]&lt;br /&gt;
*[[PCALC (verb)]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/premium/premiumplus.asp Long-Term Premium Incentives Official Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Premium]]&lt;br /&gt;
[[category:Currency]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bless_Item_(304)&amp;diff=60332</id>
		<title>Bless Item (304)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bless_Item_(304)&amp;diff=60332"/>
		<updated>2015-03-30T09:45:12Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Dispel details, compatibility with ensorcelled gear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BLESS&lt;br /&gt;
 | base_dur = 20+3 swings per [[Cleric Base]] rank&lt;br /&gt;
 | add_dur = +1 swing per [[Spiritual Lore, Blessings|SL-B]] rank&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Bless]]&lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | requirements = [[Bless|Blessable]] Weapon&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Undead]] are immune to the attacks of normal weapons.  Weapons which have been blessed by the &#039;&#039;&#039;Bless Item&#039;&#039;&#039; spell can harm the undead.  &lt;br /&gt;
&lt;br /&gt;
To bless weapons, the duration of the spell is 20 + 3 swings multiplied by the [[Cleric Base]] spell ranks of the caster.  It is not restricted by the character&#039;s [[level]].  Ranks in [[Spiritual Lore, Blessings]] will add one swing per rank.  An item can be blessed for a maximum of 998 uses.&lt;br /&gt;
&lt;br /&gt;
When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.&lt;br /&gt;
&lt;br /&gt;
A [[cleric]] with 25 ranks of the cleric base spell list can add holy water flares to a weapon.  A cleric with 40 ranks can bless magic metal weapons (such as [[vultite]]) or [[925|enchanted]] weapons.  Weapons with [[critical weighting]], [[damage weighting]], or [[flare|flares]] cannot be blessed, though many special scripts applied to weapons and armor (such as [[ensorcell]]) do not prevent a bless.&lt;br /&gt;
&lt;br /&gt;
The [[Paladin]] spell [[Consecrate (1604)]], when used upon the same item in the previous ten minutes, will increase the duration of the spell by a variable percentage (50% to 100%, based on the spell and lore training of the [[Consecrate (1604)]] caster).&lt;br /&gt;
&lt;br /&gt;
If desired, an active bless can be removed using [[Spirit Dispel (119)]], though it may not be removed using [[Elemental Dispel (417)]]. This may be useful in preparation for other modifications of the weapon or armor such as [[enchanting]].&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:minor holy oil}}&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Bless/Eblade Arrows (saved post)]]&lt;br /&gt;
*[[Cleric Base (saved posts)#Bless Item (304)|Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#304 Cleric Base Spells: Bless Item], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric Base Spells]] [[Category:Weapon Enhancements]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor_Use&amp;diff=60208</id>
		<title>Armor Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor_Use&amp;diff=60208"/>
		<updated>2015-03-29T10:03:53Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Broken &amp;quot;maneuvers&amp;quot; article link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Armor Use&#039;&#039;&#039; skill is used to reduce the effects of wearing armor on one&#039;s actions, including attacking [[roundtime]], [[spell hindrance]], and [[maneuver]] hindrance.  Depending on the armor, specific amounts of training are required to train off the hindrances of the armor.  Spell casting hindrance can never be fully trained off (only minimized).  For detailed information, see the article on [[armor]].&lt;br /&gt;
&lt;br /&gt;
Each rank in Armor Use also provides 1 point towards [[Armor Specialization]]. &lt;br /&gt;
&lt;br /&gt;
== Max Ranks and Training Point costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 5/0&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 8/0&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 15/0&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 10/0&lt;br /&gt;
  | Paladinranks  = 3 || Paladincost  = 3/0&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 5/0&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 5/0&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 15/0&lt;br /&gt;
  | Warriorranks  = 3 || Warriorcost  = 2/0&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 14/0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Training Required==&lt;br /&gt;
&lt;br /&gt;
To reduce the penalties associated with wearing heavy armors, the following amounts of training are necessary, in number of ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center bgcolor = lightgrey&lt;br /&gt;
| Rowspan=2|&#039;&#039;&#039;AG&#039;&#039;&#039; || Rowspan=2|&#039;&#039;&#039;ASG&#039;&#039;&#039; ||rowspan=2|&#039;&#039;&#039;[[Roundtime|RT]]&#039;&#039;&#039;||rowspan=2|&#039;&#039;&#039;[[Maneuver|Man]]&#039;&#039;&#039;||colspan=13|&#039;&#039;&#039;Spell Circle&#039;&#039;&#039;&lt;br /&gt;
|- align=center bgcolor = lightgrey&lt;br /&gt;
| [[MnS]]&lt;br /&gt;
| [[MjS]]&lt;br /&gt;
| [[Cleric Base|Cleric]]&lt;br /&gt;
| [[MnE]]&lt;br /&gt;
| [[MjE]]&lt;br /&gt;
| [[Minor Mental|MnM]]&lt;br /&gt;
| [[Major Mental|MjM]]/[[Savant]]&lt;br /&gt;
| [[Ranger Base|Ranger]]&lt;br /&gt;
| [[Sorcerer Base|Sorcerer]]&lt;br /&gt;
| [[Wizard Base|Wizard]]&lt;br /&gt;
| [[Bard Base|Bard]]&lt;br /&gt;
| [[Empath Base|Empath]]&lt;br /&gt;
| [[Paladin Base|Paladin]]&lt;br /&gt;
|- align=center&lt;br /&gt;
|1. Cloth|| bgcolor = lightgrey | Robes || width=25 | - || bgcolor = lightgrey width=50  | - || width=50  | - || width=50 | - || width=50  | - || width=50  | - || width=50  | - || width=50  | - || width=50  | - || width=50  | - || width=50  | - || width=50  | - || - width=50  | - || width=50  | - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 2. Soft Leather&lt;br /&gt;
| bgcolor = lightgrey | Light Leather        ||-  || bgcolor = lightgrey|-  ||-  ||-  ||-  ||-  ||-  ||-  ||-  ||-  ||-  ||- ||- ||- ||-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Full Leather         ||2  || bgcolor = lightgrey|4  ||-  ||-  ||-  ||-  ||-  ||-  ||-  ||-  ||-  ||- ||- ||- ||-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Reinforced Leather   ||6  || bgcolor = lightgrey|8  ||-  ||-  ||-  ||-  ||6 ||- ||6 ||-  ||2  ||6  ||-  ||- ||-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Double Leather       ||6  || bgcolor = lightgrey|8  ||-  ||-  ||-  ||-  ||15 ||6 ||15 ||-  ||6  ||15 ||6  ||- ||-&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 3. Scale&lt;br /&gt;
| bgcolor = lightgrey | Leather Breastplate  ||10 || bgcolor = lightgrey|13  ||10 ||15 ||15 ||15 ||27 ||15 ||27 ||10 ||20 ||27 ||10 ||15 ||6&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Cuirbouilli Leather  ||15 || bgcolor = lightgrey|18  ||15 ||20 ||20 ||20 ||35 ||20 ||35 ||15 ||27 ||35 ||10 ||20 ||10&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Studded Leather      ||20 || bgcolor = lightgrey|24  ||20||27||27||27||70||27||70||20||50||70||10||27||15&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Brigandine           ||27 || bgcolor = lightgrey|30  ||27||35||35||35||130||35||130||27||110||130||35||35||20&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 4. Chain&lt;br /&gt;
| bgcolor = lightgrey | Chainmail            ||35 || bgcolor = lightgrey|40  ||35||50||50||50||210||50||210||35||210||210||50||50||27&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Double Chain         ||50 || bgcolor = lightgrey|60  ||50||70||70||70||290||70||290||50 ||250||290||50 ||70 ||35&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Augmented Chain      ||50 || bgcolor = lightgrey|60  ||70 ||110||110||90||390||90||390||70||330||390||50||110||50&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Chain Hauberk        ||70 || bgcolor = lightgrey|80  ||110||170||170||130||490||190||490||110||410||490||190||190||70&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 5. Plate&lt;br /&gt;
| bgcolor = lightgrey | Metal Breastplate    ||70 || bgcolor = lightgrey|80  ||210||390||390||210||590||310||590||310||470||590||310||390||90&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Augmented Breastplate||90 || bgcolor = lightgrey|100  ||230||450||450||250||690||310||690||370||550||690||310||450||110&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Half Plate           ||110|| bgcolor = lightgrey|120  ||250||530||530||290||790||310||790||430||570||790||310||530||130&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Full Plate           ||130|| bgcolor = lightgrey|140  ||290||850||850||330||890||890||890||490||850||890||890||790||150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Calculating Required Ranks===&lt;br /&gt;
The relationship between ranks and skill is non-linear. The formula to calculate the number of ranks required to attain a certain skill level will vary. Find the range of skill values that your desired skill level falls into and use the corresponding equation to calculate the number of ranks:&lt;br /&gt;
*&#039;&#039;&#039;Skill ≤ 50 :&#039;&#039;&#039; Ranks = Skill/5&lt;br /&gt;
*&#039;&#039;&#039;51 ≤ Skill ≤ 90 :&#039;&#039;&#039; Ranks = 10 + ((Skill - 50)/4)&lt;br /&gt;
*&#039;&#039;&#039;91 ≤ Skill ≤ 120 :&#039;&#039;&#039; Ranks = 20 + ((Skill - 90)/3)&lt;br /&gt;
*&#039;&#039;&#039;121 ≤ Skill ≤ 140 :&#039;&#039;&#039; Ranks = 30 + ((Skill - 120)/2)&lt;br /&gt;
*&#039;&#039;&#039;141 ≤ Skill :&#039;&#039;&#039; Ranks = (Skill - 100)&lt;br /&gt;
&lt;br /&gt;
===Maneuver vs. Roundtime Penalties===&lt;br /&gt;
*&#039;&#039;&#039;How many ranks are required to completely minimize the physical penalty of my armor?&#039;&#039;&#039;&lt;br /&gt;
This is the number of ranks required to train off what is frequently referred to as the &amp;quot;Maneuver Penalty&amp;quot; (listed in the &amp;quot;Man&amp;quot; column in the above table). The actual formula for the amount of skill required to reduce all physical penalties to a minimum is &#039;&#039;&#039;Skill = 20 * Hindrance&#039;&#039;&#039; (hindrance values can be looked up on the [[armor]] page in the column labeled &amp;quot;RT&amp;quot;). At this skill level, the action penalty listed for the armor will be exactly the penalty that you incur when attempting to execute a maneuver such as evading spells like [[Boil Earth (917)]] and [[Elemental Wave (410)]] or simply standing up (other factors, such as [[encumbrance]], may also apply). As your ranks gradually approach this value, the penalty that is applied to these rolls will vary somewhere between the maximum penalty (listed under &amp;quot;MAX&amp;quot; on the [[armor]] page) and the action penalty (listed under &amp;quot;AP&amp;quot;). The rate at which this is reduced is undocumented. Characters with high [[Agility]] and/or [[Dexterity]] are &#039;&#039;not&#039;&#039; granted an additional bonus towards the reduction of this penalty.&lt;br /&gt;
*&#039;&#039;&#039;How many ranks are required to minimize the RT penalty of my armor?&#039;&#039;&#039;&lt;br /&gt;
This is the number of ranks required to train off what is frequently referred to as the &amp;quot;Roundtime Penalty&amp;quot; (listed in the &amp;quot;RT&amp;quot; column in the above table). Due to rounding of fractional roundtimes, the amount of ranks required to reduce penalties on one&#039;s roundtime, such as when swinging a weapon, is reduced.  To calculate the amount of ranks required to train off the penalties imposed by a set of armor, use the following relationship: &#039;&#039;&#039;Skill = ((20 * Hindrance) - 10)&#039;&#039;&#039;. Note that this is the equation specified on the official play.net armor page. It is, in fact, a bastardization of the previous formula, &#039;&#039;&#039;Skill = 20 * Hindrance&#039;&#039;&#039;, adjusted to remove fractional roundtimes. Characters with high [[Agility]] and/or [[Dexterity]] are granted an additional bonus towards the reduction of this penalty.&lt;br /&gt;
*&#039;&#039;&#039;Example calculation for brigandine armor:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Maneuver Penalty :&#039;&#039;&#039; Skill = 20*(6) = 120 , Ranks = 20+(((120)-90)/3) = &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roundtime Penalty :&#039;&#039;&#039; Skill = (20*(6))-10 = 110 , Ranks = 20+(((110)-90)/3) = 26.66667 ≈ &#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overtraining Benefits==&lt;br /&gt;
&lt;br /&gt;
Overtraining in the Armor Use skill will reduce the experienced Action Penalty of the armor. Every 50 ranks acquired above the minimum ranks required to train off Roundtime penalties will result in an Action Penalty reduction of (Armor Group - 1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;For example, an augmented breastplate requires 90 ranks of Armor Use to train away its RT adder. It has an Armor Group (AG) value of 5 (skin = AG 0, robes = AG 1, soft leather = AG 2, hard leather/scale = AG 3, chain = AG 4, plate = AG 5). Its base action penalty is 25. So, if it is worn by a player with 140 ranks of Armor Use, the action penalty will drop to 21, to 17 at 190 ranks, and to a minimum value of 13 at 240 ranks.&amp;quot;&#039;&#039;&lt;br /&gt;
- [[GameMaster|GM]] Coase&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center bgcolor = lightgrey&lt;br /&gt;
| Rowspan=2|&#039;&#039;&#039;AG&#039;&#039;&#039; || Rowspan=2|&#039;&#039;&#039;AsG&#039;&#039;&#039; ||rowspan=2|&#039;&#039;&#039;AP&#039;&#039;&#039;||rowspan=2|&#039;&#039;&#039;Ranks&#039;&#039;&#039;||colspan=10|&#039;&#039;&#039;Reduction Tier&#039;&#039;&#039;&lt;br /&gt;
|- align=center bgcolor = lightgrey&lt;br /&gt;
| Colspan=2|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| Colspan=2|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| Colspan=2|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
| Colspan=2|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
| Colspan=2|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
|1. Cloth|| bgcolor = lightgrey | Robes || width=25 | 0 || width=50  | 0 || bgcolor = lightgrey width=50 | - || bgcolor = lightgrey width=50 | - || width=50  | - || width=50  | - || bgcolor = lightgrey width=50  | - || bgcolor = lightgrey width=50  | - || width=50  | - || width=50  | - || bgcolor = lightgrey width=50  | - || bgcolor = lightgrey width=50  | - &lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 2. Soft Leather&lt;br /&gt;
| bgcolor = lightgrey | Light Leather        ||0  ||0  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Full Leather         ||0  ||2  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Reinforced Leather   ||-5  ||6  || bgcolor = lightgrey |-4  || bgcolor = lightgrey |56  ||-3  ||106  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Double Leather       ||-6  ||6  || bgcolor = lightgrey |-5  || bgcolor = lightgrey |56  ||-4  ||106  || bgcolor = lightgrey |-3  || bgcolor = lightgrey |156  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 3. Scale&lt;br /&gt;
| bgcolor = lightgrey | Leather Breastplate  ||-7  ||10  || bgcolor = lightgrey |-5  || bgcolor = lightgrey |60  ||-4  ||110  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Cuirbouilli Leather  ||-8  ||15  || bgcolor = lightgrey |-6  || bgcolor = lightgrey |65  ||-4  ||115  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Studded Leather      ||-10  ||20  || bgcolor = lightgrey |-8  || bgcolor = lightgrey |70  ||-6  ||120  || bgcolor = lightgrey |-5  || bgcolor = lightgrey |170  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Brigandine           ||-12  ||27  || bgcolor = lightgrey |-10  || bgcolor = lightgrey |77  ||-8  ||127  || bgcolor = lightgrey |-6  || bgcolor = lightgrey |177  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 4. Chain&lt;br /&gt;
| bgcolor = lightgrey | Chainmail            ||-13  ||35  || bgcolor = lightgrey |-10  || bgcolor = lightgrey |85  ||-7  ||135  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Double Chain         ||-14  ||50  || bgcolor = lightgrey |-11  || bgcolor = lightgrey |100  ||-8  ||150  || bgcolor = lightgrey |-7  || bgcolor = lightgrey |200  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Augmented Chain      ||-16  ||50  || bgcolor = lightgrey |-13  || bgcolor = lightgrey |100  ||-10  ||150  || bgcolor = lightgrey |-8  || bgcolor = lightgrey |200  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Chain Hauberk        ||-18  ||70  || bgcolor = lightgrey |-15  || bgcolor = lightgrey |120  ||-12  ||170  || bgcolor = lightgrey |-9  || bgcolor = lightgrey |220  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| rowspan=4 | 5. Plate&lt;br /&gt;
| bgcolor = lightgrey | Metal Breastplate    ||-20  ||70  || bgcolor = lightgrey |-16  || bgcolor = lightgrey |120  ||-12  ||170  || bgcolor = lightgrey |-10  || bgcolor = lightgrey |220  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Augmented Breastplate||-25  ||90  || bgcolor = lightgrey |-21  || bgcolor = lightgrey |140  ||-17  ||190  || bgcolor = lightgrey |-13  || bgcolor = lightgrey |240  ||-  ||-  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Half Plate           ||-30  ||110  || bgcolor = lightgrey |-26  || bgcolor = lightgrey |160  ||-22  ||210  || bgcolor = lightgrey |-18  || bgcolor = lightgrey |260  ||-15  ||310  || bgcolor = lightgrey |-  || bgcolor = lightgrey |-&lt;br /&gt;
|- align=center&lt;br /&gt;
| bgcolor = lightgrey | Full Plate           ||-35  ||130  || bgcolor = lightgrey |-31  || bgcolor = lightgrey |180  ||-27  ||230  || bgcolor = lightgrey |-23  || bgcolor = lightgrey |280  ||-19  ||330  || bgcolor = lightgrey |-18  || bgcolor = lightgrey |380&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor Specialization==&lt;br /&gt;
{{main|Armor Specialization}}&lt;br /&gt;
Warriors, Rogues, and Paladins training in Armor Use can also train in Armor Specialization skills.  In general, these skills allow the character to either increase an armor&#039;s effectiveness or decrease its negative effects on the wearer.  Each profession has access to unique skills tailored to their stereotypical hunting style.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*http://www.play.net/gs4/info/armory/armor.asp&lt;br /&gt;
*https://gswiki.play.net/mediawiki/index.php/Additional_Armor_Overtraining_Benefits_Implemented_(saved_post)&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_archived_information&amp;diff=59831</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=59831"/>
		<updated>2015-03-22T23:07:15Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Tempering the Item */ Added detempering details.&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 [[Node]]&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 [[node]].&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;
&lt;br /&gt;
Not Enchantable:&lt;br /&gt;
 &lt;br /&gt;
:* Flaring weapons of any type.&lt;br /&gt;
:* Damage or crit weighted weapons of any type.&lt;br /&gt;
:* Damage or crit padded armors.&lt;br /&gt;
:* Claidhmores, due to their built-in crit weighting. &lt;br /&gt;
:* Items with a current enchantment of +46 or higher. &lt;br /&gt;
:* &amp;quot;Defender&amp;quot; weapons (which provide a DS bonus as well as an AS bonus).&lt;br /&gt;
&lt;br /&gt;
Enchantable:&lt;br /&gt;
&lt;br /&gt;
:* Weapons with forging bonuses, but no other special abilities.&lt;br /&gt;
:* [[Voln armor (saved post)|Voln armor]] is enchantable and does not increase enchant difficulty.&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;
:* [[Ensorcell (735)|Ensorcelled]] items are enchantable but there is an increased difficulty factor.&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;&#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;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Top}}&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;
* An item will un-temper and revert back to its original state if left untouched for about one month or so. The entire process will have to be repeated from the first temper if this were to occur.&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 Activation Formula====&lt;br /&gt;
There are several factors that determine whether a pour attempt will result in success or failure. These factors are lumped together as [[#Pour Activation Modifiers|&#039;modifiers&#039;]] in the activation formula. If the total of a d100 roll plus the modifiers is 101 or greater, the pour will be successful.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You pour your potion on the leather.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;1d100: 12 + Modifiers: 273 == 285&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Pour Activation Modifiers====&lt;br /&gt;
*[[MIU]] Skill&lt;br /&gt;
*[[Logic]] bonus&lt;br /&gt;
*[[Intuition]] bonus&lt;br /&gt;
*[[Aura]] bonus&lt;br /&gt;
*[[Wisdom]] bonus&lt;br /&gt;
*[[#Determining the Proper Potion|Potion]] bonus&lt;br /&gt;
*Item Enchant bonus&lt;br /&gt;
*[[Encumbrance]] penalty&lt;br /&gt;
*[[Armor]] penalty&lt;br /&gt;
&lt;br /&gt;
====Pour Activation Modifiers Formula====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&#039;&#039;&#039;MIU skill + LOG bonus + INT bonus + [[trunc]](AUR bonus + WIS bonus)/2 + Potion Bonus/Penalty - Item enchant bonus - Encumbrance Penalty - Armor Penalty&#039;&#039;&#039;&amp;lt;/div&amp;gt;&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 + the 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, [[Pre-tempering potion|Ayveneh]] designed for use with enhancive items and [[Pre-tempering potion|Eoveneh]] for sanctified items, there is a penalty of -200 to the pour activation. So, the pour activation 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 - 200 (pre-tempering potion penalty) - 20 (item enchant bonus)= 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;
&amp;lt;i&amp;gt;Note: The -200 pre-tempering potion penalty is intrinsic to the potion itself and not the item which receives the pour. This penalty will be evident when the potion is poured on any item, including non-enhancive items.&amp;lt;/i&amp;gt;&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;
==== Armor Penalty ====&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to successfully pour the potion. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained for their armor, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is &#039;&#039;&#039;20 points per second of untrained RT adder&#039;&#039;&#039;. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&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;
;:Failure due to having a spell prepped while pouring a potion:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The liquid absorbs into the &amp;lt;ITEM&amp;gt; too quickly as you fumble to begin your chant and gestures, and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;the &amp;lt;ITEM&amp;gt; is dry in a moment&#039;s notice leaving no noticable change.&amp;lt;/font&amp;gt;&amp;lt;/div&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 &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt; merely evaporates without effect.&amp;lt;/font&amp;gt;&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 &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;glows faintly white for a moment and then returns to normal.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;:Pre-temper failure caused by having a spell prepared while pouring the potion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You remove an [[Pre-tempering potion|ayveneh]] potion from in your crafted potion kit.&lt;br /&gt;
pour potion on my leather&amp;lt;br&amp;gt;&lt;br /&gt;
You pour your potion on the leather.&amp;lt;br&amp;gt;&lt;br /&gt;
1d100: 12 + Modifiers: 147 == 159&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;The liquid absorbs into the dark brown full leather too quickly&amp;lt;/font&amp;gt; as you fumble to begin your chant and gestures, and the leather is dry in a moment&#039;s notice leaving no noticable change&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
&amp;lt;/div&amp;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;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Determining the Proper Enchanting Potion ====&lt;br /&gt;
Although there are many enchanting potions, most normal projects can be successfully completed with one or more of the following, commonly available, potions:&lt;br /&gt;
&lt;br /&gt;
*[[Rohnuru potion|Rohnuru]] for items with a starting enchant bonus of 0 to +5&lt;br /&gt;
*[[Duqnuru potion|Duqnuru]] for items with a starting enchant bonus of +6 to +15&lt;br /&gt;
*[[Dirtokh potion|Dirtokh]] for items with a starting enchant bonus of +16 to +25&lt;br /&gt;
*[[Mirtokh potion|Mirtokh]] for items with a starting enchant bonus of +26 to +30&lt;br /&gt;
&lt;br /&gt;
In addition to these four, there are other specially available potions. See the &#039;Enchanting Potions Table&#039; below for a complete list of potions and more detailed information.&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;
{| {{Prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Enchanting Potions Table&#039;&#039;&#039;&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| +6 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| -200&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| -200&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 in the land 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;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
====Detempering an Active Project====&lt;br /&gt;
It is possible to end the tempering of an active project in order to begin a new one. This can be performed py POURing a dose of a [[sarmoc potion]] on the item. Note that, like tempering a project, detempering also takes some time (though substantially less than many temper times). Status of the detemper can be checked using the [[Elemental Detection (405)]] spell. Further, the [[sarmoc potion]] can only be used by a [[wizard]] (though it does not need to be the same [[wizard]] who initiated the project. If the detempering project was a major enchantment, no new major projects should be undertaken until the detempering is complete.&lt;br /&gt;
{{Top}}&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;
{{Top}}&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;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
====Failed Casts With Messaging====&lt;br /&gt;
Unfortunately, not all enchantments are successful. Failures range from nearly benign to utterly catastrophic. &lt;br /&gt;
&lt;br /&gt;
=====Random 3% Failure=====&lt;br /&gt;
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 this fumbled cast..&lt;br /&gt;
&lt;br /&gt;
This failure is unavoidable irrespective of the enchanter&#039;s skill. The outcome from this 3% failure is also random and can range from minor to catastrophic. &lt;br /&gt;
&lt;br /&gt;
Recovery: Depends on the failure severity.&lt;br /&gt;
&lt;br /&gt;
: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;font color=red&amp;gt;&#039;&#039;&#039;Something doesn&#039;t seem right...&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A steady glow encompasses the target shield as you begin your chant, but suddenly vanishes, &amp;lt;font color=red&amp;gt;a number of multi-colored sparks dancing across the surface of the shield.&amp;lt;/font&amp;gt;&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 which resulted in a minor failure with a one-step setback to the enchanting process, shown by the following messaging. &lt;br /&gt;
&lt;br /&gt;
:New messaging from [[Elemental Detection (405)]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&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;font color=red&amp;gt;It is currently tempering and on the third step of the enchanting process.&amp;lt;/font&amp;gt;  You recognize the &#039;&#039;&#039;vibrant  yellow&#039;&#039;&#039; aura surrounding it as indicating a moderate level of enchantment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Temper Reset (Minor Failure)=====&lt;br /&gt;
&lt;br /&gt;
This is the least severe failure resulting in a loss of tempering time from the temper being reset.  &lt;br /&gt;
 &lt;br /&gt;
Recovery: wait out the new temper cycle and re-cast.&lt;br /&gt;
&lt;br /&gt;
:Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A faint glow encompasses the double leather as you begin your chant, &amp;lt;font color=red&amp;gt;but quickly flickers out...&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Loss Of Temper (Minor Failure)=====&lt;br /&gt;
&lt;br /&gt;
This failure results in the loss of one or more temper steps.&lt;br /&gt;
&lt;br /&gt;
Recovery: Re-pour the potion, wait out the cycle and then re-cast.&lt;br /&gt;
&lt;br /&gt;
:Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A steady glow encompasses the mithril shield as you begin your chant, &amp;lt;font color=red&amp;gt;but suddenly vanishes, a number of multi-colored sparks dancing across the surface of the shield..&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Loss Of All Progress (Moderate Failure)=====&lt;br /&gt;
&lt;br /&gt;
The item is re-set to a lower previously completed 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)).&lt;br /&gt;
&lt;br /&gt;
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;
:Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The surface of the full leather shimmers slightly as you being your chant, &amp;lt;font color=red&amp;gt;and suddenly erupts in a brilliant burst of light!..&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Multiple bursts of prismatic sparks blossom around the black long bow as you begin your chant, showering you momentarily before &amp;lt;font color=red&amp;gt;a brilliant burst of light erupts&amp;lt;/font&amp;gt; from the bow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Item Becomes Cursed (Major Failure)=====&lt;br /&gt;
&lt;br /&gt;
The item is cursed and is &#039;&#039;stuck&#039;&#039; 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; (e.g.,  &amp;quot;a blackened breastplate&amp;quot;, &amp;quot;some blackened leathers&amp;quot; etc.), and the bonus on the item is typically set to +0 &#039;&#039;or lower&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
:Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Slender wisps of essence form around the light leather, &amp;lt;font color=red&amp;gt;but quickly take on a dark, greenish-black hue&amp;lt;/font&amp;gt;. 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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Item Destruction (Catastrophic Failure)=====&lt;br /&gt;
&lt;br /&gt;
The item explodes and sends flying shards outward which may wound or even kill the casting Wizard and possibly bystanders.&lt;br /&gt;
&lt;br /&gt;
Recovery: None. This is the worst failure outcome and results in item destruction.&lt;br /&gt;
&lt;br /&gt;
:Messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Suddenly, the double leather &amp;lt;font color=red&amp;gt;blossoms into a growing ball of intense white flame&amp;lt;/font&amp;gt;, the ensuing explosion sending debris through the air.  The double leather being in your hand, you take the brunt of the blast!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only the &#039;&#039;&#039;final&#039;&#039;&#039; enchantment of the project has a chance of catastrophic failure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Casting While Item Is Still Tempering=====&lt;br /&gt;
&lt;br /&gt;
Casting the enchant spell prematurely, while an item is still in the tempering process, will result in a minor to major failure. The outcome is random.&lt;br /&gt;
&lt;br /&gt;
Recovery: Depends on level of failure&lt;br /&gt;
&lt;br /&gt;
:Messaging: Variable&lt;br /&gt;
&lt;br /&gt;
=====Casting At Non-tempered Item=====&lt;br /&gt;
&lt;br /&gt;
Casting the enchant spell at a non-tempered item results in no item damage. The messaging is similar to that of a temper reset.&lt;br /&gt;
&lt;br /&gt;
Recovery: N/A&lt;br /&gt;
&lt;br /&gt;
: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 dagger&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a dagger.&amp;lt;br&amp;gt;&lt;br /&gt;
A muted glow instantly surrounds the dagger, &amp;lt;font color=red&amp;gt;flickering slightly, and fades a moment later.&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Top}}&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;
{{Top}}&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;
&amp;lt;div {{prettydiv|margin-right=63%}}&amp;gt;&#039;&#039;&#039;EXP = ( 100 x step of enchant ) - enchanter&#039;s [[level]]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&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;
&amp;lt;div {{prettydiv|margin-right=80%}}&amp;gt;( 100 &amp;amp;times; 3 ) - 50 = 250 EXP&amp;lt;/div&amp;gt;&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;
*[[Premium point]]s&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&lt;br /&gt;
*[http://www.play.net/gs4/info/enchant_notes.asp Official Enchanting Notes]&lt;br /&gt;
*[http://forum.gsplayers.com/showpost.php?p=963320&amp;amp;postcount=73 GM Naos on Wizard Spell Ranks] reposted on forum.gsplayers.com&lt;br /&gt;
{{Wizard}}&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Strength_(509)&amp;diff=55559</id>
		<title>Strength (509)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Strength_(509)&amp;diff=55559"/>
		<updated>2015-01-18T01:10:27Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Lore clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellbox start}}&lt;br /&gt;
{{Offensive spell | mnemonic = STRENGTH | base_dur = 1200 sec | add_dur = +60 sec per [[MjE]] rank | span = All: [[Stackable]]}}&lt;br /&gt;
{{Offensive spell enhancement | type = Physical [[Attack strength|AS]] | availability = All}}&lt;br /&gt;
{{Spellbox middle}}&lt;br /&gt;
{{Major elemental navigation}}&lt;br /&gt;
{{Spellbox end}}&lt;br /&gt;
&lt;br /&gt;
{{Otheruses4|the Major Elemental spell, Strength|the statistic|Strength}}&lt;br /&gt;
This spell increases the targets strength, effectively increasing their [[attack strength]] using [[melee]] weapons and reducing [[encumbrance]].  Without the benefit of [[Elemental Lore, Earth]], this spell adds +15 to a character&#039;s attack strength.  It provides an additional bonus to this value based on seed 4 of the [[summation chart]].  For example, four ranks in &#039;&#039;Elemental Lore, Earth&#039;&#039; provide a +16 bonus to attack strength, thirty ranks in &#039;&#039;Elemental Lore, Earth&#039;&#039; provides a +20 bonus, and 184 ranks in &#039;&#039;Elemental Lore, Earth&#039;&#039; adds a +31 bonus to attack strength.  The lore benefit is only seen when the spell is used on the caster, not when cast on others.  Further, the lore bonus (unlike the base bonus provided by the spell) only provides a bonus to attack strength.  It does not provide benefits towards reduced [[roundtime]] when using [[Ranged Weapons|ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
This spell is widely used by [[War Mage]]s instead of [[Elemental Focus (513)]], which is used by most other [[Wizard]]s as an [[Attack strength|AS]] booster. Some other wizards use both in combination, mainly to harvest the encumberance reducing benefits of this spell.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Initial cast:&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You feel much stronger.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Wearing off:&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&lt;br /&gt;
You feel your extra strength departing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:white crystal}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#509 Major Elemental Spell Circle: Strength], on Play.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Major Elemental Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=26120</id>
		<title>Verb:INSPECT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:INSPECT&amp;diff=26120"/>
		<updated>2014-10-16T19:22:55Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added capacities for &amp;quot;somewhat small&amp;quot; (just 15... really) and &amp;quot;slightly small&amp;quot; (16-19)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;INSPECT&#039;&#039;&#039; is a verb that has several different uses.  It gives more information about a particular item, typically where it is worn, how much if anything it holds, where it would protect, and if it has a purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items that resist inspection often have scripts on them. Inspecting an item that you have [[REGISTER (verb)|REGISTERed]] will display the last time that the item was registered.&lt;br /&gt;
&lt;br /&gt;
=People Targets=&lt;br /&gt;
==Self Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You inspect yourself carefully, making sure you&#039;re all right.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect Person&amp;lt;br&amp;gt;&lt;br /&gt;
You examine Person closely, sizing her up and taking note of all the details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Item Targets=&lt;br /&gt;
==Clothing and Containers==&lt;br /&gt;
INSPECT will indicate where a container is [[functional item|worn]] (if wearable), sometimes what material it is, and how much a container can hold (in pounds) via descriptive categories that represent a capacity range.  The Off-The-Shelf item values shown within ( ) are the accurate maximum capacities for those particular items when purchased. Other containers within the same descriptive category may have different maximum capacities. For example, the rucksacks sold in the [[Wehnimer&#039;s Landing]] [[Wehnimer&#039;s Landing General Store|general store]] inspect as &#039;slightly large&#039; and player testing has shown that the maximum capacity is 40 lbs. The rucksacks weigh 4 lbs when empty, therefore, their total weight when filled to maximum capacity is 44 lbs.&lt;br /&gt;
&lt;br /&gt;
The min/max values for each category are somewhat speculative and further player testing is needed to refine these ranges.  &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!rowspan=2 | Description&lt;br /&gt;
!colspan=2 |Capacity (lbs.)&lt;br /&gt;
!rowspan=2 | Off-The-Shelf Items&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Min&amp;lt;/font&amp;gt;&lt;br /&gt;
|bgcolor = lightgrey | &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Max&amp;lt;/font&amp;gt;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Small&lt;br /&gt;
| &amp;lt;2&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Small&lt;br /&gt;
| 5 &lt;br /&gt;
| 9&lt;br /&gt;
|small sack/herb pouch (5 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Small&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
|small chest (10 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Somewhat Small&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
|scabbard/sheath (15 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Small&lt;br /&gt;
| 16&lt;br /&gt;
| 19&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Medium&lt;br /&gt;
| 20&lt;br /&gt;
| 39&lt;br /&gt;
|large sack (20 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &lt;br /&gt;
|-align=left&lt;br /&gt;
|Slightly Large&lt;br /&gt;
| 40&lt;br /&gt;
| 49&lt;br /&gt;
|knapsack/rucksack (40 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Fairly Large&lt;br /&gt;
| 50&lt;br /&gt;
| 59&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Large&lt;br /&gt;
| 60&lt;br /&gt;
| 69&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Particularly Large&lt;br /&gt;
| 70&lt;br /&gt;
| 79&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Very Large&lt;br /&gt;
| 80&lt;br /&gt;
| 99&lt;br /&gt;
|small chest (80 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]] &amp;amp;dagger;&lt;br /&gt;
|-align=left&lt;br /&gt;
|Significant&lt;br /&gt;
|100&lt;br /&gt;
|119&lt;br /&gt;
|backpack (100 lbs) [[Wehnimer&#039;s Landing General Store|WL GS]]&lt;br /&gt;
|-align=left&lt;br /&gt;
|Exceptional&lt;br /&gt;
| 120&lt;br /&gt;
| 139&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Huge&lt;br /&gt;
| 140&lt;br /&gt;
| 159&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Incredible&lt;br /&gt;
| 160&lt;br /&gt;
| 179&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Enormous&lt;br /&gt;
| 180&lt;br /&gt;
| 199&lt;br /&gt;
|&lt;br /&gt;
|-align=left&lt;br /&gt;
|Gigantic&lt;br /&gt;
| 200&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; In addition to the &#039;very large&#039; storage capacity within the small chests, a &#039;fairly small&#039; amount can be stored on them. Since an empty chest weighs 6 lbs., the total weight of a chest filled to max capacity is 96 lbs.&lt;br /&gt;
&lt;br /&gt;
;Clothing&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your knee-high silk boots.&lt;br /&gt;
&lt;br /&gt;
You estimate that a pair of knee-high silk boots laced with ruby-dusted ribbons can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;very small amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;one item&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the boots on your &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;feet&amp;lt;/span&amp;gt;. The boots appears to serve some purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Container&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my har&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your suede staff harness.&lt;br /&gt;
&lt;br /&gt;
You estimate that a twilight blue suede staff harness clasped with a scarlet owl can store a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slightly large amount&amp;lt;/span&amp;gt; with enough space for &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;any number of items&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the harness, &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;slinging it across your shoulders and back&amp;lt;/span&amp;gt;.  The harness appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;crafted out of leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Furniture in a room with storage&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp alt&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect a black basalt altar.&lt;br /&gt;
&lt;br /&gt;
You estimate that a black basalt altar cannot store anything inside of it at all.  It also appears that a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;significant amount&amp;lt;/span&amp;gt; can be stored &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;on the altar&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of stone.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Inspecting shields will tell the size of the shield, the material of the shield, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect shield&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your villswood shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of a spiked villswood shield allows you to conclude that it is a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;medium&amp;lt;/span&amp;gt; shield that protects the bearer if carried in the left hand. You also notice that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;spiked.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the shield, slinging it across your shoulders and back. The shield appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;villswood&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor and Armor Accessories==&lt;br /&gt;
Inspecting armor will tell the what area the armor protects, the material of the armor, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tunic&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your embroidered tunic.&lt;br /&gt;
&lt;br /&gt;
Your careful inspection of a rune embroidered elven tunic with long veniom slashed sleeves allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather armor&amp;lt;/span&amp;gt; that covers the &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso only&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the tunic around your chest. The tunic appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You remember that you registered this item between three and four years ago.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;leather&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspecting armor accessories will tell the what area the accessory protects, where it is worn, the material of the accessory, and if it is spiked.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect torc&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your ora torc.&amp;lt;br&amp;gt;&lt;br /&gt;
Your careful inspection of an arabesque silver imflass torc allows you to conclude that it is &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;miscellaneous armor that covers the neck.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You determine that you could wear the torc around your neck. The torc appears to serve some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;ora&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Inspecting weapons will tell what weapon style is necessary to yield the weapon, if the weapon is actually a modified version of another weapon, and the material of the weapon.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;inspect tetsubo&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your vultite-studded tetsubo.&amp;lt;br&amp;gt;&lt;br /&gt;
After a careful inspection you determine that a baby blue vultite-studded tetsubo requires skill in &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;twohanded weapons&amp;lt;/span&amp;gt; to use effectively. It appears to be a &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;modified maul&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like this item has been mainly crafted out of &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;vultite&amp;lt;/span&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armor Concealers==&lt;br /&gt;
Inspecting an armor-concealing item will show what sorts of armor it will conceal. Not all concealers will cover all armor.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully inspect your flowing silk robes.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the robes around your chest. The robes appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
You determine that the flowing silk robes is an &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;armor concealing garment&amp;lt;/span&amp;gt; that will hide &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;soft leather, rigid leather, chain mail and plate mail armor&amp;lt;/span&amp;gt; which covers &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;torso, arms, legs and head&amp;lt;/span&amp;gt; when it is worn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Instruments==&lt;br /&gt;
Instruments of all shapes and sizes may now be INSPECTed to determine the skill required to effectively play them.&lt;br /&gt;
&lt;br /&gt;
==Registration Information==&lt;br /&gt;
INSPECT will also inform someone of when they [[REGISTER]]ed an item.&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;insp my staff&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully inspect your arashan-carved staff.&lt;br /&gt;
&lt;br /&gt;
After a careful inspection you determine that a webbed arashan-carved staff requires skill in twohanded weapons to use effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;You remember that you registered this item many months ago.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of orase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[INSPECT update - additional capacity categories (saved post)]]&lt;br /&gt;
*[[Deepening]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Red-scaled_thrak&amp;diff=7881</id>
		<title>Red-scaled thrak</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Red-scaled_thrak&amp;diff=7881"/>
		<updated>2014-10-12T11:06:43Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Undead was blank, set to &amp;quot;no&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 48&lt;br /&gt;
| type = Quadruped&lt;br /&gt;
| family = thrak&lt;br /&gt;
| attacks = Bites and Claws.&lt;br /&gt;
| area = [[Lava Flows]]&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;
}}&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;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a thrak tail&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
A red-scaled thrak is nearly twice the size of its mundane relative, the common thrak.  Armed with heavy claws on all four feet and a nasty set of long razor-sharp fangs, it appears rather well equipped for offense.  Its skin has a rough pebbled texture, dark gray to black on the back, with a brilliant red underbelly and tail.&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 = 46&lt;br /&gt;
|levelm1 = 47&lt;br /&gt;
|level = 48&lt;br /&gt;
|levelp1 = 49&lt;br /&gt;
|levelp2 = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lava Flows creatures]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=39378</id>
		<title>Smite/Bane (302)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smite/Bane_(302)&amp;diff=39378"/>
		<updated>2014-10-09T19:59:37Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Formatting only. Added log template for logs and changed bulleted endroll list into a table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 |mnemonic = SMITE&lt;br /&gt;
 |duration = [[Instantaneous]]&lt;br /&gt;
 |type = Attack&lt;br /&gt;
 |subtype = [[Warding]]&lt;br /&gt;
 |target = Single&lt;br /&gt;
 |interval = None&lt;br /&gt;
 |dtype = [[Hitpoint]]&lt;br /&gt;
 |ctype = [[Plasma Critical Table|Plasma]]&lt;br /&gt;
 |status = None&lt;br /&gt;
 |navigation = {{Cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The nature of this spell is dependent upon the deity the caster worships.  Generally speaking [[Cleric]]s [[CONVERT_(verb)|converted]] to a [[Liabo]] [[Arkati]] receive &#039;&#039;&#039;Smite&#039;&#039;&#039;, and Clerics converted to a [[Lornon]] deity will receive &#039;&#039;&#039;Bane&#039;&#039;&#039;.  Both are [[warding]] spells which have a base [[mana]] cost of 2.&lt;br /&gt;
&lt;br /&gt;
Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]].  This cycle&#039;s damage has a maximum of 45 for a non-infused cast.  The second cycle induces a [[Plasma Critical Table|plasma]] [[flare]], which at higher successes can be fatal.&lt;br /&gt;
&lt;br /&gt;
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness.  A higher, more offensive stance will increase the damage done.  Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases the damage done.   This skill also increases the chance of infusion.  Infusing slightly increases the damage during the first cycle. Currently infusion costs no mana. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10) as well as increasing the amount of mana infused.&lt;br /&gt;
&lt;br /&gt;
There is also a small (5%) chance of instantly killing the target when this spell is used.  Channeling need not be used to gain this benefit.&lt;br /&gt;
&lt;br /&gt;
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies.  If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana) with no chance of infusion.  In addition, the first cycle&#039;s damage will be halved, and the second cycle&#039;s flare will be weaker.  However, the chance to instantly kill the target remains regardless.&lt;br /&gt;
&lt;br /&gt;
==[[Endroll]] Bonuses with [[CHANNEL (verb)|Channel]] Command==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!One Open Hand&lt;br /&gt;
|&amp;lt;center&amp;gt;+20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+16&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Two Open Hands&lt;br /&gt;
|&amp;lt;center&amp;gt;+40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+32&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+24&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+16&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Smite/Bane Messaging==&lt;br /&gt;
&lt;br /&gt;
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from &#039;Tiny filaments of blue-white energy&#039; to &#039;A scintilla of blue-white energy&#039;.&lt;br /&gt;
&lt;br /&gt;
===Smite Damage Messaging===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|Tiny filaments of blue-white energy pierce a &amp;lt;target&amp;gt;, lightly agitating a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|A scintilla of blue-white energy slightly agitates a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|Small globes of blue-white energy crash into a &amp;lt;target&amp;gt;, causing small bruises to form.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|Prismatic shards of blue-white energy shatter against a &amp;lt;target&amp;gt;, inflicting moderate wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|A pinpoint of blue-white energy traces its way along a &amp;lt;target&amp;gt;&#039;s skin, leaving a blackened line in its wake.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|A cascade of blue-white energy waves buffets a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|An explosion of blue-white energy near a &amp;lt;target&amp;gt; consumes the surrounding area with a blinding light.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;175 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|Multiple rays of blue-white energy ignite several patches of a &amp;lt;target&amp;gt;&#039;s skin in a blaze of energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|Large wisps of blue-white energy lash out at a &amp;lt;target&amp;gt;, cauterizing the impact marks on the skin in an instant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|A massive beam of blue-white energy engulfs a &amp;lt;target&amp;gt; in a luminous column of light!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smite Instant Death Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka&#039;s skin.  Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light.  Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smite Infusion Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Smite spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bane Damage Messaging===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Endroll&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;101 - 105&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze lightly swirls around the &amp;lt;target&amp;gt;, inducing light wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;106 - 110&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze softly swirls around the &amp;lt;target&amp;gt;, causing tiny abrasions upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;111 - 115&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze slowly swirls around the &amp;lt;target&amp;gt;, inducing temperate wounds upon a &amp;lt;target&amp;gt;&#039;s skin.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;116 - 130&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze steadily swirls around the &amp;lt;target&amp;gt;, discoloring patches on a &amp;lt;target&amp;gt;&#039;s skin that came in direct contact with the haze.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;131 - 145&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze eddies and swirls around the &amp;lt;target&amp;gt;, lashing out at a &amp;lt;target&amp;gt;&#039;s skin with ethereal tendrils.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;146 - 160&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze quickly swirls around the &amp;lt;target&amp;gt;, and the velocity causes large pieces of a &amp;lt;target&amp;gt;&#039;s skin to peel off.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;161 - 175&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze rapidly swirls around the &amp;lt;target&amp;gt;, sparking with pockets of chaotic, plasma energy.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;176 - 190&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze furiously swirls around the &amp;lt;target&amp;gt;, striking at a &amp;lt;target&amp;gt; with small flashes of plasma.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;191 - 210&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze violently swirls around the &amp;lt;target&amp;gt;, scorching the skin of a &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;211+&amp;lt;/center&amp;gt;&lt;br /&gt;
|The violet haze chaotically swirls around the &amp;lt;target&amp;gt;, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bane Instant Death Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere.  The pulsating orbs take up a position directly in front of the &amp;lt;target&amp;gt;, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature.  Encasing the &amp;lt;target&amp;gt; within this framework, the triangle begins to rotate with tremendous speed, binding the &amp;lt;target&amp;gt; with a cocoon of energy ribbons.  A blur of violet and black obscures a &amp;lt;target&amp;gt; from view and as mysteriously as the orbs appeared, they fade away.&amp;lt;br&amp;gt;  &lt;br /&gt;
All that remains of the &amp;lt;target&amp;gt; is a charred ashen figure of its former self lying upon the floor.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bane Infusion Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;With a sudden burst of divine insight, you&#039;re able to amplify the power of your Bane spell!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Resolution===&lt;br /&gt;
Successful cast:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You channel at a wraith.&amp;lt;br&amp;gt;&lt;br /&gt;
A scintillating, blue-white aura encompasses a wraith.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Warding failed!&lt;br /&gt;
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!&amp;lt;br&amp;gt;&lt;br /&gt;
The wraith is hit for 45 points of damage!&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;Left arm ripped in half at the elbow!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;The fallen arm evaporates as a new one materializes.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The wraith is hit for 45 points of damage!&#039;&#039;&#039;&#039;&#039; is the messaging for the first damage cycle. Additional damage, &#039;&#039;&#039;&#039;&#039;... 35 points of damage!&#039;&#039;&#039;&#039;&#039; is the second (critical damage) cycle with injury location messaging. Even though no bodily injuries result from the attack, there is flavor messaging indicating the physical location of the damage &#039;&#039;&#039;&#039;&#039;Left arm ripped in half at the elbow!&#039;&#039;&#039;&#039;&#039;. The critical messaging may also include messaging indicating an instant healing, &#039;&#039;&#039;&#039;&#039;The fallen arm evaporates as a new one materializes.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Non-corporeal]] [[Undead]] == &lt;br /&gt;
When cast upon non-corporeal type creatures the second cycle is plasma critical [[Hitpoint|hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[Noncorporeal critical table|non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#302 Cleric Base Spell Circle: Smite/Bane], on Play.net&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Waern&amp;diff=7976</id>
		<title>Waern</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Waern&amp;diff=7976"/>
		<updated>2014-09-10T19:39:34Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Other information */ Added disarm possibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 49&lt;br /&gt;
| type = Quadruped&lt;br /&gt;
| family = waern&lt;br /&gt;
| attacks = Charges and Claws.&lt;br /&gt;
| area = [[Bonespear Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = Yes&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|Claw|+276 to +290 [[AS]]}}&lt;br /&gt;
| nobolt = &lt;br /&gt;
| nowarding =&lt;br /&gt;
| maneuver =&lt;br /&gt;
  {{creature ability|Grapple|Damage, [[RT]], Stun}}&lt;br /&gt;
| noability =&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]] |+248 to +266 [[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]] |+165 [[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]] |+190 to +199 [[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]] | +180 [[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]] |+199 [[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;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a waern fur&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The waern is a vicious-looking embodiment of canine malice and tenacity.  The waern&#039;s fiendish green eyes glow with insane appetite and her mangy pelt is so ragged, the rotting bones show through in spots.  Long, malicious teeth curve out of the waern&#039;s rotting muzzle, and the tail that curves over the waern&#039;s back is hardly more than segments of bone interspersed with a few pieces of fuzzy, matted hair.  Floating over the ground, her paws scarcely leaving a track, the waern dodges almost quicker than the eye can follow.&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;
Waerns attack and move rather quickly; they tick about once every round / 6 seconds, but sometimes may tick every 4 seconds). However, they are quickly cut down to size by an effective stun. [[Voln fu]] works very well against waerns, usually possessing [[MB]]s of no greater than 166.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Waerns have the ability to inflict disease and drain [[spirit]] upon a successful hit.&lt;br /&gt;
&lt;br /&gt;
Waerns have a &amp;quot;grappling&amp;quot; [[creature maneuver]] that can cause damage, induce [[roundtime]], stun, and disarm a player:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A waern lunges at you!&amp;lt;br/&amp;gt;&lt;br /&gt;
A waern grabs your hand in his mouth and shakes his head back and forth viciously!&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 20 points of damage!&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Shot pierces a wrist!&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 1 round!&amp;lt;br/&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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 = 47&lt;br /&gt;
|levelm1 = 48&lt;br /&gt;
|level = 49&lt;br /&gt;
|levelp1 = 50&lt;br /&gt;
|levelp2 = 51&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bonespear Tower creatures]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Runestaff&amp;diff=37413</id>
		<title>Runestaff</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Runestaff&amp;diff=37413"/>
		<updated>2013-11-06T07:26:09Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Minor re-organization, added some ability stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A runestaff is a special defensive item designed for use by [[pure]] professions.  Runestaves are also treated as [[Two-handed Weapons]] for offensive purposes.&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
The primary advantage of using a runestaff for defense versus other training paths is that the skills required are already considered to be a main part of a typical [[pure]] spell-caster&#039;s training path, and as such come at little to no additional cost to the player in terms of [[training point]]s.  Runestaves are also the only form of defense which provide [[parry]] defense versus [[ranged]] (spell bolts, hurled weapons, arrows) attacks, although at a reduced rate.&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, a runestaff&#039;s full [[enchant]] bonus is added directly to a character&#039;s [[DS]] for all [[STANCE (verb)|stances]]. For example, a runestaff with a +25 enchant bonus will add +25 DS in stance offensive.&lt;br /&gt;
&lt;br /&gt;
== Runestaff Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Flares ===&lt;br /&gt;
Like other weapons, runestaves can be infused with [[flares]] and can inflict additional damage and/or criticals with a successful [[warding]] or [[bolt spell]] attack roll. Runestaves which flare in this fashion (rather than when used as a melee weapon), will flare less often (approximately 1/7 casts). [[Elemental Blade (411)]] can also be used on 0x runstaves in order to obtain elemental flares, though these will flare even less frequently. This is a popular tactic in areas with creatures which [[disarm]] or [[curse]] adversaries, causing them to lose their weapon.&lt;br /&gt;
&lt;br /&gt;
=== Wand-holding mechanisms ===&lt;br /&gt;
Typically released at limited entrance events such as the [[Ebon Gate]] festival, these staves are able to hold a [[wand]] which can be activated by the appropriate verb (e.g. WAVE or RAISE) once in place. The mechanism on wand-holding runestaves my be permanent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The pale faewood staff is capped with an apparatus of two interlocked rings and three triangular segments that come together at a sharp angle.  &amp;lt;b&amp;gt;The springs appear to be in absolutely pristine and perfect condition.&amp;lt;/b&amp;gt;  The tip is currently empty, revealing a deep recess in the center of the staff.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or degrade over time and require repairs, as apparent by the item [[SHOW]] (in this case, a fresh yet degradable runestaff):&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The pale faewood staff is capped with an apparatus of two interlocked rings and three triangular segments that come together at a sharp angle.  &amp;lt;b&amp;gt;The springs appear to be in a flawless and undamaged state.&amp;lt;/b&amp;gt;  The tip is currently empty, revealing a deep recess in the center of the staff.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Training Requirements ==&lt;br /&gt;
&lt;br /&gt;
Though any amount of training in magical skills will provide runestaff [[DS]], 8 ranks of magical skills per [[level]] will generate DS equal to that provided by training 1x ranks in [[Two-Handed Weapons]]. &#039;&#039;&#039;This does not include the 10 bonus ranks received by runestaff users&#039;&#039;&#039;. Actual training in the Two-Handed Weapons skill is only recommended to increase offensive [[attack strength]] (AS) with a runestaff. Each weapon rank adds 0.30 DS in offensive [[stance]] and 1.05 DS in defensive stance.&lt;br /&gt;
&lt;br /&gt;
Select the appropriate formula from the three below to convert magical ranks to weapon ranks, or use the [[#Magic Ranks/Weapon Ranks Conversion Table|table]] below.&lt;br /&gt;
 &lt;br /&gt;
1. Less than 4 magic ranks per level&lt;br /&gt;
 &amp;lt;tt&amp;gt;Parry Ranks = 10 + ((3 &amp;amp;times; magic ranks) &amp;amp;divide; (20))&amp;lt;/tt&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
2. Between 4 and 11 magic ranks per level&lt;br /&gt;
 &amp;lt;tt&amp;gt;Parry ranks = 10 + level + [((magic ranks) - (8 &amp;amp;times; level)) &amp;amp;divide; 10]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. More than 11 magic ranks per level&lt;br /&gt;
 &amp;lt;tt&amp;gt;Parry Ranks = 10 + (level &amp;amp;times; 13/10) + [((magic ranks) - (11 &amp;amp;times; level)) &amp;amp;divide; 20]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Elemental_Mana_Control|Elemental Mana Control]]&lt;br /&gt;
 | [[Mental_Mana_Control|Mental Mana Control]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spiritual_Mana_Control|Spiritual Mana Control]]&lt;br /&gt;
 | [[Sorcerous_Lores|Sorcerous Lores]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Elemental_Lores|Elemental Lores]]&lt;br /&gt;
 | [[Mental_Lores|Mental Lores]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spiritual_Lores|Spiritual Lores]]&lt;br /&gt;
 | [[Spell_Aiming|Spell Aiming]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Arcane_Symbols|Arcane Symbols]]&lt;br /&gt;
 | [[Magic_Item_Use|Magic Item Use]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Spell_Research|Spell Research]]&lt;br /&gt;
 | [[Harness_Power|Harness Power]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
A runestaff may also be used offensively. When used in this manner it is classified as a [[Two-handed Weapons|two-handed weapon]] and its [[Attack Strength|attack strength]] is increased with training in the two-handed weapon skill. Compared to other two-handed weapons the runestaff does considerably less damage.&lt;br /&gt;
&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table runestaff}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
The standard runestaff has a weight of 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Note: To edit this table go to [[Template:Weapon table runestaff]]&lt;br /&gt;
&lt;br /&gt;
==Alternate Names==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;crook&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;crosier&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;pastoral staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;rune staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;scepter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;staff&#039;&#039;&#039;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS (Melee)==&lt;br /&gt;
&lt;br /&gt;
Step 1: Calculate Base Value&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;10 + Weapon Ranks + trunc([[Strength|STR bonus]] &amp;amp;divide; 4) + trunc([[Dexterity|DEX bonus]] &amp;amp;divide; 4) = Base Value&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Calculate Parry DS&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;(Base Value &amp;amp;times; Stance modifier &amp;amp;times; 1.5) + Stance Bonus + Runestaff Enchant Bonus = Parry DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Weapon ranks are derived from total magic ranks known (see conversion table below).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example (Melee)===&lt;br /&gt;
&lt;br /&gt;
Level 60 character, 660 total magic ranks, 20 STR bonus, 20 DEX bonus, stance guarded (stance mod 0.60 and stance bonus +40 from tables), +25 runestaff enchant bonus.&lt;br /&gt;
&lt;br /&gt;
Step 1: Divide total magic ranks by level&lt;br /&gt;
 &amp;lt;tt&amp;gt;660 &amp;amp;divide; 60 = 11&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Locate 11 in the &#039;magic ranks per level&#039; column, then multiply the character&#039;s level by the conversion factor shown in the table.&lt;br /&gt;
 &amp;lt;tt&amp;gt;60 &amp;amp;times; 1.30 = 78 weapon ranks&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 3: Enter this value in the runestaff parry formula along with stats to determine the Base Value.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;10 + weapon ranks + trunc(STR bonus &amp;amp;divide; 4) + trunc (DEX bonus) = Base value&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;10 + 78 + (20 &amp;amp;divide; 4) + (20 &amp;amp;divide; 4) = 98 (Base Value)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 4: Enter base value, stance modifier and enchant bonus into formula. Truncate result after each operation.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;(Base Value &amp;amp;times; Stance modifier &amp;amp;times; 1.5) + Stance Bonus + Runestaff Enchant Bonus = Parry DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;(98 &amp;amp;times; 0.60 &amp;amp;times; 1.5) + 40 + 25 = 152 Guarded Stance [[Melee]] Parry DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: The 1.5 multiplier in the formula represents the two-hand weapon bonus which also applies to runestaff users.&amp;lt;/small&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Runestaff Parry DS (Ranged)==&lt;br /&gt;
&lt;br /&gt;
This formula applies to all [[ranged]] attack types (bolt spells, thrown weapons and arrows).&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;((Base Value &amp;amp;times; Stance Modifier &amp;amp;times; 1.5) &amp;amp;divide; 2) + (Stance Bonus &amp;amp;divide; 2) + (Runestaff Enchant bonus &amp;amp;divide; 2)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example (Ranged)===&lt;br /&gt;
&lt;br /&gt;
Level 60 character, 660 total magic ranks, 20 STR bonus, 20 DEX bonus, stance guarded (stance mod 0.60 and stance bonus +40 from tables), +25 runestaff enchant bonus.&lt;br /&gt;
&lt;br /&gt;
Step 1: Divide total magic ranks by level&lt;br /&gt;
 &amp;lt;tt&amp;gt;660 &amp;amp;divide; 60 = 11&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Locate 11 in the &#039;magic ranks per level&#039; column, then multiply the character&#039;s level by the conversion factor shown in the table.&lt;br /&gt;
 &amp;lt;tt&amp;gt;60 &amp;amp;times; 1.30 = 78 weapon ranks&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 3: Enter this value in the runestaff parry formula along with stats to determine the Base Value.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;10 + weapon ranks + trunc(STR bonus &amp;amp;divide; 4) + trunc (DEX bonus) = Base value&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;10 + 78 + (20 &amp;amp;divide; 4) + (20 &amp;amp;divide; 4) = 98 (Base Value)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 4: Enter base value, stance modifier and enchant bonus into formula. Truncate result after each operation.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;((Base Value &amp;amp;times; Stance modifier &amp;amp;times; 1.5) &amp;amp;divide; 2) + (Stance Bonus &amp;amp;divide; 2) + (Runestaff Enchant Bonus &amp;amp;divide; 2) = Parry DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;((98 &amp;amp;times; 0.60 &amp;amp;times; 1.5) &amp;amp;divide; 2) + (40 &amp;amp;divide; 2) + (25 &amp;amp;divide; 2) = 75 Guarded Stance Ranged Parry DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Magic Ranks/Weapon Ranks Conversion Table==&lt;br /&gt;
&lt;br /&gt;
To determine the number of &#039;magic ranks per level&#039;, divide the total number of magic ranks known, by the character&#039;s level. Ranks per level that fall between the table values are prorated. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Magic Ranks&amp;lt;br&amp;gt;per Level&lt;br /&gt;
!Weapon Ranks&amp;lt;br&amp;gt;Conversion&lt;br /&gt;
!&lt;br /&gt;
!Magic Ranks&amp;lt;br&amp;gt;per Level&lt;br /&gt;
!Weapon Ranks&amp;lt;br&amp;gt;Conversion&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.15&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.30&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.45&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.60&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.35&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.70&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.80&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.45&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 0.90&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.00&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|Level &amp;amp;times; 1.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stance Modifiers==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stance Bonuses==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Runestaff (saved post)]]&lt;br /&gt;
*[[Wand-holding runestaves (saved post)]]&lt;br /&gt;
*[[Runestaff name alternatives (saved post)]]&lt;br /&gt;
*[[Two-handed Weapons]]&lt;br /&gt;
*[[List of woods]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/combatguide.asp#staves Combat Guide: Rune Staves], on Play.net&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[category:Weapons]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=12280</id>
		<title>Arcane Symbols</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=12280"/>
		<updated>2013-05-13T06:35:24Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added lore training caveats (http://www.krakiipedia.org/wiki/Spiritual_Lore_review_%28saved_post%29)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Arcane Symbols&#039;&#039;&#039; is the [[skill]] which determines a [[character|character&#039;s]] proficiency with [[scroll]]s. Increased training will increase one&#039;s success when activating and deciphering scrolls, as well as adding to the duration of magic initiated from scrolls. In addition, certain [[trap]]s (such as [[scarab]] and [[glyph]] traps) are easier to spot and/or [[disarm]].&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/6&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/7&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/7&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Reading Scrolls ==&lt;br /&gt;
&lt;br /&gt;
To view which [[spell]]s appear on the scroll, [[READ (verb)|read]] it. The precise amount of skill required to read each spell which appears on a scroll is unknown. Spells which have reached zero [[charges]] will no longer appear when the scroll is being read. In order to obtain a more precise reading of which spells exist on a scroll and how many charges of each remain (including spells with zero charges), a [[sorcerer]] can use the [[Odeir&#039;cos (rune)|odeir&#039;cos]] [[rune]] upon it.&lt;br /&gt;
&lt;br /&gt;
==Scroll Activation==&lt;br /&gt;
&lt;br /&gt;
With the scroll held in either hand simply INVOKE {spell#}. If successful the spell will be available to be cast. There is no longer a requirement to have one empty hand when invoking a spell from a scroll. However, if the off-hand is holding an item a 100 point penalty will be added to the activation modifiers. Once activated you will have approximately 20 to 30 seconds to cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;invoke 101&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 58 + Modifiers: 266 == 324&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You raise the crumbling scroll and gesture to invoke the Spirit Warding I spell.&lt;br /&gt;
Sparks begin to fly between the crumbling scroll and your fingers.  With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br&amp;gt;&lt;br /&gt;
A light blue glow surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Activation Success ==&lt;br /&gt;
&lt;br /&gt;
The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Modifiers&#039;&#039;&#039; = (Arcane Symbols Skill bonus) + ([[Arcane Symbols#Stat Modifier|Stat Modifier]])&lt;br /&gt;
           + ([[Arcane Symbols#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + (INTUITION bonus) + (LOGIC bonus) &lt;br /&gt;
           - ([[Arcane Symbols#Armor Penalty|Armor Penalty]]) - ([[Arcane Symbols#Encumbrance Penalty|Encumbrance Penalty]]) - (Spell Level &amp;amp;times; 5)&lt;br /&gt;
           - 100 (if both hands full) &lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must be able to see the spell on the scroll by reading it in order to be able to invoke it.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by which [[spell circle]] the spell to be activated is in. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Modifier&amp;lt;br&amp;gt;Calculation&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|(WISDOM&amp;amp;divide;2)&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|(WISDOM&amp;amp;divide;2)&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|(AURA&amp;amp;divide;2)&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|([WISDOM+AURA]&amp;amp;divide;4)&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|(AURA&amp;amp;divide;2)&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|(LOGIC+INTUITION) &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|(WISDOM&amp;amp;divide;2)&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
| ? &lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|(LOGIC+INTUITION) &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|([AURA+WISDOM+LOGIC]&amp;amp;divide;3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to invoke a spell. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for [[AsG]] 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
For example, brigandine armor ([[AsG]] 12) has a roundtime adder of 6 seconds. To fully negate the armor penalty requires ((6 * 20) - 10) = 110 armor use skill (27 ranks). A character wearing brigandine with no armor use skill would have an activation penalty of 120 (20 points per second).&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the activation 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 since 24 lbs. is 20% of the character&#039;s body weight.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculations:&lt;br /&gt;
&lt;br /&gt;
:100 * (encumbered weight / character&#039;s body weight)&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
Calculating the duration of magic invoked from a scroll is similar to [[Magic Item Use#Calculating Duration|activating magical items]]. Each two ranks of Arcane Symbols counts as one &#039;phantom rank&#039; of the spell circle to which the magic belongs.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Duration&#039;&#039;&#039; = Base Duration + ([Arcane Symbols Skill Ranks &amp;amp;divide; 2] &amp;amp;times; Per Spell Rank Duration)&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by arcane symbols. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training ([[Raise Dead (318)]] is an exception and does not require additional training). Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
* [[INVOKE (verb)]]&lt;br /&gt;
* [[Scroll]]&lt;br /&gt;
* [[Scroll Infusion (714)]]&lt;br /&gt;
* [[Scroll (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#scrollskill Official Arcane Symbols Skill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=30134</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=30134"/>
		<updated>2013-05-13T06:31:53Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added lore training caveats (http://www.krakiipedia.org/wiki/Spiritual_Lore_review_%28saved_post%29)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Modifiers&#039;&#039;&#039; = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&lt;br /&gt;
              + ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
              - (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Example: &#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
 (150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
 (150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. 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 see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
:100 * ( encumbered weight / character&#039;s body weight)&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula. Each rank of the corresponding skill is counted as half a &#039;phantom&#039; rank of that spell&#039;s circle. The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Duration&#039;&#039;&#039; = Base Duration/2 + ([MIU Ranks &amp;amp;divide; 2] &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; Per Spell Rank Duration)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Example: Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
&lt;br /&gt;
 1200 + ([50/2] &amp;amp;times; 0.5 &amp;amp;times; 60) = 1950 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
&lt;br /&gt;
 1200 + ([50/2] &amp;amp;times; 1 &amp;amp;times; 60) = 2700 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
&lt;br /&gt;
 1200 + ([50/2] &amp;amp;times; [4/3] &amp;amp;times; 60) = 3200 sec&lt;br /&gt;
&lt;br /&gt;
* Eat &amp;amp; Drink:&lt;br /&gt;
&lt;br /&gt;
 1200 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by magic item use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training ([[Raise Dead (318)]] is an exception and does not require additional training). Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Official Magic Item Use Skill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_regeneration&amp;diff=40893</id>
		<title>Spirit regeneration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_regeneration&amp;diff=40893"/>
		<updated>2013-04-26T17:22:45Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Just noticed that I entered the enhanced tiers in reverse order (would have been obvious to a reader but might as well clean up)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Spirit regeneration rate by race&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
! Race || On Node || Off Node&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelotoi]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]] || 2 per 5 min || 1 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark elf|Elf, Dark]] || 2 per 5 min || 1 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-elf|Elf, Half]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvankind|Elf, Sylvan]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Erithian]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Burghal gnome|Gnome, Burghal]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest gnome|Gnome, Forest]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Giantman]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-krolvin|Krolvin, Half]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spirit regeneration rate&#039;&#039;&#039; is a value assigned to a [[race]] that represents how many [[spirit point|spirit points]] a character gains per so many minutes.  The spirit regeneration rate is doubled on a [[node]] for all races. These regeneration rates are not affected by [[statistic|statistics]], nor by total [[spirit]] (unlike the [[mana]], [[health]], and [[stamina]] systems).&lt;br /&gt;
&lt;br /&gt;
== Enhancing Spirit Regeneration ==&lt;br /&gt;
[[Spirit]] point regeneration rates may be increased through the [[enhancive]] system or by using [[spirit regeneration crystal]]s made through [[Alchemy]].&lt;br /&gt;
. Wearing an item that provides +1 to regeneration will increase the spirit regeneration of the character by one tier. For example, a [[dark elf]] will have [[spirit]] regeneration rates of 2/4 min, 2/3 min, and 4/5 min on-node while wearing +1, +2, and +3 to [[spirit]] regeneration items, respectively.&lt;br /&gt;
&lt;br /&gt;
There are three [[enhancive|enhanced]] tiers above the highest intrinsic [[race|racial]] regeneration rate (which is 4/5 min on-node for [[halfling|halflings]], [[dwarf|dwarves]], and [[forest gnome|forest gnomes]]). The tiers are outlined in the table below. Note that these tiers were determined empirically, rather than divulged.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Enhanced spirit regeneration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
! Enhanced Tier || On Node || Off Node&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 per 4 min || 2 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 per 5 min || 3 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 per 3 min || 2 per 3 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://forum.gsplayers.com/showthread.php?61324-Spirit-Return&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loresinging&amp;diff=29809</id>
		<title>Loresinging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loresinging&amp;diff=29809"/>
		<updated>2013-04-17T15:35:32Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Weapon/Armor Abilities */ Fixed plasma/fire messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Loresinging&#039;&#039;&#039; is a [[bard]]ic ability allowing a singer to divine the properties of an item with the sound of his voice.  Some items will simply tell you its properties while others have a specific story attached to them that can only be observed through a bard, often called a [[loresong]] itself due to the nature in which the story is revealed.&lt;br /&gt;
&lt;br /&gt;
Different items have different amounts of difficulty to obtain the information from.  In order to increase a loresong&#039;s strength and ability to divine a loresong from an item, various verses and rhyme schemes can be used to obtain the loresong.  Specifically, two-line loresongs with no rhymes are less powerful than two-line verses with a rhyme scheme.  And, a four-line verse with a rhyme scheme is even more powerful.  Rhymes must be words that rhyme by spelling, such as the infamous hand/land rhyme.  However, more and floor, though they rhyme when spoken aloud, they do not count as rhymes for the purpose of loresongs.&lt;br /&gt;
&lt;br /&gt;
Additionally, if certain keywords are used (value, weight, purpose, skill [only for weapons/armor], spell, and ability) in a loresong, you can obtain specific bits of information from the item.&lt;br /&gt;
&lt;br /&gt;
When loresinging to a magical or [[enhancive item]], a Bard may determine whether or not the item will be destroyed when its last magical or enhancive [[charges|charge]] has been expended.&lt;br /&gt;
&lt;br /&gt;
When singing to a piece of [[armor]] with [[resistance]] to a damage type, a proper loresong will tell the level of resistance.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Order ===&lt;br /&gt;
The response message from successful attempts will reveal information in a specific order if you do not use a keyword.&lt;br /&gt;
; First verse :The &#039;&#039;&#039;weight&#039;&#039;&#039; and &#039;&#039;&#039;value&#039;&#039;&#039; of the item&lt;br /&gt;
&lt;br /&gt;
; Second verse :The &#039;&#039;&#039;purpose&#039;&#039;&#039; of the item&lt;br /&gt;
&lt;br /&gt;
; Third verse &lt;br /&gt;
:If the item is a weapon/armor type then it will reveal the &#039;&#039;&#039;skill&#039;&#039;&#039; required to use and enchant bonus of the item.&lt;br /&gt;
:If the item is a magic type then it will tell you magic information&lt;br /&gt;
&lt;br /&gt;
; Fourth verse : Consists of the special &#039;&#039;&#039;ability&#039;&#039;&#039; section. Enhancive details, spells charges, weapon flares, reimbeddable status and other odd information will be found here.&lt;br /&gt;
&lt;br /&gt;
=== Keywords ===&lt;br /&gt;
*Using keywords such as &#039;&#039;&#039;value&#039;&#039;&#039;, &#039;&#039;&#039;weight&#039;&#039;&#039;, &#039;&#039;&#039;purpose&#039;&#039;&#039;, &#039;&#039;&#039;skill&#039;&#039;&#039; [only for weapons/armor], &#039;&#039;&#039;spell&#039;&#039;&#039;, and &#039;&#039;&#039;ability&#039;&#039;&#039; will allow you to skip to that verse directly.&lt;br /&gt;
*Once you skip to that verse, you may continue loresinging without using a keyword to continue to the next verse in order. &lt;br /&gt;
:For example: if you are loresinging to a weapon, you skipping to the third verse by using the keyword &#039;&#039;&#039;SKILL&#039;&#039;&#039;. Then if the next song you use contains no keywords, it will respond with the fourth verse (the &#039;&#039;&#039;ability&#039;&#039;&#039; line).&lt;br /&gt;
*You may jump to any verse including a lower level one&lt;br /&gt;
:For example: if you are second verse and you use the keyword &#039;&#039;&#039;VALUE&#039;&#039;&#039; in your next song then it will jump back to the first verse.&lt;br /&gt;
*Skipping to a higher level verse is more difficult than a lower level one, so if you are inexperienced then skipping to the ability verse often fails but skipping to the purpose verse works often.&lt;br /&gt;
:This means that getting the fourth verse by using the ability keyword often fails for inexperienced bards. A lower level bard would likely be more successful to skip to the third phrase using a keyword then continue with a normal song without keywords to get the last verse.&lt;br /&gt;
*&#039;&#039;&#039; It is important to note that magic is NOT a keyword. It does not allow you to skip to the third verse. It would be the same as using a song without a keyword &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
A failed verse may occur for several reasons and there are failsafe practices for working around failed verses:&lt;br /&gt;
* Insufficient mana will result in a failed loresong progression (with no risk of [[injury]]).&lt;br /&gt;
* Repetition of a particular keyword twice in a row will end a loresong progression.&lt;br /&gt;
* All information available to the bard has already been determined will result in a failed verse.&lt;br /&gt;
* To avoid failures, one can alternate between two different songs (without keywords) until a response is received from the item.&lt;br /&gt;
* In order to restart a loresong progression, you must reset the status by either singing to a new item or try to use a simple keyword like &#039;&#039;value&#039;&#039;.&lt;br /&gt;
* Note that no [[roundtime]] will be incurred for a failed loresong verse.&lt;br /&gt;
There are two messages which can arise as a result of a failed loresong. Examples are as follows:&lt;br /&gt;
* &#039;&#039;&#039;Insufficient mana:&#039;&#039;&#039; Your song is weak, and without sufficient power to affect the pearl.&lt;br /&gt;
* &#039;&#039;&#039;No additional properties:&#039;&#039;&#039; You learn nothing new about the pendant.&lt;br /&gt;
&lt;br /&gt;
== Example Messaging ==&lt;br /&gt;
Loresongs provide a wide variety of messaging for items. Beyond the basic properties of an item (such as [[weight]], [[Defensive bonus|bonus]], or value), items may be identified as possessing a special ability, as [[420|imbeds]] (either blank, or already containing a spell), or [[enhancive]] properties. Some of that messaging is provided below:&lt;br /&gt;
&lt;br /&gt;
=== Imbed items ===&lt;br /&gt;
Such items can be found blank (and able to be [[420|imbedded]] with a new spell), already containing a spell, or even [[517|rechargeable]]. &lt;br /&gt;
* &#039;&#039;&#039;Blank [[Charge Item (517)|rechargable]] (second verse):&lt;br /&gt;
:You sense a faint aura of magic around the pink dreamstone brooch. &#039;&#039;You also feel a faint drawing sensation from it, as though it may be able to hold more power.&#039;&#039; From the pitch of the vibration you determine that the purpose of the brooch is to cast a spell or perform some magical purpose.&lt;br /&gt;
* &#039;&#039;&#039;[[Charge Item (517)|Rechargable]] item (second verse):&lt;br /&gt;
:You sense a faint aura of magic around the grey granite bracer. &#039;&#039;You also feel a faint drawing sensation from it, as though when its charge is depleted, it may be refilled.&#039;&#039; From the pitch of the vibration you determine that the purpose of the bracer is to cast a spell or perform some magical purpose.&lt;br /&gt;
* &#039;&#039;&#039;Blank [[420|imbeddable]]:&lt;br /&gt;
:From the rapid vibrations of the pink dreamstone brooch, you determine it has no spell within it now, but could be imbedded with one, in the proper hands.&lt;br /&gt;
* &#039;&#039;&#039;Reimbeddable item:&lt;br /&gt;
:The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.&lt;br /&gt;
&lt;br /&gt;
=== Weapon/Armor Abilities ===&lt;br /&gt;
Typically, special abilities possessed by [[weapon|weapons]] and [[armor]] are permanent though some forms of [[padding]] and [[resistance]] may be temporary. These abilities are unique to [[armor]], are not part of the [[enhancive]] system, and can not be recharged at the [[Adventurer&#039;s Guild]]. However, [[weapons]] and [[armor]] may have traditional [[enhancive]] properties as well.&lt;br /&gt;
* &#039;&#039;&#039;Special ability, temporary (second verse):&lt;br /&gt;
:It also appears to have a temporary modification of some kind.&lt;br /&gt;
* &#039;&#039;&#039;Special ability (third verse):&lt;br /&gt;
:It also has some type of special ability, but you can&#039;t tell what yet.&lt;br /&gt;
* &#039;&#039;&#039;[[Padding]], permanent (fourth verse):&lt;br /&gt;
:The harmonics generated tell you that the leathers serves to reduce the severity of inflicted wounds.&lt;br /&gt;
* &#039;&#039;&#039;[[Padding]], temporary (fourth verse):&lt;br /&gt;
:The harmonics generated tell you that the helm serves to reduce the severity of inflicted wounds.&lt;br /&gt;
:The helm resonates with your voice, revealing some details of its temporary enhancement:&lt;br /&gt;
::The helm&#039;s enhancement will degrade when the wearer is struck in combat.&lt;br /&gt;
::It should be able to withstand an incredible amount of uses before its enhancement has completely degraded away.&lt;br /&gt;
::When its enhancement has degraded away, the item will lose its special ability.&lt;br /&gt;
* &#039;&#039;&#039;[[Flare|Flares]] (fourth verse):&lt;br /&gt;
:*&#039;&#039;&#039;Fire:&#039;&#039;&#039; It has been infused with the power of a fire elemental.&lt;br /&gt;
:*&#039;&#039;&#039;Cold:&#039;&#039;&#039; It has been infused with the power of an ice elemental.&lt;br /&gt;
:*&#039;&#039;&#039;Earth:&#039;&#039;&#039; It has been infused with the power of an earth elemental.&lt;br /&gt;
:*&#039;&#039;&#039;Acid:&#039;&#039;&#039; It has been infused with the power of a corrosive substance.&lt;br /&gt;
:*&#039;&#039;&#039;Lightning:&#039;&#039;&#039; It has been infused with the power of a lightning bolt.&lt;br /&gt;
:*&#039;&#039;&#039;Plasma:&#039;&#039;&#039; It has been infused with the power of a flaming substance.&lt;br /&gt;
:*&#039;&#039;&#039;Disruption:&#039;&#039;&#039; It has been infused with a disrupting substance.&lt;br /&gt;
:*&#039;&#039;&#039;Void/Vacuum:&#039;&#039;&#039; It has been infused with the power of a dark substance.&lt;br /&gt;
* &#039;&#039;&#039;[[Target defense|TD]] Bonus:&lt;br /&gt;
:The harmonics generated tell you that the armor serves to protect from magical attacks.&lt;br /&gt;
&lt;br /&gt;
=== Player-Forged Weapons ===&lt;br /&gt;
Weapons created by the [[forging]] [[artisan skill]] yield special messaging which reveals the quality of the forging of the item in the third verse. The loresong will also reveal the fact that the item was player-forged (though this information is already available via the crafter&#039;s mark in the [[Show description|SHOW description]] of the item).&lt;br /&gt;
* &#039;&#039;&#039;Player-forged (second verse):&lt;br /&gt;
:It has been forged by a member of the Artisan&#039;s Guild.&lt;br /&gt;
* &#039;&#039;&#039;Elegant-quality (third verse):&lt;br /&gt;
:The handaxe has a lightly increased effectiveness in combat.&lt;br /&gt;
* &#039;&#039;&#039;Superior-quality (third verse):&lt;br /&gt;
:The maul has a moderately increased effectiveness in combat.&lt;br /&gt;
* &#039;&#039;&#039;Perfect-quality (third verse):&lt;br /&gt;
:The dagger has a significantly increased effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
=== Enhancive Items ===&lt;br /&gt;
Items with [[enhancive]] properties have messaging in several phases of the loresong. The second verse provides a simple indicator of whether or not the item is [[enhancive]]. The third verse provides a vague description of the properties. The fourth verse contains complete information about the [[enhancive]] properties (and if complete, renders the third verse irrelevant). The tiered messaging may be valuable to lower level [[bard|bards]] who are unable to extract the full properties of the item in the fourth verse. The third and fourth verse may also provide information about [[race|racial]], [[skill]], [[society|societal]], or [[character]] restrictions placed on the item.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enhancive (second verse):&lt;br /&gt;
:Also, it seems to have some sort of enhancive properties.&lt;br /&gt;
* &#039;&#039;&#039;Properties, vague (third verse):&lt;br /&gt;
:The bracer resonates with your voice, indicating that it enhances its owner in the following ways:&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a bonus to [[Agility]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 36 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a bonus to [[Aura]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 20 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a bonus to [[Mana]] Recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 10 times.&amp;lt;br&amp;gt;&lt;br /&gt;
:You think that you could probably find out something more about the pendant&#039;s enhancive properties if you tried.&lt;br /&gt;
* &#039;&#039;&#039;Properties, complete (fourth verse):&lt;br /&gt;
:The bracer resonates with your voice, indicating that it enhances its owner in the following ways:&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a bonus of 8 to [[Agility]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 36 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a bonus of 4 to [[Aura]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 20 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a bonus of 2 to [[Mana]] Recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 10 times.&amp;lt;br&amp;gt;&lt;br /&gt;
:The bracer looks to have a lot of charges remaining.&lt;br /&gt;
* &#039;&#039;&#039;Persistence (fourth verse):&lt;br /&gt;
:You sense that the aquamarine bracer will crumble into dust after its last enhancive charge has been expended.&lt;br /&gt;
:You sense that the composite bow will persist after its last enhancive charge has been expended.&lt;br /&gt;
* &#039;&#039;&#039;Restriction (third/fourth verse):&lt;br /&gt;
:This enhancive item may not be used by the following professions: Warrior Rogue Wizard Cleric Empath Sorcerer Ranger Monk Paladin Savant.&lt;br /&gt;
:This enhancement cannot be used by adventurers without at least a moderate amount of skill in Brawling.&lt;br /&gt;
:This enhancive item may not be used by the following races: Human Giantman Half-Elf Sylvankind Dark Elf Dwarf Halfling Forest Gnome Burghal Gnome Half-Krolvin Erithian Aelotoi.&lt;br /&gt;
:Some bronze leg greaves inset with hammered copper discs can only be used by a Master of the Guardians of Sunfist.&lt;br /&gt;
:This item is restricted to use by an adventurer you can&#039;t quite determine.&lt;br /&gt;
:This item is restricted to use by Oweodry.&lt;br /&gt;
&lt;br /&gt;
=== Purified Gems ===&lt;br /&gt;
[[Gem|Gems]] which have been purified through [[1004|Purification Song (1004)]] may turn into orb gems (for the purpose of [[517|charging]] items or creating [[325|chrisms]]) or become [[517|rechargeable]] [[420|imbeds]].&lt;br /&gt;
* &#039;&#039;&#039;Orb gem (second verse):&lt;br /&gt;
:From the pitch of the vibration you determine that the purpose of the glimaerstone is as a gem of some kind. As you sing, the glimaerstone seems to resonate with your voice, and &#039;&#039;you feel it trying to draw power from you.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mage rechargeable (second verse):&lt;br /&gt;
:From the pitch of the vibration you determine that the purpose of the emerald is as a gem of some kind.  As you sing, the emerald seems to resonate with your voice, and you feel it trying to draw power from you.  &#039;&#039;It pulses strongly with the rhythm of your words.&#039;&#039;&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.play.net/gs4/info/professions/bards.asp&lt;br /&gt;
*http://freepages.genealogy.rootsweb.com/~laplante/gemstone/bardguide.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Bards]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=21982</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=21982"/>
		<updated>2013-04-17T15:31:47Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Common Flares */ Semantic change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common property that many weapons throughout Elanthia possess.  Generally, flares occur when striking the opponent about 25% of the time depending on the type and potency of the flare.  They can do from 1 to 60 damage, averaging about 20 damage per flare, depending upon a random selection.&lt;br /&gt;
&lt;br /&gt;
== Types of Flares ==&lt;br /&gt;
Flares are often categorized into three groups: common elemental flares, uncommon flares, and special or rare flares. Special flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]&lt;br /&gt;
=== Common Flares ===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Effective on earth-type creatures, such as pyrothags.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Flares ===&lt;br /&gt;
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Acuity flares]] - These flares give temporary bonuses to AS/CS upon triggering.&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in the Seen on Tsanah&#039;s [[black ora]] weapons&lt;br /&gt;
:*Holy Water flares - Available only through [[Holy Blade]] and behaves as [[Acid critical table|Acid]] on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead.  Also, sanctify bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table.&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Often referred to as void flares. These are found on [[coraesine]] weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special Flares ===&lt;br /&gt;
:*[[Bubble flares|Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. [[Padding]] levels range from heavy to masterful.&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*Jovn&#039;s mechanical flares - These do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they&#039;re blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Knockout_flare|Knockout]] flare - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head.&lt;br /&gt;
:*Rotating flares - Special merhcant flares which can change. They exist in a variety of combinations. Depending upon the item, they flares may change based on realm, or by a selection [[Script|script]].&lt;br /&gt;
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Mana vial flares]] - The caster regains a small amount of mana when triggered. Particularly powerful when combined with the [[Rapid Fire]] and [[Minor Shock]] spells. Similar &amp;quot;health vial&amp;quot; and &amp;quot;spirit vial&amp;quot; variants have been released as well [http://www.krakiipedia.org/wiki/Convocation_of_Coraesine_Field#Mana_Vial_flares].&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit.  Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These do only blood-loss type damage.  No wounds.  Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.&lt;br /&gt;
&lt;br /&gt;
=== Feras Weapons ===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout [[Elanthia]], feras weapons are often deadly weapons that almost always flare when striking.  The flares are [[Lightning critical table|Lightning]] based and generally start at very high damage and degrade after each use.  A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
== Methods of Obtaining Flares ==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell, [[Sanctify (1625)|Sanctify]]; the cleric spell, [[Holy Blade (304)|Holy Blade]] (when cast by a cleric with 40 or more ranks in the Cleric Circle); or the minor elemental spell, [[Elemental Blade (411)|Elemental Blade]].  Each of these spells have restrictions on which weapons they can be cast on and still add the flares.  To add flares to a weapon that is magical or non-blessable, one would require the services of a special [[merchant]].  A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares).  Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor flares ==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares.  Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain combat [[maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etcetera).  It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[Category:Premium]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Imbue_(614)&amp;diff=26444</id>
		<title>Imbue (614)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Imbue_(614)&amp;diff=26444"/>
		<updated>2013-03-01T06:39:05Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Improved materials/item table, added base mana capacities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Imbue&lt;br /&gt;
 | number = 614&lt;br /&gt;
 | mnemonic = IMBUE&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Create Imbeddable&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = foraged bark, stick, or wiregrass&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbue&#039;&#039;&#039; will allow the caster to imbue foraged sticks, wiregrass, or other natural, organic material to create an [[420|imbedable]] rod, [[wand]], bracelet/anklet, or amulet. Training in [[Spiritual Mana Control|spiritual mana control]] and the [[Ranger Base|ranger spell circle]] increases success rates and chance of creating a rod instead of a wand. [[Spiritual Lore, Summoning]] increases the amount of [[mana]] that can be imbedded in items. &lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor = lightgrey&lt;br /&gt;
| &#039;&#039;&#039;[[FORAGE (verb)|Foraged]] Item&#039;&#039;&#039; || &#039;&#039;&#039;Imbued Item&#039;&#039;&#039; || &#039;&#039;&#039;Base [[Mana]] Capacity&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| some mezereon/wyrmwood/tree bark || a mezereon/wyrmwood/tree bark amulet ||  align=center | 50&lt;br /&gt;
|-&lt;br /&gt;
| some wiregrass || a wiregrass anklet/bracelet || align=center | 50&lt;br /&gt;
|-&lt;br /&gt;
| an (adjective) stick || an (adjective) wand ||  align=center | 40&lt;br /&gt;
|-&lt;br /&gt;
| an (adjective) stick || an (adjective) rod ||  align=center | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Failure messaging:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Your body suddenly fills with a tingling sensation as you feel power from your surroundings channeling through your body and into the bark.  After a few moments, the tree bark begins to heat in your hand!  Just before it becomes almost unbearable, you feel the surge of power end, leaving you drained.  You feel the process has not been finished.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Failure messaging:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Your body suddenly fills with a tingling sensation as great power from your surroundings channels through your body!  Suddenly, you feel the bark reject the change, and the power flows back through you!  You quickly end the spell and let it dissipate harmlessly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success messaging:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Your body suddenly fills with a tingling sensation as you feel great power from your surroundings channeling through you and into the bark.  Suddenly, there is a blinding flash of light!  As the surge of power ends, you feel the bark has changed somehow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Major Failure:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You gesture at a dark stick.&amp;lt;br&amp;gt;&lt;br /&gt;
Your body suddenly fills with a tingling sensation as you feel great power from your surroundings channeling through your body!  Suddenly, you feel the a dark stick reject the change, and the power flows back through you!  You are unable to stop the spell in time!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 40 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Arcing bolt of electricity snaps through neck as if it wasn&#039;t there and now it really isn&#039;t.  Instant Death.&amp;lt;br&amp;gt;&lt;br /&gt;
You return to normal color.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#614 Ranger Base Spell Circle: Imbue], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category:Ranger Base Spells]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treasure&amp;diff=43799</id>
		<title>Treasure</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treasure&amp;diff=43799"/>
		<updated>2013-02-24T23:35:04Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Redirected page to Treasure system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Treasure system]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treasure_system&amp;diff=43821</id>
		<title>Treasure system</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treasure_system&amp;diff=43821"/>
		<updated>2013-02-23T18:06:09Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added a quick note about loot forcing/uphunting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The treasure system is responsible for the various items left behind by creatures after [[LOOT]]ing them. The treasure system will enhance treasure drops for creatures which have not been hunted much recently, and will do the reverse if they&#039;re been hunted continuously. In addition, if a creatures is higher or lower in level compared to the group of characters hunting them, the value of their treasure drops will be enhanced or diminished, respectively. This governs the apparent wealth of creatures, rather than any particular creature being intrinsically &amp;quot;rich&amp;quot; or &amp;quot;poor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==What you can find==&lt;br /&gt;
*[[Wands]]&lt;br /&gt;
*[[Box (treasure)|Boxes]]&lt;br /&gt;
*[[Magic item]]s&lt;br /&gt;
*[[Gem]]s&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Scroll]]s&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demystifying Unusual Loot]]&lt;br /&gt;
*[[Treasure Mechanics (saved post)]]&lt;br /&gt;
*[[Box found weapon change (saved post)]]&lt;br /&gt;
*[[Creature loot and experience changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stalwart_Resilience&amp;diff=14641</id>
		<title>Stalwart Resilience</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stalwart_Resilience&amp;diff=14641"/>
		<updated>2013-02-22T01:43:03Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Moved release info from flare article to this article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bubble flares&#039;&#039;&#039; are a type of specialty [[flare]] which bestows Damage [[Padding]] to the players armor when the weapon flares.  The Damage Padding effect will last 1 minute but can be refreshed if the weapon where to flare again before 1 minute of time expires. They were released at Ebon Gate 2008 by the merchant Slawgruf and were described as &amp;quot;being similar to stone skin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Normal Bubble Flares - Heavy Damage Padding&lt;br /&gt;
&lt;br /&gt;
Super Bubble Flares (merchants have offered super bubble flares in the past) - Exceptional or Magnificent Damage Padding&lt;br /&gt;
&lt;br /&gt;
The word &#039;&#039;&#039;&amp;quot;Extremely&amp;quot;&#039;&#039;&#039; shows wither they are super or normal flares.&lt;br /&gt;
&lt;br /&gt;
==Super Bubble Flares==&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You swing an ora-studded lacquered tetsubo at a lesser orc!&lt;br /&gt;
AS: +123 vs DS: +73 with AvD: +38 + d100 roll: +32 = +120&lt;br /&gt;
... and hit for 16 points of damage!&lt;br /&gt;
Bones in right arm crack.&lt;br /&gt;
** Your tetsubo resonates with an &#039;&#039;&#039;extremely&#039;&#039;&#039; high-pitched sound and causes your skin and muscles to harden! **&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
Roundtime changed to 3 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Regular Bubble Flares==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dasmik swings a notch-bladed vultite francisca at a massive troll king!&lt;br /&gt;
AS: +454 vs DS: +247 with AvD: +32 + d100 roll: +20 = +259&lt;br /&gt;
... and hit for 95 points of damage!&lt;br /&gt;
Awesome shot collapses a lung!&lt;br /&gt;
** Dasmik&#039;s francisca resonates with a high-pitched sound and causes your skin and muscles to tighten! **&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=21981</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=21981"/>
		<updated>2013-02-22T01:41:41Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Types of Flares */ Added grapple, cleanup. Moving extraneous bubble details to the bubble flare article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common property that many weapons throughout Elanthia possess.  Generally, flares occur when striking the opponent about 25% of the time depending on the type and potency of the flare.  They can do from 1 to 60 damage, averaging about 20 damage per flare, depending upon a random selection.&lt;br /&gt;
&lt;br /&gt;
== Types of Flares ==&lt;br /&gt;
Flares are often categorized into three groups: common elemental flares, uncommon flares, and special or rare flares. Special flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]&lt;br /&gt;
=== Common Flares ===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Heat flares]] - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Effective on earth-type creatures, such as pyrothags.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Flares ===&lt;br /&gt;
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Acuity flares]] - These flares give temporary bonuses to AS/CS upon triggering.&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in the Seen on Tsanah&#039;s [[black ora]] weapons&lt;br /&gt;
:*Holy Water flares - Available only through [[Holy Blade]] and behaves as [[Acid critical table|Acid]] on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead.  Also, sanctify bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table.&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Often referred to as void flares. These are found on [[coraesine]] weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special Flares ===&lt;br /&gt;
:*[[Bubble flares|Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. [[Padding]] levels range from heavy to masterful.&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*Jovn&#039;s mechanical flares - These do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they&#039;re blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Knockout_flare|Knockout]] flare - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head.&lt;br /&gt;
:*Rotating flares - Special merhcant flares which can change. They exist in a variety of combinations. Depending upon the item, they flares may change based on realm, or by a selection [[Script|script]].&lt;br /&gt;
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Mana vial flares]] - The caster regains a small amount of mana when triggered. Particularly powerful when combined with the [[Rapid Fire]] and [[Minor Shock]] spells. Similar &amp;quot;health vial&amp;quot; and &amp;quot;spirit vial&amp;quot; variants have been released as well [http://www.krakiipedia.org/wiki/Convocation_of_Coraesine_Field#Mana_Vial_flares].&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit.  Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These do only blood-loss type damage.  No wounds.  Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.&lt;br /&gt;
&lt;br /&gt;
=== Feras Weapons ===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout [[Elanthia]], feras weapons are often deadly weapons that almost always flare when striking.  The flares are [[Lightning critical table|Lightning]] based and generally start at very high damage and degrade after each use.  A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
== Methods of Obtaining Flares ==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell, [[Sanctify (1625)|Sanctify]]; the cleric spell, [[Holy Blade (304)|Holy Blade]] (when cast by a cleric with 40 or more ranks in the Cleric Circle); or the minor elemental spell, [[Elemental Blade (411)|Elemental Blade]].  Each of these spells have restrictions on which weapons they can be cast on and still add the flares.  To add flares to a weapon that is magical or non-blessable, one would require the services of a special [[merchant]].  A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares).  Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor flares ==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares.  Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain combat [[maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etcetera).  It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[Category:Premium]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=20452</id>
		<title>Enhancive item</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=20452"/>
		<updated>2013-02-01T21:32:34Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Clarified stacking, limit stacking, skill rank/bonus non-linearity, and gave examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Enhancive items&#039;&#039;&#039; are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn.  All enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer&#039;s Guild]] and only need this service about once every six months.  Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.&lt;br /&gt;
&lt;br /&gt;
Enhancive weapons and armor can be [[Enchant Item (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]].  The type and bonus of the enhancive item will determine the difficulty of the enchant.&lt;br /&gt;
&lt;br /&gt;
== Benefits &amp;amp; Levels ==&lt;br /&gt;
&lt;br /&gt;
Enhancive item benefits can be seen through the [[SKILLS (verb)|SKILLS]] or [[INFO (verb)|INFO]] commands.  There are 4 levels of enhancive items.&lt;br /&gt;
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina&lt;br /&gt;
*Level 2 - Increases a skill&#039;s bonus&lt;br /&gt;
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]&lt;br /&gt;
*Level 4 - Increases a character&#039;s ranks in a given skill&lt;br /&gt;
&lt;br /&gt;
== Stacking ==&lt;br /&gt;
&lt;br /&gt;
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).&lt;br /&gt;
&lt;br /&gt;
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:&lt;br /&gt;
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]&lt;br /&gt;
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]&lt;br /&gt;
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]&lt;br /&gt;
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)&lt;br /&gt;
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)&lt;br /&gt;
&lt;br /&gt;
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.&lt;br /&gt;
&lt;br /&gt;
== Enhancive Limits ==&lt;br /&gt;
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:&lt;br /&gt;
*Base [[Stat]]: +40&lt;br /&gt;
*[[Stat]] Bonus : +20&lt;br /&gt;
*[[Skill]] Rank: +50&lt;br /&gt;
*[[Skill]] Bonus: +50&lt;br /&gt;
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50&lt;br /&gt;
*Max [[Spirit]]: +3&lt;br /&gt;
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50&lt;br /&gt;
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that these limits do not stack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character&#039;s [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.&lt;br /&gt;
&lt;br /&gt;
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Enhancive item level requirements]]&lt;br /&gt;
* [[Enhancive item (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.play.net/gs4/premium/premiumplus.asp#enhance1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Enhancements]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=19509</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=19509"/>
		<updated>2013-01-24T19:43:51Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added details about master fletched arrows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = 4 swings per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-magical&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; provides the weapon with the equivalent of a +20 enchant and one of 5 types of [[elemental]] flares.&lt;br /&gt;
&lt;br /&gt;
When casting the spell at a weapon it must be completely free of any magical enhancements or a holy enhancements.  This means that the weapon cannot be made of a magical material or still have previous flares or weighting (crit or damage).  However, elemental blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus) so long as they are made from a plain wood without an intrinsic offensive bonus.  This will result in arrows with an overall +25 bonus. If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster&#039;s nature for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Attunement==&lt;br /&gt;
&lt;br /&gt;
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to.  Be forewarned that this is a &#039;&#039;&#039;one-time&#039;&#039;&#039; choice and cannot be changed or reversed once chosen.  However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands.  If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell.  If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.&lt;br /&gt;
&lt;br /&gt;
== Element Identification ==&lt;br /&gt;
&lt;br /&gt;
Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.&lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Element Damage Types ==&lt;br /&gt;
&lt;br /&gt;
*1. &#039;&#039;&#039;Air&#039;&#039;&#039; (White):  [[Vacuum critical table|Vacuum critical damage]]&lt;br /&gt;
**Ex. Chest decompresses violently and explodes in a shower of bone and lung!&lt;br /&gt;
*2. &#039;&#039;&#039;Earth&#039;&#039;&#039; (Brown):  [[Impact critical table|Impact/Vibration critical damage]]&lt;br /&gt;
**Ex. Every bone in the left arm shattered and scattered about!&lt;br /&gt;
*3. &#039;&#039;&#039;Fire&#039;&#039;&#039; (Red):  [[Fire critical table|Fire critical damage]]&lt;br /&gt;
**Ex. Fire completely surrounds [target].  Blood boils and heart stops.&lt;br /&gt;
*4. &#039;&#039;&#039;Water&#039;&#039;&#039; (Blue):  [[Cold critical table|Cold/Ice critical damage]]&lt;br /&gt;
**Ex. Head freezes solid and the [target] topples over, shattering skull on impact.&lt;br /&gt;
*5. &#039;&#039;&#039;Lightning&#039;&#039;&#039; (Silver):  [[Lightning critical table|Lightning/Electric Shock critical damage]]&lt;br /&gt;
**Ex. Hideously bright electrical bolt sends left leg into another universe.  Happy traveling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of special interest to archers: they may get their arrows or bolts elementally bladed, and in combination with a +20 bow will have the equivalent of an 8x (+40) weapon.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s and [[sorcerer]]s well versed in [[Alchemy]] can produce [[scintillating prismatic oil|some glowing prismatic oil]], a potion containing the spell [[Elemental Blade (411)]]. They must have achieved at least rank 30 in Potions.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#411 Minor Elemental Spell Circle: Elemental Blade], on Play.net&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Survival&amp;diff=8506</id>
		<title>Survival</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Survival&amp;diff=8506"/>
		<updated>2013-01-21T23:38:09Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Details about walking over icy areas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Survival&#039;&#039;&#039; is one of two [[skinning]] skills, along with [[First Aid]].  While the skill has other functions, skinning seems to be the primary reason a character would train in this [[skill]].  Survival also affects a character&#039;s ability to [[forage]], resist damage due to weather (Such as near [[Pinefar]]), build a fire, or find a hidden passageway.&lt;br /&gt;
&lt;br /&gt;
Survival will help prevent a skinner from being [[Poison]]ed when skinning a creature such as a snake.&lt;br /&gt;
&lt;br /&gt;
Training in Survival will also assist in movement in some areas, such as the marshy areas (which induce [[roundtime]] with movement) outside of the [[Marsh Keep]] hunting ground. Survival training will also reduce the likelihood that a character will slip while moving quickly through icy areas, such as those on [[Oblin Pass]] and those on the [[Icemule Trace|Icemule]]-[[Wehnimer&#039;s Landing|Wehnimer&#039;s]] trail. Without ranks in survival, a character would have to wait approximately 5 seconds before moving in order to avoid a chance to slip. In addition, survival ranks will allow characters to [[Stalking and Hiding|sneak]] over ice. Without ranks in survival, a character is guaranteed to fall prone, be revealed from hiding, and incur 10 seconds of [[roundtime]] when attempting to [[Stalking and Hiding|sneak]] out of an icy room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maximum Ranks and Training Costs ==&lt;br /&gt;
Survival is generally a low-cost skill.  Every profession can train in it up to twice per level, except wizards.&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 2/2&lt;br /&gt;
  | Clericranks   = 2 | Clericcost   = 3/2&lt;br /&gt;
  | Empathranks   = 2 | Empathcost   = 3/2&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 2/2&lt;br /&gt;
  | Rangerranks   = 2 | Rangercost   = 1/1&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 2 | Sorcerercost = 3/2&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 1/3&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 2/2&lt;br /&gt;
  | Wizardranks   = 1 | Wizardcost   = 3/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#survival&lt;br /&gt;
*[[Poison and skinning (saved post)]]&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_points&amp;diff=40885</id>
		<title>Spirit points</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_points&amp;diff=40885"/>
		<updated>2013-01-19T22:28:24Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added some enhancive detals. Still need to know a couple of conditions to more accurately describe mixed enhancives. Saving for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your [[character]]&#039;s current and maximum spirit points can be found using the [[HEALTH (verb)|HEALTH]] command.  The amount of maximum spirit points a character has is determined by that character&#039;s [[Aura]] statistic divided by 10, rounded (i.e. 95 Aura will give 10 maximum spirit.) Maximum spirit can be increased though [[Enhancive item|enhancive items]], to an ultimate maximum of 13 points.&lt;br /&gt;
&lt;br /&gt;
Different races will recover spirit at different intervals, or [[spirit regeneration]] rates.  In addition, [[Cleric]]s and [[Empath]]s can [[MEDITATE (verb)|MEDITATE]] to gain spirit back faster, as is done with [[health]] and [[mana]].&lt;br /&gt;
&lt;br /&gt;
==Uses of Spirit Points==&lt;br /&gt;
&lt;br /&gt;
* Spirit points play an integral role in many of the signs of the [[Council of Light]].  &lt;br /&gt;
* Some [[undead]] can drain spirit with a successful physical attack followed by a successful [[warding]] roll.&lt;br /&gt;
* Certain advanced [[Alchemy]] recipes require the alchemist to [[CHANNEL|channel]] spirit points into the formulation. (This always consumes 2 points.)&lt;br /&gt;
* Casting certain [[Cleric]] spells can require spirit points, notably [[Well of Life (308)]] and [[Raise Dead (318)]].&lt;br /&gt;
&lt;br /&gt;
Having fewer than 1 spirit point results in a [[spirit death]].&lt;br /&gt;
&lt;br /&gt;
== Spirit Regen ==&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Center|Race&lt;br /&gt;
!Center|On-Node&lt;br /&gt;
!Center|Off-Node&lt;br /&gt;
|-&lt;br /&gt;
|Forest Gnome&lt;br /&gt;
!Center|4/5&lt;br /&gt;
!Center|2/5&lt;br /&gt;
|-&lt;br /&gt;
|Dwarf&lt;br /&gt;
!Center|4/5&lt;br /&gt;
!Center|2/5&lt;br /&gt;
|-&lt;br /&gt;
|Halfling&lt;br /&gt;
!Center|4/5&lt;br /&gt;
!Center|2/5&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
!Center|2/3&lt;br /&gt;
!Center|1/3&lt;br /&gt;
|-&lt;br /&gt;
|Giantman&lt;br /&gt;
!Center|2/3&lt;br /&gt;
!Center|1/3&lt;br /&gt;
|-&lt;br /&gt;
|Burghal Gnome&lt;br /&gt;
!Center|2/3&lt;br /&gt;
!Center|1/3&lt;br /&gt;
|-&lt;br /&gt;
|Half-Elf&lt;br /&gt;
!Center|2/4&lt;br /&gt;
!Center|1/4&lt;br /&gt;
|-&lt;br /&gt;
|Half-Krolvin&lt;br /&gt;
!Center|2/4&lt;br /&gt;
!Center|1/4&lt;br /&gt;
|-&lt;br /&gt;
|Sylvankind&lt;br /&gt;
!Center|2/4&lt;br /&gt;
!Center|1/4&lt;br /&gt;
|-&lt;br /&gt;
|Aelotoi&lt;br /&gt;
!Center|2/4&lt;br /&gt;
!Center|1/4&lt;br /&gt;
|-&lt;br /&gt;
|Erithian&lt;br /&gt;
!Center|2/4&lt;br /&gt;
!Center|1/4&lt;br /&gt;
|-&lt;br /&gt;
|Elf&lt;br /&gt;
!Center|2/5&lt;br /&gt;
!Center|1/5&lt;br /&gt;
|-&lt;br /&gt;
|Dark-Elf&lt;br /&gt;
!Center|2/5&lt;br /&gt;
!Center|1/5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Low Spirit Penalties ==&lt;br /&gt;
A character may experience penalties to combat modifiers when they have less than full spirit points. The exact penalties for having less than maximum spirit are outlined in the table below (as per the post by [[GameMaster|GM]] Oscuro on 23 January, 2009). Note that these penalties have exceptions for [[enhancive|enhanced]] spirit point totals beyond 10 (the maximum possible without [[enhancive]] items).&lt;br /&gt;
*&#039;&#039;&#039;Maximum Spirit [[enhancive|Enhancives]]&#039;&#039;&#039; - The [[character|characters]] maximum spirit is considered to be 10 for the purpose of low spirit penalties. That is, if the [[character|characters]] maximum spirit is 11, 12, or 13, they will only experience penalties when their spirit point total reaches 7 or less. &lt;br /&gt;
*&#039;&#039;&#039;[[Aura]] [[enhancive|Enhancives]]&#039;&#039;&#039; - The [[character|characters]] maximum spirit total is used as normal. That is, if the [[character]] has 8/11, 8/12, or 9/13 spirit, they will to experience penalties. &lt;br /&gt;
*&#039;&#039;&#039;Combined Spirit/[[Aura]] [[enhancive|Enhancives]]&#039;&#039;&#039; - The [[character|characters]] maximum spirit total, as determined by their [[enhancive|enhanced]] [[aura]] [[stat|statistic]] is considered before max spirit [[enhancive|enhancers]]. For instance, a character with an [[aura]] of 125-130 and any number of max spirit [[enhancive|enhancers]] will have 13 spirit and will experience penalties at 9/13 spirit.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Center|Percentage of &#039;&#039;&#039;MAX&#039;&#039;&#039; Spirit&lt;br /&gt;
!Center|Effect on [[AS]]&lt;br /&gt;
!Center|Effect on [[Evade]], [[Block]], &amp;amp; [[Parry]] [[DS]]&lt;br /&gt;
|-&lt;br /&gt;
|75% - 100% Max Spirit&lt;br /&gt;
!No penalty.&lt;br /&gt;
!No penalty.&lt;br /&gt;
|-&lt;br /&gt;
|50% to 74% Max Spirit&lt;br /&gt;
!-20% &lt;br /&gt;
!-10%&lt;br /&gt;
|-&lt;br /&gt;
|25% - 49%&lt;br /&gt;
!-35% &lt;br /&gt;
!-20% &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Less&#039;&#039; than 25%&lt;br /&gt;
!-50%&lt;br /&gt;
!-30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_regeneration&amp;diff=40892</id>
		<title>Spirit regeneration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_regeneration&amp;diff=40892"/>
		<updated>2013-01-17T19:45:40Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Screwed up referecing. Just scrapped in-line ref tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Spirit regeneration rate by race&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
! Race || On Node || Off Node&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelotoi]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]] || 2 per 5 min || 1 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark elf|Elf, Dark]] || 2 per 5 min || 1 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-elf|Elf, Half]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvankind|Elf, Sylvan]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Erithian]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Burghal gnome|Gnome, Burghal]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest gnome|Gnome, Forest]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Giantman]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-krolvin|Krolvin, Half]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spirit regeneration rate&#039;&#039;&#039; is a value assigned to a [[race]] that represents how many [[spirit point|spirit points]] a character gains per so many minutes.  The spirit regeneration rate is doubled on a [[node]] for all races. These regeneration rates are not affected by [[statistic|statistics]], nor by total [[spirit]] (unlike the [[mana]], [[health]], and [[stamina]] systems).&lt;br /&gt;
&lt;br /&gt;
== Enhancing Spirit Regeneration ==&lt;br /&gt;
[[Spirit]] point regeneration rates may be increased through the [[enhancive]] system or by using [[spirit regeneration crystal]]s made through [[Alchemy]].&lt;br /&gt;
. Wearing an item that provides +1 to regeneration will increase the spirit regeneration of the character by one tier. For example, a [[dark elf]] will have [[spirit]] regeneration rates of 2/4 min, 2/3 min, and 4/5 min on-node while wearing +1, +2, and +3 to [[spirit]] regeneration items, respectively.&lt;br /&gt;
&lt;br /&gt;
There are three [[enhancive|enhanced]] tiers above the highest intrinsic [[race|racial]] regeneration rate (which is 4/5 min on-node for [[halfling|halflings]], [[dwarf|dwarves]], and [[forest gnome|forest gnomes]]). The tiers are outlined in the table below. Note that these tiers were determined empirically, rather than divulged.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Enhanced spirit regeneration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
! Enhanced Tier || On Node || Off Node&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 per 3 min || 4 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 per 5 min || 3 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 per 4 min || 2 per 4 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://forum.gsplayers.com/showthread.php?61324-Spirit-Return&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_regeneration&amp;diff=40891</id>
		<title>Spirit regeneration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_regeneration&amp;diff=40891"/>
		<updated>2013-01-17T19:39:03Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added enhanced rates. Clarified use of enhancives.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Spirit regeneration rate by race&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
! Race || On Node || Off Node&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelotoi]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]] || 2 per 5 min || 1 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark elf|Elf, Dark]] || 2 per 5 min || 1 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-elf|Elf, Half]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvankind|Elf, Sylvan]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Erithian]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Burghal gnome|Gnome, Burghal]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest gnome|Gnome, Forest]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Giantman]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling]] || 4 per 5 min || 2 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]] || 2 per 3 min || 1 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-krolvin|Krolvin, Half]] || 2 per 4 min || 1 per 4 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spirit regeneration rate&#039;&#039;&#039; is a value assigned to a [[race]] that represents how many [[spirit point|spirit points]] a character gains per so many minutes.  The spirit regeneration rate is doubled on a [[node]] for all races. These regeneration rates are not affected by [[statistic|statistics]], nor by total [[spirit]] (unlike the [[mana]], [[health]], and [[stamina]] systems).&lt;br /&gt;
&lt;br /&gt;
== Enhancing Spirit Regeneration ==&lt;br /&gt;
[[Spirit]] point regeneration rates may be increased through the [[enhancive]] system or by using [[spirit regeneration crystal]]s made through [[Alchemy]].&lt;br /&gt;
. Wearing an item that provides +1 to regeneration will increase the spirit regeneration of the character by one tier. For example, a [[dark elf]] will have [[spirit]] regeneration rates of 2/4 min, 2/3 min, and 4/5 min on-node while wearing +1, +2, and +3 to [[spirit]] regeneration items, respectively.&lt;br /&gt;
&lt;br /&gt;
There are three [[enhancive|enhanced]] tiers above the highest intrinsic [[race|racial]] regeneration rate (which is 4/5 min on-node for [[halfling|halflings]], [[dwarf|dwarves]], and [[forest gnome|forest gnomes]]). The tiers are outlined in the table below. Note that these tiers were determined empirically, rather than divulged.&amp;lt;ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Enhanced spirit regeneration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
! Enhanced Tier || On Node || Off Node&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 per 3 min || 4 per 3 min&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 per 5 min || 3 per 5 min&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 per 4 min || 2 per 4 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://forum.gsplayers.com/showthread.php?61324-Spirit-Return&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adventurer%27s_Guild&amp;diff=10607</id>
		<title>Adventurer&#039;s Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adventurer%27s_Guild&amp;diff=10607"/>
		<updated>2013-01-16T08:14:52Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: /* Skinning */ Added 0.5x training requirement (cited value was tested with a level 100 character).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Adventurer&#039;s Guild&#039;&#039;&#039; is the in-genre name of the &#039;&#039;Bounty System.&#039;&#039; This organization is comprised by the assignment of certain heroic or adventurous tasks that [[character]]s within [[Elanthia]] can participate in. There are no [[level]], [[race]], or [[profession]] requirements to participate in this guild. Adventurers successfully completing tasks will be rewarded with [[experience]], [[silver]], and [[bounty point]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bounty System went live in [[Prime]] on August 9, 2006.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Obtaining A Task ==&lt;br /&gt;
&lt;br /&gt;
Receiving a bounty task is as simple as going to the local town&#039;s bounty office and asking the Taskmaster there for an assignment. Based on the type of task assigned, you may also need to go to the local [[jeweler]], [[furrier]], [[herbalist]], or [[town&#039;s guard]] to receive the details of your task. Once assigned a task, you cannot be assigned another for 15 minutes (real time not game time).&lt;br /&gt;
&lt;br /&gt;
*ASK TASKMASTER ABOUT BOUNTY : to receive a bounty task or turn in a completed one&lt;br /&gt;
*ASK TASKMASTER ABOUT REMOVAL : to turn in an incomplete task&lt;br /&gt;
*ASK TASKMASTER ABOUT EASIER : adjusts the level range of tasks you can be assigned (only available after level 15)&lt;br /&gt;
*ASK TASKMASTER ABOUT HARDER : adjusts the level range of tasks you can be assigned (only available after level 15)&lt;br /&gt;
*ASK TASKMASTER ABOUT ADD &amp;lt;person&amp;gt;: to add another character within 10 levels below your level to 5 levels above your level to your current task&lt;br /&gt;
&lt;br /&gt;
Each time you ask for harder or easier it adjusts the level range of tasks assigned by one level.  Initially this is +5 to -5.  If you ask for easier, it then will assign you tasks from -6 to +5.  You will then get a 15% penalty to your AdG rewards.  If you ask again for it to be easier, it will be from -7 to +5. You will then get a 30% penalty.  This pattern remains consistent for the third time and then the fourth time you get an assignment from +5 to -9.  You will get a 60% penalty at this point and it is the lowest level range you can have assigned.&lt;br /&gt;
&lt;br /&gt;
If you ask for harder from that point it will reverse the sequence of easier until you get to where you started from - at which point if you ask for harder you will get an assignment in the -5 to +6 range with no modification of your AdG rewards. Each time you ask increases the upper level until you get to the hardest level range which is -5 to +10.&lt;br /&gt;
&lt;br /&gt;
* [[BOUNTY (verb)|BOUNTY]] : is used to check the status of assigned bounties, as well as accrued bounty points and a record of completed tasks&lt;br /&gt;
&lt;br /&gt;
== Available Tasks ==&lt;br /&gt;
&lt;br /&gt;
There are 8 types of task that the Taskmaster will randomly assign. Assignments will be based on your character&#039;s level and the location of that particular office. You can get assignments for creatures within five levels of your character, but the system will prioritize location as opposed to level. (For example, if there are more hunting areas nearby that are below your level, you will be assigned more underhunting tasks than overhunting ones.) You can share tasks with other adventurers that are 5 levels higher or 10 levels lower by first leading the group and then asking the local taskmaster to ADD the other person. You cannot share gem, skin, herb, or escort bounties.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Task Type&lt;br /&gt;
 ![[Bounty point]]s Received&lt;br /&gt;
 ![[Experience]] Received&lt;br /&gt;
 ![[Silver]] Received&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Gem Collecting|Gem collecting]]&#039;&#039;&#039;&lt;br /&gt;
 |[[Gem collecting#Rewards|Varies]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |[[Gem collecting#Rewards|Varies]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Skinning|Skinning]]&#039;&#039;&#039;&lt;br /&gt;
 |Varies&lt;br /&gt;
 |600 - 700&lt;br /&gt;
 |Varies&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Foraging|Foraging]]&#039;&#039;&#039;&lt;br /&gt;
 |Varies&lt;br /&gt;
 |800&lt;br /&gt;
 |5 &amp;amp;times; [[Bounty point]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Heirloom (loot)|Heirloom]]&#039;&#039;&#039;&lt;br /&gt;
 |15 + 7 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |800&lt;br /&gt;
 |150 + 70 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Culling|Culling]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Boss creature|Boss creature]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |800&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Escort|Escort]]&#039;&#039;&#039;&lt;br /&gt;
 |(250-500) + (2-14) &amp;amp;times; your level&lt;br /&gt;
 |500 - 3000&lt;br /&gt;
 |10 &amp;amp;times; [[Bounty point]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Rescue|Rescue]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Kill Bandits|Bandits]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; your [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; your [[level]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gem Collecting===&lt;br /&gt;
:This [[Adventurer&#039;s Guild]] task requires you to obtain a number of a specific gem, and sell them to the town&#039;s [[jeweler]]. Assignments appear to be somewhat based upon your character&#039;s [[level]]. For example, a level 2 character would be asked to find something on the order of &#039;6 pink spinels,&#039; though as early as 15 trains one can be assigned to look for rarities such as [[ruby|Sylvarraend rubies]]. Rewards are based on specific gem type and quantity.  Adventurer&#039;s will receive a multiplier for the gem that they are bountied for that lasts until the number of gems has been found.  The multiplier only works on creatures that the hunter can learn from and that already drop that gem; shells will not drop in Icemule just because the multiplier is active.&lt;br /&gt;
&lt;br /&gt;
:[[Opalescent glass jar]]s are useful for people who hoard gems in anticipation of these gem tasks.  The jars hold 20 (or 50, if a merchant-sold large jar is obtained) of one type of object, reducing the inventory quantity from 21 (including the jar) to 1.  To get that jar back out, &amp;lt;small&amp;gt;[[RUMMAGE (verb)|RUMMAGE]] IN MY CONTAINER INGREDIENT YELLOW ZIRCON&amp;lt;/small&amp;gt; will grab the correct jar.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The dealer says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild? Yes, I do have a task for you. I&#039;ve recently received several orders from customers interested in purchasing a yellow zircon. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I&#039;d like for you to go round up 8 of them for me. You can SELL them to me as you find them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Gem collecting#Rewards|Gem collecting rewards]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skinning===&lt;br /&gt;
:This task requires you to gather skins of a specific type and of at least a certain quality for the town furrier.  Skinning tasks will only be assigned to characters with at least 0.5x combined training in [[Survival]] and [[First Aid]] (a [[level]] 100 character, for example, will not receive skinning tasks if they have 49 ranks or below).  Rewards for this are based on the level of the creature, skin quality asked for, difficulty of skinning the creature, and (maybe) the quality of skins turned in.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Dakris says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, I do have a task for you. I&#039;ve recently received an order for 8 [[cobra]] skins.  I&#039;ll need them all to be of at least fine quality.  I&#039;d like you to go out and collect enough of these to fill my order.  You can SKIN them off the corpse of a cobra or purchase them from another adventurer.  You can SELL the skins to me as you collect them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Foraging===&lt;br /&gt;
:This task requires you to [[forage]] for a specific item in a specific area.  The items foraged need to be fresh (not [[bundle]]d or eaten).  Rewards for this are based only on the difficulty of the item to forage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Surtey Akrash says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, I do have a task for you.  I&#039;ve been working on a concoction that requires some sprigs of larkspur.  Unfortunately, I need a specific variety that only grows in the old Mine Road near Wehnimer&#039;s Landing.  If you could retrieve 9 samples for me, I would be most grateful.  Keep in mind that I need these samples to be in pristine condition.  That means no eating, bundling, or otherwise damaging the samples. You can GIVE them to me as you FORAGE them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Foraging locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heirloom (loot)===&lt;br /&gt;
:This task is assigned by a town guard, and is one in which an item is said to have been lost to a specific [[creature]] in a certain area.  To complete it, kill the creatures and LOOT them, SEARCHing the corpse also works, although it may take longer if you search instead of loot; you should eventually find one that was carrying the item in question.  This can necessitate the killing of more than 30 of the creatures [[Adventurer&#039;s Guild (saved post)|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]].  The assignment of creature type and area is level-based.  Rewards are based on the level of creature you are assigned to LOOT.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens was attacked by a [[death dirge]] in the Graveyard near Wehnimer&#039;s Landing.  He barely escaped with his life.  Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him.  He has put up a reward for its safe return.  The heirloom is a twisted bronze brooch and you&#039;ll be able to identify it by the initials XL engraved upon it.  Hunt down the creature that attacked him, retrieve the heirloom, and report back to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Heirloom (search)===&lt;br /&gt;
:This task is assigned by a town guard and is one in which an item is lost in a specific area.  To complete it, one must kneel with empty hands and [[search]] in a specific area.  The item is not in a specific room before you start searching, so any room you start to search in will do.  Training in [[Perception]] helps a lot for this task, and it is likely that the spell [[Presence]] does as well.  Rewards the level of creatures in the area you are assigned to search.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens was attacked by a [[giant marmot]] in the smuggling tunnels near Wehnimer&#039;s Landing.  He barely escaped with his life.  Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him.  He has put up a reward for its safe return.  The heirloom is an entwined silver and gold necklace and you&#039;ll be able to identify it by the initials OP engraved upon it.  Hunting down the creature that attacked him won&#039;t do you much good, as I don&#039;t think they take a liking to treasure.  You&#039;ll probably find the item wedged into some nook or cranny in the area if you do a thorough SEARCH.  Report back to me once you have retrieved it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Culling===&lt;br /&gt;
:This task is assigned by a town guard, and is a very simple task that just requires you to kill a number (between 12 and 30) of a specific [[creature]] in specific area due to their overpopulation.  Note that this does not actually mean that the creatures in question are present in above-normal levels, so it may be necessary to bring a group along to increase the [[spawn rate]].  If you do damage to a creatures in question and it is later killed, you will get credit for the kill as long as you are still in the room.  Rewards are the level of creature you are assigned to cull.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  We&#039;ve noted a troubling increase in [[leaper]] activity on the Coastal Cliffs near Wehnimer&#039;s Landing.  We&#039;d like you to cull their numbers a bit for us.  Killing 24 of them should do nicely.  Report back to me when you are done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Boss creature===&lt;br /&gt;
:This task is assigned by a town guard, and is based on the report of a particularly (mean sounding adjective) creature running about.  To complete it, you have to go kill some number of the regular creatures until the particularly mean one comes out.  This one is of a higher level than the base creatures, and may have different abilities.  The appearance of the boss creature is random, and may take killing up to 30 of the base creatures to get the boss to emerge[[Adventurer&#039;s Guild (saved post)|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]].    The assignment of creature type and area is level-based.  Rewards are based on the level of creature you are assigned to kill.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  A particularly dangerous [[great boar]] has been attacking hunters based out of this town.  It has racked up quite a few kills and is beginning to worry us.  Most of the attacks have occurred on the Locksmehr Trail between Wehnimer&#039;s Landing and Zul Logoth, which it probably considers its territory.  Hunt it down, kill it, and report back to me.  It doesn&#039;t always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Escort===&lt;br /&gt;
:This task requires you to escort an [[NPC]] from one town to the other.  You pick up the NPC in the location specified by the taskmaster by using the WAIT verb.  The NPC is very timid, and will not enter a room unless the room is either clear of [[creature]]s or they are stunned.  You are also likely to be set upon by bandits - special creatures that are generated based on your level - during the course of the trip who will attack you and your escortee.  The escortee is quite frail and needs to be protected in order for successful completion of the task.  You can TELL the escortee to WAIT while you make sure the road ahead is clear, which could save an untimely arrival.  Upon entry into the destination town, the NPC will leave and you can go to any adventurer&#039;s guild to receive your reward.  Escort task assignments are random and independent of your difficulty modifier (since you are not being assigned a hunting area as part of the task), except for high-level characters.  If the adventurer has already been rewarded for a successful escort task in the past hour, the Taskmaster will make a telltale remark (&amp;quot;You&#039;ve done a fine job of keeping our paying customers alive. Perhaps I can find something more difficult for you to take on.&amp;quot;) to indicate a more difficult task is being contemplated. Otherwise, a shorter task is more likely to be assigned as normal.&lt;br /&gt;
&lt;br /&gt;
If you kill the NPC you have been assigned to escort, you will be suspended from further Adventurer&#039;s Guild tasks for 3 days with the following messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When word reaches the Adventurer&#039;s Guild that the traveller has gone missing and you are implicated in her possible demise, you will find that you are suspended from receiving new tasks for 3 days pending the investigation.  They cannot afford to be associated with you during this time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Bounty points and silver are determined by level and distance between towns; silvers earned is just 10x bounty points.  Experience is based on the distance between towns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounty point formula per trip (L is your level):&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Ta&#039;Illistim || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] ||       - || 250+2*L  ||        ? || 350+6*L  ||        ? ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]           || 250+2*L ||        - ||  400+8*L || 400+8*L  || 500+12*L || 550+14*L?&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]      ||       ? || 400+8*L  ||        - || 600+16*L || 600+16*L? || 650+18*L&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]         || 350+6*L || 400+8*L  ||        ? ||        - || 300+4*L  ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]        ||       ? || 500+12*L || 600+16*L || 300+4*L  ||        - ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]          ||       ? || 550+14*L?||        ? ||        ? ||        ? ||    -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Experience per trip:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Ta&#039;Illistim || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] ||    - ||  500 || 1000 || 1000 || 1500 || 1750&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]           ||  500 ||    - || 1250 || 1250 || 1750 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]      || 1000 || 1250 ||    - || 1750 || 2250 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]         || 1000 || 1250 || 1750 ||    - ||  750 ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]        || 1500 || 1750 || 2250 ||  750 ||    - ||  500&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]          || 1750 || 2000 || 2500 ||    ? ||  500 ||    -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And a guess:&lt;br /&gt;
:BP = 200 + 50&amp;amp;times;D + 2&amp;amp;times;D&amp;amp;times;L&lt;br /&gt;
:exp = 250 + 250&amp;amp;times;D&lt;br /&gt;
:silver = 2000 + 500&amp;amp;times;D + 20&amp;amp;times;D&amp;amp;times;L&lt;br /&gt;
Where D is the distance modifier as below:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Illistim || Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]    || - || 1 || 3 || 3 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]   || 1 || - || 4 || 4 || 6 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]    || 3 || 4 || - || 6 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]] || 3 || 4 || 6 || - || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]   || 5 || 6 || 8 || 2 || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]     || 6 || 7 || 9 || 3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Rheteger says,  &amp;quot;I&#039;ve got a special mission for you.  A certain client has hired us to provide a protective escort on his upcoming journey.  Go to the area just inside the North Gate and WAIT for him to meet you  there.  You must guarantee his safety to Ta&#039;Vaalor as soon as you can, being ready for any dangers that the two of you may face.  Good luck!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
:This task is assigned by the town guard and requires you to go and find an [[NPC]] and rescue it from a place of danger.  It is usually necessary to kill several of the [[creature]]s in order to entice the NPC to come out.  Once out, the NPC will FOLLOW you, but only one room at a time.  You simply advance one room, then wait for the NPC to follow, going more than one room at a time will cause the NPC to wait in its location.  The NPC can be attacked by creatures or other [[character]]s, however creatures will attack any characters in the room before targeting the NPC and any character killing a helpless child is certainly monstrous.  Rewards are based on the level of creature you are asked to rescue the NPC from.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens is in quite the predicament.  His young son ran away from home recently.  A local divinest has discerned glimpses of the child fleeing from a [[lesser burrow orc]] in Melgorehn&#039;s Valley near Wehnimer&#039;s Landing.  The child is still alive, though is in constant danger and is probably cowering where ever he can find somewhere to hide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::The guard continues, &amp;quot;Go out the area where the child was last seen, find him, and bring him back safetly to me.  You will probably need to kill some of the creatures that he was last seen fleeing from in order to build up his confidence in you and reveal himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Kill Bandits===&lt;br /&gt;
This task is assigned by a town guard, and requires you to patrol the specified area for [[bandit]]s.  This task is similar to the warparty task given to [[Guardians of Sunfist]] members.  Bandits will spring a trap when spawned that may bind, stun, or otherwise incapacitate the adventurer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Dayle says, &amp;quot;Hmm, I&#039;ve got a task here from the town of Kharam-Dzu. It appears they have a bandit problem they&#039;d like you to solve. Go report to the dwarven militia sergeant near the Kharam-Dzu town gates to find out more. Be sure to ASK about BOUNTIES.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::The sergeant says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild? Yes, we do have a task for you. We&#039;ve noted a troubling increase in bandit activity recently. We&#039;d like for you to patrol the old Logging Road near Kharam-Dzu and take out any bandits you encounter. Killing 17 of them should do nicely. Report back to me when you are done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
For each task you are awarded some amount of [[silver]], [[experience]], and [[bounty points]].  Experience is only gained when the exp &amp;quot;pool&amp;quot; is in normal limits (not saturated.  There is a warning when you try to turn in a finished bounty before you can absorb it.  The experience given by the reward is applied to the &amp;quot;to be absorbed&amp;quot; experience up until you become moderately saturated. Any reward in excess of that amount will have half applied to your &amp;quot;to be absorbed&amp;quot; experience and half will be absorbed instantly.  The experience awarded is influenced by the [[XXX]] system, so the award of 1000 experience on XXX is the equivalent of being awarded 3000 experience.&lt;br /&gt;
&lt;br /&gt;
Bounty points are awarded and can be exchanged for items in the bounty point treasure system.  Points are awarded based on the difficulty of the task.  For example, retrieving 5 brown zircons (value ~10 silvers) may give 50 bounty points, while retrieving 10 uncut diamonds (value ~5000 silvers) may award 1250 bounty points.&lt;br /&gt;
&lt;br /&gt;
==Treasure System==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|1&lt;br /&gt;
|a crystal amulet        &lt;br /&gt;
| 100   &lt;br /&gt;
| A standard ESP amulet              &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|a black crystal            &lt;br /&gt;
| 500   &lt;br /&gt;
| Two charges of [[Floating Disk (511)|Floating Disk]]&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|a treasure chest        &lt;br /&gt;
| 250 x tier   &lt;br /&gt;
|An unopened treasure chest.  Chests are graded in tiers (1-10), with 1 being the poorest, on average &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|a magic item            &lt;br /&gt;
| 1,000  &lt;br /&gt;
| An item charged with a random unidentified spell                  &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|recharge an [[Enhancive item|enhancive]] item             &lt;br /&gt;
|  *    &lt;br /&gt;
| Have the item ready in your hand for a cost quote               &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|a weak potion of accelerated unlearning       &lt;br /&gt;
|100,000 &lt;br /&gt;
| Instantly migrates all Armor and Combat Maneuver List training points when drunk          &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|a strong potion of accelerated unlearning      &lt;br /&gt;
|250,000 &lt;br /&gt;
| Instantly migrates all skills to match skill goals when drunk&lt;br /&gt;
|-        &lt;br /&gt;
| 8&lt;br /&gt;
|a potion of body and mind&lt;br /&gt;
|1,000,000&lt;br /&gt;
| Grants the ability to reallocate your stats when drunk&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|a sword-crossed treasure chest tattoo      &lt;br /&gt;
|40,000 &lt;br /&gt;
| Specify a body location when ordering a tattoo!&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|a multihued compass rose tattoo&lt;br /&gt;
|40,000&lt;br /&gt;
| A multihued compass rose tattoo encircling a map&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
|a drooling green gremlin tattoo&lt;br /&gt;
|40,000&lt;br /&gt;
| A green gremlin tattoo drooling over piles of gems&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|a feather charm&lt;br /&gt;
|1000&lt;br /&gt;
|Reduces your encumbrance level by 40 lbs for 5 minutes. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|a mandis charm&lt;br /&gt;
|1000&lt;br /&gt;
|Dispels &amp;lt;b&amp;gt;ALL&amp;lt;/b&amp;gt; [[spell]]s currently affecting you. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Chronomage-approved Gold Ring of Teleportation&lt;br /&gt;
|1000&lt;br /&gt;
|A standard teleportation ring, licensed for 20 successful teleports.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|throat balm&lt;br /&gt;
|1000&lt;br /&gt;
|Eliminates all current vocal chord stress and excessive thirstiness. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|temporary damage padding&lt;br /&gt;
|*&lt;br /&gt;
|Add damage padding to your armor for 50 hits. Somewhat and heavy padding levels are available.&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|temporary elemental flares&lt;br /&gt;
|*&lt;br /&gt;
|Add fire, cold, or electricity flares to your weapon for 30 flare activations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
Adventurer&#039;s Guild participants can earn profession titles by completing a set amount of tasks or earning a set amount of bounty points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A list of the titles can be [[Title_system#Adventurer.27s_Guild_Titles|found here.]]&#039;&#039;&lt;br /&gt;
==Badges==&lt;br /&gt;
{{main|Adventurer&#039;s Guild Badge}}&lt;br /&gt;
These badges are awarded to anyone who is a member of the &#039;&#039;&#039;Adventurer&#039;s Guild&#039;&#039;&#039; (have completed an AdG task).  Their function is as both a status symbol (as the more points you accumulate, the fancier your badge can be) and as an enhancive item.  They are awarded by the Treasure Master and the look of the badge is awarded based on the number of points you have accumulated.  Further upgrades of the badge can also be accomplished based on the number of bounty points you have accumulated.  &lt;br /&gt;
&amp;lt;i&amp;gt;Note: there is a 10,000 bounty point charge for a replacement badge.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrading badges is accomplished with points from an unseen badge pool which increments every time your earn a bounty point.  In particular, upgrading a badge will not reduce your current bounty point pool nor does it cost silvers.  A badge can be upgraded in five different areas, and each area can be upgraded ten times, giving a total of 11 possible upgrade tiers.  When you first receive your badge each area is in upgrade tier 0.  It costs 10,000*(n+1) to upgrade a badge area from tier n to tier n + 1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; Suppose we have earned 30,000 BP total and never upgraded our badge.  Currently our badge pool has 30,000 points in it.  If we upgrade the binding to tier 1, it costs 10,000*1 badge points, leaving us with 20,000 badge points.  We could then choose to upgrade the binding again to tier 2, which would cost 10,000*2=20,000 points and leave us with 0 badge points.  Alternatively, we could decide instead to upgrade both the material and gem to tier 1, costing a total of 20,000 badge points and again leaving us with 0 badge points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039;   Let&#039;s figure out how much it costs to completely upgrade an area.  The cost would be 10,000*(1 + 2 + ... + 10)=10,000*(10*11/2)=550,000.  In other words, if we have earned 550,000 total bounty points and never upgraded the badge, we could completely upgrade one area of the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039;  Generalizing the previous example, let&#039;s compute how much it costs to upgrade the entire badge completely.  Obviously this is simply 5*(cost to upgrade a single area)=5*550,000=2,750,000.  Thus, once we have earned 2,750,000 total bounty points we could complete upgrade the badge.&lt;br /&gt;
&lt;br /&gt;
The more upgrades you get, the bigger its enhancive capacity will be. On top of that, the two or three highest-ranking upgrades on your badge have the potential to unlock its ability to hold more than one enhancement.&lt;br /&gt;
&lt;br /&gt;
You can set up your badge to enhance any skill or stat or other attribute that is available on the menu. If you want to know how much of a particular enhancement your badge can hold, just ask the treasure master NPC without specifying the bonus amount. Be aware that the treasure master has to drain your badge of all its charges before he can make any change to the enhancements it holds!&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve upgraded your badge and set it up with the enhancements you want, you&#039;ll have to place an order from the regular rewards menu to have it charged up, just like you can have any enhancive charged up. Recharging badges costs less than recharging other equivalent enhancive items, though.&lt;br /&gt;
&lt;br /&gt;
Other tips:&lt;br /&gt;
&lt;br /&gt;
* The badges are permanently attuned to the owner.&lt;br /&gt;
* If by some weird calamitous chance you manage to lose your badge, you can ask for a new one, but you&#039;ll have to set it up all over again. If you get a new badge, the old badge will become a useless paperweight and lose its attunement to you (or anyone).&lt;br /&gt;
* The strength of the enhancements you can get is limited by the overall value of your badge, but it is also limited by your level. The level limits aren&#039;t too restrictive, however -- a capped player could have a +10 stat enhancer, for example.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
[[Image:AdG_Maps.jpg|300px|right]]&lt;br /&gt;
* [[Wehnimer&#039;s Landing]]: North Ring Road&lt;br /&gt;
* [[Teras]]: Glaes Street&lt;br /&gt;
* [[Solhaven]]: Latirus Lane&lt;br /&gt;
* [[River&#039;s Rest]]: Sandy Path&lt;br /&gt;
* [[Icemule Trace]]: East Road&lt;br /&gt;
* [[Ta&#039;Illistim]]: Fraendel Var&lt;br /&gt;
* [[Ta&#039;Vaalor]]: Glimaerstone Var&lt;br /&gt;
* [[Zul Logoth]]: Ruby Tunnel&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Adventurer&#039;s Guilds restock their reward shops! (saved post)|Adventurer&#039;s Guilds Restock their Reward Shops - 1/19/2008 Update]]&lt;br /&gt;
* [[Adventurer&#039;s Guild (saved post)]] - Coase says the 30-creature limit is not a hard limit&lt;br /&gt;
* [[Bounty system updates (saved post)|Bounty system updates (Kill Bandits task and Group tasks added) - 7/25/2009 Update]]&lt;br /&gt;
* [[Adventurer&#039;s Guild Badges (saved post)|Adventurer&#039;s Guild Badges Update - 03/02/2010]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer&#039;s Guild| ]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor&amp;diff=12618</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor&amp;diff=12618"/>
		<updated>2013-01-15T20:40:03Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Cosmetic fix to hindrance table (colspan on spell hindrance).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; is gear worn by characters to protect them from damage.  It is divided into main armor and armor accessories.  Kinds of main armor are distinguished by their armor group (AG) and armor sub-group (AsG).  Characters may only wear one set of main armor and one of each kind of accessory at a time.&lt;br /&gt;
&lt;br /&gt;
The first armor in an armor group is usually torso armor, covering only the chest, stomach, and back.  The second type will cover the arms and hands of the wearer, then the third type will cover the legs as well.  The last type of armor in a group covers the entire body.  When a character wears an accessory such as greaves to increase the coverage of their armor, the AsG remains unchanged but the penalties (moving, casting, [[Roundtime|RT]]) change to correspond with the greatest degree of coverage; see table below for more details.  For example, if a character was wearing light leather that covers just the torso, they might decide to add arm greaves at one point.  The behavior of the character&#039;s armor would then change to that of full leather since the total coverage would then be torso and arms.&lt;br /&gt;
* Note that penalties are assessed based on the &#039;&#039;worst&#039;&#039; (most extensive) coverage.  Wearing a helm on the head or aventail on the neck while wearing AsG5/light leather will give AsG8/double leather penalties, but will &#039;&#039;&#039;NOT&#039;&#039;&#039; give the protection (see next paragraph) of the heavier armor to the arms or legs, since those body locations are not covered in this case: only the chest, abdomen, back, and head (or neck) are covered in this example.  For this reason it is usually advised to wear the heaviest armor the character is trained for, and not use accessories at all.  Some characters prefer to wear accessories in any case, but this is usually either for cosmetic reasons (the helm perfectly matches the look sought) or entirely different mechanical benefits (such as an [[Enhancive item]]).&lt;br /&gt;
&lt;br /&gt;
When a type of armor in a class doesn&#039;t cover a body part, the part counts as being covered by one class less when determining the critical rank of a strike.  For example, when striking someone wearing torso plate, or metal breastplate, the weapon uses the [[damage factor]] of striking someone in plate, no matter where the strike lands.  However, when striking an uncovered portion, the amount of raw damage required per critical rank is only 9 damage, instead of the 11 damage which is standard for plate armor (these numbers are called [[critical divisor]]s).  Therefore, a strike of 18 raw damage using a longsword (a +203 to +208 endroll) to an arm is a level 2 crit (+7 extra damage, for a total of 25 damage), but if the same strike were to hit the chest, it&#039;d only be a level 1 crit (+1 extra damage, for a total of 19 damage).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;Note: the endrolls noted may be much higher if the victim has significant amounts of [[DFRedux]].  For example, a character with 60% redux in the example given above would require a +358 endroll for the same result.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Penalties and Spell Hindrance ==&lt;br /&gt;
&lt;br /&gt;
Wearing heavy armor can introduce difficulty to a character&#039;s actions and hinder their use of magic.  Action penalties can be mitigated through training in the [[Armor Use]] skill. [[Spell hindrance]] cannot be avoided unless you have access to the spell [[Faith&#039;s Clarity (1603)]] (Paladin base) and/or are a [[Paladin]] with training in the [[Armor Specialization]] known as [[Armored fluidity]].  However, spell hindrance can be &amp;lt;i&amp;gt;minimized&amp;lt;/i&amp;gt; by training in the [[Armor Use]] skill.  Spell hindrance will never go above the maximum (listed in the far right column) but will also never go below the minimum hindrance listed under the corresponding spell circle.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 ! rowspan=2 bgcolor = lightgrey | AG&lt;br /&gt;
 ! rowspan=2 bgcolor = lightgrey | ASG&lt;br /&gt;
 ! rowspan=2 bgcolor = lightgrey | Name&lt;br /&gt;
 ! rowspan=2 bgcolor = lightgrey | [[Roundtime|RT]]&lt;br /&gt;
 ! rowspan=2 bgcolor = lightgrey | [[Action penalty|AP]]&lt;br /&gt;
 ! colspan=2 bgcolor = lightgrey | [[Cast versus Armor|CvA]]&lt;br /&gt;
 ! rowspan=2 bgcolor = lightgrey | [[Encumbrance|Base&amp;lt;br&amp;gt;Weight]]&lt;br /&gt;
 ! colspan=13 bgcolor = lightgrey | Spell Hindrance&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | bgcolor = lightgrey | Norm&lt;br /&gt;
 | bgcolor = lightgrey | Magic&lt;br /&gt;
 | bgcolor = lightgrey | [[Minor Spiritual|MnS]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Major Spiritual|MjS]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Cleric Base|Cleric]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Minor Elemental|MnE]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Minor Mental|MnM]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Major Elemental|MjE]]/[[Major Mental|MjM]]&amp;lt;br&amp;gt;[[Savant]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Ranger Base|Ranger]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Sorcerer Base|Sorcerer]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Wizard Base|Wizard]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Bard Base|Bard]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Empath Base|Empath]]&lt;br /&gt;
 | bgcolor = lightgrey | [[Paladin Base|Paladin]]&lt;br /&gt;
 | bgcolor = lightgrey | Max&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | rowspan=2 | 1. Cloth&lt;br /&gt;
 | 1&lt;br /&gt;
 | bgcolor = lightgrey | Normal Clothing/No Armor&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0&lt;br /&gt;
 | 25&lt;br /&gt;
 | 20&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | 2&lt;br /&gt;
 | bgcolor = lightgrey | Robes&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0&lt;br /&gt;
 | 25&lt;br /&gt;
 | 15&lt;br /&gt;
 | 8&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | rowspan=4 | 2. Soft Leather&lt;br /&gt;
 | 5&lt;br /&gt;
 | bgcolor = lightgrey | Light leather&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0&lt;br /&gt;
 | 20&lt;br /&gt;
 | 15&lt;br /&gt;
 | 10&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | 6&lt;br /&gt;
 | bgcolor = lightgrey | Full leather&lt;br /&gt;
 | 1&lt;br /&gt;
 | 0&lt;br /&gt;
 | 19&lt;br /&gt;
 | 14&lt;br /&gt;
 | 13&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | 7&lt;br /&gt;
 | bgcolor = lightgrey | Reinforced leather&lt;br /&gt;
 | 2&lt;br /&gt;
 | -5&lt;br /&gt;
 | 18&lt;br /&gt;
 | 13&lt;br /&gt;
 | 15&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | 2&lt;br /&gt;
 | -&lt;br /&gt;
 | 1&lt;br /&gt;
 | 2&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | 4&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | 8&lt;br /&gt;
 | bgcolor = lightgrey | Double leather&lt;br /&gt;
 | 2&lt;br /&gt;
 | -6&lt;br /&gt;
 | 17&lt;br /&gt;
 | 12&lt;br /&gt;
 | 16&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | 2&lt;br /&gt;
 | 4&lt;br /&gt;
 | -&lt;br /&gt;
 | 2&lt;br /&gt;
 | 4&lt;br /&gt;
 | 2&lt;br /&gt;
 | -&lt;br /&gt;
 | -&lt;br /&gt;
 | 6&lt;br /&gt;
 |- align=center&lt;br /&gt;
 | rowspan=4 | 3. Hard Leather&lt;br /&gt;
 | 9&lt;br /&gt;
 | bgcolor = lightgrey | Leather breastplate&lt;br /&gt;
 | 3&lt;br /&gt;
 | -7&lt;br /&gt;
 | 11&lt;br /&gt;
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To see how much training is required to reduce penalties as far as possible, see the [[Armor Use]] article.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance and Weight ==&lt;br /&gt;
Base armor (that is, armor which is worn &amp;quot;over the chest&amp;quot; and falls into one of the above ASGs) is treated uniquely with respect to the carrying capacity and [[encumbrance]] system. Armor may add to or subtract from encumbrance (effectively increasing native carrying capacity) when worn. The exact effect is dependent upon the [[Item weights 03 (saved post)|base weight]] of that particular class of armor, the actual [[weight]] of the armor (which may be more or less than standard weight), and the [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifier]].&lt;br /&gt;
&lt;br /&gt;
Armor accessories (such as helms, arm, and leg greaves) will always increase [[encumbrance]]. It is important to note that when armor and armor accessories are held (as opposed to worn) by a character, they are &#039;&#039;not&#039;&#039; affected by [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifiers]]. When a character with a weight modifier which is less than 1 (such as [[elf|elves]] or [[halfling|halflings]]) wears an armor accessory, they may observe an apparent decrease in [[encumbrance]] when worn. The weight of the item will still increase the character&#039;s overall [[encumbrance]].&lt;br /&gt;
&lt;br /&gt;
Further quantitative details on this topic can be found in the [[Encumbrance#Armor_Encumbrance_Formula|encumbrance article]].&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Item weights 03 (saved post)]]&lt;br /&gt;
*[[Racial modifiers (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* http://www.play.net/gs4/info/armory/armor.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Saturation_(413)&amp;diff=1848</id>
		<title>Elemental Saturation (413)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Saturation_(413)&amp;diff=1848"/>
		<updated>2013-01-08T07:43:45Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Fixed duration (instant -&amp;gt; 10 sec/level)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = ELEMSAT&lt;br /&gt;
 | base_dur = 10 sec per [[level]]&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | target = Single target&lt;br /&gt;
 | interval = One-shot&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | status = -25 [[TD]] (all)&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Saturation&#039;&#039;&#039; causes the target to incur a negative ability to further ward against spells after initially failing a normal warding check.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spell start:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A dark shadow passes over you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell ending:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A dark shadow passes away from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#413 Minor Elemental Spell Circle: Elemental Saturation], on Play.net&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=1031</id>
		<title>Elemental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=1031"/>
		<updated>2013-01-07T07:08:27Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added spells affected list. Information on sorc spells is based on other references/articles. I have no first-hand knowledge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Elemental Mana Control [[skill]] serves the same purpose as [[Spiritual Mana Control]] and [[Mental Mana Control]];  it determines the efficiency with which a player can share [[mana]] with other players.  [[Wizard]]s and [[Sorcerer]]s are the [[pure]] professions that benefit the most from EMC, along with [[Bard]]s.  The maximum benefit for sharing mana is achieved at twenty-four (24) ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
&lt;br /&gt;
==Spells affected by EMC==&lt;br /&gt;
*[[Mana Leech (516)]] - every 15 skill bonus increases recovery rate by +1 mana/min&lt;br /&gt;
*[[Charge Item (517)]] - increases charge success rate, reduces charge cost by 1 mana per 5 ranks&lt;br /&gt;
*[[Temporal Reversion (540)]] - chance to trigger is increased by 1% per 10 skill bonus&lt;br /&gt;
*[[Familiar Gate (930)]] - contributes towards the success rate of opening a portal&lt;br /&gt;
*[[Enchant Item (925)]] - contributes towards the success rate of enchanting an item&lt;br /&gt;
*[[Scroll Infusion (714)]] - reduces the mana cost of infusing scrolls&lt;br /&gt;
*[[Dark Catalyst (719)]] - increases the amount of mana returned&lt;br /&gt;
*[[Implosion (720)]] - decreases the cost of focused casts (combined effect with all mana control skills)&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/6&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 0/12&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/15&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/4&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=1032</id>
		<title>Spiritual Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=1032"/>
		<updated>2013-01-07T07:07:24Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added some sorc spells affected by SMC (I don&amp;#039;t have a sorc, this is just based on other references/articles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Spiritual Mana Control [[skill]] serves the same purpose as [[Mental Mana Control]] and [[Elemental Mana Control]]; it determines the efficiency with which a player can share [[mana]] with other players.  [[Cleric]]s, [[Sorcerer]]s, and [[Empath]]s are the [[pure]] professions that benefit the most from SMC, along with the [[Ranger]] and [[Paladin]] [[semi]] professions.  The maximum benefit for sharing mana is achieved at twenty-four ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
&lt;br /&gt;
SMC also factors into avoiding [[Spell burst]], [[runestaff]] defense, and some [[alchemy]] skills (mainly determining success at the training cauldrons).&lt;br /&gt;
&lt;br /&gt;
==Spells affected by SMC==&lt;br /&gt;
*[[Spirit Dispel (119)]] - every 75 skill bonus will reduce mana cost for ending a spell by one&lt;br /&gt;
*[[Spirit Guide (130)]] - reduces severity of the sickness&lt;br /&gt;
*[[Living Spell (208)]] - decreases mana needed to cast a stolen spell by 1% per 2 ranks&lt;br /&gt;
*[[Major Sanctuary (220)]] - increases the chance of success&lt;br /&gt;
*[[Spirit Slayer (240)]] - [[CS]] boost is 25 + seed 5 ranks&lt;br /&gt;
*[[Raise Dead (318)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
*[[Divine Wrath (319)]] - increases the damage of the secondary flare and reduces the time between casts&lt;br /&gt;
*[[Scroll Infusion (714)]] - reduces the mana cost of infusing scrolls&lt;br /&gt;
*[[Dark Catalyst (719)]] - increases the amount of mana returned&lt;br /&gt;
*[[Implosion (720)]] - decreases the cost of focused casts (combined effect with all mana control skills)&lt;br /&gt;
*[[Sympathy (1120)]] - with [[Mental Mana Control]], increases the number of possible targets at the rate of ((MMC + SMC) / 10)&lt;br /&gt;
*[[Troll&#039;s Blood (1125)]] - lessens the interval between stun break attempts&lt;br /&gt;
*[[Regeneration (1150)]] - reduces interval between regeneration pulses by one second per 100 SMC skill&lt;br /&gt;
*[[Divine Word (1640)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/12&lt;br /&gt;
  | Clericranks   = 3 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/8&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/15&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#manashare Skills: Mana Control], on Play.net&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Charge_Item_(517)&amp;diff=3211</id>
		<title>Charge Item (517)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Charge_Item_(517)&amp;diff=3211"/>
		<updated>2013-01-07T05:14:26Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added messaging for greening an item.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
| mnemonic = CHARGEITEM&lt;br /&gt;
| type = Utility&lt;br /&gt;
| duration = Variable&lt;br /&gt;
| skill = None&lt;br /&gt;
| components = Special&lt;br /&gt;
| availability = Caster only&lt;br /&gt;
| navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge Item&#039;&#039;&#039; is a spell from the [[Major Elemental]] [[spell circle]].  It allows a properly trained [[Wizard]] to place more [[charges]] into a magical item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
In order to charge a magical item you&#039;ll need an [[orb gem]] worth at least 1000 silver, a [[grot t&#039;kel potion]], and a magical item that can be charged.  This includes some common items such as [[small statue|small statues]] (older statues may have to be used once first), [[heavy quartz orb|heavy quartz orbs]], [[blue crystal|blue crystals]], [[ruby amulet|ruby amulets]], and nearly every [[wand]]. Note that [[white crystal|white crystals]] and [[black crystal|black crystals]] are not chargeable in their natural state. (The difference being that some of these items are generated at their capacity while others are not.)&lt;br /&gt;
&lt;br /&gt;
The mana cost for charging a spell varies based on the type of spell and ranks in [[Elemental Mana Control]].  With twenty-four (24) ranks in EMC, charging a spell from within your [[sphere]] will cost the same as the spell.  A Spiritual or Mental spell will cost three times as much as the spell, and a [[Sorcerer Base]] spell will cost twice as much.  So, say for example, you are charging a blue crystal ([[Spirit Strike]]).  This spell costs 17 mana to cast and is a spiritual spell.  Thus, it would require 17*3 = 51 mana to increase the charge on the blue crystal by one.  Ranks in Elemental Mana Control, however, will reduce this cost by 1 point per 5 ranks in Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
e.g. If you have 100 ranks in Elemental Mana Control, the cost to increase the charge on the blue crystal will be 17*3 - 100/5 = 31.  To reduce the cost to charge the crystal to the base cost of 17, 170 ranks of Elemental Mana Control are needed.&lt;br /&gt;
&lt;br /&gt;
In the case of a ruby amulet ([[Wall of Force]]), 40*3 = 120 mana is required to increase its charge by one.  However, using the equation 40*3 - x/5 = 40, where x is the amount of ranks needed to reduce the mana cost, x turns out to be 400!  This means you would need 400 ranks of Elemental Mana Control to reduce the cost to its minimum.  However, since you can at maximum only have 200 ranks, the minimum cost is 80 mana.  The absolute minimum cost for Wall of Force would be 70 mana if you had an additional 50 ranks of EMC from enhancives, putting you at 252 max ranks of EMC.&lt;br /&gt;
&lt;br /&gt;
Note that the more charges you try to add into an item, the more difficult it will be to succeed, and the more severe the failures will be. The maximum number of charges any item can hold is forty (40).  In addition, higher level spells and spells from outside your [[sphere]] are also more difficult to charge.  Failures with the spell vary.  The most extreme failure is complete destruction of the item, though a more common failure results in &amp;quot;greening&amp;quot; the item, preventing it from ever being charged.  Other failures include loss of mana points or injury to the caster.&lt;br /&gt;
&lt;br /&gt;
== Process and Messaging ==&lt;br /&gt;
&lt;br /&gt;
The stages of charges are outlined below.&lt;br /&gt;
&lt;br /&gt;
=== Gem Preparation ===&lt;br /&gt;
&lt;br /&gt;
To begin, you pour the [[grot t&#039;kel potion]] on the [[orb gem]], then cast [[517]] at the gem. After casting the spell, the gem will be replaced with a pulsating orb which appears on the ground. It can not be retrieved. If the potion evaporates, the gem is &#039;&#039;not&#039;&#039; an [[orb gem]].&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my potion on my ruby&amp;lt;br&amp;gt;&lt;br /&gt;
You pour your potion on the ruby.&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully work the liquid in until it is all absorbed.&amp;lt;br&amp;gt;&lt;br /&gt;
You have 4 doses left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep 517&amp;lt;br&amp;gt;&lt;br /&gt;
You recite a series of mystical phrases while raising your hands, invoking Charge 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 ruby&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a star ruby.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The star ruby quickly expands into a blue pulsating orb!&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;look&amp;lt;br&amp;gt;&lt;br /&gt;
[Wizard Guild, Workshop]&amp;lt;br&amp;gt;&lt;br /&gt;
You notice &amp;lt;b&amp;gt;a pulsating orb&amp;lt;/b&amp;gt; and a sleek wood owl.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, southeast&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;take orb&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t pick that up!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orb Preparation ===&lt;br /&gt;
In order to prepare the pulsating orb for charging, the charger must cast [[517]] at the orb repeatedly until it begins &amp;quot;flickering in color and humming tones of enchantment.&amp;quot; If the orb gem continues to grow in size, it is approaching preparedness. Note that these successive casts of [[517]] only cost 1 [[mana point]], as opposed to the full 17 of the initial cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 517&amp;lt;br&amp;gt;&lt;br /&gt;
You recite a series of mystical phrases while raising your hands, invoking Charge Item...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a pulsating orb.&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while muttering a few arcane phrases.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The orb resonates in response to each of your gestures and words.&amp;lt;br&amp;gt;&lt;br /&gt;
It grows in size!&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 517&amp;lt;br&amp;gt;&lt;br /&gt;
You recite a series of mystical phrases while raising your hands, invoking Charge Item...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a pulsating orb.&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while muttering a few arcane phrases.&amp;lt;br&amp;gt;&lt;br /&gt;
The orb resonates in response to each of your gestures and words.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;It shines brightly for a moment, flickering in color and humming tones of enchantment!&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following message indicates that the pulsating orb was already sufficiently prepared for charging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 517&amp;lt;br&amp;gt;&lt;br /&gt;
You recite a series of mystical phrases while raising your hands, invoking Charge Item...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a pulsating orb.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The orb is already prepared for enchanting.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each cast of [[517]] has a chance of failure and may reduce the size of the pulsating orb. Additional casts of [[517]] will be required in order to prepare the pulsating orb for charging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 517&amp;lt;br&amp;gt;&lt;br /&gt;
You recite a series of mystical phrases while raising your hands, invoking Charge Item...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast orb&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a pulsating orb.&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while muttering a few arcane phrases.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;You are unable to concentrate completely.&amp;lt;br&amp;gt;&lt;br /&gt;
The pulsating orb shrinks somewhat.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Charging ===&lt;br /&gt;
Once the pulsating orb is sufficiently prepared for charging, the pulsating orb must be rubbed with the item to be charged in the character&#039;s right hand. When charges are successfully added to the item, [[mana]] will be drained from the character. The following messaging indicates that charges have been successfully added to the item:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;glance&lt;br /&gt;
You glance down to see a &amp;lt;b&amp;gt;blue crystal in your right hand&amp;lt;/b&amp;gt; and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while holding a blue crystal near it.&amp;lt;br&amp;gt;&lt;br /&gt;
A strand of pure essence leaps from the orb and onto the crystal!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The blue crystal glows with a bright hue as the fingers of essence caress it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the character does not have sufficient mana to place a charge into the item, the following message will be received (no [[mana]] will be drained from the charger in this case):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;rub orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while holding a blue crystal near it.&amp;lt;br&amp;gt;&lt;br /&gt;
A strand of pure essence leaps from the orb and onto the crystal!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;You do not have enough mana.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing else seems to happen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional minor failures to charge are evident by the following messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;rub orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while holding a blue crystal near it.&amp;lt;br&amp;gt;&lt;br /&gt;
A strand of pure essence leaps from the orb and onto the crystal!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;You are unable to properly channel the flows.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failures can also occur. This causes the caster to lose all of their [[mana]] and causes the item to permanently lose the ability to be charged. This is commonly referred to as &amp;quot;greening&amp;quot; an item. Messaging is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;rub orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while holding a blue crystal near it.&amp;lt;br&amp;gt;&lt;br /&gt;
A strand of pure essence leaps from the orb and onto the crystal!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;It flares a sickening green and then goes dim.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the character can no longer place charges into a magical item, they receive the following message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;rub orb&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture over the pulsating orb while holding a blue crystal near it.&amp;lt;br&amp;gt;&lt;br /&gt;
A strand of pure essence leaps from the orb and onto the crystal!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;You are unable to add any more charges.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing else seems to happen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The message that follows indicates that the pulsating orb is not sufficiently prepared for charging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;rub orb&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;The orb isn&#039;t properly prepared for recharging.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orb Maintenance ===&lt;br /&gt;
During the charging process, the pulsating orb will reduce in size and require further preparation for charging. The character must monitor the ambient messaging of the pulsating orb in order to properly maintain it for use (the shrinkage messaging is ambient, rather than triggered by any direct character action). When this occurs, the character should return to the [[517#Orb_Preparation|orb preparation]] stage of charging, casting [[517]] at the pulsating orb until it is once again ready for charging. The same failure messaging, success messaging, and [[mana point]] cost applies. A shrinking orb is evident by the following messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The pulsating orb shrinks somewhat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually, the pulsating orb will expire with the following messaging. The [[orb gem|orb gems]] (and therefor pulsating orbs) are consumable and the eventual expiration of pulsating orbs is natural. Note that the pulsating orb will also expire with the same messaging if it was never [[517#Orb_Preparation|sufficiently prepared]] for charging.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The pulsating orb suddenly implodes into nothing but some lingering smoke!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
There are three skills that directly aid your casting of Charge Item (517).  These are, in order of importance: Ranks in the [[Major Elemental]] [[spell circle]], [[Magic Item Use]], and [[Elemental Mana Control]].  Other factors that do not directly influence the success of the spell, but may be useful otherwise include the value of the gem, [[Harness Power]], [[Spiritual Mana Control]], [[Sign of Wracking]], [[Symbol of Mana]], [[Sigil of Power]] and having a friend or two help you out.&lt;br /&gt;
&lt;br /&gt;
;*[[Major Elemental]] Ranks and [[Magic Item Use]]&lt;br /&gt;
:These two factors directly affect the success of casting the spell, as well as the severity of a failure.&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Mana Control]]&lt;br /&gt;
:Of the three primary skills, EMC plays the smallest role in success.  However, EMC determines the mana cost for charging a spell.  For example, with 200 ranks of EMC can charge spiritual spells as though they were within your [[sphere]].  At minimum, you should have twenty-four ranks so that you can charge spells from within your [[sphere]] for the same amount of mana as the spell normally costs.&lt;br /&gt;
&lt;br /&gt;
;*Value of the [[orb_gem|Orb Gem]]&lt;br /&gt;
:Though not a determinant in your success, more valuable gems will last longer as orbs, allowing you the chance to place more charges in an item if you so choose. The value and/or quality may also limit the amount of charges that can be added to a single item.&lt;br /&gt;
&lt;br /&gt;
;*[[Harness Power]]&lt;br /&gt;
:By increasing the amount of mana you can hold, training in HP will allow you to place more charges into an item before the orb fades.&lt;br /&gt;
&lt;br /&gt;
;*[[Spiritual Mana Control]]&lt;br /&gt;
:Though not a direct influence in the casting of Charge Item (517), SMC will allow you to receive mana from classes that employ Spiritual Mana, such as Clerics and Empaths.&lt;br /&gt;
&lt;br /&gt;
;*[[Sign of Wracking]], [[Symbol of Mana]] and [[Sigil of Power]]&lt;br /&gt;
:These [[Society|societal abilities]] provide you with more mana.&lt;br /&gt;
&lt;br /&gt;
;*Workshop&lt;br /&gt;
:Being in a workshop increases chance of success.&lt;br /&gt;
&lt;br /&gt;
;*Friends&lt;br /&gt;
:Aside from sending you mana for the casting of Charge Item (517), friends are also good for conversation and lending you money.  They also make excellent scape goats, if the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
* [[Charge Item (guide)]]&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=2#517 Major Elemental Spell Circle: Charge Item], on Play.net&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/charge-item.asp Charge Item Guide on Play.Net]&lt;br /&gt;
&lt;br /&gt;
{{Wizard}}&lt;br /&gt;
[[Category:Major Elemental Spells]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=1794</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=1794"/>
		<updated>2012-09-28T22:05:29Z</updated>

		<summary type="html">&lt;p&gt;EASTMANM2: Added some flare details (unbalance, knockout, acuity, mana, and rotating flares)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common property that many weapons throughout Elanthia possess.  Generally, flares occur when striking the opponent about 25% of the time depending on the type and potency of the flare.  They can do from 1 to 60 damage, averaging about 20 damage per flare, depending upon a random selection.&lt;br /&gt;
&lt;br /&gt;
== Types of Flares ==&lt;br /&gt;
There are five common types of flares, three uncommon types, and a number of flares that are only seen on special weapons. Flares can be determined empirically or through a bard [[http://www.krakiipedia.org/wiki/Loresinging#Weapon.2FArmor_Abilities|loresong]]&lt;br /&gt;
=== Common Flares ===&lt;br /&gt;
:*[[Acid critical table|Acid]] flares - The most widely effective of the common flares.&lt;br /&gt;
:*[[Cold critical table|Cold]] flares - Effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Heat]] flares - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Impact critical table|Vibration]] flares - Effective on earth-type creatures, such as pyrothags.&lt;br /&gt;
:*[[Lightning critical table|Lightning]] flares - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Flares ===&lt;br /&gt;
:*Holy Water flares - Available only through [[Holy Blade]] and behaves as [[Acid critical table|Acid]] on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*[[Plasma critical table|Plasma]] flares - Effective on undead.  Also, sanctify bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Steam critical table|Steam]] flares - Not heavily sought after due to an overall inferior critical table.&lt;br /&gt;
:*[[Vacuum critical table|Vacuum]] flares - Often referred to as void flares. These are found on [[coraesine]] weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special Flares ===&lt;br /&gt;
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Acuity flares]] - These flares give temporary bonuses to AS/CS upon triggering.&lt;br /&gt;
:*Bubble flares - newly released at Ebon Gate 2008 by the merchant Slawgruf they offer a protective bubble about the wielder for a minute or so similar to stone skin from what the merchant said at the time&lt;br /&gt;
:*[[Disruption critical table|Disruption]] flares - Seen on Tsanah&#039;s [[black ora]] weapons.&lt;br /&gt;
:*Jovn&#039;s mechanical flares - These do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they&#039;re blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Knockout_flare|Knockout]] flare - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head.&lt;br /&gt;
:*Rotating flares - Special merhcant flares which can change. They exist in a variety of combinations. Depending upon the item, they flares may change based on realm, or by a selection [[Script|script]].&lt;br /&gt;
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Mana vial]] flares - The caster regains a small amount of mana when triggered. Particularly powerful when combined with the [[Rapid Fire]] and [[Minor Shock]] spells. Similar &amp;quot;health vial&amp;quot; and &amp;quot;spirit vial&amp;quot; variants have been released as well ([http://www.krakiipedia.org/wiki/Convocation_of_Coraesine_Field#Mana_Vial_flares CCF 2009]).&lt;br /&gt;
:*[[Poisoned|Poison]] flares - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit.  Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath]] flares - These do only blood-loss type damage.  No wounds.  Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance]] flares - have a very high likelihood of knocking down a target.&lt;br /&gt;
&lt;br /&gt;
=== Feras Weapons ===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout [[Elanthia]], feras weapons are often deadly weapons that almost always flare when striking.  The flares are [[Lightning critical table|Lightning]] based and generally start at very high damage and degrade after each use.  A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
== Methods of Obtaining Flares ==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell, [[Sanctify (1625)|Sanctify]]; the cleric spell, [[Holy Blade (304)|Holy Blade]] (when cast by a cleric with 40 or more ranks in the Cleric Circle); or the minor elemental spell, [[Elemental Blade (411)|Elemental Blade]].  Each of these spells have restrictions on which weapons they can be cast on and still add the flares.  To add flares to a weapon that is magical or non-blessable, one would require the services of a special [[merchant]].  A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares).  Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor flares ==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares.  Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain combat [[maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etcetera).  It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[Category:Premium]]&lt;/div&gt;</summary>
		<author><name>EASTMANM2</name></author>
	</entry>
</feed>